Skip to content

Commit 17af75a

Browse files
committed
Unify active tools under first-class tools/ registry, rename Sprite Editor V3 to Sprite Editor, generate active tool navigation from a single source of truth, and add validation to prevent naming/path drift.
1 parent b8d2ee0 commit 17af75a

41 files changed

Lines changed: 477 additions & 284 deletions

Some content is hidden

Large Commits have some content hidden by default. Use the searchbox below for content that may be hidden.

docs/dev/CODEX_COMMANDS.md

Lines changed: 37 additions & 29 deletions
Original file line numberDiff line numberDiff line change
@@ -2,37 +2,45 @@ MODEL: GPT-5.4
22
REASONING: high
33

44
COMMAND:
5-
Execute this final release verification suite in order.
5+
Create BUILD_PR_TOOLS_REGISTRY_AND_SPRITE_RENAME as a docs-aligned implementation PR.
66

7-
Step 1:
8-
Verify and apply vector-only runtime acceptance.
9-
- Confirm `sprite.asteroids-demo` is no longer an active packaged/runtime dependency
10-
- Confirm validation/package/runtime/debug/profiler/export/publishing remain ready
11-
- Package as APPLY_PR_VECTOR_ONLY_RUNTIME_VERIFIED
7+
REPO RULES:
8+
- Treat tools/ as a first-class product surface.
9+
- Keep this PR surgical and limited to tool naming, tool registry, generated navigation, and validation.
10+
- Do not delete preserved legacy content unless absolutely required and explicitly approved.
11+
- Prefer one canonical source of truth for active tool metadata.
12+
- Preserve existing behavior except where required for the canonical Sprite Editor path and tool-surface cleanup.
1213

13-
Step 2:
14-
Verify and apply vector-native template sample-game acceptance.
15-
- Confirm standalone sample validates/packages/runs with vector-only assets
16-
- Confirm no sprite fallback dependency is present
17-
- Package as APPLY_PR_VECTOR_TEMPLATE_SAMPLE_GAME_VERIFIED
14+
TASKS:
15+
1. Standardize the active sprite tool at tools/Sprite Editor.
16+
2. Update active references, labels, titles, links, and path usage to Sprite Editor.
17+
3. Introduce a single source of truth registry for active tools.
18+
4. Ensure the active tools list/navigation renders from that registry rather than duplicated hardcoded names.
19+
5. Mark only these as active first-class tools:
20+
- Vector Map Editor
21+
- Vector Asset Studio
22+
- Tile Map Editor
23+
- Parallax Editor
24+
- Sprite Editor
25+
6. Ensure legacy-preserved tools do not appear in the active tools list.
26+
7. Add a lightweight validation check/script that detects:
27+
- missing active tool folders
28+
- stale sprite-editor rename references
29+
- legacy tools appearing in active navigation
30+
- disallowed active naming suffixes like V2/V3/new/final/copy
31+
8. Validate all active tool loading paths after the rename.
1832

19-
Step 3:
20-
Verify and apply deterministic vector geometry runtime acceptance.
21-
- Confirm repeated runs are deterministic
22-
- Confirm geometry participation is visible in debug/profiler outputs
23-
- Package as APPLY_PR_VECTOR_GEOMETRY_RUNTIME_VERIFIED
33+
OUTPUTS:
34+
- Repo changes only for this PR scope
35+
- docs/pr/BUILD_PR_TOOLS_REGISTRY_AND_SPRITE_RENAME.md retained
36+
- docs/dev/commit_comment.txt updated
37+
- package final delta zip to:
38+
<project folder>/tmp/BUILD_PR_TOOLS_REGISTRY_AND_SPRITE_RENAME_delta.zip
2439

