A particle is a function of its age, not a thing that is stepped (#73)
game-maker / suite (push) Failing after 4m22s
game-maker / suite (push) Failing after 4m22s
The asset type `particles` is placeable and carries a graph at the same time — `behavior` was the blueprint. Because a continuous emitter gives birth to particle n at time n/rate, the whole field is a function of the clock rather than of the frames: no ring-buffer bookkeeping, exact time jumps, reproducibility as a measurable property. compile.ts follows compileShader's frame but emits JS closures into a Float64Array instead of GLSL, and without eval; a node with two consumers is evaluated once. Drawing is one Pixi ParticleContainer per source, so one draw call. Collision, wind and braking in flight are out for good — that is the price of the formula model, not an omission. The tab count goes from nine to ten, which is exactly the case #84 was built for one day earlier: at 1280 px the row no longer holds every tab, so guard 14b now asks for hidden.length > 0 instead of === 0.
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@@ -74,8 +74,8 @@ describe('node registry', () => {
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expect(new Set(def.outputs.map((p) => p.key)).size).toBe(def.outputs.length);
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// An event is seeded by the runtime, a state is a name in a machine: neither runs.
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if (def.category === 'event' || def.category === 'state') expect(def.inputs).toHaveLength(0);
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// A shader node is compiled to GLSL, never run.
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else if (def.category === 'shader') expect('emit' in def).toBe(true);
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// A shader node is compiled to GLSL and a particle node to a function: neither is ever run.
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else if (def.category === 'shader' || def.category === 'particles') expect('emit' in def).toBe(true);
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else expect(def.run).toBeTypeOf('function');
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expect(keys.every((k) => k.length > 0)).toBe(true);
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}
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