31 KiB
Phase 9 — Prop Editor (Vector Prop Authoring Tool)
Status: approved (2026-09-18; all seven decisions and the five open choices resolved per user approval).
Source plan: docs/archive/plans/PHASE_9_PROP_EDITOR.md (four phases: theme/tokens → vector geometry & vertex editing → physics inspector → thumbnail caching).
1. Scope and proposed implementation decisions
This phase adds a standalone Prop Editor — the authoring counterpart to the Stickman
Editor — for creating, editing, and saving vector prop assets (.prop files). It mirrors the
existing stickman_editor.gd / body_part_panel.gd conventions (menu bar, save/load/clear,
JSON serialization, canvas with zoom/pan/vertex-edit/gizmos, status bar) but adapts the canvas
shape model to prop geometry (polygon / circle / line primitives, per-shape fill + outline +
width, material presets) and adds the missing transform gizmos (translate / rotate / scale).
The seven design decisions below are approved (2026-09-18). Each is stated with its rationale and its approved resolution.
Decision 1 — Standalone editor scene (recommended)
Recommendation: Add a new standalone scenes/editors/prop/prop_editor.tscn + scripts/editors/prop/prop_editor.gd
(class_name PropEditor extends Control), launched via F6, not the configured
run/main_scene.
Rationale:
- Matches the established pattern: the stickman editor is a standalone
Controlscene; the sandbox stage is a separate scene/tool. The prop editor is an authoring tool, not a sandbox concern. - Keeps
sandbox_stage.gd(already a large controller owning EDIT/DIRECT/PLAY, asset selector, rule builder, terrain, director) decoupled from authoring UI. - Nothing in the plan (Tasks 1.1–4.2) references sandbox placement;
.propfiles only need to round-trip intoPropUtilspayloads so placement can come later (see Decision 2).
Node layout (minimal .tscn shell, %UniqueName markers, UI built in code — mirrors
scenes/editors/stickman/stickman_editor.tscn and scenes/stage/asset_selector.tscn):
PropEditor (Control) [script = scripts/editors/prop/prop_editor.gd]
├── %MenuBar (MenuBar) File / Edit / View
├── %TopBar (HBoxContainer) y = 32..64
│ ├── NameLabel (Label "Prop Name:")
│ └── %PropNameEdit (LineEdit, placeholder "Unnamed Prop")
├── %MainLayout (HBoxContainer) y = 68..-28
│ ├── %CanvasPanel (PanelContainer, stretch 2) styled dark bg (StyleBoxFlat)
│ │ └── %PropCanvas (Control) [script = scripts/editors/prop/prop_canvas.gd]
│ └── %InspectorColumn (VBoxContainer, stretch 1, ~300 px)
│ └── %InspectorList (VBoxContainer) controls built in code (Task 1.3 / 3.x)
├── %StatusBar (HBoxContainer) bottom 28 px
│ ├── %CursorCoords (Label) "X: ### Y: ###"
│ └── %SaveStatus (Label) material preset summary / dirty flag
├── %SaveDialog (FileDialog, filters "*.prop ; Prop Files")
├── %LoadDialog (FileDialog, filters "*.prop ; Prop Files")
├── %ClearConfirmDialog (ConfirmationDialog)
└── %ErrorDialog (AcceptDialog)
Decision 2 — .prop file format: versioned JSON, multi-shape, PropUtils-compatible
Recommendation: A versioned JSON asset at res://content/props/*.prop (new content/props/ directory),
version "1.0", storing a multi-shape stack for full editor fidelity plus a
pure flattening converter so any saved prop can later be placed via the existing
PropUtils.spawn_prop(container, pos, payload, material_preset).
Rationale:
- The plan (Tasks 2.1, 2.4) is unambiguous: props are built from a shape stack with
z-order ("Bring Forward"/"Send Back"), mirror, and clipboard — exactly like
BodyPartPanel. PropBlock/PropUtilsare single-shape (type+points|radius+ colors). So the file stores the editor's fullshapes[]and a deterministic static converterPropFile.flatten_to_payload(shapes)produces the single payload the runtime already consumes.- Backward/forward compatible: the file is versioned and unknown/missing keys fall back gracefully (AGENTS.md rule: never change the meaning of an existing key).