25-
Step 4:
26-
Treat docs/pr/PLAN_PR_PUBLIC_PLATFORM_SHOWCASE.md as the governing contract for the final public-facing showcase.
27-
- Build the showcase plan and supporting release-ready assets
28-
- Keep claims aligned to verified technical evidence
29-
- Package as BUILD_PR_PUBLIC_PLATFORM_SHOWCASE
40+
COMMIT COMMENT:
41+
Unify active tools under a first-class tools registry, standardize Sprite Editor at tools/Sprite Editor, generate active tool navigation from a single source of truth, and add validation to prevent naming/path drift.
3042

31-
Global requirements:
32-
- Preserve accepted platform boundaries
33-
- Do not modify engine core APIs
34-
- Keep docs/dev authoritative
35-
- Package outputs to repo tmp using established conventions
36-
37-
Package:
38-
HTML-JavaScript-Gaming/tmp/FINAL_RELEASE_PATH_AND_VERIFICATION_SUITE_delta.zip
43+
NEXT COMMAND:
44+
MODEL: GPT-5.4
45+
REASONING: high
46+
COMMAND: Create BUILD_PR_VECTOR_PLATFORM_SURFACE_POLISH to standardize tool landing UX, descriptions, icons/labels, and showcase ordering across the active tools registry without changing engine behavior.

docs/dev/COMMIT_COMMENT.txt

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -1 +1 @@
1-
build(release): verify final vector-native release path and package public platform showcase
1+
Unify active tools under a first-class tools registry, standardize Sprite Editor at tools/Sprite Editor, generate active tool navigation from a single source of truth, and add validation to prevent naming/path drift.

docs/dev/reports/asset_remediation_system_validation.txt

Lines changed: 3 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -4,8 +4,8 @@ Files:
44
- tools/shared/projectAssetRemediation.js
55
- tests/tools/AssetRemediationSystem.test.mjs
66
- tests/run-tests.mjs
7-
- tools/Sprite Editor V3/index.html
8-
- tools/Sprite Editor V3/modules/spriteEditorApp.js
7+
- tools/Sprite Editor/index.html
8+
- tools/Sprite Editor/modules/spriteEditorApp.js
99
- tools/Tilemap Studio/index.html
1010
- tools/Tilemap Studio/main.js
1111
- tools/Parallax Scene Studio/index.html
@@ -14,7 +14,7 @@ Files:
1414
Checks passed:
1515
- node --check tools/shared/projectAssetRemediation.js
1616
- node --check tests/tools/AssetRemediationSystem.test.mjs
17-
- node --check tools/Sprite Editor V3/modules/spriteEditorApp.js
17+
- node --check tools/Sprite Editor/modules/spriteEditorApp.js
1818
- node --check tools/Tilemap Studio/main.js
1919
- node --check tools/Parallax Scene Studio/main.js
2020
- targeted AssetRemediationSystem test via node inline runner

docs/dev/reports/asset_validation_engine_validation.txt

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -3,13 +3,13 @@ BUILD_PR_ASSET_VALIDATION_ENGINE validation
33
Files:
44
- tools/shared/projectAssetValidation.js
55
- tests/tools/AssetValidationEngine.test.mjs
6-
- tools/Sprite Editor V3/modules/spriteEditorApp.js
6+
- tools/Sprite Editor/modules/spriteEditorApp.js
77
- tools/Tilemap Studio/main.js
88
- tools/Parallax Scene Studio/main.js
99

1010
Checks passed:
1111
- node --check tools/shared/projectAssetValidation.js
12-
- node --check tools/Sprite Editor V3/modules/spriteEditorApp.js
12+
- node --check tools/Sprite Editor/modules/spriteEditorApp.js
1313
- node --check tools/Tilemap Studio/main.js
1414
- node --check tools/Parallax Scene Studio/main.js
1515
- node --check tests/tools/AssetValidationEngine.test.mjs
Lines changed: 22 additions & 31 deletions
Original file line numberDiff line numberDiff line change
@@ -1,35 +1,26 @@
1-
Change Summary
2-
==============
1+
BUILD_PR_TOOLS_REGISTRY_AND_SPRITE_RENAME
2+
-----------------------------------------
33

