Editor Workflows
This page is generated from .plans/editor-workflows-inventory.md. Do not edit it by hand; update the inventory and regenerate this page instead.
This reference mirrors the workflow inventory in a docs-friendly format so tutorial pages can link to stable workflow sections without duplicating the source material.
Atomic Workflows
Canvas, selection, and viewport
A1 — Select Single
- Click a sprite, text entity, formation, or trigger zone on the canvas.
- Click a scene-graph row for a sprite, text entity, formation, trigger, or scene.
A2 — Select Multiple
- Shift-click sprite(s) on the canvas.
- Shift/Ctrl/Cmd-click sprite rows in the scene graph.
- Drag a marquee on empty canvas; hold
Shiftto merge the marquee result into the current selection.
A3 — Clear Selection
- Click empty canvas with no modifier.
A4 — Rename Item Inline
- In the scene graph, click an already-selected entity/group/scene row to rename inline.
- With keyboard focus in the scene graph, press
F2to rename the selected ungrouped sprite, formation, or trigger. Entersaves;Esccancels.
A5 — Open Local Actions Menu
- Click
⋯on a scene-graph row, asset row, canvas selection bar, or action row.
A6 — Undo / Redo
Ctrl/Cmd+Zundo.Ctrl/Cmd+Shift+ZorCtrl/Cmd+Yredo.- Or use the on-canvas
Undo/Redobuttons.
A7 — Toggle Edit / Play
- Click
Play Mode / Edit Mode. - Or press
Tab.
A8 — Pan View
- Hold
Spaceand drag. - Or middle-mouse drag.
A9 — Zoom View
- Mouse wheel zooms under the pointer.
- Or use
-/+zoom buttons.
A10 — Fit / Reset View
- Use
Fitto frame the current scene. - Use
Resetto restore default zoom.
A11 — Toggle Grid Snap
- Click
Snap: 8px / Off. - Or press
Ctrl/Cmd+G.
A12 — Move Selection by Drag
- Drag selected sprite(s) or a selected formation on the canvas.
A13 — Move Selection by Nudge
- Arrow keys nudge by 1px.
Shift+Arrownudges by 10px.
A14 — Duplicate by Alt-drag
Alt-drag a sprite selection on the canvas to duplicate and immediately move the copy.
A15 — Duplicate via Scene Graph Dialog
- Scene-graph sprite overflow
⋯→⧉ Duplicate…. - Configure whether to include attachments, handlers, and same-group placement.
- Confirm duplication.
A16 — Resize Bounds / Handles
- Select the thing that exposes editable bounds handles.
- Drag the handle on canvas.
A17 — Delete Selection / Item
Delete/Backspaceon a selection.- Or remove via scene-graph overflow menus.
A18 — Open Layout Popover
- With 2+ sprites selected, use
Layout…from the on-canvas selection bar.
A19 — Apply Layout Operations
- In the layout popover: distribute X/Y, set fixed spacing X/Y, set selection center X/Y, align selection to world edges/center, stack centers, or match edges.
Grouping and formations
A20 — Group Selection into a Formation
- Select 2+ ungrouped sprites.
- Use
Group…from the on-canvas selection bar, the selection menu, orCtrl/Cmd+Shift+G. - Name the formation and confirm.
A21 — Add Selected Sprites to an Existing Formation
- Select sprite(s).
- Open the canvas selection menu.
- Choose a target formation under
Add to formation….
A22 — Remove Selected Sprites from Their Formation
- Select grouped sprite(s).
- Click
Remove from formationon the selection bar or selection menu.
A23 — Dissolve Formation
- Select a formation.
- Click
Dissolveon the selection bar, in the selection menu, or pressCtrl/Cmd+Shift+U.
A24 — Reparent / Reorder via Scene Graph Drag and Drop
- Drag sprite rows onto a formation to add them.
- Drag grouped sprites within a formation to reorder member order.
- Drag grouped sprites onto the
Spritessection to ungroup them. - Drag ungrouped sprite rows within
Spritesto reorderspriteOrder.
