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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 Shift to 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 F2 to rename the selected ungrouped sprite, formation, or trigger.
  • Enter saves; Esc cancels.

A5 — Open Local Actions Menu

  • Click on a scene-graph row, asset row, canvas selection bar, or action row.

A6 — Undo / Redo

  • Ctrl/Cmd+Z undo.
  • Ctrl/Cmd+Shift+Z or Ctrl/Cmd+Y redo.
  • Or use the on-canvas Undo / Redo buttons.

A7 — Toggle Edit / Play

  • Click Play Mode / Edit Mode.
  • Or press Tab.

A8 — Pan View

  • Hold Space and drag.
  • Or middle-mouse drag.

A9 — Zoom View

  • Mouse wheel zooms under the pointer.
  • Or use - / + zoom buttons.

A10 — Fit / Reset View

  • Use Fit to frame the current scene.
  • Use Reset to 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+Arrow nudges 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 / Backspace on 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, or Ctrl/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 formation on the selection bar or selection menu.

A23 — Dissolve Formation

  • Select a formation.
  • Click Dissolve on the selection bar, in the selection menu, or press Ctrl/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 Sprites section to ungroup them.
  • Drag ungrouped sprite rows within Sprites to reorder spriteOrder.

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.
  • Enter commits; Esc cancels.

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…, or Delete….

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, and Fonts.
  • Toggle image thumbnails on/off.

A36 — Import Assets

  • Assets Dock → + AddFrom device….
  • Assets Dock → + AddFrom 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 Formation pushes 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 Handlers and Wiring.

A43 — Create / Edit Action Steps

  • Use + Add Action or 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 Open it from overflow.
  • Edit its name, enabled state, target application mode, preset-specific parameters, and remove it.
  • Use Back to Actions/Events to 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 Scene or Project in 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 / Offline badge.
  • 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 YAML
  • Save YAML As…

A61 — Set Scene World Size

  • Edit W / H in the viewbar and commit on blur or Enter.

A62 — Switch Inspector / Cloud Pane

  • In cloud-enabled deployments, switch the right pane between Inspector and Cloud.

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 Scale slider.

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 Controls hint 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 A60 Open 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.