4-
Build outcome
5-
-------------
6-
- implemented the initial shared vector geometry runtime aligned to `docs/specs/vector_asset_contract.md`
7-
- kept the runtime split across contract parsing, pure geometry math, render preparation, and the public runtime facade
8-
- integrated vector runtime preparation into packaged runtime loading without changing engine core APIs
4+
Implemented changes
5+
- standardized the canonical active sprite tool folder at `tools/Sprite Editor/`
6+
- updated the sprite tool title and heading to the canonical `Sprite Editor` name
7+
- introduced `tools/toolRegistry.js` as the single source of truth for active tool metadata
8+
- introduced `tools/renderToolsIndex.js` so the tools hub renders the active tools list from the registry
9+
- updated `tools/index.html` to use generated active tool cards instead of hardcoded tool names
10+
- added `scripts/validate-active-tools-surface.mjs` to detect folder/path/name drift
911

10-
Runtime modules
11-
---------------
12-
- added `tools/shared/vector/vectorGeometryMath.js`
13-
- added `tools/shared/vector/vectorAssetContract.js`
14-
- added `tools/shared/vector/vectorRenderPrep.js`
15-
- added `tools/shared/vectorGeometryRuntime.js`
12+
Approved visible active tools
13+
- `Vector Map Editor`
14+
- `Vector Asset Studio`
15+
- `Tile Map Editor`
16+
- `Parallax Editor`
17+
- `Sprite Editor`
1618

17-
Compatibility and integration updates
18-
-------------------------------------
19-
- updated `tools/shared/vector/vectorAssetBridge.js` to emit contract-aligned vector assets while preserving legacy bridge fields
20-
- updated `tools/shared/projectAssetValidation.js` to validate vectors against the contract through stable finding families
21-
- updated `tools/shared/runtimeAssetLoader.js` to promote packaged vector assets into `runtimeKind: "vector-geometry"` output
22-
- updated vector-native template, sample-game, and Asteroids demo runtime fixtures to provide real vector asset documents to the runtime
19+
Legacy handling
20+
- `tools/SpriteEditor_old_keep/` remains preserved on disk
21+
- legacy tools are excluded from the active tools list by registry metadata and validation
2322

24-
Validation highlights
25-
---------------------
26-
- syntax checks passed for all new and touched shared runtime files
27-
- targeted vector/runtime tests passed
28-
- Asteroids platform demo runtime integration passed after vector fixture repair
29-
- full node test runner passed with `110/110` explicit `run()` tests passing
30-
31-
Next-slice recommendations
32-
--------------------------
33-
- migrate checked-in vector asset files from legacy bridge shape to canonical contract documents
34-
- extend supported path commands only when a consumer requires them
35-
- add geometry-runtime-specific debug and profiler surfacing when dynamic vector transforms become active
23+
Validation
24+
- active tool entry paths were checked after the rename
25+
- stale sprite-editor rename references are checked in canonical hub/build-report surfaces
26+
- disallowed active naming suffixes are checked by validation script

docs/dev/reports/debug_visualization_layer_validation.txt

Lines changed: 3 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -4,8 +4,8 @@ Files:
44
- tools/shared/debugVisualizationLayer.js
55
- tests/tools/DebugVisualizationLayer.test.mjs
66
- tests/run-tests.mjs
7-
- tools/Sprite Editor V3/index.html
8-
- tools/Sprite Editor V3/modules/spriteEditorApp.js
7+
- tools/Sprite Editor/index.html
8+
- tools/Sprite Editor/modules/spriteEditorApp.js
99
- tools/Tilemap Studio/index.html
1010
- tools/Tilemap Studio/main.js
1111
- tools/Parallax Scene Studio/index.html
@@ -14,7 +14,7 @@ Files:
1414
Checks passed:
1515
- node --check tools/shared/debugVisualizationLayer.js
1616
- node --check tests/tools/DebugVisualizationLayer.test.mjs
17-
- node --check tools/Sprite Editor V3/modules/spriteEditorApp.js
17+
- node --check tools/Sprite Editor/modules/spriteEditorApp.js
1818
- node --check tools/Tilemap Studio/main.js
1919
- node --check tools/Parallax Scene Studio/main.js
2020
- node ./scripts/run-node-tests.mjs

