Tilemaps: Fill, Pick and holding Alt (#133); check total 1038
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@@ -12,7 +12,7 @@ npm run check # typecheck + lint + format:check + tests, the gate CI runs
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# code is lost (tail's is reported), so a red run reads as green
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npm run build # writes dist/ and regenerates index.html
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./build.sh # the same under `set -o pipefail`, for callers that pipe the output
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node tools/seed-e2e.mjs && node tools/e2e.mjs # 1034 editor checks, screenshots in /tmp/gm-e2e-*.png
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node tools/seed-e2e.mjs && node tools/e2e.mjs # 1038 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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@@ -49,11 +49,20 @@ the Columns, Rows and Tile size rows.
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pointer was reported at.
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- **Erase** clears cells the same way.
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- **Rect** fills the box a drag spans; while dragging, that box is outlined.
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- **Fill** (#133) fills, from the cell clicked, every cell of the active layer that holds the same
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tile — or is empty, if that one is — and is reached through the four edge neighbours. Diagonals do
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not count, so a fill does not leak through the gap between two corners. The grid is the border.
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Filling a cell with the tile it already holds does nothing.
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- **Pick** takes the tile of the cell clicked on the **active layer** and hands it straight to the
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painting tool used before Pick (Brush, Rect or Fill; from Select or Erase it is the Brush). An
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empty cell says so in the console and changes nothing.
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- **Holding Alt** is Pick for as long as it is held, from any tool; letting go brings the tool
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back. Choosing another tool while Alt is down keeps that one.
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While any of the three is chosen, the map shows its cell grid, so one does not paint blind.
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While any painting tool is chosen, the map shows its cell grid, so one does not paint blind.
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Shift-drag still pans the view, whatever the tool.
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**One stroke is one undo step** — a line of twenty cells comes back with one Ctrl+Z, and a stroke
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**One stroke is one undo step**, and so is one fill — a line of twenty cells comes back with one Ctrl+Z, and a stroke
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painted over another tile puts *that* one back, not merely emptiness.
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Under **TILES** stands every tile of the project as a grid of pictures with its name below
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@@ -138,4 +147,3 @@ the next save.
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- No trigger tiles: a tile that only reports an overlap (water that fires an event) is not there
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yet — a tile blocks or it does not.
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- Nothing fills an area by flooding it, and there is no picking up a tile off the map.
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