castle-web-cli 0.4.90 → 0.4.92

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.
@@ -1,46 +1,23 @@
1
1
  import React, { useState } from 'react';
2
- import { Icon, NumberField, Panel, SelectField } from '../engine/ui';
3
- import { AutoFields, overrideProps } from '../engine/autoInspector';
4
- import { computeAutoFit, getColliderRect, getColliderShape, intersects } from '../engine/collider';
5
- import { extensionDefaultProps } from '../engine/behaviorExtensions';
6
-
7
- // Collapsible "Dimensions" section. The header row's label lines up exactly with
8
- // the field labels above/below (both start at the panel body's 16px left pad);
9
- // the open/closed caret floats in the left gutter without shifting the label.
10
- // `margin-bottom: 12px` matches a field row's `padding-bottom`, so the gap to
11
- // the next entry is the same whether the section is open or closed.
12
- const dimHeaderRowStyle = {
13
- position: 'relative',
14
- display: 'flex',
15
- alignItems: 'center',
16
- gap: 10,
17
- minHeight: 28,
18
- margin: '0 0 12px',
19
- };
20
- const dimToggleStyle = {
21
- display: 'inline-flex',
22
- alignItems: 'center',
23
- background: 'none',
24
- border: 'none',
25
- padding: 0,
26
- margin: 0,
2
+ import { NumberField, Panel, SelectField } from '../engine/ui';
3
+ import { AutoFields } from '../engine/autoInspector';
4
+ import { computeAutoFit, getColliderRect, getColliderShapes, intersects } from '../engine/collider';
5
+
6
+ // --- inspector styles ------------------------------------------------------
7
+ const rowGap = { display: 'flex', flexWrap: 'wrap', alignItems: 'center', gap: 6, marginBottom: 10 };
8
+ const chip = (active) => ({
9
+ padding: '3px 9px',
10
+ borderRadius: 6,
11
+ border: `1px solid ${active ? '#4aa3ff' : 'var(--castle-inspector-divider)'}`,
12
+ background: active ? 'rgba(74,163,255,0.15)' : 'transparent',
27
13
  color: 'var(--castle-inspector-text)',
28
14
  fontFamily: 'inherit',
29
- fontSize: 14,
15
+ fontSize: 12,
30
16
  cursor: 'pointer',
31
- };
32
- // The caret sits in the panel's left gutter (label column starts at x=16).
33
- const dimCaretStyle = {
34
- position: 'absolute',
35
- left: -14,
36
- top: '50%',
37
- transform: 'translateY(-50%)',
38
- display: 'inline-flex',
39
- alignItems: 'center',
40
- fontSize: 11,
41
- opacity: 0.65,
42
- };
43
- const autoFitLinkStyle = {
17
+ });
18
+ const addBtn = { ...chip(false), fontWeight: 700, padding: '3px 8px' };
19
+ const addMenu = { display: 'flex', flexWrap: 'wrap', gap: 6, marginBottom: 10 };
20
+ const linkBtn = {
44
21
  background: 'none',
45
22
  border: 'none',
46
23
  padding: 0,
@@ -49,156 +26,218 @@ const autoFitLinkStyle = {
49
26
  fontSize: 13,
50
27
  cursor: 'pointer',
51
28
  };
52
- const dimBodyStyle = { paddingLeft: 14 };
29
+ const deleteBtn = { ...linkBtn, color: '#ff7a7a' };
30
+ const actionRow = { display: 'flex', justifyContent: 'space-between', alignItems: 'center', margin: '4px 0 12px' };
31
+ const noteStyle = { fontSize: 12, color: 'var(--castle-inspector-muted, #888)', margin: '2px 0 10px' };
32
+
33
+ // --- shape helpers ---------------------------------------------------------
34
+ const FULL_BOX = { type: 'box', x: 0.5, y: 0.5, w: 1, h: 1 };
35
+ // Sensible defaults (box-fractions) for each primitive the Add menu offers.