The exact schema and the flattening rule are in Section 3.
Decision 3 — prop_theme.json schema + fallback hierarchy
Recommendation: A committed res://prop_theme.json (top-level res://, matching the
existing res://sandbox_theme.json), loaded once at editor startup by a new
scripts/editors/prop/prop_theme.gd (class_name PropTheme extends RefCounted) modeled on
SandboxTheme. Fallback hierarchy: custom file → PropTheme.DEFAULT_CONFIG → hardcoded
constants (see Section 3 diagram).
Rationale:
SandboxThemealready implements the exact loader mechanics this needs (deep-merge,value()/color()/number()accessors, warn-once, clamp, invalid-input fallback). A parallelPropThemekeeps the two theme surfaces independently versioned and avoids entangling the sandbox theme with prop-editor tokens.- Physics values are deliberately not themeable (Decision 5) — only visual tokens and primitive defaults come from the theme.
Decision 4 — Dedicated PropCanvas (recommended) vs reusing BodyPartPanel
Recommendation: A new scripts/editors/prop/prop_canvas.gd (class_name PropCanvas extends Control)
that mirrors BodyPartPanel's zoom/pan/vertex-edit/z-order behavior but adds prop-specific
needs.
Rationale:
BodyPartPanelis aPanelContainerwith an embedded title label + single-Colorpicker and a stickman shape schema (shape_type∈"line"|"rectangle"|"circle", onecolorhex per shape). Props need per-shapefill_color+outline_color+outline_width, a"polygon"primitive, and translate/rotate/scale gizmos (Task 2.5) thatBodyPartPaneldoes not implement (it only drags vertices/shape position).BodyPartPaneldelegates copy/paste to the editor; the prop canvas owns a local clipboard (Task 2.7). Reusing it would require invasive branching.
Full public API in Section 3.
Decision 5 — Reuse PropBlock static preset tables as the single source of truth
Recommendation: PropBlock.mass_for(), PropBlock.physics_material(), and
PropBlock.tint_for() remain the single source of truth for Task 1.2 / 3.1. prop_theme.json
provides only visual overrides / fallbacks (material tint colors, outline width, primitive
dimensions) and never duplicates mass/friction/bounce.
Rationale:
- Avoids a second copy of preset physics that could drift from the runtime
PropBlock. - Keeps "what does a WOOD prop weigh/feel like" in one place; the theme is presentation-only.
Decision 6 — Reuse PropThumbnail + ThumbnailCache; mtime-keyed custom-prop PNGs
Recommendation: Reuse scripts/shared/thumbnails/prop_thumbnail.gd (PropThumbnail) and
scripts/shared/thumbnails/thumbnail_cache.gd (ThumbnailCache) for Tasks 4.1/4.2. The editor calls
PropThumbnail.render(payload, material_preset) then ThumbnailCache.save_png(...) on every
save. Add one small extension to ThumbnailCache: mtime-keyed paths for custom .prop
files (prop_file_key(path) / prop_file_png(path)), mirroring the existing
stickman_key()/stickman_png(), so re-edited custom props invalidate their cached PNG.
Rationale:
PropThumbnailalready renders the exact payload + preset a saved prop produces, into a 200×200 transparent texture. No second renderer is needed.- Built-in template thumbnails stay keyed by
id_v<PROP_VERSION>(prop_png(id)); custom.propfiles are keyed by basename + mtime (they can be edited and re-saved, so version alone is insufficient).
Save-side flow in Section 3.
Decision 7 — Headless tests for all non-drag behavior; manual verification for gizmo drags
Recommendation: Four headless suites under tests/ (schema round-trip, theme fallback,
canvas math incl. sanitize/clipboard/mirror/z-order, thumbnail cache keying). Interactive
vertex/gizmo dragging (Tasks 2.2, 2.5) is manual verification only, because pointer-drag
geometry cannot be asserted headlessly and matches existing practice (test_phase3b_library.gd
etc.).