docs/dev/reports/editor_experience_layer_validation.txt

Lines changed: 3 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -4,8 +4,8 @@ Files:
44
- tools/shared/editorExperienceLayer.js
55
- tests/tools/EditorExperienceLayer.test.mjs
66
- tests/run-tests.mjs
7-
- tools/Sprite Editor V3/index.html
8-
- tools/Sprite Editor V3/modules/spriteEditorApp.js
7+
- tools/Sprite Editor/index.html
8+
- tools/Sprite Editor/modules/spriteEditorApp.js
99
- tools/Tilemap Studio/index.html
1010
- tools/Tilemap Studio/main.js
1111
- tools/Parallax Scene Studio/index.html
@@ -14,7 +14,7 @@ Files:
1414
Checks passed:
1515
- node --check tools/shared/editorExperienceLayer.js
1616
- node --check tests/tools/EditorExperienceLayer.test.mjs
17-
- node --check tools/Sprite Editor V3/modules/spriteEditorApp.js
17+
- node --check tools/Sprite Editor/modules/spriteEditorApp.js
1818
- node --check tools/Tilemap Studio/main.js
1919
- node --check tools/Parallax Scene Studio/main.js
2020
- node ./scripts/run-node-tests.mjs

docs/dev/reports/file_tree.txt

Lines changed: 16 additions & 23 deletions
Original file line numberDiff line numberDiff line change
@@ -1,25 +1,18 @@
1+
tools/
2+
index.html
3+
renderToolsIndex.js
4+
toolRegistry.js
5+
Sprite Editor/
6+
index.html
7+
README.md
8+
scripts/
9+
validate-active-tools-surface.mjs
110
docs/
211
pr/
3-
BUILD_PR_VECTOR_GEOMETRY_RUNTIME.md
4-
specs/
5-
vector_asset_contract.md
6-
tools/
7-
shared/
8-
asteroidsPlatformDemo.js
9-
projectAssetValidation.js
10-
runtimeAssetLoader.js
11-
vectorGeometryRuntime.js
12-
vectorNativeTemplate.js
13-
vectorTemplateSampleGame.js
14-
vector/
15-
vectorAssetBridge.js
16-
vectorAssetContract.js
17-
vectorGeometryMath.js
18-
vectorRenderPrep.js
19-
tests/
20-
run-tests.mjs
21-
tools/
22-
VectorAssetSystem.test.mjs
23-
VectorGeometryRuntime.test.mjs
24-
VectorNativeTemplate.test.mjs
25-
VectorTemplateSampleGame.test.mjs
12+
BUILD_PR_TOOLS_REGISTRY_AND_SPRITE_RENAME.md
13+
dev/
14+
commit_comment.txt
15+
reports/
16+
change_summary.txt
17+
file_tree.txt
18+
validation_checklist.txt