36
+ const SHAPE_DEFAULTS = {
37
+ box: { type: 'box', x: 0.5, y: 0.5, w: 0.6, h: 0.6 },
38
+ circle: { type: 'circle', x: 0.5, y: 0.5, r: 0.3 },
39
+ triangle: { type: 'triangle', points: [{ x: 0.5, y: 0.15 }, { x: 0.15, y: 0.85 }, { x: 0.85, y: 0.85 }] },
40
+ polygon: {
41
+ type: 'polygon',
42
+ points: [{ x: 0.5, y: 0.12 }, { x: 0.14, y: 0.42 }, { x: 0.3, y: 0.85 }, { x: 0.7, y: 0.85 }, { x: 0.86, y: 0.42 }],
43
+ },
44
+ };
45
+
46
+ // The collider's shapes, materialized (default = one full box).
47
+ function currentShapes(component) {
48
+ return Array.isArray(component.shapes) && component.shapes.length > 0 ? component.shapes : [FULL_BOX];
49
+ }
50
+
51
+ // Draw one resolved (world-space) collider shape as an outline.
52
+ function drawShape(ctx, s) {
53
+ if (s.type === 'circle') {
54
+ ctx.beginPath();
55
+ ctx.arc(s.cx, s.cy, s.radius, 0, Math.PI * 2);
56
+ ctx.stroke();
57
+ } else if (s.type === 'triangle' || s.type === 'polygon') {
58
+ if (!s.points || s.points.length < 2) return;
59
+ ctx.beginPath();
60
+ ctx.moveTo(s.points[0].x, s.points[0].y);
61
+ for (let k = 1; k < s.points.length; k++) ctx.lineTo(s.points[k].x, s.points[k].y);
62
+ ctx.closePath();
63
+ ctx.stroke();
64
+ } else {
65
+ ctx.strokeRect(s.x + 1, s.y + 1, s.width - 2, s.height - 2);
66
+ }
67
+ }
53
68
 
54
69
  export class Collider {
55
70
  static behaviorName = 'Collider';
56
71
 
72
+ // A Collider is a LIST of shapes (`shapes`), each a fraction of the Layout box
73
+ // -- so it keeps its relative size when the box is resized. Unset `shapes` = one
74
+ // full-box shape. Only material fields live here; geometry is authored into
75
+ // `shapes` through the inspector.
57
76
  static defaultProps = {
58
- shape: 'box',
59
- // width/height/radius are intentionally NOT defaulted: an unset size means
60
- // "match the actor's Layout box" (see engine/collider.js manualRect and the
61
- // effective values in the inspector). Defaulting them to a fixed number made
62
- // every collider shrink to that number instead of tracking the actor.
63
- radius: 0,
64
- offsetX: 0,
65
- offsetY: 0,
66
- // `isTrigger` marks a sensor: it still reports overlaps (draws yellow, reads
67
- // as a pass-through zone for pickup/goal logic) but does not block on its
68
- // own -- collisions are data you act on. Kit modules can register MORE
69
- // Collider fields from outside this file (the physics module adds
70
- // bounciness/friction material); see engine/behaviorExtensions.js. That's
71
- // why this file is byte-identical across kits -- the physics-only fields
72
- // live in physics/extensions/, not here.
77
+ // `isTrigger` marks a sensor: reports overlaps (draws yellow, pass-through
78
+ // zone for pickup/goal logic) but doesn't block -- collisions are data.
73
79
  isTrigger: false,
74
80
  debug: false,
75
- ...extensionDefaultProps('Collider'),
81
+ // Physics material, read by physics/matterBridge.js. `bounciness` =
82
+ // restitution (0 dead .. ~1 very bouncy); `friction` = surface friction;
83
+ // `density` sets mass (= density x total shape area); matter's default 0.001.
