@umicat/phaser-sdk 1.0.3 → 1.0.5
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
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@@ -89,6 +89,8 @@ export declare class EditorOverlayScene extends Phaser.Scene {
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private panStartScreen;
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private panStartScroll;
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private wheelHandler?;
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private snapCandidates;
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private snapGuides;
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constructor();
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init(data: EditorOverlayInitData): void;
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create(): void;
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@@ -268,6 +270,16 @@ export declare class EditorOverlayScene extends Phaser.Scene {
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* normal editTilemap dispatch (which mutates the live runtime).
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*/
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private commitTilemapResize;
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/** Candidate alignment lines: world-bounds edges/centers + every OTHER entity's. */
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private buildSnapCandidates;
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/**
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* Snap a candidate position against the cached lines. Returns the
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* adjusted position (or null when nothing is within threshold) and
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* records the matched guide lines for update() to draw.
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*/
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private applySnap;
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/** Pink alignment guide lines across the visible viewport while snapped. */
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private drawSnapGuides;
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/**
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* Selected rect entity's bounds + 8 handle positions in world coords.
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* Returns null when the selection isn't a rect, in HUD mode, or when the
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@@ -293,9 +305,17 @@ export declare class EditorOverlayScene extends Phaser.Scene {
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*/
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private commitEntityResize;
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/**
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-
* Render the
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* Render the CORNER resize handles around the selected rect entity —
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* Figma convention (2026-06-11): no edge-midpoint squares. On a small
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* entity 8 handles visually swallowed the rect (a 3×3 grid of squares
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* with the entity peeking through the middle). Edges stay fully
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* resizable — the entire selection edge is a hit target and the cursor
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* flips to ns/ew-resize on hover, which is affordance enough. No bounds
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* outline (the blue selection rect already draws it) and no ghost rect
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* (the live GO resizes in place during the drag).
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*
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* Visual is 10px; the hit target stays 14px (see hitTestResizeHandlesAt)
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* — bigger-than-visible click zones are standard.
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*/
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private drawEntityResizeOverlay;
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update(): void;
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@@ -72,6 +72,12 @@ export class EditorOverlayScene extends Phaser.Scene {
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this.spaceHeld = false;
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this.panStartScreen = null;
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this.panStartScroll = null;
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// Snap-to-align (2026-06-11) — Figma-style magnetic alignment while
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// dragging an entity. Candidates (world-bounds edges/centers + every
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// other entity's edges/centers) are cached once at drag start; guides
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// are the alignment lines currently snapped to, drawn in update().
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this.snapCandidates = null;
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this.snapGuides = { xs: [], ys: [] };
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this.handleShortcut = (e) => {
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// Don't swallow keys when the user is typing in a real form control —
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// shouldn't happen inside the iframe, but be defensive.
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@@ -303,6 +309,9 @@ export class EditorOverlayScene extends Phaser.Scene {
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else {
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const target = hit;
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startDrag(this.game, entityId, { x: px, y: py }, { x: target.x, y: target.y });
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// Cache snap candidates once per drag — other entities don't move
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// while we drag this one, so a per-move registry walk would be waste.
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this.buildSnapCandidates(entityId);
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}
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}
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handlePointerMove(pointer) {
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@@ -377,8 +386,23 @@ export class EditorOverlayScene extends Phaser.Scene {
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go.__lastDragDy = dy;
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}
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else {
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-
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-
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let nx = drag.startEntity.x + dx;
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let ny = drag.startEntity.y + dy;
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// Snap-to-align — Cmd/Ctrl held disables it (Figma convention:
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// precision placement override).
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const ev = pointer.event;
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if (ev?.metaKey || ev?.ctrlKey) {
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this.snapGuides = { xs: [], ys: [] };
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}
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else {
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const snapped = this.applySnap(go, nx, ny);
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if (snapped) {
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nx = snapped.x;
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ny = snapped.y;
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}
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}
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go.x = nx;
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go.y = ny;
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}
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}
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handlePointerUp(pointer) {
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@@ -410,11 +434,22 @@ export class EditorOverlayScene extends Phaser.Scene {
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const drag = getDrag(this.game);
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if (!drag)
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return;
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// Snap state is per-drag.
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this.snapCandidates = null;
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this.snapGuides = { xs: [], ys: [] };
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const { x: px, y: py } = this.pointerCoords(pointer);
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const dx = px - drag.startWorld.x;
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const dy = py - drag.startWorld.y;
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const before = drag.startEntity;
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-
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let after = { x: drag.startEntity.x + dx, y: drag.startEntity.y + dy };
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// World mode: report the GameObject's ACTUAL final position, not the
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// raw pointer delta — snapping may have adjusted it during the drag,
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// and the raw-delta value would make the entity "un-snap" on save.
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if (getEditorMode(this.game) !== 'hud') {
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const go = this.findEntityRegistry()?.byId(drag.entityId);
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if (go)
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after = { x: go.x, y: go.y };
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}
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// Reset the per-drag delta accumulator on the GO if HUD mode left one.
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if (getEditorMode(this.game) === 'hud') {
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const reg = this.findEntityRegistry();
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@@ -1389,6 +1424,101 @@ export class EditorOverlayScene extends Phaser.Scene {
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window.parent.postMessage(message, '*');
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}
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}
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// --- Snap-to-align (2026-06-11) -------------------------------------------
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//
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// Figma-style magnetic alignment while dragging. The dragged entity's
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// left/center/right (and top/center/bottom) lines are tested against the
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// cached candidate lines; when one comes within ~8 screen px the position
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// snaps to it and a pink guide line renders across the viewport. X and Y
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// snap independently. Cmd/Ctrl held during the drag bypasses snapping.
