const FIXTURE_IDS = ['o1', 'o2', 'o3', 'o4', 'o5', 'oc1', 'oc2']; /** * Play mode: the camera frame is rendered, the Mover behavior moves its owner on the arrow * keys, Esc stops without touching the model. Then editing while playing (moves, delete, undo * and Spawn reach the world at once; Stop discards all of it), culling, and a scene without a * camera. */ export async function play(t) { const { check, evaluate, json, shot, click, clickText, dragAsset, press, holdKey, undo, state, object, objects, world, entity, select, mutate, stop, showTab, } = t; const gameInfo = () => json('__gm.gameInfo()'); const play = t.play; // 3a. Play: both crates lie inside the 640×360 frame at the origin; the behavior symbol is // editor-only. The "Mover" behavior owns the red crate: holding ArrowRight moves it in the // world (Axis input × speed × dt), Esc stops without touching the model. await clickText('Renamed crate'); const xBeforePlay = (await object('o2')).position.x; await play(); let s = await state(); check('play mode entered', s.mode === 'play', JSON.stringify(s)); let info = await gameInfo(); check( 'play renders the camera frame with both crates', info.rendering && info.visibleItems === 2, JSON.stringify(info), ); await shot('08-playing'); await holdKey('ArrowRight', 400); const movedCrate = await entity('o1'); check( 'behavior graph moved its owner while ArrowRight was held', movedCrate.x > -150 + 30, `world x=${movedCrate.x}`, ); await holdKey('ArrowLeft', 250); const afterLeft = await entity('o1'); check( 'ArrowLeft (axis x = −1) moved the owner back left', afterLeft.x < movedCrate.x, `world x=${afterLeft.x}`, ); await stop(); s = await state(); check('escape stopped play', s.mode === 'edit', JSON.stringify(s)); await shot('09-stopped'); const o2AfterPlay = (await object('o2')).position.x; const o1AfterPlay = (await object('o1')).position.x; check( 'play did not write back to the model', o2AfterPlay === xBeforePlay && o1AfterPlay === -150, `${o2AfterPlay} vs ${xBeforePlay}, o1=${o1AfterPlay}`, ); // 3b. Editing while playing: Play opens the Game tab, the panels stay open and edit a runtime // copy. Moving the blue crate (model hook + preview, as a scrub does) and deleting it with // the Delete key change the world at once, undo brings it back, Esc restores the saved model. await play(); check('play opens the Game tab', (await evaluate('__gm.tab()')) === 'game'); check( 'panels stay visible while playing', Boolean(await evaluate(`__gm.locate('INSPECTOR')`)) && (await evaluate('__gm.hierarchyExpandAll(); __gm.hierarchyOrder().length')) === 7, ); await select({ kind: 'object', holderId: 'scene1', objectId: 'o2' }); await mutate(`__gm.state.activeScene.objects.find(o => o.id === 'o2').position.x = 400`); let liveO2 = await entity('o2'); check( 'an edit while playing moves the entity in the world', liveO2 && liveO2.x === 400, JSON.stringify(liveO2), ); await shot('08b-editing-while-playing'); await press('Delete'); const liveIds = (await world()).entities.map((e) => e.objectId); check( 'Delete while playing removes the entity and its collider child from the world', !liveIds.includes('o2') && !liveIds.includes('oc2') && liveIds.length === 5, JSON.stringify(liveIds), ); await undo(); liveO2 = await entity('o2'); check( 'undo while playing brings the entity back into the world', liveO2 && liveO2.x === 400, JSON.stringify(liveO2), ); // 7a-ii. Spawning: the "Spawner" behavior places a Crate at (0, 150) on Space. The new object // shows up in the runtime scene (hierarchy), in the world and in the Game view at once; // Stop discards it with the rest of the runtime copy. const visibleBeforeSpawn = (await gameInfo()).visibleItems; await press('Space'); const spawnedObjects = await objects(); const spawned = spawnedObjects.find((o) => !FIXTURE_IDS.includes(o.id)); check( 'Spawn node adds a crate object to the runtime scene at (0, 150)', spawned && spawned.assetId === 'crate' && spawned.parentId === '' && spawned.position.x === 0 && spawned.position.y === 150 && spawnedObjects.length === 8, JSON.stringify(spawned), ); const spawnWorld = await world(); check( 'the spawned entity lives in the world and its name reached the Log node', spawnWorld.entities.length === 8 && spawnWorld.log.includes('Crate'), JSON.stringify({ n: spawnWorld.entities.length, log: spawnWorld.log }), ); check( 'hierarchy lists the spawned object', (await evaluate('__gm.hierarchyExpandAll(); __gm.hierarchyOrder().length')) === 8, ); info = await gameInfo(); check( 'the Game view renders the spawned crate', info.visibleItems === visibleBeforeSpawn + 1, `${JSON.stringify(info)} before=${visibleBeforeSpawn}`, ); await shot('08c-spawned'); await stop(); const o2AfterEdit = (await object('o2')).position.x; check( 'stop restores the saved model untouched by play-mode edits (spawned object gone)', o2AfterEdit === xBeforePlay && (await objects()).length === 7, `x=${o2AfterEdit}`, ); check('stop returns to the Scene tab', (await evaluate('__gm.tab()')) === 'scene'); // 3c. Culling: move the blue crate far outside the camera frame → only one item visible. await mutate(`__gm.state.activeScene.objects.find(o => o.id === 'o2').position.x = 5000`); await play(); info = await gameInfo(); check('objects outside the camera frame are culled', info.visibleItems === 1, JSON.stringify(info)); await stop(); await mutate(`__gm.state.activeScene.objects.find(o => o.id === 'o2').position.x = ${xBeforePlay}`); // 3d. Without a camera nothing is rendered: delete the camera object, play, then undo. await select({ kind: 'object', holderId: 'scene1', objectId: 'o3' }); await press('Delete'); check('camera object deleted', (await objects()).length === 6); await play(); info = await gameInfo(); s = await state(); check( 'play without camera renders nothing', s.mode === 'play' && !info.rendering && info.visibleItems === 0, JSON.stringify(info), ); check('play without camera shows a notice', s.notice.includes('No camera is switched on'), s.notice); await shot('10-play-no-camera'); await stop(); await undo(); check('undo restored the camera object', (await objects()).length === 7); // 3e. Which camera renders: a camera that is switched off is skipped like any other object, and // of those left the first in hierarchy order takes the view. The second camera is parked far // from the origin, so "seen through it" is provable – both crates fall outside its frame. await select({ kind: 'object', holderId: 'scene1', objectId: 'o3' }); // Found through its row, not an offset from the label: the label column's width is layout. const enabledRow = await json("__gm.inspectorField('Enabled')"); await click(enabledRow.x, enabledRow.y); check( 'the camera has the enabled switch like any other object', (await object('o3')).overrides.enabled === false, JSON.stringify((await object('o3')).overrides), ); await play(); info = await gameInfo(); s = await state(); check( 'a switched-off camera renders nothing although it is still in the scene', !info.rendering && info.camera === '' && info.visibleItems === 0, JSON.stringify(info), ); check('and the notice names the switch, not a missing camera', s.notice.includes('switched on'), s.notice); await stop(); const centre = await json('__gm.viewportCenter()'); await dragAsset('cam', centre.x + 250, centre.y + 150); const second = (await objects()).find((o) => !FIXTURE_IDS.includes(o.id)); check('a second camera is placed in the scene', Boolean(second), JSON.stringify(second)); await mutate( `__gm.state.activeScene.objects.find(o => o.id === ${JSON.stringify(second.id)}).position.x = 5000`, ); await play(); info = await gameInfo(); check( 'the switched-on camera takes over, and the game is seen through it: the crates at the origin are outside its frame', info.camera === second.id && info.rendering && info.visibleItems === 0, JSON.stringify(info), ); await shot('10b-second-camera'); await stop(); await select({ kind: 'object', holderId: 'scene1', objectId: 'o3' }); const switchBackOn = await json("__gm.inspectorField('Enabled')"); await click(switchBackOn.x, switchBackOn.y); await play(); info = await gameInfo(); check( 'with both switched on the first camera in hierarchy order is the active one again', info.camera === 'o3' && info.visibleItems === 2, JSON.stringify(info), ); await stop(); // Back to the fixture: the switch-on, the placement and the switch-off, newest first. await undo(); await undo(); await undo(); check( 'undo leaves the fixture as it was, camera on and without an override', (await objects()).length === 7 && Object.keys((await object('o3')).overrides).length === 0, JSON.stringify((await object('o3')).overrides), ); // 3f. Not playing, the Game tab previews the scene through the same camera instead of waiting // for Play. Proven by comparing it with what Play then draws – identical readout and an // identical pixel on the red crate – so "it renders something" cannot pass for a preview. const crateSpot = async () => { const p = await json(`__gm.gameScreen('o1')`); return json(`__gm.pixelAt(${Math.round(p.x)}, ${Math.round(p.y)})`); }; await showTab('game'); const preview = await gameInfo(); const previewPixel = await crateSpot(); check( 'the game tab previews the scene through the active camera, without playing', preview.rendering && preview.camera === 'o3' && preview.visibleItems === 2, JSON.stringify(preview), ); check( 'and the crate is really drawn there, not left as letterbox', previewPixel !== '#000000', previewPixel, ); await shot('10c-game-preview'); await play(); info = await gameInfo(); const playingPixel = await crateSpot(); check( 'and it is the picture Play produces: same camera, same items, same pixel on the crate', JSON.stringify(info) === JSON.stringify(preview) && playingPixel === previewPixel, `${JSON.stringify(preview)} vs ${JSON.stringify(info)}, ${previewPixel} vs ${playingPixel}`, ); await stop(); // Switching the only camera off leaves nothing to preview – and says so, live on the tab. await showTab('game'); await select({ kind: 'object', holderId: 'scene1', objectId: 'o3' }); const previewSwitch = await json("__gm.inspectorField('Enabled')"); await click(previewSwitch.x, previewSwitch.y); info = await gameInfo(); check( 'switching the camera off empties the preview and names the reason', !info.rendering && info.camera === '' && Boolean(await json(`__gm.locate('No active camera')`)), JSON.stringify(info), ); await shot('10d-no-active-camera'); await undo(); info = await gameInfo(); check( 'and undo brings the preview back without a reload', info.rendering && info.camera === 'o3' && (await json(`__gm.locate('No active camera')`)) === null, JSON.stringify(info), ); await showTab('scene'); check( 'the fixture is left as it was found', (await objects()).length === 7 && Object.keys((await object('o3')).overrides).length === 0, JSON.stringify((await object('o3')).overrides), ); }