84
+ bounciness: 0,
85
+ friction: 0.1,
86
+ // `frictionStatic` is stiction -- resistance to *starting* to slide (matter
87
+ // default 0.5). `density` sets mass (= density x total shape area).
88
+ frictionStatic: 0.5,
89
+ density: 0.001,
76
90
  };
77
91
 
78
92
  constructor(props) {
79
93
  this.props = props;
80
94
  }
81
95
 
82
- // Seed props when the collider is first added to an actor: snap it to the
83
- // sprite's opaque-pixel bounds (what "Auto-fit to sprite" computes) so a new
84
- // collider frames the art rather than the whole Layout box. Falls back to the
85
- // unset (Layout-box) size when there's nothing to fit to -- no sprite, tile
86
- // mode, or transparent art. The editor's addBehavior calls this (see
87
- // editors/SceneEditor.jsx initialBehaviorProps).
96
+ // Seed props when first added: fit a single box to the sprite's opaque bounds
97
+ // (or the full box when there's nothing to fit to).
88
98
  static initialProps(actor, ctx) {
89
99
  const fit = computeAutoFit(actor, ctx?.sprites);
90
- return fit ? { ...Collider.defaultProps, ...fit } : { ...Collider.defaultProps };
100
+ return fit ? { ...Collider.defaultProps, shapes: [fit] } : { ...Collider.defaultProps };
91
101
  }
92
102
 
93
103
  draw(actor, scene, ctx, options) {
94
- if (!options.showDebugColliders && !this.props.debug) return;
95
- const geom = getColliderShape(actor, scene.sprites);
96
- if (!geom) return;
97
- // A sensor (isTrigger) reads as a pass-through zone; a solid as a wall.
104
+ // A selected instance always shows its collider -- but the editor's selection
105
+ // overlay draws it, so skip here to avoid a double outline.
106
+ if (options.colliderOverlayIds?.includes(actor.id)) return;
107
+ // Otherwise draw when this actor's blueprint is selected in the hotbar (so
108
+ // all its instances light up), or when the per-collider debug flag is on
109
+ // (unselected actors in the editor, and during play).
110
+ const blueprintSelected =
111
+ Boolean(options.dimBlueprintPath) && actor.blueprint === options.dimBlueprintPath;
112
+ if (!blueprintSelected && !options.showDebugColliders && !this.props.debug) return;
113
+ const shapes = getColliderShapes(actor);
114
+ if (!shapes) return;
98
115
  const isSensor = Boolean(this.props.isTrigger) || this.props.kind === 'pickup';
99
116
  ctx.save();
100
117
  ctx.strokeStyle = isSensor ? '#ffe17a' : '#8db7ff';
101
118
  ctx.lineWidth = 2;
102
- if (geom.shape === 'circle') {
103
- ctx.beginPath();
104
- ctx.arc(geom.cx, geom.cy, geom.radius, 0, Math.PI * 2);
105
- ctx.stroke();
106
- } else {
107
- ctx.strokeRect(geom.x + 1, geom.y + 1, geom.width - 2, geom.height - 2);
108
- }
119
+ for (const s of shapes) drawShape(ctx, s);
109
120
  ctx.restore();
110
121
  }
111
122
 
112
123
  static Inspector({ actor, component, sprites, setComponent, override }) {
113
- const [dimOpen, setDimOpen] = useState(true);
124
+ const [sel, setSel] = useState(0);
125
+ const [addOpen, setAddOpen] = useState(false);
114
126
  const layout = actor?.components?.Layout ?? {};
115
- const shape = component.shape ?? Collider.defaultProps.shape;
116
- // Unset width/height/radius track the actor's Layout box; surface that
117
- // effective value so a field never reads blank while the collider is sized.
118
- const width = component.width ?? layout.width ?? 50;
119
- const height = component.height ?? layout.height ?? 50;
120
- const effectiveRadius = component.radius > 0 ? component.radius : Math.min(width, height) / 2;
121
-
122
- // "Auto-fit to sprite": the explicit dims/offset that match the sprite's
123
- // opaque-pixel bounds. Only offered when the collider isn't already fitted.