A25 — Start Formation Draft
- Scene graph →
Formations→+ Add. - Scene-graph sprite overflow
⋯→Create formation from…. - Assets Dock image/spritesheet overflow
⋯→Create formation from….
A26 — Edit / Commit Formation Draft
- In the floating draft panel, choose template source, name, preset, count, and params.
- Drag the draft panel by its title.
Entercommits;Esccancels.
Scene graph and scene management
A27 — Expand / Collapse Scene
- Click the scene chevron in the scene graph.
A28 — Expand / Collapse Formation Members
- Click the formation chevron in the scene graph.
A29 — Create Scene
- Scene graph →
Scenes→+ Add.
A30 — Set Current Scene
- Click a scene row.
A31 — Manage Scene Metadata
- Scene overflow
⋯→Rename…,⧉ Duplicate Scene,★ Set as Base / Clear Base,Clear Scene…, orDelete….
A32 — Create Sprite from an Existing Asset
- Drag an image/spritesheet asset onto the canvas.
- Double-click an image/spritesheet in Assets Dock.
- Scene graph →
Sprites→+ Add ▾→Sprite (from Asset)→ choose asset.
A33 — Create Text Entity
- Scene graph →
Text→+ Add.
A34 — Select with Keyboard in Scene Graph
- With focus inside the scene graph,
↑/↓moves the selected ungrouped sprite, formation, or trigger within its visible section.
Assets
A35 — Switch Asset View
- In Assets Dock, search assets and switch tabs between
Images,Audio, andFonts. - Toggle image thumbnails on/off.
A36 — Import Assets
- Assets Dock →
+ Add→From device…. - Assets Dock →
+ Add→From demo pack.
A37 — Drag Asset to a Target
- Drag image/spritesheet asset to canvas empty space to create a sprite.
- Drag image/spritesheet asset onto an existing canvas sprite to replace its asset.
- Drag image asset onto Background Layers to create/replace a layer.
- Drag audio asset onto Scene Music to assign music.
A38 — Manage Asset Row Actions
- Asset overflow
⋯→Rename…,Delete…. - Image/spritesheet asset overflow also offers
Create formation from….
Inspector: entities, formations, actions, scene systems
A39 — Edit Single Entity Properties
- In Inspector, edit transform, sprite size, text settings, hitbox, physics, visual settings, asset selection, frame settings, alpha/visibility/depth, and flip.
- Text entities can also be rasterized to a sprite.
- If the entity is in a formation,
Apply Asset to Formationpushes the chosen asset to sibling members.
A40 — Edit Multi-selection Properties
- With 2+ sprites selected, use the multi-entity inspector to bulk-edit shared transform/scale/rotation/origin, flip, alpha, visibility, and depth.
A41 — Edit Formation Properties
- In Inspector, rename the formation, inspect member count/layout summary, convert layout type, open the layout inspector, edit layout params, select/remove individual members, and delete the formation.
A42 — Create / Edit Event Blocks
- In
Actions/Events, add an event block. - Rename it and choose trigger type: scene start, update, input action, visible edge, or custom event.
- Switch between
HandlersandWiring.
A43 — Create / Edit Action Steps
- Use
+ Add Actionor an action overflow menu to add above, below, or as a child. - Drag actions to reorder.
- Open an action to edit its parameters in the attachment inspector.
- Remove one or many selected actions.
A44 — Group / Ungroup Parallel Actions
- Select multiple actions and click
Make Parallel. - Select a parallel group and
Ungroup. - Drag a parallel group to reorder it among sibling rows.
A45 — Create / Apply Patterns and Loop Templates
- Select actions →
Convert → Pattern. - In the Action Library, apply an existing pattern.
- Use loop templates such as repeat variants, including
Repeat with Children….
A46 — Edit Attachment Details
- Select an action row or
Openit from overflow. - Edit its name, enabled state, target application mode, preset-specific parameters, and remove it.
- Use
Back to Actions/Eventsto return from the attachment inspector.
A47 — Manage Background Layers
- Add a layer, select a layer, reorder up/down, remove it, assign image asset, and edit layout/depth/alpha/parallax/tint.
