Fix frame script dispatch and mouse hover event tracking - #88
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Fix frame script dispatch and mouse hover event tracking#88matthewdean wants to merge 2 commits into
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@matthewdean This has some conflicts with the other changes made to the score, it's also introducing some playback issues on previously working games, such as Furni Factory, Habbo and some Nintendo games. Let me know how I can help you debug those issues |
Channel 0 behavior instances now receive beginSprite via targeted dispatch instead of the frame/movie script path. Also dispatch enterFrame/exitFrame to channel 0 behaviors in the all-behaviors loop, matching ScummVM's script channel handling. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Use get_interactable_sprite_at instead of get_sprite_at for hover tracking, matching Director behavior where only sprites with mouse handlers participate in hover state. Also clear hovered_sprite and fire mouseLeave when the mouse leaves all interactable sprites. Fixes repeated mouseEnter events when non-scripted sprites overlap scripted ones (e.g. Bionicle Atticmedia character selection flyouts). Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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Summary
get_interactable_sprite_atfor mouse hover tracking so only sprites with mouse handlers participate in hover state (matching Director behavior)hovered_spriteand firemouseLeavewhen mouse leaves all interactable spritesContext
Replaces the previous large score parsing refactor with two targeted fixes. The score parsing on main already handles D6+ games correctly — the actual issues were event dispatch routing and mouse event semantics.
Verified against ScummVM (
engines/director/events.cpp,score.cpp) and Adobe Director documentation.Test plan
wasm-pack build --dev --target web🤖 Generated with Claude Code