124
- const autoFit = computeAutoFit(actor, sprites);
125
- let autoFitPatch = null;
126
- if (autoFit) {
127
- autoFitPatch =
128
- shape === 'circle'
129
- ? { radius: Math.round(Math.min(autoFit.width, autoFit.height) / 2), offsetX: autoFit.offsetX, offsetY: autoFit.offsetY }
130
- : { width: autoFit.width, height: autoFit.height, offsetX: autoFit.offsetX, offsetY: autoFit.offsetY };
131
- }
132
- const currentValue = (key) => {
133
- if (key === 'radius') return effectiveRadius;
134
- if (key === 'width') return width;
135
- if (key === 'height') return height;
136
- return component[key] ?? 0;
127
+ const bw = layout.width || 1;
128
+ const bh = layout.height || 1;
129
+
130
+ const shapes = currentShapes(component);
131
+ const i = Math.min(sel, shapes.length - 1);
132
+ const shape = shapes[i];
133
+ const isCircle = shape.type === 'circle';
134
+ const isPoly = shape.type === 'triangle' || shape.type === 'polygon';
135
+
136
+ const writeShapes = (next) => setComponent({ shapes: next });
137
+ const patchSel = (patch) => writeShapes(shapes.map((s, k) => (k === i ? { ...s, ...patch } : s)));
138
+ const addShape = (type) => {
139
+ writeShapes([...shapes, { ...SHAPE_DEFAULTS[type] }]);
140
+ setSel(shapes.length);
141
+ setAddOpen(false);
142
+ };
143
+ const removeSel = () => {
144
+ const next = shapes.filter((_, k) => k !== i);
145
+ writeShapes(next.length ? next : [FULL_BOX]);
146
+ setSel(Math.max(0, i - 1));
137
147
  };
138
- const alreadyFitted =
139
- autoFitPatch && Object.entries(autoFitPatch).every(([key, value]) => Math.abs(currentValue(key) - value) < 0.6);
148
+ const setType = (type) => {
149
+ if (type === 'circle') {
150
+ patchSel({ type: 'circle', x: shape.x ?? 0.5, y: shape.y ?? 0.5, r: Math.min(shape.w ?? 1, shape.h ?? 1) / 2, w: undefined, h: undefined });
151
+ } else {
152
+ const d = (shape.r ?? 0.5) * 2;
153
+ patchSel({ type: 'box', x: shape.x ?? 0.5, y: shape.y ?? 0.5, w: d, h: d, r: undefined });
154
+ }
155
+ };
156
+
157
+ const widthPx = Math.round((shape.w ?? 1) * bw);
158
+ const heightPx = Math.round((shape.h ?? 1) * bh);
159
+ const radiusPx = Math.round((shape.r ?? 0.5) * Math.min(bw, bh));
160
+ const offXPx = Math.round(((shape.x ?? 0.5) - 0.5) * bw);
161
+ const offYPx = Math.round(((shape.y ?? 0.5) - 0.5) * bh);
162
+
163
+ const density = component.density > 0 ? component.density : 0.001;
164
+
165
+ // Auto-fit (box/circle) for the selected shape.
