Set gravity survives a re-read of the model during play: World.setSceneProp remembers what the run itself set on the scene and syncFromModel lays it back over the copied scene props, so a project event mid-play no longer resets the gravity to the saved 980; the unit test re-reads the model mid-run and e2e 41c forces a project event right after play starts (#147)
game-maker / gate (push) Successful in 1m46s
game-maker / suite (push) Failing after 5m35s

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Opus 5 committed 2026-09-18 20:08:09 +02:00
1 parent 0ff3c8b742
commit 328f978d3c
4 files changed
+22 -5

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+9 -1
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@@ -37,6 +37,8 @@ export class World {
readonly entities: Entity[] = [];
/** The running scene's own properties – read from the model, and written by an animation over the scene. */
readonly sceneProps: PropertyBag = {};
/** What the run itself set on the scene (`setSceneProp`); re-reading the model does not undo it. */
private readonly runSceneProps: PropertyBag = {};
/** Set by a behavior (Stop game node); the editor leaves play mode on the next tick. */
stopRequested = false;
/** Set by a behavior (Restart game node); the editor restarts the scene on the next tick. */
@@ -98,7 +100,7 @@ export class World {
// behavior destroy one of them for good. Play does it (on its throwaway copy); the editor run
// must not, so there the content stays resolved and `objectRef` writes into the instance edits.
if (this.bakeContainers && bakeInstances(this.project, scene)) this.structureChanged = true;
Object.assign(this.sceneProps, scene.props);
Object.assign(this.sceneProps, scene.props, this.runSceneProps);
const objects = new Map(resolveObjects(this.project, scene).map((o) => [o.id, o]));
const keep = new Set<Entity>();
for (const object of objects.values()) {
@@ -115,6 +117,12 @@ export class World {
}
}
/** Sets a scene property for the rest of the run; the scene in the model keeps its own. */
setSceneProp(key: string, value: PropertyBag[string]): void {
this.sceneProps[key] = value;
this.runSceneProps[key] = value;
}
/** The entity for a scene object, created when missing; position, name and props re-read. */
private materialize(object: SceneObject, asset: Asset): Entity {
let entity = this.findByObjectId(object.id);
+2 -2
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@@ -216,8 +216,8 @@ export class PhysicsSystem implements System, CollisionSource {
/** The scene's gravity for the rest of this run, in world units per second squared. */
setGravity(world: World, gravity: Vec2): void {
world.sceneProps.gravityX = gravity.x;
world.sceneProps.gravityY = gravity.y;
world.setSceneProp('gravityX', gravity.x);
world.setSceneProp('gravityY', gravity.y);
if (this.engine) this.engine.gravity = this.gravity(world);
}
+8 -2
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@@ -586,13 +586,19 @@ describe('physics from the graph (#147)', () => {
it('Set gravity turns the fall around for the rest of the run; the scene in the project keeps its own', () => {
const f = physicsScene();
f.gravity(0, 980);
const box = f.add(0, 0, { w: 32, body: {} });
onOwner(f, box, 'OnStart', 'SetGravity', { x: 0, y: -980 }, true);
const { seconds, entity, world } = run(f);
seconds(0.5);
seconds(0.25);
// A model event while playing re-reads the scene, after the tick wrote back (as in PlaySession);
// the run's own gravity outlives it.
world.syncToModel();
world.syncFromModel();
seconds(0.25);
expect(entity(box).y).toBeLessThan(-100);
expect(world.sceneProps.gravityY).toBe(-980);
expect(findAsset(f.project, f.sceneId)!.props.gravityY ?? 980).toBe(980);
expect(findAsset(f.project, f.sceneId)!.props.gravityY).toBe(980);
});
it('moving a dynamic body directly keeps its speed and says so once; a physics node on an object without one says so once', () => {
+3
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@@ -258,6 +258,9 @@ export async function physics(t) {
put('phys-pushed-rb', 'phys-rb-free', 'phys-pushed', 0, 0);
__gm.state.select(null)`);
await play();
// A model event while playing re-reads the scene (CI had one in the first frames): what the run
// set with Set gravity has to outlive it.
await evaluate(`__gm.state.preview()`);
await evaluate(`(() => {
const out = (window.__physicsGraph = []);
const start = performance.now();