Details in Section 4 and the per-suite coverage in Section 2.
2. Targets and ownership
| Target | Kind | Change |
|---|---|---|
scenes/editors/prop/prop_editor.tscn |
new | Minimal shell: %MenuBar, %TopBar/%PropNameEdit, %MainLayout/%CanvasPanel/%PropCanvas/%InspectorColumn/%InspectorList, %StatusBar/%CursorCoords/%SaveStatus, %SaveDialog, %LoadDialog, %ClearConfirmDialog, %ErrorDialog. |
scripts/editors/prop/prop_editor.gd (PropEditor) |
new | Main controller: menu bar, save/load/clear, JSON (de)serialization, inspector build + signal fan-out, material-preset application, thumbnail save. |
scripts/editors/prop/prop_canvas.gd (PropCanvas) |
new | Multi-shape canvas: zoom/pan, vertex drag, insert/remove vertex, z-order, mirror, clipboard, translate/rotate/scale gizmos, grid/snap, sanitize-on-commit, cursor hit-testing. |
scripts/editors/prop/prop_theme.gd (PropTheme) |
new | Theme loader (deep-merge, validated accessors, warn-once), mirrors SandboxTheme. |
scripts/editors/prop/prop_file.gd (PropFile) |
new | Static .prop schema: to_file_dict/from_file_dict, save/load, preset string⇄enum, sanitize_shape, flatten_to_payload. |
res://prop_theme.json |
new | Committed theme file (schema "1.0"); editable presentation tokens. |
scripts/shared/thumbnails/thumbnail_cache.gd (ThumbnailCache) |
modified | Add prop_file_key(path) / prop_file_png(path) (mtime-keyed custom-prop PNGs). No change to existing prop_png/stickman_*. |
scripts/props/prop_block.gd (PropBlock) |
unchanged | mass_for/physics_material/tint_for, ShapeType, MaterialPreset, color/width constants reused as-is. |
scripts/props/prop_utils.gd (PropUtils) |
unchanged | spawn_prop/_apply_shape_payload/create_* consumed by PropFile.flatten_to_payload. |
tests/test_prop_editor_file.gd |
new | .prop schema: from_file_dict/to_file_dict round-trip, version rejection, missing-key defaults, preset string⇄enum, flatten_to_payload (polygon/circle/line, empty, z-order preference), sanitize_shape. |
tests/test_prop_editor_theme.gd |
new | PropTheme fallback hierarchy (file → DEFAULT_CONFIG → hardcoded), invalid color/number fallback, physics-not-themeable assertion. |
tests/test_prop_editor_canvas.gd |
new | PropCanvas math: insert/remove vertex + vertex-flags, mirror X/Y about bbox center, bring_forward/send_back, clipboard deep-copy + CLIPBOARD_PASTE_OFFSET, sanitize round-trip via TerrainUtils.sanitize_points, scale/rotate transform math. |
tests/test_prop_editor_thumb.gd |
new | ThumbnailCache.prop_file_key/prop_file_png formatting, prop_png unchanged, save_png→load_png round-trip, missing-file null. |
docs/architecture/tech_debt_and_optimizations.md |
modified | Log the multi-shape→single-PropBlock flattening trade-off and the mtime-keyed custom-prop thumbnail cache note. |
Layout/theme note: the inspector column width, canvas default size, and dialog sizes are open choices (Section 5) — recorded as recommended defaults in Section 3, not baked into the shell.
