Behavior lifecycle: On enable, On disable and On destroy events (#42)
game-maker / suite (push) Successful in 7m29s

Order per instance: On start -> On enable -> On update ... -> On disable
-> On destroy. On enable fires right after On start and whenever the
behavior comes back on (itself and its parents); On disable in the frame
it goes off, the instance stays frozen. On destroy fires when the entity
leaves the world (Destroy node, child of a destroyed object) and when the
world is torn down on stop/restart, preceded by On disable if still on.
A new On start node added while playing still does not fire for a
running instance (kept as is, documented in the wiki).

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
This commit is contained in:
rootandClaude Fable 5.1 committed 2026-09-12 21:21:35 +02:00
1 parent f0673d1957
commit 6141d07d4f
8 files changed
+203 -8

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+12
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@@ -0,0 +1,12 @@
import type { NodeDef } from '../../NodeRegistry';
import { exec } from '../shared';
export const OnDestroy: NodeDef = {
type: 'OnDestroy',
label: 'On destroy',
category: 'event',
description: 'Runs once when the object is destroyed – also when the game stops or restarts.',
inputs: [],
outputs: [exec()],
params: [],
};
+12
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@@ -0,0 +1,12 @@
import type { NodeDef } from '../../NodeRegistry';
import { exec } from '../shared';
export const OnDisable: NodeDef = {
type: 'OnDisable',
label: 'On disable',
category: 'event',
description: 'Runs when the behavior is switched off (itself or a parent), and before On destroy.',
inputs: [],
outputs: [exec()],
params: [],
};
+12
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@@ -0,0 +1,12 @@
import type { NodeDef } from '../../NodeRegistry';
import { exec } from '../shared';
export const OnEnable: NodeDef = {
type: 'OnEnable',
label: 'On enable',
category: 'event',
description: 'Runs right after On start, and again each time the behavior is switched back on.',
inputs: [],
outputs: [exec()],
params: [],
};
+6
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@@ -71,6 +71,9 @@ import { OnClick } from './events/OnClick';
import { OnCollisionEnter } from './events/OnCollisionEnter';
import { OnCollisionExit } from './events/OnCollisionExit';
import { OnCollisionStay } from './events/OnCollisionStay';
import { OnDestroy } from './events/OnDestroy';
import { OnDisable } from './events/OnDisable';
import { OnEnable } from './events/OnEnable';
import { OnKeyDown } from './events/OnKeyDown';
import { OnKeyHeld } from './events/OnKeyHeld';
import { OnKeyUp } from './events/OnKeyUp';
@@ -94,7 +97,10 @@ import { Variables } from './variable/Variables';
*/
export const BUILT_IN_NODES: readonly NodeDef[] = [
OnStart,
OnEnable,
OnUpdate,
OnDisable,
OnDestroy,
OnKeyDown,
OnKeyUp,
OnKeyHeld,
+50 -6
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@@ -43,6 +43,8 @@ interface Instance {
values: Map<Graph, Map<string, Produced>>;
/** Current state per state machine – this instance's alone, like its variables. */
states: Record<string, string>;
/** Whether the behavior was effectively on when last looked at; a change fires On enable/On disable. */
active: boolean;
}
/**
@@ -104,7 +106,9 @@ export class BehaviorSystem implements System {
this.syncInstances(world);
}
/** Tearing the world down (stop, restart) destroys every object, so each instance hears it. */
stop(): void {
for (const instance of this.instances) this.finish(instance);
this.instances = [];
this.world = null;
}
@@ -114,7 +118,7 @@ export class BehaviorSystem implements System {
* switched on, which is what lets a hidden screen wake up when shown.
*/
private syncInstances(world: World): void {
this.instances = this.instances.filter((i) => world.entities.includes(i.entity));
this.reap(world);
for (const entity of world.entities) {
if (
entity.type !== 'behavior' ||
@@ -137,19 +141,58 @@ export class BehaviorSystem implements System {
byNode.set(id, { time: world.time, values: produced });
},
} satisfies TraceListener;
const instance: Instance = { entity, interpreter, trace, values, states: {} };
const instance: Instance = { entity, interpreter, trace, values, states: {}, active: true };
this.instances.push(instance);
this.run(instance, (i, ctx) => i.fire('OnStart', ctx), 0);
this.run(
instance,
(i, ctx) => {
i.fire('OnStart', ctx);
i.fire('OnEnable', ctx);
},
0,
);
}
}
/** Instances whose entity left the world get their last events and are dropped. */
private reap(world: World): void {
const gone = this.instances.filter((i) => !world.entities.includes(i.entity));
if (gone.length === 0) return;
this.instances = this.instances.filter((i) => !gone.includes(i));
for (const instance of gone) this.finish(instance);
}
private finish(instance: Instance): void {
this.run(
instance,
(i, ctx) => {
if (instance.active) i.fire('OnDisable', ctx);
instance.active = false;
i.fire('OnDestroy', ctx);
},
0,
);
}
/**
* Follows the effective switch – off when the behavior or a parent is off, or when "run in editor"
* was taken back while running – and fires the edge it just crossed.
*/
private switched(instance: Instance): boolean {
const on = isHandleEnabled(instance.entity) && this.shouldRun(instance.entity);
if (on !== instance.active) {
instance.active = on;
this.run(instance, (i, ctx) => i.fire(on ? 'OnEnable' : 'OnDisable', ctx), 0);
}
return on;
}
update(world: World, dt: number): void {
this.syncInstances(world);
