# AGENTS.md — stickman (Godot 4.4) ## Project type - **Godot 4.4** 2D/GUI project (Forward Plus renderer) - No CLI build/test/lint commands; open in the Godot editor to run - **Main scene:** `res://scenes/stickman_editor.tscn` (set as `run/main_scene` in `project.godot`) ## Project overview Stickman Studio is an editor tool for drawing and assembling stick figures. It is a `Control`-based GUI (not physics/animation) in its current phase. Body-part vector shapes are authored per-panel (each panel supports **multiple shapes** with Z-ordering) and assembled in a "Whole Stickman" preview that supports translation, rotation, and scale. ## Required addon - **Scalable Vector Shapes 2D** (v2.27.7) at `addons/curved_lines_2d/` - Declared dependency for the project. The current editor UI does not instantiate it directly, but keep it present — it is required for the legacy `stick.tscn` rig. ## Architecture - `scripts/stickman_editor.gd` — `extends Control`; the main controller. Owns the menu bar, save/load/clear flow, JSON (de)serialization, and populates the 10 body-part panels. Writes `FILE_VERSION "1.4"`; auto-migrates `"1.0"`–`"1.3"` files on load. Coordinates cross-panel selection so only one shape is selected at a time (`shape_selected` → deselect others). Collects per-part `{shapes[], position, rotation, scale, pivot, length}` for save/load. - **Phase 8 save export:** writes top-level `proportions` (hardcoded master-rig rest-pose constants 168/200/200/200/391.5 via the `PROPORTIONS` const) and per-part `pivot`/`length` computed from the panel's local shape bounding box (`_compute_part_pivot_length()`): `pivot` = bbox center, `length` = bbox width for the 4 arm parts (`X_AXIS_PARTS`) and bbox height otherwise. `pivot`/`length`/`proportions` are write-only metadata — never read back on load, recomputed on every save. - **Phase 6 recent colors:** stores `_recent_colors: Array[String]` (max 8, most-recent-first), loads from `settings.json` (`recent_colors` key) in `_load_settings()`, saves on each color selection via `_save_settings()`, and broadcasts to all 10 panels via `_broadcast_recent_colors()`. - `_on_color_selected(color, part_name)`: deduplicates, inserts the hex string at the front, trims to 8 entries, saves settings, then broadcasts to all panels. - `_broadcast_recent_colors()`: pushes `_recent_colors` to every panel via `BodyPartPanel.set_recent_colors(_recent_colors)`. - **Phase 6 status bar (cursor coords):** `_process()` polls `get_global_mouse_position()` each frame, checks each panel via `is_cursor_over_drawing(global_pos)` and the preview via `is_cursor_over_preview(global_pos)`, converts to world space via `global_to_world(global_pos)`, and writes `"X: ### Y: ###"` to `_status_cursor_coords`. - **Phase 6 snap status:** `_status_snap_status` displays `"SNAP: ON"` / `"SNAP: OFF"`, set in `_ready()` and re-synced when snap is toggled (`_on_edit_menu_id_pressed`). - **Phase 7 pose guide toggle:** stores `_show_guide: bool` (default `true`), persisted to `settings.json` under the `show_pose_guide` key (default `true`) via `_load_settings()` / `_save_settings()`. The View menu item (id 1) is a **dynamic, text-only** label (no checkmark): "Hide Pose Guide" while the guide is visible, "Show Pose Guide" while hidden, set via `_guide_menu_label()`. `_update_guide_menu_item()` refreshes only the item text; it is synced on the `about_to_popup` signal (`_on_view_menu_about_to_popup`) and again at the end of `_load_settings()` (so a persisted `show_pose_guide: false` shows "Show Pose Guide" immediately at startup). `_on_view_menu_id_pressed` (id 1) toggles the state, saves, and broadcasts. `_broadcast_settings()` pushes the value to the preview via `WholeStickmanPreview.set_show_guide(_show_guide)` (called in `_ready()` after `_load_settings()`). - `scripts/body_part_panel.gd` — `class_name BodyPartPanel`, `extends PanelContainer`. Reusable per-part editor. Public API: - `set_shape_data(data: Variant)` — import shape data (Array or single Dictionary; used on Load/Clear) - `get_shape_data() -> Array[Dictionary]` — export array of `{shape_type, points, color, closed, vertex_flags}` - `clear_shape()` — reset