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.
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@@ -124,6 +124,8 @@ src/viewport/ WorldViewport (the drawing of a world or a holder, the ba
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a `ViewSource` — the project and word of a change — so a released game draws without the
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editor, #266), gamePointer (the mouse handed to a running world), projectFiles (the file
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libraries pointed at the server, and what a project names fetched ahead),
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fullscreen + FullscreenCorner (the browser's Fullscreen API, when the corner button shows,
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and the button itself, shared by the Game tab and the released game, #267),
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view (transforms), items (what to draw), symbols (how to draw it),
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symbolIcons (the SVG files in icons/, parsed once, in the theme's colours, #175),
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FileLibrary (load once, never retry a failure, tell the listeners) ← TextureLibrary, FontLibrary;
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@@ -71,6 +71,13 @@ Fixed steps start on a whole screen pixel, so pixel art at 100% stays sharp. The
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pixel, and Fit then names the factor in screen pixels (`Fit · 156%`). The choice is saved with
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the project, like *Play starts*, but it is no undo step: Ctrl+Z undoes edits, not a look at the game.
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**Fullscreen** (#267). The button at the right end of the Game tab's header puts the game view on
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its own into fullscreen: no toolbar, no panels, no tab header, no console, at the scale the picker
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holds. A run goes on as before and the keys still go to the game. A button in the top right corner
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leaves fullscreen, and so does Esc, the browser's own key; the view is back in its tab as it was.
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Over a running game that corner button steps aside once the mouse has rested for 2 s and comes back
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with the next move. Stopping the run ends fullscreen too, since Stop goes back to the Scene tab.
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**While playing** (#265). How closely the editor follows a running game is one preset in
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*Menu → Project settings…*. The game itself runs every frame in each of them, and so does the
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picture of it on screen; only the panels are held back. With hundreds of objects spawning and
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@@ -119,7 +126,8 @@ sound before one, and the keyboard would have nowhere to go. Every key belongs t
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included. A game that stops itself (`Stop game`) offers to play again; `Restart game` and
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`Load scene` work as in the editor. Persistent variables are saved in the player's browser under
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the link, apart from the editor's own saves. Plugins are not loaded on the link; the dialog warns
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when the project uses any, and when it has no scene to play.
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when the project uses any, and when it has no scene to play. The page has the same fullscreen button
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as the Game tab in its top right corner (#267); a click on it never reaches the game.
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**Toolbar and panels.** The toolbar carries five **icon buttons** and no captions (#183): the
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**menu** (three bars) on the left with *New project*, *Open project…*, *Snapshots…*, *Release…* and *Project settings…*,
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@@ -16,7 +16,7 @@ php tools/make-user.php <name> <password> [admin|user] # an account; ever
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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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php tests/php/releases.test.php # the release store (#266), the same way
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node tools/seed-e2e.mjs && node tools/e2e.mjs # 1574 editor checks, screenshots in /tmp/gm-e2e-*.png
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node tools/seed-e2e.mjs && node tools/e2e.mjs # 1580 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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