166
+ const autoFit = isPoly ? null : computeAutoFit(actor, sprites, isCircle);
167
+ const near = (a, b) => Math.abs((a ?? 0) - (b ?? 0)) < 0.01;
168
+ const fitted =
169
+ autoFit &&
170
+ near(autoFit.x, shape.x) &&
171
+ near(autoFit.y, shape.y) &&
172
+ (isCircle ? near(autoFit.r, shape.r) : near(autoFit.w, shape.w) && near(autoFit.h, shape.h));
140
173
 
141
174
  return (
142
175
  <Panel title="Collider" overridden={override?.anyOverridden()}>
143
- <SelectField
144
- label="Shape"
145
- value={component.shape}
146
- onChange={(value) => setComponent({ shape: value })}
147
- options={['box', 'circle']}
148
- {...overrideProps(override, 'shape')}
149
- />
150
- <div style={dimHeaderRowStyle}>
151
- <span style={dimCaretStyle}>
152
- <Icon name={dimOpen ? 'chevron-down' : 'chevron-right'} />
153
- </span>
154
- <button type="button" onClick={() => setDimOpen((open) => !open)} style={dimToggleStyle}>
155
- Dimensions
156
- </button>
157
- {autoFitPatch && !alreadyFitted ? (
158
- <button type="button" onClick={() => setComponent(autoFitPatch)} style={autoFitLinkStyle}>
159
- Auto-fit to sprite
176
+ {/* Shape list -- one chip per shape + an Add menu (compound is manual). */}
177
+ <div style={rowGap}>
178
+ {shapes.map((s, k) => (
179
+ <button key={k} type="button" onClick={() => setSel(k)} style={chip(k === i)}>
180
+ {s.type} {k + 1}
160
181
  </button>
161
- ) : null}
182
+ ))}
183
+ <button type="button" onClick={() => setAddOpen((o) => !o)} style={addBtn} title="Add a shape">
184
+ +
185
+ </button>
162
186
  </div>
163
- {dimOpen ? (
164
- <div style={dimBodyStyle}>
165
- {shape === 'circle' ? (
166
- <NumberField
167
- label="Radius"
168
- value={effectiveRadius}
169
- onChange={(value) => setComponent({ radius: value })}
170
- {...overrideProps(override, 'radius')}
171
- />
187
+ {addOpen ? (
188
+ <div style={addMenu}>
189
+ {/* triangle/polygon are supported by the data model + runtime but not
190
+ offered in the UI yet (no on-canvas point editing). */}
191
+ {['box', 'circle'].map((t) => (
192
+ <button key={t} type="button" onClick={() => addShape(t)} style={chip(false)}>
193
+ {t}
194
+ </button>
195
+ ))}
196
+ </div>
197
+ ) : null}
198
+
199
+ {/* Selected shape */}
200
+ {isPoly ? (
201
+ <div style={noteStyle}>
202
+ {shape.type} · {shape.points?.length ?? 0} points (on-canvas point editing coming soon)
203
+ </div>
204
+ ) : (
205
+ <>
206
+ <SelectField label="Shape" value={shape.type} onChange={setType} options={['box', 'circle']} />
207
+ {isCircle ? (
208
+ <NumberField label="Radius" value={radiusPx} onChange={(v) => patchSel({ r: v / Math.min(bw, bh) })} />
172
209
  ) : (
173
210
  <>
174
- <NumberField
175
- label="Width"
176
- value={width}
177
- onChange={(value) => setComponent({ width: value })}
178
- {...overrideProps(override, 'width')}
179
- />
180
- <NumberField
181
- label="Height"
182
- value={height}
183
- onChange={(value) => setComponent({ height: value })}
184
- {...overrideProps(override, 'height')}
185
- />
211
+ <NumberField label="Width" value={widthPx} onChange={(v) => patchSel({ w: v / bw })} />
212
+ <NumberField label="Height" value={heightPx} onChange={(v) => patchSel({ h: v / bh })} />
186
213
  </>
187
214
  )}
188
- <AutoFields
189
- defaultProps={Collider.defaultProps}
190
- component={component}
191
- setComponent={setComponent}
192
- only={['offsetX', 'offsetY']}
193
- override={override}
194
- />
195
- </div>
196
- ) : null}
215
+ </>
216
+ )}
217
+ <NumberField label="Offset X" value={offXPx} onChange={(v) => patchSel({ x: 0.5 + v / bw })} />
218
+ <NumberField label="Offset Y" value={offYPx} onChange={(v) => patchSel({ y: 0.5 + v / bh })} />
219
+ <div style={actionRow}>
220
+ {autoFit && !fitted ? (