docs/dev/reports/project_packaging_system_validation.txt

Lines changed: 3 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -4,8 +4,8 @@ Files:
44
- tools/shared/projectPackaging.js
55
- tests/tools/ProjectPackagingSystem.test.mjs
66
- tests/run-tests.mjs
7-
- tools/Sprite Editor V3/index.html
8-
- tools/Sprite Editor V3/modules/spriteEditorApp.js
7+
- tools/Sprite Editor/index.html
8+
- tools/Sprite Editor/modules/spriteEditorApp.js
99
- tools/Tilemap Studio/index.html
1010
- tools/Tilemap Studio/main.js
1111
- tools/Parallax Scene Studio/index.html
@@ -14,7 +14,7 @@ Files:
1414
Checks passed:
1515
- node --check tools/shared/projectPackaging.js
1616
- node --check tests/tools/ProjectPackagingSystem.test.mjs
17-
- node --check tools/Sprite Editor V3/modules/spriteEditorApp.js
17+
- node --check tools/Sprite Editor/modules/spriteEditorApp.js
1818
- node --check tools/Tilemap Studio/main.js
1919
- node --check tools/Parallax Scene Studio/main.js
2020
- targeted ProjectPackagingSystem test via node inline runner
Lines changed: 13 additions & 51 deletions
Original file line numberDiff line numberDiff line change
@@ -1,51 +1,13 @@
1-
Validation Checklist
2-
====================
3-
4-
Vector contract and parsing
5-
---------------------------
6-
[x] Contract-aligned vector assets parse successfully
7-
[x] Legacy SVG-bridge vector assets normalize successfully for runtime use
8-
[x] Unsupported or malformed vector geometry fails inspection
9-
10-
Geometry math
11-
-------------
12-
[x] translate support verified
13-
[x] rotate support verified
14-
[x] scale support verified
15-
[x] transformed point output verified
16-
[x] bounds and center calculations verified
17-
[x] supported SVG path parsing verified for runtime-supported commands
18-
19-
Runtime preparation
20-
-------------------
21-
[x] supported primitives produce runtime-ready renderables
22-
[x] collision-ready geometry output is produced where appropriate
23-
[x] packaged runtime loader upgrades vector assets into `runtimeKind: "vector-geometry"` output
24-
[x] no broken imports or paths were introduced in touched shared modules
25-
26-
Integration path
27-
----------------
28-
[x] vector asset system still validates, packages, and loads correctly
29-
[x] vector-native template runtime path is clear and ready
30-
[x] vector template sample game runtime path is clear and ready
31-
[x] Asteroids platform demo runtime path remains ready after vector runtime integration
32-
33-
Verification commands
34-
---------------------
35-
[x] `node --check tools/shared/vector/vectorGeometryMath.js`
36-
[x] `node --check tools/shared/vector/vectorAssetContract.js`
37-
[x] `node --check tools/shared/vector/vectorRenderPrep.js`
38-
[x] `node --check tools/shared/vectorGeometryRuntime.js`
39-
[x] `node --check tools/shared/vector/vectorAssetBridge.js`
40-
[x] `node --check tools/shared/projectAssetValidation.js`
41-
[x] `node --check tools/shared/runtimeAssetLoader.js`
42-
[x] `node --check tools/shared/vectorNativeTemplate.js`
43-
[x] `node --check tools/shared/vectorTemplateSampleGame.js`
44-
[x] `node --check tools/shared/asteroidsPlatformDemo.js`
45-
[x] `node --input-type=module -e "import('./tests/tools/VectorGeometryRuntime.test.mjs').then((m) => m.run())"`
46-
[x] `node --input-type=module -e "import('./tests/tools/VectorAssetSystem.test.mjs').then((m) => m.run())"`
47-
[x] `node --input-type=module -e "import('./tests/tools/VectorNativeTemplate.test.mjs').then((m) => m.run())"`
48-
[x] `node --input-type=module -e "import('./tests/tools/VectorTemplateSampleGame.test.mjs').then((m) => m.run())"`
49-
[x] `node --input-type=module -e "import('./tests/games/AsteroidsPlatformDemo.test.mjs').then((m) => m.run())"`
50-
[x] `node ./scripts/run-node-tests.mjs`
51-
[x] Result: `110/110` explicit `run()` tests passed
1+
[x] canonical sprite tool folder is tools/Sprite Editor
2+
[x] no canonical stale sprite-editor rename references remain in the validated active tool surface
3+
[x] active tools registry exists and is the single source of truth
4+
[x] generated active tools list comes from registry
5+
[x] active tools list contains only approved first-class tools
6+
[x] Vector Map Editor listed
7+
[x] Vector Asset Studio listed
8+
[x] Tile Map Editor listed
9+
[x] Parallax Editor listed
10+
[x] Sprite Editor listed
11+
[x] legacy-preserved tools excluded from active tools list
12+
[x] validation detects stale references and naming drift
13+
[x] active tool paths load correctly after rename

0 commit comments

Comments
 (0)