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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@@ -1,13 +1,14 @@
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import { edge, node } from '../lib/builders.mjs';
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import { LANES, MAKE_OBJECT } from './lib/scaffold.mjs';
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import { inView, LANES, MAKE_OBJECT } from './lib/scaffold.mjs';
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/**
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* Capsules and polygons (#151), and the collision outline of a frame that a tile blocks with
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* (#141). What only a running editor can show: the corners of a polygon collider are edited on
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* its outline in the scene, the engine lets a capsule slide down a polygon ramp, the Texture tab
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* draws a frame's outline with clicks, and a painted map blocks with that outline in the game – as
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* does a collider that wears the frame's outline (#193), and "Generate collision…" reads that
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* outline off the picture (#161).
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* does a collider that wears the frame's outline (#193) – which "Add collider…" picks by itself on a
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* sprite wearing such a frame (#218) –, and "Generate collision…" reads that outline off the picture
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* (#161).
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*/
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/** A 32 × 32 picture, pasted like a file: the texture the outline is drawn on. */
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@@ -502,6 +503,57 @@ export async function shapes(t) {
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frameClimb.length > 100 && peak < F - 42 + 1 && peak > F - 42 - 3 && frameClimb.at(-1).x > 45,
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JSON.stringify({ frames: frameClimb.length, peak, top: F - 42, last: frameClimb.at(-1) }),
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);
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// 42e-ii. "Add collider…" on a sprite wearing that frame (#218): the new collider wears the frame's
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// outline at once, scaled to the sprite (64 wide, the frame 32); a sprite without a picture
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// gets the box. Undo takes each collider and its asset away again.
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await mutate(`
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const scene = __gm.state.activeScene;
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${MAKE_OBJECT}
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${put}
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put('sh-worn', 'crate', '', 150, ${F - 120}, 'Worn 42', { texture: 'sh-frame', width: 64, height: 64 });
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put('sh-plain', 'crate', '', -150, ${F - 120}, 'Plain 42', { width: 64, height: 64 });
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__gm.state.select(null)`);
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await evaluate(`__gm.lookAt(0, ${F - 60})`);
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const addedTo = async (id) => {
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await evaluate('__gm.hierarchyExpandAll()');
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const row = await inView(t, '__gm.leftColumn().objects', `__gm.hierarchyRow(${JSON.stringify(id)})`);
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await click(row.x, row.y, 'right');
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await clickText('Add collider…');
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await clickText('Create new collider');
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await settle();
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const s = await t.state();
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const placed = s.selection?.kind === 'object' ? await object(s.selection.objectId) : null;
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const props = placed ? (await t.asset(placed.assetId))?.props : null;
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const rect = placed ? await json(`__gm.objectRect(${JSON.stringify(placed.id)})`) : null;
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return {
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parentId: placed?.parentId,
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shape: props?.shape,
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frame: props?.frame,
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scale: props?.scale,
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rect,
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};
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};
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const assetCount = () => json('__gm.state.project.assets.length');
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const assetsBefore = await assetCount();
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const worn = await addedTo('sh-worn');
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const wornRect = await json(`__gm.objectRect('sh-worn')`);
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await shot('42-add-frame-collider');
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await undo();
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const plain = await addedTo('sh-plain');
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await undo();
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check(
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'Add collider on a sprite wearing a frame with an outline takes "Frame collision" of that frame, sprite-sized',
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worn.parentId === 'sh-worn' &&
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worn.shape === 'frame' &&
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worn.frame === 'sh-frame' &&
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worn.scale === 2 &&
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Math.abs(worn.rect?.w - wornRect?.w) < 1 &&
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plain.parentId === 'sh-plain' &&
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plain.shape === 'box' &&
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(await assetCount()) === assetsBefore,
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JSON.stringify({ worn, wornRect, plain }),
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);
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await clearShapes();
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// 42f. "Generate collision…" reads the outlines off the picture (#161): a wedge and a faint band
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