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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@@ -56,6 +56,8 @@ const run = (type: string, c: Case): { result: RunResult; ctx: FakeContext } =>
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};
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const at = (name: string, x: number, y: number) => ({ ...fakeEntity(name), x, y });
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/** Its own entity, because Emit's whole effect is the count it leaves on the one it is handed. */
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const emitTarget = fakeEntity('Sparks');
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const painted = fakeHandle({ width: 100, text: '' });
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const pointer = (overrides: Partial<NodeContext['pointer']>): Partial<NodeContext> => ({
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@@ -647,6 +649,19 @@ const CASES: Record<string, Case[]> = {
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next: 'exec',
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},
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],
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Emit: [
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{
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name: 'no source is a no-op that still continues the flow',
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inputs: { source: null },
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next: 'exec',
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},
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{
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name: 'counts a pulse on the source it is given',
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inputs: { source: emitTarget },
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next: 'exec',
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after: () => expect(emitTarget.emits).toBe(1),
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},
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],
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Log: [
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{
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name: 'logs its message and continues',
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