Let a graph read and change the z of an object

Until now a behavior could not move an object in front of another
while the game runs. Set position writes only x and y, and z lives on
the running object rather than in its props, so Properties cannot
reach it either. Drawing already reads the z every frame, so only the
nodes were missing.

- Get Z (data): object in, z and world z out. World z is summed up
  with the parents, the way drawing does it (worldTransformOf).
- Set Z (action): object and z in. It sets the object's own z, local
  to its parent like Set position. Higher is drawn in front from the
  next frame on.
- Two nodes of their own rather than a z port on Set position and
  Get position, as asked.

Tests:
- node-catalog: Get Z for a child (2 below 5 is world z 7) and for no
  object, Set Z writes only z and leaves x/y.
- set-z.test.ts: in a running world a key sets the lower of two
  sprites to z 2, drawSlots then draws it in front, Get Z logs 2 and 2.
- Two counter-checks bite: Set Z without the write and Get Z without
  the parent fail 3 tests.
- Gate: 233 files, 3548 tests (3542 + 6), CHECK EXIT 0.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Opus 5.5 committed 2026-10-03 20:08:35 +02:00
1 parent 3e05cbbed5
commit 8452a99c64
5 files changed
+110

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+18
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@@ -752,6 +752,14 @@ const CASES: Record<string, Case[]> = {
outputs: { x: 0, y: 0, worldX: 0, worldY: 0 },
},
],
GetZ: [
{
name: 'a child reports its own z and the z summed up with its parents',
inputs: { object: { ...at('child', 0, 0), z: 2, parent: { ...at('parent', 0, 0), z: 5 } } },
outputs: { z: 2, worldZ: 7 },
},
{ name: 'no object is 0', inputs: { object: null }, outputs: { z: 0, worldZ: 0 } },
],
Number: [
{ name: 'outputs its setting', params: { value: 7.5 }, outputs: { value: 7.5 } },
@@ -1500,6 +1508,10 @@ const CASES: Record<string, Case[]> = {
},
{ name: 'no object is a no-op', inputs: { object: null, x: 1, y: 1 }, next: 'exec' },
],
SetZ: [
{ name: 'sets the z and continues', inputs: { object: at('z', 0, 0), z: 3 }, next: 'exec' },
{ name: 'no object is a no-op', inputs: { object: null, z: 3 }, next: 'exec' },
],
ApplyForce: [
{
name: 'pushes for the length of the frame: force × dt, handed on as an impulse',
@@ -2142,6 +2154,12 @@ describe('action nodes write through to the object they are given', () => {
expect({ x: target.x, y: target.y }).toEqual({ x: 30, y: -40 });
});
it('SetZ sets only the z', () => {
const target = { ...at('z', 10, 20), z: 1 };
runDef('SetZ', fakeContext(), { object: target, z: -4 }, {});
expect({ x: target.x, y: target.y, z: target.z }).toEqual({ x: 10, y: 20, z: -4 });
});
it('Destroy hands the object to the context, children and all unless told to keep them', () => {
const removed: string[] = [];
const moved = [fakeEntity('Lid'), fakeEntity('Nail')];
+51
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@@ -0,0 +1,51 @@
import { describe, expect, it } from 'vitest';
import { PlaceAssetCommand } from '../../src/core/commands/sceneObjectCommands';
import { drawSlots } from '../../src/viewport/drawOrder';
import { collectWorldItems } from '../../src/viewport/items';
import { graphEditor, makeBehavior, makeSpriteScene, place, startWorld } from '../helpers';
/**
* Two sprites on the same spot, "front" at z 1 and "back" at z 0. On `f` a behavior on "back" sets
* its z to 2 with `Set Z` and logs `Get Z` of it: z, then world z.
*/
function start() {
const f = makeSpriteScene();
const back = place(f, f.spriteId, { x: 0, y: 0, z: 0 });
const front = place(f, f.spriteId, { x: 0, y: 0, z: 1 });
const behavior = makeBehavior(f, 'Raise');
f.stack.execute(new PlaceAssetCommand(f.sceneId, behavior.id, { x: 0, y: 0 }, back));
const edit = graphEditor(f, behavior);
const owner = edit.addNode('Owner');
const set = edit.addNode('SetZ', { z: 2 });
edit.connect(edit.addNode('OnKeyDown', { key: 'f' }), 'exec', set, 'exec');
edit.connect(owner, 'object', set, 'object');
const get = edit.addNode('GetZ');
edit.connect(owner, 'object', get, 'object');
let from = set;
for (const output of ['z', 'worldZ']) {
const log = edit.addNode('Log');
edit.connect(get, output, log, 'message');
edit.connect(from, 'exec', log, 'exec');
from = log;
}
const started = startWorld(f, { behaviors: true });
const name = (id: string) => (id === back ? 'back' : id === front ? 'front' : id);
const order = () =>
drawSlots(collectWorldItems(started.world).items.filter((item) => item.type === 'sprite')).map((slot) =>
name(slot.id),
);
started.frame();
return { ...started, order };
}
describe('a graph changes the z of an object during the run', () => {
it('draws the object in front once Set Z has raised it, and Get Z reads the new z', () => {
const r = start();
expect(r.order()).toEqual(['back', 'front']);
r.input.press('f');
r.frame();
expect(r.order()).toEqual(['front', 'back']);
expect(r.world.log).toEqual(['2', '2']);
});
});