panel, clears all shapes (does **not** emit `shape_changed`) - `select()` — mark the panel's topmost shape as selected (white outline highlight) - `deselect()` — clear selection and cancel any in-progress vertex drag - `signal shape_changed(shapes: Array)` — emitted when any shape is created, modified, deleted, or reordered - `signal shape_selected()` — emitted on left-click; the editor deselects all other panels - `signal color_selected(color: Color)` — emitted when the color is confirmed (OK button) - `set_recent_colors(colors_hex: Array)` — clears existing ColorPicker presets and populates with the given hex colors - `is_cursor_over_drawing(global_pos: Vector2) -> bool` — true if `global_pos` is over the drawing surface - `global_to_world(global_pos: Vector2) -> Vector2` — maps a global position to drawing ("world") space - **Phase 2 vertex editing:** left-click on a shape selects it; drag a vertex handle to reshape in real time; with a shape selected, right-click near an outline edge offers "Create Point" (inserts a vertex flagged `1` at the edge midpoint). Original vertices are filled circles; user-created vertices are hollow rectangles. - **Phase 4 multi-shape:** panels store a `shapes[]` array. Right-click context menu includes "Send Back" (id 7) and "Bring Forward" (id 8) for Z-ordering. "Delete" (id 5) removes the specific shape under the mouse. `_selected_shape_idx` tracks which shape is active for vertex editing. - **Per-panel zoom:** mouse wheel multiplies `_zoom` by 1.10, clamped to `[0.3, 3.0]`; drawing and input hit-testing both run in world space via `draw_set_transform`. - **Phase 6 touchpad:** `_gui_input` handles `InputEventMagnifyGesture` (pinch zoom) and `InputEventPanGesture` (2-finger drag panning), both checked before `InputEventMouseButton`. Pan gesture delta is multiplied by 3.0 for speed parity with mouse panning. - **Phase 6 cursor-centered zoom:** both mouse wheel and pinch zoom adjust `_pan_offset` so the world point under the cursor stays fixed during zoom. - **Selection gizmos always on top:** bounding box, rotation circle, and scale crosses for the selected part are drawn in a second pass after all parts, via `_selected_gizmo_bounds`, so they always render in front. - `scripts/whole_stickman_preview.gd` — `class_name WholeStickmanPreview`, `extends Control`; the assembly preview. Owns per-part position/rotation/scale, Z-order (`_part_order`), selection + gizmos, grid drawing, and pan/zoom. Public API includes `set_body_parts()`, `set_show_guide(enabled: bool)`, `reset_view()`, and `is_cursor_over_preview(global_pos)`. - **Phase 7 pose silhouette guide:** `set_show_guide()` stores `_show_guide: bool` (default `true`) and redraws; `_draw_silhouette_guide()` is called in `_on_preview_draw()` after the part loop and before the drag highlight/selection gizmos, so it renders above the grid **and in front of user parts** (ghosting over them), below the selection gizmos and drag highlight. The guide is **centered** at the default view and after `Reset Views`, computed at draw time from the live preview size via `_guide_to_preview()` = `(master_pos - GUIDE_FIGURE_CENTER) * GUIDE_SCALE + preview_area.size * 0.5`, so it also re-centers on window resize; it remains a world-space fixture that moves with pan/zoom. Joint positions are **hardcoded constants** derived from the `master_rig.tscn` rest pose (`GUIDE_JOINTS`: 13 anchors Head/Neck/Shoulders/Elbows/Wrists/Hips/Knees/Ankles; `GUIDE_SCALE = 1.0`, `GUIDE_FIGURE_CENTER = (0, -93.75)`, `GUIDE_HEAD_RADIUS = 100.0`). Color-coded: left limbs cyan-blue `Color(0.35, 0.70, 1.00)`, right limbs orange-red `Color(1.00, 0.50, 0.20)`, central spine/head white, with lines at alpha `0.45` and joint dots at alpha `0.65`. Joint dots use `GUIDE_JOINT_RADIUS / _zoom` (6 px constant screen size). The guide is pure drawing — **no hit-testing** is added, so it never intercepts part dragging/selection. - `scripts/stk_rig_adapter.gd` — `class_name StkRigAdapter`, `extends RefCounted`; a **standalone runtime adapter** (Phase 8, **not referenced by the editor**). `static func apply(stk_data, rig)` fits an instantiated `master_rig.tscn` to a