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/** Candidate alignment lines: world-bounds edges/centers + every OTHER entity's. */
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buildSnapCandidates(draggedId) {
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if (getEditorMode(this.game) === 'hud') {
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this.snapCandidates = null;
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return;
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}
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const xs = [];
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const ys = [];
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if (this.worldBounds) {
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const wb = this.worldBounds;
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xs.push(wb.x, wb.x + wb.width / 2, wb.x + wb.width);
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ys.push(wb.y, wb.y + wb.height / 2, wb.y + wb.height);
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}
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const registry = this.findEntityRegistry();
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if (registry) {
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for (const go of registry.all()) {
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if (go.getData('entityId') === draggedId)
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continue;
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const b = computeBounds(go);
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if (!b || (b.width === 0 && b.height === 0))
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continue;
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xs.push(b.x, b.x + b.width / 2, b.x + b.width);
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ys.push(b.y, b.y + b.height / 2, b.y + b.height);
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}
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}
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this.snapCandidates = { xs, ys };
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this.snapGuides = { xs: [], ys: [] };
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}
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/**
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* Snap a candidate position against the cached lines. Returns the
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* adjusted position (or null when nothing is within threshold) and
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* records the matched guide lines for update() to draw.
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*/
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applySnap(go, rawX, rawY) {
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this.snapGuides = { xs: [], ys: [] };
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const cands = this.snapCandidates;
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if (!cands)
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return null;
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const b = computeBounds(go);
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if (!b)
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return null;
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const pos = go;
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// Bounds offset relative to the GO's transform position is constant
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// during the drag — derive once from the current frame's bounds.
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const offL = b.x - pos.x;
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const offT = b.y - pos.y;
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const cam = this.findActiveEditorCamera();
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const zoom = cam?.zoom ?? 1;
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const threshold = 8 / zoom; // 8 screen px regardless of zoom
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const snapAxis = (raw, off, size, lines) => {
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const edges = [raw + off, raw + off + size / 2, raw + off + size];
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let best = null;
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for (const line of lines) {
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for (const e of edges) {
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const d = Math.abs(e - line);
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if (d <= threshold && (!best || d < best.d)) {
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best = { pos: raw + (line - e), guide: line, d };
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}
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}
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}
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return best ? { pos: best.pos, guide: best.guide } : null;
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};
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const sx = snapAxis(rawX, offL, b.width, cands.xs);
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const sy = snapAxis(rawY, offT, b.height, cands.ys);
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if (sx)
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this.snapGuides.xs.push(sx.guide);
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if (sy)
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this.snapGuides.ys.push(sy.guide);
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if (!sx && !sy)
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return null;
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return { x: sx?.pos ?? rawX, y: sy?.pos ?? rawY };
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}
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/** Pink alignment guide lines across the visible viewport while snapped. */
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drawSnapGuides() {
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if (this.snapGuides.xs.length === 0 && this.snapGuides.ys.length === 0)
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return;
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const cam = this.findActiveEditorCamera();
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if (!cam)
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return;
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const view = cam.worldView;
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this.graphics.lineStyle(1 / cam.zoom, 0xff2d78, 0.9);
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for (const x of this.snapGuides.xs) {
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this.graphics.lineBetween(x, view.y, x, view.y + view.height);
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}
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for (const y of this.snapGuides.ys) {
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this.graphics.lineBetween(view.x, y, view.x + view.width, y);
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}
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}
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// --- Rect-entity resize-handle drag (2026-06-10) --------------------------
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//
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// Same 8-handle affordance as the tilemap resize above, generalized to
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@@ -1562,9 +1692,17 @@ export class EditorOverlayScene extends Phaser.Scene {
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postSelectionRect(this.game);
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}
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/**
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1565
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* Render the
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* Render the CORNER resize handles around the selected rect entity —
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1696
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* Figma convention (2026-06-11): no edge-midpoint squares. On a small
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1697
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* entity 8 handles visually swallowed the rect (a 3×3 grid of squares
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1698
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* with the entity peeking through the middle). Edges stay fully
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1699
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* resizable — the entire selection edge is a hit target and the cursor
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* flips to ns/ew-resize on hover, which is affordance enough. No bounds
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* outline (the blue selection rect already draws it) and no ghost rect
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* (the live GO resizes in place during the drag).
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*
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* Visual is 10px; the hit target stays 14px (see hitTestResizeHandlesAt)
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* — bigger-than-visible click zones are standard.
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*/
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drawEntityResizeOverlay() {
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const info = this.entityResizeHandlePositions();
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@@ -1572,9 +1710,11 @@ export class EditorOverlayScene extends Phaser.Scene {
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return;
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const cam = this.findActiveEditorCamera();
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const zoom = cam?.zoom ?? 1;
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const handleSize =
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const handleSize = 10 / zoom; // 10px on screen regardless of zoom
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const half = handleSize / 2;
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for (const h of info.handles) {
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if (h.id !== 'nw' && h.id !== 'ne' && h.id !== 'sw' && h.id !== 'se')
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continue;
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this.graphics.fillStyle(0xffffff, 1);
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this.graphics.fillRect(h.x - half, h.y - half, handleSize, handleSize);
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this.graphics.fillStyle(SELECTION_COLOR, 1);
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@@ -1707,6 +1847,8 @@ export class EditorOverlayScene extends Phaser.Scene {
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// Rect-entity resize handles — render whenever a rect entity is
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// selected (2026-06-10).
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this.drawEntityResizeOverlay();
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// Snap-to-align guide lines — render while a drag is snapped (2026-06-11).
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this.drawSnapGuides();
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}
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/**
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* Render the 8 resize handles (when paint mode is active) and the
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