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DavidQ
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Created docs-only BUILD bundle for Sprite Editor project integration.
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CODEX_COMMANDS.md

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04/03/2026
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CODEX_COMMANDS.md
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MODEL: GPT-5.4-codex
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MODEL: GPT-5.4
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REASONING: high
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COMMAND:
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Create BUILD_PR_SPRITE_EDITOR_PROJECT_INTEGRATION.
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PRIMARY COMMAND
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Create `BUILD_PR_SPRITE_EDITOR_PROJECT_INTEGRATION` for the HTML-JavaScript-Gaming repo. Implement the approved Sprite Editor project integration contract from `PLAN_PR_SPRITE_EDITOR_PROJECT_INTEGRATION` with small, surgical changes only. Enforce disabled-until-selected paint/stroke behavior, preserve locked palette behavior after explicit selection, persist and restore palette references safely across save/load, and keep new/load/import/resize/duplicate flows contract-compliant. Do not broaden scope beyond Sprite Editor project integration. Refresh `docs/dev/reports/change_summary.txt`, `docs/dev/reports/validation_checklist.txt`, and `docs/dev/reports/file_tree.txt`, and package a repo-structured ZIP to `<project folder>/tmp/BUILD_PR_SPRITE_EDITOR_PROJECT_INTEGRATION_delta.zip`.
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Use docs/pr/PLAN_PR_SPRITE_EDITOR_PROJECT_INTEGRATION.md as the approved plan source of truth.
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COMMIT COMMENT
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`build(sprite-editor): integrate project palette selection and persistence contracts`
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Goal:
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Implement a small, surgical Sprite Editor integration PR so palette flow uses engine authority and session/project lock rules.
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Required integration rule:
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1. Sprite Editor must use engine paletteList as source of truth.
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2. Palette list is loaded from engine contract, not local hardcoded tool authority.
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3. Editing remains disabled until palette selected.
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4. Selected palette becomes locked for active project/session.
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5. Palette switching remains blocked unless explicit new/reset project flow is used.
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6. Lock behavior must match plan contracts for new project/load/import/resize/duplicate/save-load.
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7. No engine-boundary bypass and no duplicated palette authority inside tool.
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Scope rules:
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- Do not review/modify legacy sprite editor implementations outside tools/Sprite Editor/
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- Keep scope small and surgical
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- Prefer public engine-facing contracts only
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- No unrelated engine/tool rewrites
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- Docs-first and one PR per purpose
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- Preserve file headers
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Packaging:
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- tmp/BUILD_PR_SPRITE_EDITOR_PROJECT_INTEGRATION_delta.zip
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NEXT COMMAND
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MODEL: GPT-5.4
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REASONING: high
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COMMAND: After BUILD validation is complete, create `APPLY_PR_SPRITE_EDITOR_PROJECT_INTEGRATION` that verifies final repo readiness, confirms project-format compatibility, summarizes user-visible behavior changes, and packages the final repo-structured delta ZIP.

docs/dev/reports/change_summary.txt

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change_summary.txt
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PLAN_PR target:
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Define a docs-only integration plan for Sprite Editor palette authority and project/session lock behavior.
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BUILD_PR target:
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Integrate isolated Sprite Editor project flow with engine-authoritative palette selection and locked palette project/session contracts.
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Planned BUILD focus:
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- engine-authoritative palette source in Sprite Editor
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- disabled editing until palette selection
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- locked palette semantics for active project/session
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- palette reference persistence contract in project JSON
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- clear fallback behavior when engine palette source is unavailable
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Implemented changes:
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- tools/Sprite Editor/index.html
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- Added engine palette bootstrap script include (`../../engine/paletteList.js`)
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- Added palette selector UI and lock-state readout
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- Kept color input as display-only (disabled) so palette swatches remain authority path
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- tools/Sprite Editor/modules/constants.js
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- Removed hardcoded default palette authority constants
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- Added palette contract constants (`PALETTE_SOURCE_ID`, `NO_PALETTE_ID`)
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- tools/Sprite Editor/modules/projectModel.js
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- Added `paletteRef` project contract
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- Updated new/load/serialize model behavior for palette reference persistence
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- Save serialization now stores palette identity (`paletteRef`) rather than authoritative palette catalog
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- tools/Sprite Editor/modules/spriteEditorApp.js
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- Added engine palette catalog loader from `globalThis.palettesList`
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- Added disabled-until-selected edit gate
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- Added explicit palette-selection lock flow
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- Enforced lock-preserving behavior for import/resize/duplicate operations
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- New project flow now unlocks palette and requires explicit re-selection
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- Load flow resolves paletteRef and auto-locks when available; unresolved refs fall back to blocked selection mode
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- Updated save/load status messaging for palette lock resolution
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- tools/Sprite Editor/spriteEditor.css
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- Added disabled control and select styling for clearer lock/gate UX
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- tools/Sprite Editor/README.md
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- Added project integration contract notes
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Planned scope:
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- tools/Sprite Editor/** only for implementation
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- docs/reports for workflow outputs
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- no engine rewrites
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- no unrelated tools
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- no legacy sprite editor path modifications outside tools/Sprite Editor/
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Docs/build outputs:
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- docs/pr/BUILD_PR_SPRITE_EDITOR_PROJECT_INTEGRATION.md
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- CODEX_COMMANDS.md
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- docs/dev/reports/change_summary.txt
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- docs/dev/reports/validation_checklist.txt
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- docs/dev/reports/file_tree.txt
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Boundary emphasis:
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- consume public engine palette contract only
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- do not duplicate palette authority in tool-local hardcoded catalog
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This PLAN bundle is docs-only and includes no implementation code changes.
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Scope guardrails honored:
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- No engine rewrites
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- No unrelated tool changes
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- No modifications to legacy sprite editor implementations outside tools/Sprite Editor/