221
+ <button type="button" onClick={() => writeShapes(shapes.map((s, k) => (k === i ? autoFit : s)))} style={linkBtn}>
222
+ Auto-fit to sprite
223
+ </button>
224
+ ) : (
225
+ <span />
226
+ )}
227
+ {shapes.length > 1 ? (
228
+ <button type="button" onClick={removeSel} style={deleteBtn}>
229
+ Delete shape
230
+ </button>
231
+ ) : null}
232
+ </div>
233
+
234
+ {/* Material (collider-wide) */}
235
+ <NumberField label="Density" value={density} onChange={(v) => setComponent({ density: v })} />
197
236
  <AutoFields
198
237
  defaultProps={Collider.defaultProps}
199
238
  component={component}
200
239
  setComponent={setComponent}
201
- exclude={['shape', 'width', 'height', 'radius', 'offsetX', 'offsetY']}
240
+ exclude={['density']}
202
241
  override={override}
203
242
  />
204
243
  </Panel>
@@ -206,8 +245,6 @@ export class Collider {
206
245
  }
207
246
  }
208
247
 
209
- // Re-exported for callers that need the rect / overlap test outside a running
210
- // scene (e.g. editors/SelectionOverlay.jsx, which passes the merged preview
211
- // actors plus the sprites map). See engine/collider.js for the single
212
- // implementation.
213
- export { getColliderRect, getColliderShape, intersects };
248
+ // Re-exported for callers that need the rect / shapes / overlap test outside a
249
+ // running scene (e.g. editors/SelectionOverlay.jsx). See engine/collider.js.
250
+ export { getColliderRect, getColliderShapes, intersects };
@@ -797,7 +797,9 @@ function useSelectionGesture(args) {
797
797
  const point = { x: raw.x + cam.x, y: raw.y + cam.y };
798
798
  current.canvasRef.current.setPointerCapture(event.pointerId);
799
799
  const scene = makeScene(current.sceneData, behaviorClasses, current.sprites, current.files);
800
- const actor = scene.actorAt(point.x, point.y);
800
+ const stack = scene.actorsAt(point.x, point.y);
801
+ const stackIds = stack.map((a) => a.id);
802
+ const actor = stack[0] ?? null;
801
803
  const drag = {
802
804
  pointerId: event.pointerId,
803
805
  startPoint: point,
@@ -820,7 +822,7 @@ function useSelectionGesture(args) {
820
822
  } else if (current.multiSelectMode) {
821
823
  handleModePointerDown(drag, actor, current);
822
824
  } else {
823
- handleDefaultPointerDown(drag, actor, point, current);
825
+ handleDefaultPointerDown(drag, actor, point, current, stackIds);
824
826
  }
825
827
  drag.moveStarts = collectMoveStarts(current.sceneData, drag.movingActorIds);
826
828
  dragRef.current = drag;
@@ -891,6 +893,13 @@ function useSelectionGesture(args) {
891
893
  finalizeMarquee(drag, current);
892
894
  } else if (drag.kind === 'idle' && !drag.movedFar && !drag.longPressFired) {
893
895
  handleTap(drag, current);
896
+ } else if (
897
+ drag.kind === 'move' &&
898
+ !drag.movedFar &&
899
+ !drag.longPressFired &&
900
+ drag.cycleStack
901
+ ) {
902
+ cycleSelection(drag, current);
894
903
  }
895
904
  current.marqueeRef.current = null;
896
905
  dragRef.current = null;
@@ -1198,13 +1207,23 @@ function handleModePointerDown(drag, actor, current) {
1198
1207
  drag.pendingMarquee = true;
1199
1208
  }
1200
1209
  }
1201
- function handleDefaultPointerDown(drag, actor, point, current) {
1210
+ function handleDefaultPointerDown(drag, actor, point, current, stackIds) {
1202
1211
  if (actor) {
1203
- if (!current.selectedActorIds.includes(actor.id)) {
1212
+ const sel = current.selectedActorIds;
1213
+ if (sel.length === 1 && stackIds.length > 1 && stackIds.includes(sel[0])) {
1214
+ // Overlapping pile with a single selected actor under the cursor: keep it
1215
+ // selected so it stays draggable, and arm click-to-cycle so a stationary
1216
+ // click descends to the next actor beneath it (see cycleSelection).
