Describe the bulk object queries and Find modes (#259)
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@@ -166,6 +166,12 @@ playing use the same two words.
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- **Node set** (`src/core/graph/nodes/`, one file per node): events `On start`, `On enable`, `On update`, `On disable`, `On destroy` (see *Lifecycle*), `On key down/up/held`,
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`On timer` (fires on the first frame past each due time; `late` says by how much, so `time - late` is exactly a multiple of the interval), `On collision enter/stay/exit` (stay every frame, or with an interval; while playing enter and stay tell normal, impulse and point of the contact), `On click` (the mouse pressed on the owner — anywhere when it has none), `On animation finished`, `On state entered`, `On state exited` (one output per state, see *State machines*), `Start` · flow `Branch`, `Sequence`, `Repeat`, `For each`, `Find` … `Match`, `Run behavior`, `End`, and the four that move or follow a state machine, `State branch`, `Set state`, `Set state by name`, `State transition` (see *State machines*) · data `Self`, `Owner`, `Parent`, `Object by name`, `Child by name` (the nearest object of that name below the given one: its children, then their children, and so on; within a level the first in hierarchy order, nothing when none is called so), `Name of`,
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`Is asset` (is this object an instance of asset X — how you tell what you collided with),
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and the plural lookups, each handing on a `list` of objects taken at that moment (destroyed
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objects are never in it, switched-off ones are, as with the single lookups): `Objects by name`
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(every object of that name, in scene order), `Children by name` (every one of that name below
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the given object, nearer levels first, the order `Child by name` searches in), `Children` (the
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children of an object; with **recursive** every object below it, level by level) and
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`Objects of asset` (every instance of the chosen asset, spawned ones included),
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`Variables`, `Properties` (every property row of the target's type, the transform rows `scale`, `rotation`, `mirrorX`, `mirrorY` included — how a graph turns a sprite), `Get position` (local and world), `Is enabled`, literals `Number`/`Text`/`Boolean`/`Texture`/`State machine`/`Sound`/`Scene`/`Animation`/`Asset`, `Add/Subtract/Multiply/Divide`,
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`Min/Max/Abs/Sqrt/Clamp`, `Lerp` (from a to b as t runs from 0 to 1, t held in 0…1; the setting
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*Ease* bends the way: *Linear*, *In* starts slow, *Out* ends slow, *In-out* both, all quadratic,
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@@ -295,6 +301,13 @@ playing use the same two words.
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element reads it anew, like the break of `For each`. Over a typed list, right-click the `item`
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pin and split it into the fields of the type (`item.Name`, …), so the test needs no `Expand`
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— see [Structs](Structs), *Split outputs*.
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The Find's setting **Mode** says what the Match answers. **First** is the search above.
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**All** looks at every element and continues at `done` with `items` and `indices`, the lists of
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every element the test is true for (empty when there is none). **Any** stops at the first hit
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and hands on `any` (true or false), **Count** hands on `count`. The Match takes the outputs of
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its Find's mode; switching the mode drops the edges on outputs the Match no longer has (undo
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brings them back). Typing **filter** into the palette adds a Find already set to All. A Find
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saved before the setting existed is First.
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- **A behavior as a node** (nesting): a behavior, usually one with a **Start** and an **End**
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node, can be run as a step of another behavior's graph. Every input declared on the start node becomes an
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input port of the calling node, every output declared on the end node one of its outputs; the
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@@ -15,7 +15,7 @@ npm run build # writes dist/ and regenerates index.html
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php tools/make-user.php <name> <password> [admin|user] # an account; every tool signs in (see Accounts)
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php tests/php/accounts.test.php # the API's account rules, no server needed (CI's gate job)
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php tests/php/snapshots.test.php # the snapshot store (#231), the same way
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node tools/seed-e2e.mjs && node tools/e2e.mjs # 1532 editor checks, screenshots in /tmp/gm-e2e-*.png
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node tools/seed-e2e.mjs && node tools/e2e.mjs # 1535 editor checks, screenshots in /tmp/gm-e2e-*.png
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GM_STEPS=20 node tools/e2e.mjs # or 1-12, or 6,20 — a subset while working on one step
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./e2e.sh start [GM_STEPS] # the same run detached, see below
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./e2e.sh status # live progress, or the last run's result
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