docs/dev/reports/file_tree.txt

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04/03/2026
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file_tree.txt
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PLAN_PR_SPRITE_EDITOR_PROJECT_INTEGRATION docs bundle file tree
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BUILD_PR_SPRITE_EDITOR_PROJECT_INTEGRATION file tree
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CODEX_COMMANDS.md
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docs/pr/PLAN_PR_SPRITE_EDITOR_PROJECT_INTEGRATION.md
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docs/pr/BUILD_PR_SPRITE_EDITOR_PROJECT_INTEGRATION.md
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docs/dev/reports/change_summary.txt
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docs/dev/reports/validation_checklist.txt
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docs/dev/reports/file_tree.txt
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tools/Sprite Editor/README.md
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tools/Sprite Editor/index.html
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tools/Sprite Editor/spriteEditor.css
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tools/Sprite Editor/modules/constants.js
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tools/Sprite Editor/modules/projectModel.js
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tools/Sprite Editor/modules/spriteEditorApp.js

docs/dev/reports/validation_checklist.txt

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validation_checklist.txt
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PLAN_PR_SPRITE_EDITOR_PROJECT_INTEGRATION checklist
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BUILD_PR_SPRITE_EDITOR_PROJECT_INTEGRATION validation checklist
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Docs bundle validation:
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[x] PLAN doc created at docs/pr/PLAN_PR_SPRITE_EDITOR_PROJECT_INTEGRATION.md
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[x] CODEX_COMMANDS.md updated for BUILD_PR_SPRITE_EDITOR_PROJECT_INTEGRATION
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[x] change_summary.txt updated
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[x] validation_checklist.txt updated
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[x] file_tree.txt updated
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[x] Bundle is docs-only (no implementation code changes)
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Scope/safety checks:
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[x] Changes constrained to tools/Sprite Editor and required docs/report files
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[x] No engine rewrites performed
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[x] No unrelated tools modified
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[x] No pre-existing sprite editor implementations outside tools/Sprite Editor modified
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Plan completeness validation:
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[x] Goals documented
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[x] In-scope / out-of-scope documented
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[x] Exact likely BUILD files documented
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[x] Engine palette integration contract documented
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[x] Disabled-until-selection behavior contract documented
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[x] Locked-palette behavior contract documented (including required operation cases)
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[x] Save/load palette reference contract documented
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[x] Manual validation checklist documented
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[x] BUILD command documented
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[x] Commit comment documented
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[x] Next command documented
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Integration contract checks:
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[x] Palette source of truth uses engine `globalThis.palettesList`
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[x] No local hardcoded authoritative palette list is used for editor selection flow
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[x] Editing functions are disabled until palette selection
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[x] Palette selection becomes locked for active project/session
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[x] Locked palette cannot be switched by normal interaction
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[x] New project flow (`Create New Canvas`) clears lock and requires explicit new selection
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[x] Load JSON resolves `paletteRef.id` and locks when resolvable
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[x] Load JSON enters blocked mode when palette reference is unresolved
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[x] PNG import preserves lock
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[x] Resize canvas preserves lock
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[x] Duplicate frame preserves lock
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[x] Save JSON persists palette reference identity metadata (`paletteRef`)
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Boundary/risk validation:
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[x] No engine rewrite scope introduced
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[x] No unrelated tool scope introduced
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[x] No legacy sprite editor migration scope introduced
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[x] No destructive actions proposed
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Syntax checks:
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[x] node --check tools/Sprite Editor/modules/spriteEditorApp.js
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[x] node --check tools/Sprite Editor/modules/projectModel.js
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[x] node --check tools/Sprite Editor/modules/constants.js
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Manual UI validation targets (for APPLY/QA pass):
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[ ] Open tools/Sprite Editor/index.html and confirm palette selector loads engine palettes
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[ ] Confirm draw/frame/import/resize actions stay disabled before palette selection
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[ ] Select palette and confirm controls enable + lock text updates
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[ ] Confirm palette cannot be changed without explicit new-project flow
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[ ] Confirm load/save project paletteRef behavior for resolvable/unresolvable refs
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Toolbox Aid
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David Quesenberry
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04/03/2026
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BUILD_PR_SPRITE_EDITOR_PROJECT_INTEGRATION.md
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# BUILD_PR_SPRITE_EDITOR_PROJECT_INTEGRATION
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## Goal
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Implement the approved Sprite Editor project integration contract from `PLAN_PR_SPRITE_EDITOR_PROJECT_INTEGRATION` with small, surgical changes in `tools/Sprite Editor/` only.
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## Approved contract implemented
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- Sprite Editor now consumes palette authority from engine `globalThis.palettesList` (loaded from `../../engine/paletteList.js`).
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- No local hardcoded tool-authoritative palette catalog is used for selection flow.
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- Editing remains disabled until a palette is selected.
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- Palette selection locks for the active project/session.
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- Palette switching is blocked after lock through normal interaction.
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- `Create New Canvas` is the explicit reset/new-project unlock flow.
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- Save JSON now persists `paletteRef` identity metadata.
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- Load JSON restores/locks palette by `paletteRef.id` when resolvable; unresolved refs load in blocked palette-selection state.
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## Operation-specific lock behavior
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- New project (`Create New Canvas`): clears lock and requires new palette selection.
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- Load existing JSON:
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- resolvable `paletteRef.id` -> auto-lock to that engine palette
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- missing/unresolvable `paletteRef.id` -> blocked mode until explicit palette selection
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- PNG import: preserves current palette lock; no palette switching side effects.
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- Resize canvas: preserves current palette lock.
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- Duplicate frame: preserves current palette lock.
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- Save/load flow: persists and restores palette reference identity safely.
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## Scope boundaries honored
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In scope:
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- `tools/Sprite Editor/index.html`
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- `tools/Sprite Editor/spriteEditor.css`
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- `tools/Sprite Editor/README.md`
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- `tools/Sprite Editor/modules/constants.js`
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- `tools/Sprite Editor/modules/projectModel.js`
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- `tools/Sprite Editor/modules/spriteEditorApp.js`
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- docs/reports for this BUILD
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Out of scope:
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- engine rewrites
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- unrelated tools
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- pre-existing sprite editor implementations outside `tools/Sprite Editor/`
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## Validation summary
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- Syntax checks passed:
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- `node --check tools/Sprite Editor/modules/spriteEditorApp.js`
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- `node --check tools/Sprite Editor/modules/projectModel.js`
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- `node --check tools/Sprite Editor/modules/constants.js`
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- Palette-gating and lock flows implemented per plan contract.
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- Save/load palette reference behavior implemented with unresolved-reference fallback to blocked mode.
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## Packaging
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- Delta ZIP: `tmp/BUILD_PR_SPRITE_EDITOR_PROJECT_INTEGRATION_delta.zip`
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- ZIP includes only PR-relevant files.

