Documentation screenshot scene
main.aescene is a reconstructed screenshot fixture for the existing
app/edit/shots.go scenarios. It is not an original Git blob. make shots and
make shots-check copy the platformer project into the theme's own temporary
directory, .cache/shots/dark/project or .cache/shots/light/project, overlay
this scene, and remove the unrelated scripts/platform directory from that
temporary copy. Each theme has separate editor locks, native build files and
saved UI state. The source project remains untouched.
The capture scene’s player has a tinted sprite. Its matching pre-Flash
player_hurt.aeanim is copied alongside the scene so the Animator can
resolve the Hurt track during Play. The playable example uses its own
per-character Flash material and clip.
The supplied Stage 12a worktree already contained unfinished platformer edits: the scene had a longer level and an untracked platform script. Capturing that worktree directly changed documentation images for reasons unrelated to materials. The supplied archive did not include the earlier scene or Git objects; its context recorded only the change summary: 527 added and five removed lines.
Reconstruction evidence
The supplied scene has 986 lines. Its additional nodes, starting at Ground3
after ArenaZone, occupy 522 lines. Removing those nodes leaves a 464-line scene
with the same 14 top-level node IDs and order as the pre-existing
tests/agent/testdata/scene_tree.json. The pre-existing scene_get_player.json
also records Player's transform, components and script values. No platform script
or added platformer node is included in this fixture.
Five values in the remaining scene were restored using the pre-existing documentation images. Together with the 522 removed lines, these five replacements account for the supplied change summary exactly.
| Field | Fixture value | Evidence in the pre-existing image |
|---|---|---|
Camera / VirtualCamera2D.bounds |
[-20, -14, 40, 19.5] |
camera-follow.png: all four values are visible in Inspector. |
ArenaZone / AudioZone2D.area |
[-6, -3, 12, 7] |
camera-zone.png: all four values are visible in Inspector. |
ArenaZone / CameraZone2D.area |
[-6, -3, 12, 7] |
camera-zone.png: its rectangle matches the audio zone and spans 12 grid units. |
Pit / KillZone2D.area |
[-20, -1, 40, 2] |
editor.png: its rectangle spans 40 world units. |
GroundRight / EdgeCollider2D.points, final point |
[6.5, -14] |
editor.png: the right wall reaches world Y = -10, the same height as the left wall; GroundRight has Y = 4. |
The last three values are reconstructed from the image geometry. The unavailable original Git blob cannot be used to confirm byte-for-byte identity. Changes to this fixture should be deliberate changes to the documentation scenario, not a copy of the current editable example.
These SHA-256 digests identify the evidence before subsequent Stage 12a documentation-image and CLI-fixture updates:
| Evidence | SHA-256 |
|---|---|
docs/shots/camera-follow.png |
422826fab143aeb7542aa239d7c5b93f4f29779d8317622c10c03a7f7bd5feb0 |
docs/shots/camera-zone.png |
09b95f2140c8bdc10a3814771a133051968c9013928bd66d3661057471bc0d15 |
docs/shots/editor.png |
c4e57fab3f8bac01a87577c0bcabe899ded1079b80fefb34302f9121fe2f1cd9 |
tests/agent/testdata/scene_tree.json |
6a10af03da1189391d8d086198da9e35099ec0cb544c279e63f53d41bebb4edc |
tests/agent/testdata/scene_get_player.json |
a091179a0e845f444a681c2241ed829f3e73188bf903ff10d21d3d9f1fe4debc |
Initial fixture SHA-256:
09b14a213fa5f4fb11a65b74b0b081bdb91995f7c88791c5e76f22f3432fc8ff.
The supplied baseline editor captured all 48 dark/light screenshots with this
fixture and its unchanged capture scenarios. A temporary Go overlay supplied the
existing fake Agent backend only for AEGO_SHOTS; it changed no renderer or scene
code and required no external agent service. All 48 images passed the existing
tools/shotdiff comparison against the pre-existing documentation images:
channel tolerance 24, maximum changed-pixel allowance 3%, largest observed
difference 0.25%. No reference images or comparison limits were changed for that
validation.
The setup, frame counts, selections, Play operations and capture path remain the
real editor scenarios in app/edit/shots.go. Snapshot comparisons must still
inspect any visual changes before accepting new reference images.