- Added functionality for skeleton IK bone switches, allowing users to dynamically change the bend direction of joints via a context menu. - Introduced facing profiles (LEFT, RIGHT, FORWARD) that modify the bend direction of limbs based on the selected profile. - Implemented body part z-ordering based on the facing profile, ensuring correct rendering order of limbs relative to the torso. - Added a coordinates display panel that shows the position and rotation of the Skeleton2D and its bones, as well as IK target positions. - Created a new script to generate a walk animation for the stickman rig, including keyframe tracks for various IK targets. - Updated documentation to reflect the new features and their specifications.
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32 KiB
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 asrun/main_sceneinproject.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.tscnrig.
- Declared dependency for the project. The current editor UI does not instantiate it directly,
but keep it present — it is required for the legacy
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. WritesFILE_VERSION "1.5"; auto-migrates"1.0"–"1.4"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, guide_offset}for save/load.- Phase 8 save export: writes top-level
proportions(hardcoded master-rig rest-pose constants 168/200/200/200/391.5 via thePROPORTIONSconst) and per-partpivot/lengthcomputed 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/proportionsare write-only metadata — never read back on load, recomputed on every save. - Phase 9 Round 5 guide-offset export: each part's save dict also gains
"guide_offset": {x, y}= (part bbox center in preview space) − (guide joint in preview space), computed in_collect_all_shape_data()as(pos + pivot) - _whole_preview.get_guide_joint_preview(...)— a pure master-space delta (both points are preview-world coordinates, so panel-size terms cancel). The part→joint map isconst GUIDE_JOINT_FOR_PART(head→"Neck" — the head bone's rig attachment origin, NOT the circle center — torso→"Hips", upper arms→Shoulders, lower arms→Elbows, upper legs→"Hips", lower legs→Knees). Write-only metadata likepivot/length; the load path (_apply_json_data) ignores it, so v1.0–v1.4 files load unchanged and gain the key on their next save. - Phase 6 recent colors: stores
_recent_colors: Array[String](max 8, most-recent-first), loads fromsettings.json(recent_colorskey) 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_colorsto every panel viaBodyPartPanel.set_recent_colors(_recent_colors).- Phase 6 status bar (cursor coords):
_process()pollsget_global_mouse_position()each frame, checks each panel viais_cursor_over_drawing(global_pos)and the preview viais_cursor_over_preview(global_pos), converts to world space viaglobal_to_world(global_pos), and writes"X: ### Y: ###"to_status_cursor_coords. - Phase 6 snap status:
_status_snap_statusdisplays"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(defaulttrue), persisted tosettings.jsonunder theshow_pose_guidekey (defaulttrue) 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 theabout_to_popupsignal (_on_view_menu_about_to_popup) and again at the end of_load_settings()(so a persistedshow_pose_guide: falseshows "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 viaWholeStickmanPreview.set_show_guide(_show_guide)(called in_ready()after_load_settings()).
- Phase 8 save export: writes top-level
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 emitshape_changed)select()— mark the panel's topmost shape as selected (white outline highlight)deselect()— clear selection and cancel any in-progress vertex dragsignal shape_changed(shapes: Array)— emitted when any shape is created, modified, deleted, or reorderedsignal shape_selected()— emitted on left-click; the editor deselects all other panelssignal 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 colorsis_cursor_over_drawing(global_pos: Vector2) -> bool— true ifglobal_posis over the drawing surfaceglobal_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
1at 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_idxtracks which shape is active for vertex editing. - Per-panel zoom: mouse wheel multiplies
_zoomby 1.10, clamped to[0.3, 3.0]; drawing and input hit-testing both run in world space viadraw_set_transform. - Phase 6 touchpad:
_gui_inputhandlesInputEventMagnifyGesture(pinch zoom) andInputEventPanGesture(2-finger drag panning), both checked beforeInputEventMouseButton. 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_offsetso 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 includesset_body_parts(),set_show_guide(enabled: bool),reset_view(),is_cursor_over_preview(global_pos), and (Phase 9 Round 5)get_guide_joint_preview(joint_name) -> Vector2— returns the preview-space position of aGUIDE_JOINTSentry via_guide_to_preview(), guarded against unknown names (push_warning+Vector2.ZERO).- Phase 7 pose silhouette guide:
set_show_guide()stores_show_guide: bool(defaulttrue) 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 afterReset 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 themaster_rig.tscnrest 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-blueColor(0.35, 0.70, 1.00), right limbs orange-redColor(1.00, 0.50, 0.20), central spine/head white, with lines at alpha0.45and joint dots at alpha0.65. Joint dots useGUIDE_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.