tools/Sprite Editor/README.md

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- Recent color swatches are deduplicated and newest-first.
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- Preview controls use Play/Pause/Reset semantics with visible FPS feedback.
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## Project Integration Contract
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- Palette source of truth is engine-owned `globalThis.palettesList` from `engine/paletteList.js`.
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- Editing remains disabled until a palette is selected from the engine palette list.
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- Once selected, palette is locked for the active project/session.
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- Palette can only be changed through explicit new-project flow (`Create New Canvas`), which resets lock.
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- Saved project JSON persists `paletteRef` identity (`source`, `id`, `locked`) instead of storing an authoritative palette catalog.
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- Loading JSON attempts to resolve and lock `paletteRef.id` against engine palette list; unresolved refs load in blocked selection mode.
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## Entry point
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- `tools/Sprite Editor/index.html`

tools/Sprite Editor/index.html

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<title>Sprite Editor (From Scratch)</title>
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<link rel="stylesheet" href="../../engine/ui/hubCommon.css" />
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<link rel="stylesheet" href="./spriteEditor.css" />
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<script src="../../engine/paletteList.js"></script>
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</head>
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<body class="sprite-editor-page">
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<div class="app-shell" id="appShell">
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<div class="left-panel">
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<div class="panel-block">
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<h2>Colors</h2>
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<label>Palette Source (Engine)
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<select id="paletteSelect">
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<option value="__none__">Select Palette...</option>
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</select>
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</label>
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<p id="paletteLockText" class="hint-text">Palette not selected. Editing is disabled.</p>
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<label>Active Color
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<input id="colorPicker" type="color" value="#ff5a5a" />
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<input id="colorPicker" type="color" value="#000000" disabled />
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</label>
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<div id="activeColorSwatch" class="active-color-swatch" aria-label="Active color swatch"></div>
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<h3>Palette</h3>

tools/Sprite Editor/modules/constants.js

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export const HISTORY_LIMIT = 50;
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export const MAX_RECENT_COLORS = 12;
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export const DEFAULT_PALETTE = [
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"#000000ff",
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"#ffffffff",
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"#ff5a5aff",
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"#ff9d42ff",
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"#ffd95aff",
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"#86e06eff",
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"#4fc3f7ff",
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"#6579f8ff",
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"#a57dffff",
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"#f47acbff",
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"#7d5a50ff",
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"#9da5b4ff",
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"#1f4e79ff",
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"#1f7a4dff",
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"#8a2424ff",
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"#00000000"
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];
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export const PALETTE_SOURCE_ID = "engine/paletteList";
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export const NO_PALETTE_ID = "__none__";

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