diff --git a/Colliders.md b/Colliders.md index 154d9af..b7cd0b2 100644 --- a/Colliders.md +++ b/Colliders.md @@ -9,6 +9,13 @@ wears already is greyed out. Colliders can be reused across objects that way, ov instance and stacked (hitbox + hurtbox on one sprite; colliders of the same body never collide with each other). +On a sprite whose picture is a frame with a collision outline, the new collider is a +[Frame collision](#shapes) of that frame instead of a box (#218). It reads the frame the sprite +shows at that moment, an animation changing the frame later does not change the collider. A sprite +drawn bigger or smaller than the frame gets the collider's *Scale* set so the outline covers the +picture. A sprite stretched out of the frame's proportions keeps the box, because an outline +cannot be stretched; so does a frame without an outline, a whole texture or vector art. + **Fit to sprite** (#222) in the menu of a placed collider sizes it like the sprite it sits on and centres it there — handy after the sprite changed size or the collider was dragged aside. The size goes into this placement's overrides, so other sprites wearing the same collider keep theirs; a diff --git a/Development.md b/Development.md index ee3f0be..65367c9 100644 --- a/Development.md +++ b/Development.md @@ -18,7 +18,7 @@ php tests/php/accounts.test.php # the API's accoun # has and the web server's container has not (SKIP there) php tests/php/snapshots.test.php # the snapshot store (#231), the same way php tests/php/releases.test.php # the release store (#266), the same way -node tools/seed-e2e.mjs && node tools/e2e.mjs # 1616 editor checks, screenshots in /tmp/gm-e2e-*.png +node tools/seed-e2e.mjs && node tools/e2e.mjs # 1617 editor checks, screenshots in /tmp/gm-e2e-*.png GM_STEPS=20 node tools/e2e.mjs # or 1-12, or 6,20 — a subset while working on one step ./e2e.sh start [GM_STEPS] # the same run detached, see below ./e2e.sh status # live progress, or the last run's result