3. Static contracts
3.1 .prop file schema (version "1.0")
{
"version": "1.0",
"prop_name": "My Crate",
"material_preset": "wood",
"shapes": [
{
"shape_type": "polygon",
"points": [
{ "x": -24.0, "y": -24.0 },
{ "x": 24.0, "y": -24.0 },
{ "x": 24.0, "y": 24.0 },
{ "x": -24.0, "y": 24.0 }
],
"fill_color": "#8C6133",
"outline_color": "#40290F",
"outline_width": 2.0,
"closed": true,
"vertex_flags": [0, 0, 0, 0]
},
{
"shape_type": "circle",
"radius": 24.0,
"fill_color": "#E63333",
"outline_color": "#590D0D",
"outline_width": 2.0,
"closed": true,
"vertex_flags": []
}
],
"metadata": {
"created_at": "2026-09-18T10:00:00",
"modified_at": "2026-09-18T10:00:00"
}
}
Field contract:
| Key | Type | Notes |
|---|---|---|
version |
string | "1.0". Unknown → load error (see SUPPORTED_VERSIONS). |
prop_name |
string | Display name; empty falls back to filename basename. |
material_preset |
string | "none"|"wood"|"rubber"|"cardboard"|"metal"; missing/invalid → "none". |
shapes |
array of objects | Z-order = array order (index 0 = back, last = front). |
shapes[i].shape_type |
string | "polygon"|"circle"|"line". Missing → "polygon". |
shapes[i].points |
array of {x,y} |
Polygon/line vertex list. Missing → []. |
shapes[i].radius |
float | Circle only; default 24.0. |
shapes[i].fill_color / outline_color |
#RRGGBB / #RRGGBBAA string |
Defaults from material tint (Section 3.3). |
shapes[i].outline_width |
float | Default PropBlock.DEFAULT_OUTLINE_WIDTH (2.0). |
shapes[i].closed |
bool | Polygon/circle true; line false. |
shapes[i].vertex_flags |
array of int | 0 = original, 1 = user-created (mirrors stickman editor). Length == points.size() (circles: empty). |
metadata |
object | Write-only provenance; ignored on load. |
3.2 prop_theme.json schema (version "1.0")
{
"version": "1.0",
"outline_widths": { "default": 2.0, "min": 0.5, "max": 32.0 },
"material_tints": {
"wood": { "fill": "#8C6133", "outline": "#40290F" },
"rubber": { "fill": "#E63333", "outline": "#590D0D" },
"cardboard": { "fill": "#D9B873", "outline": "#66521D" },
"metal": { "fill": "#808C99", "outline": "#262E38" },
"none": { "fill": "#8C6133", "outline": "#26201E" }
},
"primitive_defaults": {
"box": { "size_x": 48.0, "size_y": 48.0 },
"ball": { "radius": 24.0 },
"plank": { "length": 160.0, "thickness": 16.0 },
"triangle": { "base": 56.0, "height": 48.0 },
"line": { "length": 120.0 },
"circle": { "radius": 40.0, "segments": 12 }
},
"canvas": {
"grid_size": 15,
"background_color": "#1F1F1F",
"grid_color": "#FFFFFF26"
}
}
Fallback hierarchy (only visual + defaults are themed; physics is fixed):
material fill/outline tint:
prop_theme.json material_tints.<preset>.fill/outline (valid color string)
│ missing / invalid
▼
PropTheme.DEFAULT_CONFIG material_tints.<preset>.fill/outline
│
▼
PropBlock.tint_for(preset) ← hardcoded single source of truth (never overridden by theme)
outline width default:
prop_theme.json outline_widths.default → DEFAULT_CONFIG → PropBlock.DEFAULT_OUTLINE_WIDTH (2.0)
primitive default dimension (box/ball/plank/triangle/line/circle):
prop_theme.json primitive_defaults.<name>.<key> → DEFAULT_CONFIG → PropUtils.create_* defaults
physics (mass / friction / bounce):
PropBlock.mass_for(preset) / PropBlock.physics_material(preset) — NEVER themeable
3.3 Shared constants and enums