- Phase 7 pose silhouette guide:
scripts/stk_rig_adapter.gd—class_name StkRigAdapter,extends RefCounted; a standalone runtime adapter (Phase 8, not referenced by the editor, extended by Phase 9).static func apply(stk_data, rig)fits an instantiatedmaster_rig.tscnto a loaded.stkdictionary, calling three private helpers in order:_fit_bones(re-fits the 8 limbBone2Dlengths + lower-bone origins, and zeroes the Head driver's local position so the chin sits on the neck joint),_recalibrate_ik(repositions theIK_Targets/Left|Right_HandandLeft|Right_Legtargets), and_mount_shapes(mounts.stkshapes onto theBody/*visual nodes — one node per shape: closed → singlePolygon2D, open → singleLine2Dwidth 2). TheRemoteTransform2Ddrivers keep their defaults (update_rotation = true), so mounted shapes follow their bones in every pose.- Phase 9 extension: also fits the head bone (
Skeleton2D/Torso/Head.position.y = -proportions.torso_length, x preserved) and mounts the head as full geometry like every other part — it clears theBody/Headnode's inline@toolcircle script viaset_script(null)and mounts.stkhead shapes asLine2D/Polygon2D. Dead helpers_mount_head_circle,_compute_shapes_bbox, and_first_shape_colorwere removed. - Phase 9 Round 2 bugfix (hanging-convention mount): driver rotation neutralization was
removed — the
RemoteTransform2Ddrivers keepupdate_rotation = true, so each mounted part rotates to follow its bone in every pose (IK flexing included)._mount_shapes()no longer reads the file'spivot/lengthfields — it recomputes a per-part bounding box at mount time via_compute_part_bbox()(empty bbox → the part is skipped) and derives the mount transform via_compute_mount_transform(), which emits{anchor, scale, theta}: geometry is mounted in the rig's hanging convention (joint anchor at the local origin, far end along local+Y). Anchors: head and torso → bottom-center(cx, max_y)(chin / hip end at the origin); left limbs drawn horizontally →(max_x, cy); right limbs drawn horizontally →(min_x, cy); vertically drawn limbs → top-center(cx, min_y). Alignment rotation θ maps the far end onto local+Y: head0, torsoπ(driver π cancels it at rest), left horizontal limbs−π/2, right horizontal limbs+π/2, vertical limbs0. Scaling is anisotropic — only the auto-detected drawn long axis (width >= height) scales to the bone length (bone_length/extent, guardextent <= 0.0001→1.0); the cross axis stays 1:1 (so horizontally-drawn legs become ~200×28, not 101-px bars)._bone_length_for()maps each part to its bone length (upper/lower arm/leg, torso)._map_point()applies(P − J) ⋅ Sthenq.rotated(θ). The head driver's local position (Skeleton2D/Torso/Head/RemoteTransform2D) is zeroed in_fit_bones()so the mounted head's chin lands on the neck joint.DEFAULT_LINE_WIDTH := 2.0(was 16.0) matches the editor's 2 px outline._reset_node_transform()still resets eachBody/*container's scale to(1, 1)and rotation to0before mounting (position untouched, owned by the driver). - Phase 9 Round 3 bugfix (part preview transform + one node per shape): the mount
pipeline now composes the part's preview transform
E(P) = C + R(rot)·S·(P − C)(scale-then-rotate about the raw bbox center — the editor's exact Whole-Stickman-preview transform) before the hanging-convention mount._mount_shapes()reads the per-partrotation(degrees, default0.0) andscale({x,y}, default(1,1)) from the part dict and appliesEto the raw joint endJ_rawand far pointF_pt_raw(J' = E(J_raw),F' = E(F_pt_raw) − J'). The anchor, alignment θ, and bone-fit scalesare then computed on the transformed geometry: rotations near ±180° (|wrapf(rot)| > 0.75π) swap the attachment to the drawn far end (A = F_pt',V = −F') so flips are visible (e.g. the 180° torso shows its drawn neck end at