1217
+ drag.movingActorIds = [...sel];
1218
+ drag.cycleStack = stackIds;
1219
+ } else if (sel.includes(actor.id)) {
1220
+ // Pressed an actor that's part of the current selection: keep the
1221
+ // selection so the whole group stays draggable.
1222
+ drag.movingActorIds = [...sel];
1223
+ } else {
1224
+ // Fresh pick: select the topmost actor under the cursor.
1204
1225
  current.onSelectActorIds([actor.id]);
1205
1226
  drag.movingActorIds = [actor.id];
1206
- } else {
1207
- drag.movingActorIds = [...current.selectedActorIds];
1208
1227
  }
1209
1228
  drag.kind = 'move';
1210
1229
  drag.longPressTimer = window.setTimeout(() => {
@@ -1235,6 +1254,20 @@ function finalizeMarquee(drag, current) {
1235
1254
  for (const id of hits) merged.add(id);
1236
1255
  current.onSelectActorIds([...merged]);
1237
1256
  }
1257
+ // A stationary click on a pile of overlapping actors advances the selection to
1258
+ // the next actor below the currently selected one, wrapping around at the
1259
+ // bottom. This lets repeated clicks in the same spot reach an actor buried under
1260
+ // others that would otherwise always win the topmost hit-test.
1261
+ function cycleSelection(drag, current) {
1262
+ const stack = drag.cycleStack;
1263
+ if (!stack || stack.length < 2) return;
1264
+ const sel = current.selectedActorIds;
1265
+ if (sel.length !== 1) return;
1266
+ const idx = stack.indexOf(sel[0]);
1267
+ if (idx === -1) return;
1268
+ const nextId = stack[(idx + 1) % stack.length];
1269
+ if (nextId !== sel[0]) current.onSelectActorIds([nextId]);
1270
+ }
1238
1271
  function handleTap(drag, current) {
1239
1272
  if (!drag.modeAtStart) return;
1240
1273
  if (drag.startedOnActorId !== null) {
@@ -1357,6 +1390,9 @@ function useScenePlayLoop({
1357
1390
  showGrid: !isPlaying && snap.enabled && editSelectedActorIds.length > 0,
1358
1391
  gridSize: snap.gridSize,
1359
1392
  showDebugColliders: false,
1393
+ // Selected actors' colliders are drawn by the selection overlay; tell
1394
+ // Collider.draw to skip them so a selected+debug collider isn't doubled.