# prop_canvas.gd — editor shape type superset (superset of PropBlock.ShapeType)
enum ShapeType { POLYGON, CIRCLE, LINE }
enum VertexFlag { ORIGINAL = 0, USER_CREATED = 1 } # mirrors stickman editor
# gizmo / canvas constants (mirror BodyPartPanel where applicable)
const HANDLE_RADIUS := 3.0
const HANDLE_RADIUS_SELECTION := 8.0
const HANDLE_HOLLOW_SIZE := 6.0
const EDGE_HIT_THRESHOLD := 12.0
const ROTATE_RING_RADIUS := 40.0 # selection rotate ring (screen-constant / zoom)
const SCALE_HANDLE_DISTANCE := 8.0 # corner scale-handle reach
const ROTATION_SNAP_DEG := 15.0 # Ctrl-snap (deg_to_rad(15.0))
const CLIPBOARD_PASTE_OFFSET := Vector2(16, 16)
const DEFAULT_CIRCLE_SEGMENTS := 12 # editor circle primitives
const MIN_ZOOM := 0.3
const MAX_ZOOM := 3.0
const ZOOM_STEP := 1.10
const GRID_COLOR := Color(1.0, 1.0, 1.0, 0.15)
# prop_block.gd — existing authority, reused unchanged
# enum ShapeType { POLYGON, CIRCLE }
# enum MaterialPreset { NONE, WOOD, RUBBER, CARDBOARD, METAL }
# const DEFAULT_FILL_COLOR := Color(0.55, 0.35, 0.15, 1.0)
# const DEFAULT_OUTLINE_COLOR := Color(0.15, 0.08, 0.02, 1.0)
# const DEFAULT_OUTLINE_WIDTH := 2.0
# static func physics_material(preset) -> PhysicsMaterial
# static func mass_for(preset) -> float
# static func tint_for(preset) -> Color
3.4 PropFile — static schema + converters
class_name PropFile
extends RefCounted
const FILE_VERSION := "1.0"
const FILE_EXT := ".prop"
const DEFAULT_DIR := "res://content/props"
const SUPPORTED_VERSIONS: Array[String] = ["1.0"]
# index == PropBlock.MaterialPreset
const PRESET_STRINGS: PackedStringArray = ["none", "wood", "rubber", "cardboard", "metal"]
const SHAPE_STRINGS: PackedStringArray = ["polygon", "circle", "line"]
static func preset_to_string(preset: int) -> String # clamp into range; NONE fallback
static func preset_from_string(s: String) -> int # unknown -> MaterialPreset.NONE
static func shape_type_to_payload_type(s: String) -> int # "circle"->CIRCLE else POLYGON
static func sanitize_shape(shape: Dictionary) -> Dictionary # sanitize polygon/line points via TerrainUtils
static func to_file_dict(prop_name: String, material_preset: int, shapes: Array[Dictionary]) -> Dictionary
static func from_file_dict(data: Variant) -> Dictionary
# returns {} on error; else { "prop_name": String, "material_preset": int, "shapes": Array[Dictionary] }
static func flatten_to_payload(shapes: Array[Dictionary]) -> Dictionary
# returns a single PropUtils.spawn_prop payload {type, points|radius, fill_color, outline_color, outline_width}
static func save(path: String, data: Dictionary) -> bool # FileAccess WRITE + JSON.stringify
static func load(path: String) -> Dictionary # {} on read/parse failure (push_warning)
flatten_to_payload rule (deterministic, testable):
- Prefer the frontmost closed polygon — scan
shapesfrom last to first, pick the first withshape_type == "polygon"andclosed == true. Its sanitizedpointsbecome{ "type": POLYGON, "points": ... }. - Else prefer a
circleshape (last→first) →{ "type": CIRCLE, "radius": ... }. - Else fall back to the first shape's points as a polygon (even if a line).
fill_color/outline_color/outline_widthcome from the chosen shape; a missing color falls back to the material tint (PropBlock.tint_for) /DEFAULT_OUTLINE_COLOR.- Empty
shapes→{}(caller skips spawn, with one warning).
Lines are editor-only (open, unfilled) and never become collision geometry (see Section 5).