the hip joint and its hip end at the neck); other rotations keep limbs attached along their bones (a 90° forearm hangs from the elbow with its content turned, exactly as assembled). The bone-fit scales = bone_length / |V|is measured on the transformed extent so user-scaled parts are not double-fitted. The head mounts upright withθ = 0,s = 1(a bone-fit scale would double-scale the face), but still applies the part scale throughE(face ≈160 px) with the chin at the neck joint and the flip anchor rule still applying._mount_shape()mounts one node per shape: closed → singlePolygon2D(fill only, no pairedLine2Doutline); open → singleLine2D(width 2). - Phase 9 Round 4 bugfix (head chin drop): adds
const HEAD_CHIN_DROP := 28.0, derived from the editor's pose guide — the head circle (radius 100) is centered at the Head joint(0, −463.5), so its bottom is−363.5; the neck (Head bone origin) is at−391.5, so the chin drops 28 px below the neck. The mounted head points get aVector2(0.0, 28.0)rig-space translation (offsetin_compute_mount_transform()/_map_point(), applied after the part transform and the(θ = 0, s = 1)transform; flip-agnostic — only the head branch sets a non-zerooffset). Result: the head's chin lands at world ≈(0, −363.5), overlapping the torso's top (which ends at−391.5) by 28 px — matching the silhouette guide in the editor. - Phase 9 Round 5 guide-offset application:
_mount_shapes()reads each part'sguide_offset({x, y}, default absent) and, only when the key is present (old files keep the previous offset-0 behavior and the head falls back to the Round 4HEAD_CHIN_DROP), applies a node-frame translationt = (guide_offset + (A − C)).rotated(−c_node)where A = the mount anchor already computed (the transformed joint endJ', or the transformed far endF_pt'when flipped — Round 3), C = the raw bbox center, andc_node= the part's driverRemoteTransform2D.global_rotationat apply time (read via the reintroducedDRIVER_PATHSconst; null-guarded, fallback 0.0). This converts the editor's master-space guide offset into a bone-relative placement so the harness reproduces the guide placement 1:1 (and, for the head — mapped to the guide Neck joint — subsumes theHEAD_CHIN_DROPfallback).tis applied in_map_point()as the final rig-space translation, afterE/θ/scale/flip and independent of the flip logic. Re-saving a.stkfrom the editor populates the offsets. - Phase 9 Round 6 bugfix (guide-driven anchor selection): when
guide_offsetis present, the joint anchor in_compute_mount_transform()is now whichever transformed end (j_prime = E(J_raw)orf_pt_prime = E(F_pt_raw)) is nearest the part's stored guide joint (center − guide_offset): ifd_far < d_joint(strict) the far end attaches (anchor = f_pt_prime,v = −f_prime), else the family end (anchor = j_prime,v = f_prime). This replaces the per-side family choice and the 180° flip heuristic for theguide_offsetcase, fixing the lower left leg (knee now at the joint, was the ankle) and lower right arm (elbow now at the joint, was the wrist), both 180° off their bones because the user's drawn-side conventions are inconsistent per part. The nearest-end rule preserves every previously-correct case and naturally reproduces the 180° flip (a flipped part's far end lands nearest the joint — e.g. the flipped right upper arm shoulder and the flipped torso neck end), plus the head chin (nearest the guide Neck). Old files without the key keep the previous family rules + flip heuristic exactly as before.theta,s, the Round 5 offsett, and theHEAD_CHIN_DROPfallback are unchanged — they consumeanchor/vgenerically. Targetsmaster_rig.tscnnode paths; every node lookup is null-guarded (missing node →push_warning+ skip, never crash). Consumed by a future runtime pipeline.
