Pick the frame's outline when adding a collider to a sprite (#218)
"Add collider" on a sprite always made a box of the sprite's size, even when the sprite's picture is a frame that has a collision outline. The outline then had to be picked by hand as "Frame collision". - newColliderProps in colliderCommands.ts is the rule as a pure function. A sprite whose picture is a frame with an outline gets a collider with shape "frame" and that frame. Anything else keeps the box of the sprite's size. - The frame is the one the sprite shows when the collider is added, also when only this placement overrides it. - Decided here, the issue says nothing about size: a frame collider is as big as its frame, so a sprite drawn bigger or smaller with the same proportions gets the collider's scale set to match. - Decided here as well: a sprite stretched out of the frame's proportions keeps the box, because an outline cannot be stretched in one direction. Tests: - Gate: 198 files, 2914 tests (2911 + 3), exit 0 - e2e 8,42: 46 checks passed (42: +1 for 42e-ii) - Three new unit tests in tests/core/collider-parts.test.ts: the frame with undo, the scale with an overridden frame, and the cases that keep the box - 42e-ii goes through the context menu: "Frame collision" with scale 2 on the sprite wearing the wedge frame, a box on a sprite without a picture - Five unit counter-probes fail, 1 to 2 tests each. They ran on stein2, not in the container. - The browser counter-probe fails 42e-ii with shape "box" - The e2e sum of 1617 is calculated (1616 + 1). Neither the full suite nor the smokes ran for this state. - Vector art has no test of its own, it takes the same branch as a whole texture. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -1,5 +1,6 @@
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import { describe, expect, it } from 'vitest';
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import { CreateAssetCommand, SetAssetPropertyCommand } from '../../src/core/commands/assetCommands';
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import { AddFrameCommand, SetFrameCollisionCommand } from '../../src/core/commands/frameCommands';
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import {
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AddColliderCommand,
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AddRigidbodyCommand,
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@@ -7,6 +8,9 @@ import {
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FitColliderCommand,
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} from '../../src/core/commands/colliderCommands';
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import { MoveSceneObjectCommand, SetOverrideCommand } from '../../src/core/commands/sceneObjectCommands';
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import type { TextureAsset } from '../../src/core/model/Asset';
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import { findAsset } from '../../src/core/model/Project';
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import { colliderFrame } from '../../src/core/properties/collider';
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import { makeBehavior, makeSpriteScene, place } from '../helpers';
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/** A 100×60 crate placed twice, the first with a collider of its own. */
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@@ -108,3 +112,72 @@ describe('fitting a collider to its sprite (#222)', () => {
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);
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});
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});
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describe('a new collider on a sprite whose frame has an outline (#218)', () => {
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const WEDGE = [
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{ x: 0, y: 20 },
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{ x: 40, y: 0 },
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{ x: 40, y: 20 },
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];
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/** A sprite wearing a 40 × 20 frame at that size, and `added`: the props of a collider added to it. */
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function wearing() {
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const f = makeSpriteScene('Wedge');
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const texture = new CreateAssetCommand('texture', 'Sheet');
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f.stack.execute(texture);
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Object.assign(findAsset(f.project, texture.asset.id) as TextureAsset, {
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file: `${'a'.repeat(64)}.png`,
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width: 64,
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height: 64,
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});
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const frame = new AddFrameCommand(texture.asset.id, { x: 0, y: 0, w: 40, h: 20 });
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f.stack.execute(frame);
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const set = (key: string, value: number | string) =>
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f.stack.execute(new SetAssetPropertyCommand(f.spriteId, key, value));
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set('texture', frame.frameId);
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set('width', 40);
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set('height', 20);
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const id = place(f, f.spriteId, { x: 0, y: 0 });
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const added = () => {
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const command = new AddColliderCommand(f.sceneId, id);
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f.stack.execute(command);
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return findAsset(f.project, command.assetId)!.props;
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};
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const outline = () =>
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f.stack.execute(new SetFrameCollisionCommand(texture.asset.id, frame.frameId, [WEDGE]));
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return { ...f, id, textureId: texture.asset.id, frameId: frame.frameId, set, added, outline };
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}
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it('wears that frame, and one undo takes collider and asset away again', () => {
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const f = wearing();
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f.outline();
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const count = f.project.assets.length;
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const props = f.added();
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expect(props).toMatchObject({ shape: 'frame', frame: f.frameId, width: 40, height: 20, scale: 1 });
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expect(colliderFrame(f.project, props)?.pieces).toHaveLength(1);
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f.stack.undo();
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expect(f.project.assets).toHaveLength(count);
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});
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it('is scaled to a sprite drawn bigger, and reads the frame this placement overrides', () => {
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const f = wearing();
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f.outline();
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f.set('texture', '');
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f.stack.execute(new SetOverrideCommand(f.sceneId, f.id, 'texture', f.frameId));
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f.stack.execute(new SetOverrideCommand(f.sceneId, f.id, 'width', 100));
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f.stack.execute(new SetOverrideCommand(f.sceneId, f.id, 'height', 50));
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expect(f.added()).toMatchObject({ shape: 'frame', frame: f.frameId, width: 40, height: 20, scale: 2.5 });
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});
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it('stays the box of the sprite without an outline, with the whole texture or stretched', () => {
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const f = wearing();
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const box = { shape: 'box', width: 40, height: 20, scale: 1 };
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expect(f.added()).toMatchObject(box);
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f.outline();
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f.set('texture', f.textureId);
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expect(f.added()).toMatchObject(box);
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f.set('texture', f.frameId);
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f.set('height', 60);
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expect(f.added()).toMatchObject({ ...box, height: 60 });
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});
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});
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