6.6 KiB
6.6 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 "1.2"; auto-migrates"1.0"/"1.1"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}for save/load.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 panels- 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. - Drawing approach: closedness is read from the
closedflag (Phase 2), notshape_type. Closed shapes are filled viadraw_colored_polygon(pts, color)before a 2 px outline is drawn with_draw_polyline(..., closed=true). Open shapes render outline-only (closed=false). Shapes draw in array order (z-order).
scripts/whole_stickman_preview.gd—class_name WholeStickmanPreview,extends PanelContainer. Assembles all parts and handles drag-to-reposition, rotation, scale.set_body_parts(parts_data),set_all_part_positions(pos),get_part_position(name)get_part_rotation(name) -> float,set_part_rotation(name, degrees)get_part_scale(name) -> Vector2,set_part_scale(name, scale)_selected_part(String) — part with white bounding box selected_interaction(enum: NONE, TRANSLATE, ROTATE, SCALE) — current gizmo interaction- Rotation gizmo: filled circle centered below bounding box; Ctrl = 15° snap
- Scale gizmo: crosses at 4 corners; Ctrl = aspect ratio lock
signal part_moved(part_name, new_position)- Per-panel zoom via mouse wheel (×1.10, clamped to
[0.3, 3.0]); drag hit-tests and rendering run in world space.
- 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.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.
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}. - The JSON
.stkformat is defined inREADME.md(versioned"1.2", extensible;"1.0"/"1.1"files auto-migrate on load).
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.