3.5 PropTheme — validated loader (mirrors SandboxTheme)
class_name PropTheme
extends RefCounted
const SCHEMA_VERSION := "1.0"
const DEFAULT_PATH := "res://prop_theme.json"
const DEFAULT_CONFIG: Dictionary = { /* mirrors committed prop_theme.json — see 3.2 */ }
func load_from(path: String = DEFAULT_PATH) -> bool
func value(path: String, fallback: Variant = null) -> Variant # dotted-path access
func color(path: String, fallback: Color) -> Color # #RRGGBB[AA] validation + warn-once
func number(path: String, fallback: float, minimum: float = -INF, maximum: float = INF) -> float
func material_tint(preset: int, channel: String) -> Color # channel "fill"|"outline"
func outline_width_default() -> float
func primitive_default(primitive: String, key: String) -> float # e.g. ("box","size_x")
func grid_size() -> int
material_tint(preset, channel) implements the hierarchy in 3.2: theme file →
DEFAULT_CONFIG → PropBlock.tint_for(preset) (and .darkened(0.55) for the outline
channel's final fallback, matching PropBlock._apply_material_preset()).
3.6 PropCanvas — multi-shape canvas + gizmos
class_name PropCanvas
extends Control
signal shape_changed(shapes: Array[Dictionary])
signal shape_selected(idx: int)
# public API
func set_shape_data(shapes: Array[Dictionary]) -> void # import; resets zoom/pan/selection
func get_shape_data() -> Array[Dictionary] # export (plain dicts, {x,y} points)
func clear() -> void # no shape_changed emit (matches clear_shape)
func select(idx: int) -> void
func deselect() -> void
func get_selected_index() -> int
func set_grid_size(size: int) -> void
func set_snap_enabled(enabled: bool) -> void
func reset_view() -> void
func add_primitive(primitive: String, center: Vector2, params: Dictionary = {}) -> Dictionary
# primitive ∈ "box"|"ball"|"plank"|"triangle"|"line"|"circle"; appends; returns the new shape
func insert_vertex(shape_idx: int, vertex_idx: int, world_pos: Vector2) -> void # flags it USER_CREATED
func remove_vertex(shape_idx: int, vertex_idx: int) -> void # <2 vertices -> drop shape
func bring_forward(idx: int) -> void
func send_back(idx: int) -> void
func mirror_x(idx: int) -> void # invert X about bbox center
func mirror_y(idx: int) -> void # invert Y about bbox center
func copy_shape(idx: int) -> Dictionary # deep duplicate (duplicate(true))
func paste_shape(source: Dictionary, target_pos: Vector2) -> void # offset by CLIPBOARD_PASTE_OFFSET
func translate_selected(delta: Vector2) -> void
func rotate_selected(angle_rad: float) -> void # Ctrl snap applied by the drag handler
func scale_selected(factor: Vector2) -> void # Ctrl → uniform (locked aspect)
func is_cursor_over_drawing(global_pos: Vector2) -> bool
func global_to_world(global_pos: Vector2) -> Vector2
func set_has_clipboard(state: bool) -> void # enables "Paste" in context menu
Internal shape dictionary (editor-space, mirrors BodyPartPanel):
{
"shape_type": "polygon", # "polygon"|"circle"|"line"
"points": PackedVector2Array(), # polygon/line only
"radius": 24.0, # circle only
"fill_color": "#8C6133", # hex string
"outline_color": "#40290F", # hex string
"outline_width": 2.0,
"closed": true,
"vertex_flags": PackedInt32Array(), # 0=original, 1=user-created
}
Input handling order (mirrors BodyPartPanel._on_drawing_area_gui_input): magnify/pinch zoom
→ pan gesture → middle-mouse pan → wheel zoom (cursor-centered) → gizmo hit-test (rotate
ring / scale corner on the selected shape) → right-click context menu (vertex = "Remove
Point"; outline = "Create Point"; else "Copy/Paste/Delete/Mirror X/Mirror Y/Bring
Forward/Send Back"; empty canvas = "Add Box/Ball/Plank/Triangle/Line/Circle") → left-click
vertex drag / shape drag.