- Phase 9 extension: also fits the head bone (
scripts/stickman_factory.gd—class_name StickmanFactory,extends RefCounted; a static factory and the runtime entry point (Phase 9, not used by the editor) that turns a.stkfile into a live, riggedmaster_rig.tscninstance:static func load_stk(path: String) -> Dictionary— reads a.stkfile (FileAccess+JSON.parse_string); returns{}+push_warningon failure.static func spawn_from_data(stk_data: Dictionary) -> Node2D— instantiatesres://master_rig.tscn, callsStkRigAdapter.apply(stk_data, rig), returns the rig root.static func spawn(path: String) -> Node2D—load_stk()thenspawn_from_data(); returnsnullon empty data.
scripts/test_harness.gd— standalone staging scene (Phase 9, not wired into the editor; run via F6 onres://scenes/test_harness.tscn) for debugging bone scales, vector drawing offsets, and IK limits in isolation. Top UI bar: "Open .stk…" button →FileDialog(*.stk); quick-select buttons forstickmen/break.stk,stickmen/basic.stk,stickmen/test.stk; "Show Bones" / "Show IK Handles" checkboxes; a status label showing the loaded filename. Viewport:SubViewportContainer→SubViewport→ worldNode2D+ enabledCamera2D; middle-mouse pan, mouse-wheel zoom, camera recenters on each spawn. Each load frees the previous rig and spawns a fresh one viaStickmanFactory.spawn(). Debug overlay (a world-spaceNode2D_draw()): true bone segments (a joint dot at eachBone2Dorigin + a parent→child line to eachBone2Dchild, color-coded left cyan / right orange / central white) with leaf bones drawn out to their IK targets (LeftLowerArm→Left_Hand,RightLowerArm→Right_Hand,LeftLowerLeg→Left_Leg,RightLowerLeg→Right_Leg) so wrist/ankle joints are visible (Phase 9 Round 2; previously only origin→parent-origin lines were drawn). The Head leaf is the exception (Phase 9 Round 3): its IK target is aSkeletonModification2DLookAtaim point, not a joint, so it is not inLEAF_BONE_IK_PATHSand the no-target fallback draws a ~90 px segment along the bone's own direction (Vector2(length, 0)rotated bybone_anglethenglobal_rotation) instead of a line to the aim point; colored markers atIK_Targets/{Left_Hand,Right_Hand,Left_Leg,Right_Leg}when "Show IK Handles" is on. Interactive IK: click-drag theMarker2DIK targets; the scene'sSkeletonModificationStack2DTwoBoneIK flexes limbs live. The harness enables the modification stack (enabled = true) after each spawn.- Phase 9 Round 7 draggable Torso & Head handles:
IK_HANDLE_PATHSnow has 6 entries — the 4 limb targets plus"Head"(IK_Targets/Head, theSkeletonModification2DLookAtaim point) and"Torso"(IK_Targets/Torso, whose childRemoteTransform2Dmoves the hip bone). Dragging the Torso handle translates bones only (no target following) — the marker'sRemoteTransform2Dmoves the hip bone and the whole skeleton +Body/*visuals follow rigidly, while the limb/head targets stay put (dragging the figure away from them stretches the limbs toward the stationary targets, per user decision). Dragging the Head handle drives the Head bone's LookAt rotation (clamped at the authored ~55° constraint);Body/Headfollows._handle_color()colors the head marker yellow (HANDLE_COLOR_HEAD) and the torso marker magenta (HANDLE_COLOR_TORSO); hands stay green, feet blue. The IK overlay also draws a null-guarded semi-transparent yellow aim line from the Head bone origin to the head marker (_draw_ik_handles, width1.5/zoom, alpha0.5) — a visual aid for the LookAt test. - Phase 9 Task 1 skeleton IK bone switches: adds a "Facing"
MenuButton(leftmost control in the top-barHBox) and per-joint bend-direction toggles for the rig's TwoBoneIK "Flip Bend Direction" flags.enum FacingProfile { LEFT, RIGHT, FORWARD }(values used directly as menu item ids);BEND_JOINTS: Array[String] = ["LeftArm","RightArm","LeftLeg","RightLeg"]withBEND_JOINT_BONE_PATHS(each joint → its lowerBone2DNodePath relative toSkeleton2D, e.g.Torso/LeftUpperArm/LeftLowerArm);PROFILE_FLAGSmaps each profile to a per-jointflip_bend_directionset (LEFT: arms off / legs on; RIGHT: arms on / legs off; FORWARD: LeftArm off, RightArm on, LeftLeg on, RightLeg off — matchingmaster_rig.tscn's authored defaults). State_facing_profile(defaultFORWARD, harness-level, persists across spawns),_context_joint,_bend_joint_bones,_bend_modifications,_facing_button/_facing_menu,_context_menu. The Facing popup (Left/Right/Forward) uses dynamic text-only labels with the current profile prefixed[√], refreshed onabout_to_popupand after selection (mirroring the editor's snap-menu pattern). Runtime resolution:_resolve_bend_joints()(called