const keyOf = (node: { params: PropertyBag }) => textOf(node.params.key ?? '');
for (const instance of this.instances) {
if (!world.entities.includes(instance.entity)) continue; // destroyed during play
if (!isHandleEnabled(instance.entity)) continue; // switched off (itself or a parent)
if (!this.shouldRun(instance.entity)) continue; // "run in editor" taken back while running
if (!world.entities.includes(instance.entity)) continue; // destroyed this frame, reaped below
if (!this.switched(instance)) continue;
this.run(
instance,
(i, ctx) => {
@@ -180,6 +223,7 @@ export class BehaviorSystem implements System {
dt,
);
}
this.reap(world);
}
/**
+102
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@@ -323,3 +323,105 @@ describe('a switched-off behavior receives no events', () => {
expect(world.log).toEqual(['down', 'tick', 'tick']);
});
});
/** Every lifecycle event logs its own name, so `world.log` reads as the order they fired in. */
function lifecycle(): ReturnType<typeof scene> {
const f = scene();
for (const event of ['OnStart', 'OnEnable', 'OnUpdate', 'OnDisable', 'OnDestroy'])
logOn(f, event, {}, event.slice(2).toLowerCase());
return f;
}
describe('lifecycle events', () => {
it('fires On start, then On enable, then the first On update', () => {
const { world, frame } = startWorld(lifecycle(), { behaviors: true });
frame();
expect(world.log).toEqual(['start', 'enable', 'update']);
});
it('fires On disable when switched off and On enable – not On start – when switched back on', () => {
const f = lifecycle();
const { world, frame } = startWorld(f, { behaviors: true });
const logic = world.entities.find((e) => e.name === 'Logic')!;
frame();
logic.props.enabled = false;
frame();
frame();
expect(world.log).toEqual(['start', 'enable', 'update', 'disable']);
logic.props.enabled = true;
frame();
expect(world.log).toEqual(['start', 'enable', 'update', 'disable', 'enable', 'update']);
});
it('treats a parent being switched off the same way', () => {
const f = lifecycle();
const { world, frame } = startWorld(f, { behaviors: true });
const box = world.findByObjectId(f.box)!;
frame();
box.props.enabled = false;
frame();
expect(world.log).toEqual(['start', 'enable', 'update', 'disable']);
box.props.enabled = true;
frame();
expect(world.log.slice(4)).toEqual(['enable', 'update']);
});
it('fires On disable then On destroy when the owner is destroyed, in the same frame', () => {
const f = lifecycle();
// `On key down → Destroy(Owner)`: the behavior destroys the box it hangs below, itself included.
const edit = graphEditor(f, f.behavior);
const key = edit.addNode('OnKeyDown', { key: 'x' });
const owner = edit.addNode('Owner');
const destroy = edit.addNode('Destroy');
edit.wire([
[key, 'exec', destroy, 'exec'],
[owner, 'object', destroy, 'object'],
]);
const { world, input, frame, behaviors } = startWorld(f, { behaviors: true });
frame();
expect(behaviors!.runningIds()).toHaveLength(1);
input.press('x');
frame();
// The frame that destroys it still runs to its end – the farewell comes after this frame's update.
expect(world.log).toEqual(['start', 'enable', 'update', 'update', 'disable', 'destroy']);
expect(behaviors!.runningIds()).toEqual([]);
expect(world.entities.some((e) => e.name === 'Logic')).toBe(false);
frame();
expect(world.log).toHaveLength(6);
});
it('skips On disable for a behavior destroyed while it was off', () => {
const f = lifecycle();
const { world, frame } = startWorld(f, { behaviors: true });
const logic = world.entities.find((e) => e.name === 'Logic')!;
logic.props.enabled = false;
frame();
world.remove(logic);
frame();
expect(world.log).toEqual(['start', 'enable', 'disable', 'destroy']);
});
it('runs On disable and On destroy for every instance when the world is torn down', () => {
const f = lifecycle();
place(f, f.behavior.id, { x: 0, y: 0 });
const { world, frame } = startWorld(f, { behaviors: true });
frame();
world.destroy();
expect(world.log).toEqual([
'start',
'enable',
'start',
'enable',
'update',
'update',
'disable',
'destroy',
'disable',
'destroy',
]);
});
});
+3
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@@ -677,7 +677,10 @@ function eqNamesakes(): Record<string, Value> {
const EVENT_NODES: Record<string, string> = {
BehaviorStart: 'nested-behavior.test.ts',
OnStart: 'graph.test.ts',
OnEnable: 'behavior-events.test.ts',
OnUpdate: 'graph.test.ts',
OnDisable: 'behavior-events.test.ts',
OnDestroy: 'behavior-events.test.ts',
OnKeyDown: 'behavior-events.test.ts',
OnKeyUp: 'behavior-events.test.ts',
OnKeyHeld: 'behavior-events.test.ts',
+6 -2
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@@ -239,6 +239,7 @@ export interface WorldOptions {
export interface StartedWorld {
world: World;
collisions: CollisionSystem | null;
behaviors: BehaviorSystem | null;
/** Feed keys with `input.press('a')`; `frame()` clears the edges the way the editor does. */
input: Input;
/** One tick plus the end-of-frame bookkeeping the editor's play loop performs. */
@@ -258,11 +259,14 @@ export function startWorld(fixture: SceneFixture, options: WorldOptions = {}): S
const animations = options.animations ? new AnimationSystem() : null;
if (collisions) world.addSystem(collisions);
if (animations) world.addSystem(animations);
if (options.behaviors)
world.addSystem(new BehaviorSystem(fixture.project, input, { collisions, animations }));
const behaviors = options.behaviors
? new BehaviorSystem(fixture.project, input, { collisions, animations })
: null;
if (behaviors) world.addSystem(behaviors);
return {
world,
collisions,
behaviors,
input,
frame(dt = 1 / 60) {
world.tick(dt);