3.7 PropEditor — controller
class_name PropEditor
extends Control
const PROP_FILE := preload("res://scripts/editors/prop/prop_file.gd")
const PROP_THEME := preload("res://scripts/editors/prop/prop_theme.gd")
const PROP_THUMBNAIL := preload("res://scripts/shared/thumbnails/prop_thumbnail.gd")
const THUMBNAIL_CACHE := preload("res://scripts/shared/thumbnails/thumbnail_cache.gd")
@onready var _menu_bar: MenuBar = %MenuBar
@onready var _prop_name_edit: LineEdit = %PropNameEdit
@onready var _canvas: PropCanvas = %PropCanvas
@onready var _save_dialog: FileDialog = %SaveDialog
@onready var _load_dialog: FileDialog = %LoadDialog
@onready var _clear_confirm: ConfirmationDialog = %ClearConfirmDialog
@onready var _error_dialog: AcceptDialog = %ErrorDialog
@onready var _cursor_coords: Label = %CursorCoords
@onready var _save_status: Label = %SaveStatus
func _ready() -> void
func _setup_menu_bar() -> void # File (Save/Load/Clear), Edit (Configure Grid/Snap), View (Reset Views)
func _build_inspector() -> void # builds %InspectorList children (Task 1.3 / 3.1 / 3.2)
func _on_save_file_selected(path: String) -> void
func _on_load_file_selected(path: String) -> void
func _on_clear_confirmed() -> void
func _build_json_data() -> Dictionary # PropFile.to_file_dict(...)
func _apply_json_data(json: Variant) -> String # "" on success, else error text
func _refresh_inspector_from_selection() -> void
func _apply_material_preset(preset: int) -> void
func _save_prop_thumbnail() -> void # async (await render)
Save-side thumbnail flow (Task 4.2):
Save "res://content/props/mycrate.prop"
1. PropFile.save(path, data) # write .prop
2. payload = PropFile.flatten_to_payload(shapes)
3. tex = await _prop_thumbnail.render(payload, material_preset)
4. if tex != null:
_thumb_cache.save_png(tex, _thumb_cache.prop_file_png(path)) # 200x200, user://thumbnails/props/mycrate_<mtime>.png
5. (headless / blank) tex == null → skip silently (placeholder on load side)
ThumbnailCache extension:
func prop_file_key(path: String) -> String: # "<basename>_<mtime>"
func prop_file_png(path: String) -> String: # PROP_DIR + "/" + key + ".png"
4. Task-to-implementation mapping
| Plan task | Fulfilled by | Acceptance criteria |
|---|---|---|
| 1.1 Prop design-token schema | scripts/editors/prop/prop_theme.gd + res://prop_theme.json |
File parses and loads on PropEditor._ready(); missing keys fall back (file → DEFAULT_CONFIG → hardcoded) with no runtime error. |
| 1.2 Material preset visual utility | PropEditor._apply_material_preset() reading PropBlock.mass_for/physics_material/tint_for (via PropTheme.material_tint override) |
Selecting a preset populates default mass/friction/bounce (from PropBlock) and fill/outline tint. |
| 1.3 Inspector theme | PropEditor._build_inspector() applying a local Theme (from PropTheme) to OptionButton/SpinBox/ColorPicker/Button |
Controls match styling; no global GUI theme or sandbox scene mutation. |
| 2.1 Multi-shape creation & primitive controls | PropCanvas.add_primitive() + inspector mode-specific params (radius for circle; vertex list for polygon) |
Adding a shape appends to the stack; switching primitive modes exposes radius vs points params. |
| 2.2 Vertex drag & reshape | PropCanvas vertex hit-test + InputEventMouseMotion drag (mirrors BodyPartPanel._handle_left_press/_on_drawing_area_gui_input) |
Dragging updates geometry live; release commits (emits shape_changed). |
| 2.3 Contextual vertex insert/delete | PropCanvas.insert_vertex() / remove_vertex() via right-click "Create Point"/"Remove Point" |
Insert adds a USER_CREATED vertex at edge midpoint; delete closes the segment; <2 vertices drops the shape. |
| 2.4 Selection, context menu, z-order | PropCanvas hit-testing + context menu + bring_forward()/send_back() |