from_resolve_rig_nodes()) resolves the 4 lower-limbBone2Ds viaget_node_or_nulland matches eachSkeletonModification2DTwoBoneIKin the modification stack by itsjoint_two_bone2d_nodeNodePath (no hardcoded stack index);push_warningon missing nodes/mods. Per-joint toggle: right-click inside the viewport on an elbow/knee (the upper↔lower limb connector, withinJOINT_HIT_RADIUS_PX := 14.0screen px converted to world by_camera.zoom.x, nearest joint wins) pops a one-item context menu labeled "Normal Bend" (whenflip_bend_directionis currently true) or "Invert Bend" (when false); selecting toggles that joint'sflip_bend_directionon the live TwoBoneIK modification. Only the 4 elbows/knees are right-click targets — shoulders/hips/wrists/ankles/ head/torso are not. Lifecycle:_free_current_rig()clears_bend_joint_bones/_bend_modifications/_context_joint;_load_and_spawn()re-applies_apply_facing_profile(_facing_profile)right after_ensure_modification_stack_enabled()so every fresh spawn matches the current profile. No persistence to disk. - Phase 9 Task 2 body-part z-order:
_apply_facing_profile()now also sets the_facing_profilestate itself (previously only the menu handler did) and calls_apply_body_z_order(), so bend flags + draw order stay in sync from one entry point.const BODY_CONTAINER_PATH := "Body"andconst Z_ORDER_BY_PROFILE: Dictionarymap eachFacingProfileto the rigBody/*visual part node names in back-to-front draw order (Godot 4Node2Ddraws siblings in tree order; all parts keepz_index = 0). FORWARD: torso → left/right upper legs → left/right lower legs → left/right upper arms → left/right lower arms → head (all limbs in front of the torso); LEFT: left arm pair then left leg pair behind the torso, right leg pair then right arm pair in front; RIGHT: mirrored. In every profile upper limbs stay behind lower limbs; far-side (behind-torso) arms draw behind the legs while near-side arms draw in front of the legs; the head is always frontmost. State_body_container: Node2D(resolved in_resolve_rig_nodes()viaget_node_or_null, null-guarded withpush_warning, cleared in_free_current_rig())._apply_body_z_order()walks the profile array back-to-front andmove_child(part, count - 1)s each existing child (missing parts skipped), which yields the profile order; unknown extra children stay at the back. Safe with the adapter: shapes are children of the part nodes, so moving a part moves its whole shape group. No persistence to disk. - Phase 9 Task 3 coordinates display: adds a "Show Coords"
CheckBoxin the top-barHBox(after "Show IK Handles", before the status label), default ON, toggled via_on_show_coords_toggled(pressed)(sets_show_coords: bool = true, flips_coords_panel.visible). A code-built right-side readout (_build_coords_panel(), called from_build_ui()after the viewport container so it renders in front):_coords_panel(PanelContainer) + monospace selectable_coords_label(RichTextLabel,selection_enabled+context_menu_enabled+fit_content, autowrap off, scroll off,FOCUS_CLICK;SystemFont: Consolas/Menlo/DejaVu Sans Mono/Courier New via thenormal_font/normal_font_size(18) theme overrides), anchoredPRESET_TOP_RIGHT,offset_top = 40.0,offset_right = -8.0,offset_left = -COORDS_PANEL_WIDTH(320.0),grow_vertical = GROW_DIRECTION_END+grow_horizontal = GROW_DIRECTION_BEGIN(auto-height/width, grows left so text never runs off-screen),mouse_filter = MOUSE_FILTER_IGNOREon the panel (the label itself stays interactive for selection); StyleBoxFlat bgColor(0,0,0,0.55), borderColor(1,1,1,0.12)w1, corner radius 4, content margin 8. ConstsCOORDS_PANEL_WIDTH := 320.0andCOORD_BONE_PATHS(10 Skeleton2D-relative bone paths: Torso, Torso/Head, both upper/lower arms, both upper/lower legs). State_coord_bones: Dictionary(bone display name →Bone2D, keyed bypath.get_file()),_show_coords._resolve_rig_nodes()calls_resolve_coord_bones()(via_skeleton.get_node_or_null,push_warningon missing);_free_current_rig()clears_coord_bones(toggle persists across respawns)._process(delta)early-outs when hidden or label null, else_update_coords_display()— sections "Skeleton2D" pos + rot deg, "Bones" pos + rot deg, "IK Targets" pos only (reusingIK_HANDLE_PATHS/_ik_handles); "No rig loaded" fallback; every read guarded withis_instance_valid; the label text is only reassigned when the built string changes, so an active text selection survives idle frames. Values are world-space (global_position/global_rotation), rotation in degrees via_fmt_deg(rad)(1 decimal,°),_fmt_vec2(v)for positions. No persistence to disk.