- Dragging an image asset onto the panel can add or replace a layer.
A48 — Manage Scene Audio
- Assign or clear scene music.
- Edit music loop, volume, and fade.
- Add/remove ambience rows and edit each ambience asset, loop, and volume.
- Dragging an audio asset onto the Music field assigns music.
A49 — Manage Input Maps (Project Scope)
- Select a map, create a new map, duplicate a map, remove a map, set the project default map, create a new action by binding it, and capture keyboard/mouse/gamepad input for an action.
A50 — Configure Scene Input
- Pick active and fallback maps.
- Jump directly to Project-scope input maps with
Edit Input Maps…. - Configure mouse cursor hiding, drive entity, and axis locks.
A51 — Manage Collision Rules
- Add a collision rule, edit its layer pair and behavior, and remove it.
A52 — Manage Trigger Zones
- Scene graph →
Trigger Zones→+ Add. - Select a trigger zone or delete it from the scene graph.
A53 — Edit Trigger Zone Details
- In Inspector, edit enabled/name/x/y/width/height.
- Configure enter/exit/click operations and their parameters.
- Delete the trigger zone.
A54 — Manage Counters
- Add global or scene counters.
- Edit name, scope, value, and derived collection.
- Remove counters.
A55 — Manage Collections
- Add a collection.
- Edit its name.
- Include/exclude entities and formations as members.
- Remove collections.
Project, files, panes, and cloud
A56 — Switch Sidebar Scope
- Click
SceneorProjectin the left sidebar.
A57 — Manage Project Library
- In Project scope, filter/search/open recent projects.
- Create a new project.
- Import YAML into the current editor session.
- Refresh cloud-backed projects.
- Duplicate the active project.
- Export YAML from the active project summary.
A58 — Toggle Sync Mode
- Click the toolbar
Online / Offlinebadge. - Or click the same toggle in the Project picker.
A59 — Configure Startup / Reset
- Project scope →
Startup & Reset. - Choose startup mode.
- Reset the project to a new empty scene.
A60 — Open / Save YAML from the Viewbar
Open YAML…Save YAMLSave YAML As…
A61 — Set Scene World Size
- Edit
W/Hin the viewbar and commit on blur orEnter.
A62 — Switch Inspector / Cloud Pane
- In cloud-enabled deployments, switch the right pane between
InspectorandCloud.
A63 — Cloud Account Access
- In the Cloud pane, log in or create an account with invite code.
- Log out from the signed-in account surface.
A64 — Resolve Cloud vs Device Workspace Conflict
- When prompted, compare cloud vs device YAML summaries.
- Export both snapshots, choose cloud, or keep device.
A65 — Connect / Switch / Disconnect GitHub
- In the Cloud pane, connect GitHub, switch the linked GitHub account, or disconnect it from PhaserForge.
A66 — Publish to GitHub Pages
- In the Cloud pane, set project title and repository name.
- Run publish precheck.
- Confirm overwrite/update/create as needed.
A67 — Adjust UI Scale
- Use the toolbar
UI Scaleslider.
A68 — Change Theme
- Use the toolbar theme buttons: system, light, dark.
A69 — Resize Workspace Panes
- Drag the left sidebar splitter.
- Drag the right inspector/cloud splitter.
- Drag the Assets Dock horizontal splitter inside the left sidebar.
A70 — Dismiss the View Hint
- Dismiss the one-time
View Controlshint overlay.
A71 — Pin Selection While Dragging
- In Inspector, toggle
Pin selection while dragging.
Composite Workflows
W1 — Basic Scene Layout
- A1/A2 select → A8/A9/A10 navigate → A11 optionally snap → A12 place → A13 fine-tune → A6 iterate.
W2 — Group Existing Sprites into a Formation
- A2 select multiple sprites → A20 group → A41 adjust formation → A21/A22/A24 refine membership/order.
W3 — Create a Formation from a Template
- A25 start draft → A26 edit template/preset/count/params → commit → A41 refine layout and members.