loaded `.stk` dictionary, calling three private helpers in order: `_fit_bones` (re-fits the 8 limb `Bone2D` lengths + lower-bone origins), `_recalibrate_ik` (repositions the `IK_Targets/Left|Right_Hand` and `Left|Right_Leg` targets), and `_mount_shapes` (mounts `.stk` shapes onto the `Body/*` visual nodes — open → `Line2D`, closed → `Polygon2D` fill + `Line2D` outline, width 16). Targets `master_rig.tscn` node paths; every node lookup is null-guarded (missing node → `push_warning` + skip, never crash). Consumed by a future runtime pipeline. - Scenes: - `scenes/stickman_editor.tscn` — main editor layout; unique-name nodes (`%Prefix`) used for typed `@onready` access: `%MenuBar`, `%StickmanNameEdit`, `%LeftColumn`, `%CenterColumn`, `%WholeStickmanPreview`, `%SaveDialog`, `%LoadDialog`, `%ClearConfirmDialog`, `%ErrorDialog`, `%StatusBar`, `%CursorCoords`, `%SnapStatus`. - **Phase 6 status bar:** `StatusBar` is an `HBoxContainer` bottom-anchored at 28 px height containing `CursorCoords` (left) and `SnapStatus` (right); `MainLayout` `offset_bottom` is `-28.0` to leave room for it. - `scenes/body_part_panel.tscn` — instantiated 10× at runtime (5 per column). Each panel sets `size_flags_vertical = SIZE_EXPAND_FILL` so the panels expand to fill the column height in their parent VBoxContainer. ### Body-part data model - 10 internal part keys (ordered): `head`, `torso`, `left_upper_arm`, `left_lower_arm`, `right_upper_arm`, `right_lower_arm`, `left_upper_leg`, `left_lower_leg`, `right_upper_leg`, `right_lower_leg`. - Shape dictionary: `{ "shape_type": String, "points": Array[{x,y}], "color": "#hex", "closed": bool, "vertex_flags": Array[int] }`. - `shape_type` values: `"line"`, `"rectangle"`, `"circle"`, `""` (empty). Descriptive tag in Phase 2 — rendering uses `closed`. - `closed`: `true` = filled + closed outline, `false` = open outline-only. - `vertex_flags`: same length as `points`; `0` = original vertex (filled circle), `1` = user-created via "Create Point" (hollow rectangle). - **Phase 4:** A panel stores a `shapes[]` array of shape dictionaries. Z-order = array position (first = back, last = front). Per-part data includes `{shapes[], position, rotation, scale}`. - **Phase 8:** per-part data adds `pivot` `{x, y}` (local bounding-box center = rotation origin) and `length` (float, bbox extent along the segment axis) for format v1.4; the `.stk` root also gains a top-level `proportions` object (5 rig bone lengths). All three are write-only metadata recomputed on every save — never read back on load. - The JSON `.stk` format is defined in `README.md` (versioned `"1.4"`, extensible; `"1.0"`–`"1.3"` files auto-migrate on load). ### settings.json (Phase 6) - Persisted editor preferences written to `settings.json` via `_save_settings()` and loaded in `_load_settings()`. - Keys: `version`, `grid_size`, `snap_to_grid`, `recent_colors`, `show_pose_guide`. - `recent_colors: Array[String]` — the last up-to-8 selected hex colors, most-recent-first. Populated on load and flushed on every color selection. - `show_pose_guide: bool` — whether the pose silhouette guide is visible in the Whole Stickman preview. Default `true`. Loaded in `_load_settings()` and flushed on every toggle via `_broadcast_settings()`. ### Legacy scene (do not delete) - `stick.tscn` — the original rigged/animated figure using `Skeleton2D` + IK targets + `RemoteTransform2D` + `Line2D` limbs, plus an embedded `@tool` script drawing the head circle. Animations: "walk", "walk_to", "RESET". **Not** the current main scene; kept for future animation/rigging phases. ## Editor conventions - `.godot/` is gitignored; never edit it manually. - Scene files (`*.tscn`) and `.import` files are text-based; use Godot's editor for complex changes. - UID references (Godot 4 native) exist in scenes; do not change them by hand. - Use standard Godot `Control` nodes where applicable. - Use `class_name` for globally referenced scripts (`BodyPartPanel`, `WholeStickmanPreview`). - Prefer `%UniqueName` access over exported node paths in `stickman_editor.gd` / `body_part_panel.gd`. - Keep the `.stk` JSON format backward compatible — never change the meaning of an existing key.