- Phase 9 Round 7 draggable Torso & Head handles:
- Scenes:
scenes/stickman_editor.tscn— main editor layout; unique-name nodes (%Prefix) used for typed@onreadyaccess:%MenuBar,%StickmanNameEdit,%LeftColumn,%CenterColumn,%WholeStickmanPreview,%SaveDialog,%LoadDialog,%ClearConfirmDialog,%ErrorDialog,%StatusBar,%CursorCoords,%SnapStatus.- Phase 6 status bar:
StatusBaris anHBoxContainerbottom-anchored at 28 px height containingCursorCoords(left) andSnapStatus(right);MainLayoutoffset_bottomis-28.0to leave room for it.
- Phase 6 status bar:
scenes/body_part_panel.tscn— instantiated 10× at runtime (5 per column). Each panel setssize_flags_vertical = SIZE_EXPAND_FILLso the panels expand to fill the column height in their parent VBoxContainer.scenes/test_harness.tscn— standalone staging scene (Phase 9, not wired into the editor; run via F6). Backed byscripts/test_harness.gd. Top UI bar with file open / quick-select, "Show Bones" / "Show IK Handles" / "Show Coords" toggles, and a loaded-filename status label;SubViewportworld with an enabledCamera2D(middle-mouse pan, wheel zoom, recenter on spawn); interactive limb IK viaSkeletonModificationStack2DTwoBoneIK.
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_typevalues:"line","rectangle","circle",""(empty). Descriptive tag in Phase 2 — rendering usesclosed.closed:true= filled + closed outline,false= open outline-only.vertex_flags: same length aspoints;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) andlength(float, bbox extent along the segment axis) for format v1.4; the.stkroot also gains a top-levelproportionsobject (5 rig bone lengths). All three are write-only metadata recomputed on every save — never read back on load. - Phase 9 Round 5: per-part data adds
guide_offset{x, y}(bbox center − guide joint, preview space; pure master-space delta) for format v1.5. Write-only metadata likepivot/length; the load path ignores it, so v1.0–v1.4 files load unchanged and gain the key on their next save. - The JSON
.stkformat is defined inREADME.md(versioned"1.5", extensible;"1.0"–"1.4"files auto-migrate on load).
settings.json (Phase 6)
- Persisted editor preferences written to
settings.jsonvia_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. Defaulttrue. Loaded in_load_settings()and flushed on every toggle via_broadcast_settings().
Legacy scene (do not delete)
stick.tscn— the original rigged/animated figure usingSkeleton2D+ IK targets +RemoteTransform2D+Line2Dlimbs, plus an embedded@toolscript 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.importfiles 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
Controlnodes where applicable. - Use
class_namefor globally referenced scripts (BodyPartPanel,WholeStickmanPreview). - Prefer
%UniqueNameaccess over exported node paths instickman_editor.gd/body_part_panel.gd. - Keep the
.stkJSON format backward compatible — never change the meaning of an existing key.