1395
+ colliderOverlayIds: editSelectedActorIds,
1360
1396
  showCropOutline: !isPlaying,
1361
1397
  viewport: frameViewport,
1362
1398
  useCamera: true,
@@ -1,5 +1,5 @@
1
1
  import React, { useCallback, useEffect, useRef, useState } from 'react';
2
- import { getColliderShape } from '../behaviors/Collider';
2
+ import { getColliderShapes } from '../behaviors/Collider';
3
3
  import { cardSize, screenToCard } from '../engine/scene';
4
4
  import { cx, Icon, styles, useElementSize } from '../engine/ui';
5
5
 
@@ -211,9 +211,9 @@ export function SelectionOverlay({
211
211
  <div
212
212
  className={styles.selChromeWorld}
213
213
  style={{ transform: `translate(${-geometry.camX}px, ${-geometry.camY}px)` }}>
214
- {colliderFrames.map((collider) => (
214
+ {colliderFrames.map((collider, i) => (
215
215
  <div
216
- key={collider.actorId}
216
+ key={`${collider.actorId}:${i}`}
217
217
  className={cx(
218
218
  styles.selColliderBox,
219
219
  collider.isTrigger && styles.selColliderPickup
@@ -461,33 +461,62 @@ function getSelectedColliderFrames(sceneData, actorIds, sprites) {
461
461
  const wanted = new Set(actorIds);
462
462
  return sceneData.actors
463
463
  .filter((actor) => wanted.has(actor.id))
464
- .map((actor) => {
464
+ .flatMap((actor) => {
465
465
  const layout = actor.components.Layout;
466
466
  const collider = actor.components.Collider;
467
- const geom = getColliderShape(actor, sprites);
468
- if (!layout || !collider || !geom) return null;
469
- // For a circle we render a radius-sized square with border-radius; for a
470
- // box, the rect itself. Both come from the shared geometry so the preview
471
- // matches the physics body exactly (shape, radius, offset, auto/manual).
472
- const isCircle = geom.shape === 'circle';
473
- const x = isCircle ? geom.cx - geom.radius : geom.x;
474
- const y = isCircle ? geom.cy - geom.radius : geom.y;
475
- const width = isCircle ? geom.radius * 2 : geom.width;
476
- const height = isCircle ? geom.radius * 2 : geom.height;
477
- return {
478
- actorId: actor.id,
479
- shape: geom.shape,
480
- isTrigger: Boolean(collider.isTrigger) || collider.kind === 'pickup',
481
- x,
482
- y,
483
- width,
484
- height,
485
- rotation: layout.rotation ?? 0,
486
- originX: layout.x + layout.width / 2 - x,
487
- originY: layout.y + layout.height / 2 - y,
488
- };
489
- })
490
- .filter(Boolean);
467
+ const shapes = getColliderShapes(actor);
468
+ if (!layout || !collider || !shapes) return [];
469
+ const isTrigger = Boolean(collider.isTrigger) || collider.kind === 'pickup';
470
+ // One preview box per collider shape, from the shared geometry so the
471
+ // preview matches the physics body. A circle renders as a radius-sized
472
+ // square with border-radius; a triangle/polygon as its AABB (v1).
473
+ return shapes.map((s) => {
474
+ let kind = 'box';
475
+ let x;
476
+ let y;
477
+ let width;
478
+ let height;
479
+ if (s.type === 'circle') {
480
+ kind = 'circle';
481
+ x = s.cx - s.radius;
482
+ y = s.cy - s.radius;
483
+ width = s.radius * 2;
484
+ height = s.radius * 2;
485
+ } else if (s.type === 'triangle' || s.type === 'polygon') {
486
+ let x0 = Infinity;
487
+ let y0 = Infinity;
488
+ let x1 = -Infinity;
489
+ let y1 = -Infinity;
490
+ for (const p of s.points) {
491
+ if (p.x < x0) x0 = p.x;
492
+ if (p.y < y0) y0 = p.y;
493
+ if (p.x > x1) x1 = p.x;
494
+ if (p.y > y1) y1 = p.y;
495
+ }
496
+ x = x0;
497
+ y = y0;
498
+ width = x1 - x0;
499
+ height = y1 - y0;
500
+ } else {
501
+ x = s.x;
502
+ y = s.y;
503
+ width = s.width;
504
+ height = s.height;
505
+ }
506
+ return {
507
+ actorId: actor.id,
508
+ shape: kind,
509
+ isTrigger,
510
+ x,
511
+ y,
512
+ width,
513
+ height,
514
+ rotation: layout.rotation ?? 0,
515
+ originX: layout.x + layout.width / 2 - x,
516
+ originY: layout.y + layout.height / 2 - y,
517
+ };
518
+ });
519
+ });
491
520
  }
492
521
 
493
522
  function getSharedRotation(layouts) {