Describe the While playing presets and spawn groups (#265)
- Concepts: what Live, Balanced and Minimal hold back while a game runs, and that the game itself is never throttled. - Scenes: the new While playing row in the project settings. - Scene editing: objects spawned at the top level are listed in a group named after their asset. - Development: e2e check count 1562. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
1 parent
a045c4a186
commit
68c8798a70
4 files changed
+28
-3
No files matched your search
+20
-1
@@ -71,6 +71,24 @@ Fixed steps start on a whole screen pixel, so pixel art at 100% stays sharp. The
|
||||
pixel, and Fit then names the factor in screen pixels (`Fit · 156%`). The choice is saved with
|
||||
the project, like *Play starts*, but it is no undo step: Ctrl+Z undoes edits, not a look at the game.
|
||||
|
||||
**While playing** (#265). How closely the editor follows a running game is one preset in
|
||||
*Menu → Project settings…*. The game itself runs every frame in each of them, and so does the
|
||||
picture of it on screen; only the panels are held back. With hundreds of objects spawning and
|
||||
dying, rebuilding the hierarchy for every one of them cost more than the game.
|
||||
|
||||
| Preset | Hierarchy | Inspector and other values | Graph highlights | Scene view behind the Game tab |
|
||||
|---|---|---|---|---|
|
||||
| **Live** | every frame | every frame | every frame | keeps drawing |
|
||||
| **Balanced** (default) | 4 times a second | 4 times a second | every frame | waits until its tab is shown |
|
||||
| **Minimal** | on pause | on pause | 4 times a second | waits until its tab is shown |
|
||||
|
||||
A change in between is kept, not lost: the next update carries it. Pausing (the toolbar, Ctrl+Enter
|
||||
or a `Pause game` node) brings every panel up to date at once, and picking an object during a run
|
||||
lists it in the hierarchy at once. The graph and state machine tabs only draw while they are on
|
||||
screen, so Balanced lets them keep up with every frame. Under Minimal they are held back too, but a
|
||||
pulse glows for 0.35 s, longer than the gap between two updates, so every pulse still shows. Balanced is also what a project written before there was a
|
||||
choice plays with. The preset is saved with the project and is an undo step.
|
||||
|
||||
**Snapshots** (#231). *Menu → Snapshots…* lists the snapshots of the open project, newest first,
|
||||
with the local time each was made. **Create snapshot** copies the project as the server has it
|
||||
stored, under the name typed or, left blank, under the date and time; the autosave is written
|
||||
@@ -91,7 +109,8 @@ window, not of the space the row has left over — where play turns into a stop
|
||||
on, and pause into a second play sign while it is held. On the right stand the
|
||||
notice line, the save status, the frame rate and the **Account** menu. What the bar used to spell
|
||||
out lives in the menu now: the project list in *Open project…*, the project name, the
|
||||
**start-scene switch** (*Start scene* / *Active scene*, see **Start scene**), the **symbol scale**
|
||||
**start-scene switch** (*Start scene* / *Active scene*, see **Start scene**), the **While playing**
|
||||
preset (see above), the **symbol scale**
|
||||
of the scene view's icons (see [Scene editing](Scene-editing)) and the collision layers in
|
||||
*Project settings…*. The active scene is picked where the scenes are — by double-clicking
|
||||
one in the **Assets** panel. The **Assets** panel's `+` creates an asset and opens its tab; its menu lists the types in
|
||||
|
||||
+1
-1
@@ -15,7 +15,7 @@ npm run build # writes dist/ and regenerates index.html
|
||||
php tools/make-user.php <name> <password> [admin|user] # an account; every tool signs in (see Accounts)
|
||||
php tests/php/accounts.test.php # the API's account rules, no server needed (CI's gate job)
|
||||
php tests/php/snapshots.test.php # the snapshot store (#231), the same way
|
||||
node tools/seed-e2e.mjs && node tools/e2e.mjs # 1551 editor checks, screenshots in /tmp/gm-e2e-*.png
|
||||
node tools/seed-e2e.mjs && node tools/e2e.mjs # 1562 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
|
||||
|
||||
@@ -198,6 +198,11 @@ group. There are no groups inside groups.
|
||||
part of a multi-selection moves all selected objects, side by side in their listed order and as
|
||||
one undo step; a selected child of a selected object travels with its parent.
|
||||
- **The group row's menu** has *Select members*, *Rename…* and *Ungroup* (the members stay).
|
||||
- **Spawned objects are grouped by asset** (#265). An object a `Spawn` node places at the top level
|
||||
goes into the group named after its asset, *Gold* for the gold pickups; a group of that name that
|
||||
is already there is used, otherwise one is made. Two hundred pickups are then one folded row. A
|
||||
spawned object with a parent stays under its parent. The name of the object does not change, so a
|
||||
`Find` looks for it as before; only objects of the same group are drawn as one block at equal `z`.
|
||||
The object menu adds *Remove from group*. Grouping, renaming, ungrouping and moving in or out
|
||||
are one undo step each.
|
||||
- **Order:** a group is listed where its first member stands, with the others moved up behind it.
|
||||
|
||||
+2
-1
@@ -25,7 +25,8 @@ Which of the two Play uses is the **Play starts** switch in **menu → Project s
|
||||
|
||||
The switch is saved with the **project** (#226), so whoever opens it gets the same answer, and
|
||||
changing it is an undo step like every other project setting. It stands in the settings dialog
|
||||
beside the project name, the symbol scale and the collision layers.
|
||||
beside the project name, the *While playing* preset (see [Concepts](Concepts)), the symbol scale
|
||||
and the collision layers.
|
||||
It is captioned with the mode it stands in — *Start scene* or *Active scene*, worded exactly like
|
||||
the entries of its own menu, so that what you picked and what you read back are the same words.
|
||||
The start scene is marked with the play triangle in the Assets panel, the active one with a dot.
|
||||
|
||||
Reference in new issue
Block a user