Left-click highlights bbox/handles; Delete removes; z-order alters draw order. |
| 2.5 Translate/rotate/scale gizmos | PropCanvas gizmo hit-test + drag handlers (translate_selected/rotate_selected/scale_selected); Ctrl = 15° rotate snap + uniform scale |
Drag translates all vertices; Ctrl snaps rotation to 15°; Ctrl locks aspect ratio on scale. |
| 2.6 Mirror engine | PropCanvas.mirror_x()/mirror_y() (invert about bbox center) |
Mirror X/Y invert coordinates about the shape center. |
| 2.7 Clipboard | PropCanvas.copy_shape() (deep dup) + paste_shape() (offset CLIPBOARD_PASTE_OFFSET) + set_has_clipboard() |
Copy stores a deep duplicate; paste inserts an offset duplicate; "Paste" disabled when empty. |
| 2.8 Live vector sync | PropCanvas → shape_changed → PropEditor inspector writes fill/outline/width back into the shape dict + queue_redraw |
Modifying fill/outline/width reflects instantly on canvas. |
| 2.9 Sanitization | PropCanvas commit path + PropFile.sanitize_shape() calling TerrainUtils.sanitize_points() |
Committed polygons are grid-snapped, redundant/collinear-stripped, clockwise. |
| 3.1 Material preset picker | Inspector OptionButton → PropEditor._apply_material_preset() |
Changing preset updates displayed mass/friction/restitution (from PropBlock). |
| 3.2 Color swatches | Inspector ColorPickerButtons for fill + outline (override preset colors) |
Custom fill/outline override preset tint and update stroke/fill live. |
| 4.1 Thumbnail generator | reuse scripts/shared/thumbnails/prop_thumbnail.gd (PropThumbnail.render) |
Renders off-screen 200×200 transparent PNG without affecting main editor. |
| 4.2 Disk cache pipeline | PropEditor._save_prop_thumbnail() + ThumbnailCache.prop_file_png/save_png/load_png |
Save exports <basename>_<mtime>.png; load reads cached PNG if source unchanged (mtime key). |
5. Design choices — user-approved resolutions
- Multi-shape → single
PropBlockflattening. Approved rule: frontmost closed polygon → else circle → else first shape (spec 3.4,flatten_to_payload). - Line primitives and physics. Approved: lines are editor-only (drawn, never flattened into collision geometry).
- Sandbox asset-selector integration. Approved direction:
.propfiles will later appear in the sandbox "Prop" selector; not wired this phase. - Menu-bar entry in the main editor. Approved: F6-standalone only this phase (no "Prop Editor…" item in the stickman editor menu bar).
- Default canvas / window size. Approved: canvas 1200×800 with a ~300 px inspector column; window resizable, no size persistence.
6. Architectural alternatives and deferred work
Control-based editor vs an in-world Node2D tool: an in-world (Node2D) prop editor would share the sandbox camera/zoom, but props are authored assets, not stage objects; theControlcanvas reuses the provenBodyPartPanelzoom/pan/input model and keeps the file format independent of stage transforms.- Reuse
BodyPartPaneldirectly: rejected (Decision 4) — the prop shape model (fill + outline + width, polygon primitives, transform gizmos) diverges enough that a dedicatedPropCanvasis cheaper than branching. - Physics theme tokens: deliberately excluded from
prop_theme.json(Decision 5). If per-project physics tuning is ever wanted, a separate, explicit physics-override file is preferable to silently changing runtime feel via a visual theme. - Multi-shape
PropBlock: a future phase could compose multiple shapes into one prop (multiplePolygon2D/Line2Dchildren + merged collision). Until then the single-shapePropBlock+ flattening converter is the contract; recorded in the tech-debt log.
Validation will follow the existing pattern: per-script --check-only, then each
tests/test_prop_editor_*.gd headless suite printing PASS/FAIL and quit(0/1). Interactive
vertex/gizmo drags are manual F6 verification.