From bfc26ec71f65494a79fc56b6a92194853f8b05f9 Mon Sep 17 00:00:00 2001 From: meleki Date: Tue, 29 Sep 2026 14:44:30 +0200 Subject: [PATCH] Describe the fullscreen game view (#267) Concepts gets a Fullscreen section and a sentence under Release. Architecture lists fullscreen.ts and FullscreenCorner.ts. Development has the new e2e module 61 and the sum of 1580 checks. --- Architecture.md | 2 ++ Concepts.md | 10 +++++++++- Development.md | 2 +- 3 files changed, 12 insertions(+), 2 deletions(-) diff --git a/Architecture.md b/Architecture.md index 00b5fa2..0cdada6 100644 --- a/Architecture.md +++ b/Architecture.md @@ -124,6 +124,8 @@ src/viewport/ WorldViewport (the drawing of a world or a holder, the ba a `ViewSource` — the project and word of a change — so a released game draws without the editor, #266), gamePointer (the mouse handed to a running world), projectFiles (the file libraries pointed at the server, and what a project names fetched ahead), + fullscreen + FullscreenCorner (the browser's Fullscreen API, when the corner button shows, + and the button itself, shared by the Game tab and the released game, #267), view (transforms), items (what to draw), symbols (how to draw it), symbolIcons (the SVG files in icons/, parsed once, in the theme's colours, #175), FileLibrary (load once, never retry a failure, tell the listeners) ← TextureLibrary, FontLibrary; diff --git a/Concepts.md b/Concepts.md index 88be35e..10adbf9 100644 --- a/Concepts.md +++ b/Concepts.md @@ -71,6 +71,13 @@ 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. +**Fullscreen** (#267). The button at the right end of the Game tab's header puts the game view on +its own into fullscreen: no toolbar, no panels, no tab header, no console, at the scale the picker +holds. A run goes on as before and the keys still go to the game. A button in the top right corner +leaves fullscreen, and so does Esc, the browser's own key; the view is back in its tab as it was. +Over a running game that corner button steps aside once the mouse has rested for 2 s and comes back +with the next move. Stopping the run ends fullscreen too, since Stop goes back to the Scene tab. + **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 @@ -119,7 +126,8 @@ sound before one, and the keyboard would have nowhere to go. Every key belongs t included. A game that stops itself (`Stop game`) offers to play again; `Restart game` and `Load scene` work as in the editor. Persistent variables are saved in the player's browser under the link, apart from the editor's own saves. Plugins are not loaded on the link; the dialog warns -when the project uses any, and when it has no scene to play. +when the project uses any, and when it has no scene to play. The page has the same fullscreen button +as the Game tab in its top right corner (#267); a click on it never reaches the game. **Toolbar and panels.** The toolbar carries five **icon buttons** and no captions (#183): the **menu** (three bars) on the left with *New project*, *Open project…*, *Snapshots…*, *Release…* and *Project settings…*, diff --git a/Development.md b/Development.md index bdf521e..8e729b9 100644 --- a/Development.md +++ b/Development.md @@ -16,7 +16,7 @@ php tools/make-user.php [admin|user] # an account; ever 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 php tests/php/releases.test.php # the release store (#266), the same way -node tools/seed-e2e.mjs && node tools/e2e.mjs # 1574 editor checks, screenshots in /tmp/gm-e2e-*.png +node tools/seed-e2e.mjs && node tools/e2e.mjs # 1580 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