W4 — Asset Import to Sprite Placement
- A36 import asset → A32 create sprite from asset → A39 tune the created sprite.
W5 — Asset Replacement
- A35 find asset → A37 drag asset onto an existing canvas sprite → A39 refine frame/size/visual settings.
W6 — Background Setup
- A36 import image → A37 drag image to Background Layers or A47 add a layer manually → A47 tune layer settings.
W7 — Scene Audio Setup
- A36 import audio → A48 assign music → A48 add ambience rows → A7 test in Play mode.
W8 — Input Setup
- A49 create/select maps and bind actions → A50 choose scene active/fallback maps → A50 configure mouse drive and cursor behavior.
W9 — Collision Setup
- A39 set per-entity collision settings as needed → A51 add/edit collision rules → A7 test in Play mode.
W10 — Trigger Authoring
- A52 add/select trigger zone → A53 edit geometry and enter/exit/click behavior → A7 test in Play mode.
W11 — Entity Behavior / Event Authoring
- A1 select entity → A42 create handler → A43 add/reorder actions → A45 optionally convert/apply patterns → A46 tune an action → A7 test.
W12 — Formation Behavior / Event Authoring
- A1 select formation → A42 create handler → A43/A44/A45 build grouped action flow → A7 test.
W13 — Bulk Edit Pass
- A2 multi-select sprites → A18/A19 normalize spacing or alignment → A40 bulk-edit shared visuals/transform values.
W14 — Project Switching / Recovery
- A57 open/create/duplicate/import/export a project → A58 choose Online vs Offline behavior → A59 adjust startup/reset defaults.
W15 — Local File Round-trip
- A60 open YAML or project import → edit via W1-W13 → A60 save in place or save as.
W16 — Cloud Publish Loop
- A63 sign in → A65 connect GitHub → A66 precheck and publish → verify the Pages URL.
W17 — Workspace Conflict Recovery
- A63 sign in → A64 compare cloud/device snapshots → keep the desired workspace → continue editing or publish.
W18 — Multi-scene Authoring
- A29 create scene → A30 switch scene → use W1-W13 inside that scene → A31 duplicate/base/clear/delete scene as needed.
Repetitive / Redundant Workflows
Creating a sprite from an existing asset has three entry points
- A32 supports drag-to-canvas, double-click in Assets Dock, and scene-graph
Sprites → + Add ▾. - Recommendation: keep drag-to-canvas as the primary path and decide whether the other two are backups or unnecessary duplication.
YAML import is split across two surfaces
- A57
Import…in Project scope and A60Open YAML…in the viewbar both load YAML into the editor. - Recommendation: choose one primary import surface and make the other clearly secondary.
Sync mode is toggled in two places
- A58 is available in both the toolbar and the Project picker.
- Recommendation: this is probably acceptable, but one should be the obvious primary control.
Formation creation is reachable from several starting points
- A25 starts from
Formations + Add, sprite overflow, and asset overflow. - Recommendation: this is defensible because each path starts from a different user intent, but the draft should be presented as the single canonical next step.
Group removal uses several paths
- A22/A23 are available from the canvas selection bar, canvas selection menu, scene-graph drag/drop, and keyboard shortcut.
- Recommendation: keep the near-cursor selection bar as the primary path and treat the rest as accelerators.
GitHub connect appears in both account and publish areas
- A65 can be started from the account section and the publish CTA.
- Recommendation: acceptable, but the publish CTA should likely be the primary route because it preserves intent.
Missing or Incomplete Workflows
No workflow to remove a single input binding or delete an action from a map
- A49 supports creating maps and adding bindings, but there is no visible per-binding removal flow and no explicit delete-action flow short of removing the entire map.
Multi-select editing is still partial
- A40 covers only a subset of transform/visual fields.
- Text, hitbox, physics, asset reassignment, and actions/events remain disabled for multi-select.
Cloud is no longer a project browser/editor surface
- The current Cloud pane is account/publish/conflict-resolution focused.
- If explicit cloud save/load/browse workflows are still a product goal, they are currently missing as user-facing workflows.