import { LANES, MAKE_OBJECT } from './lib/scaffold.mjs'; /** Draw order: symbols always above sprites, `z` above hierarchy order. */ export async function drawing(t) { const { check, json, shot, click, drag, locate, typeText, press, undo, mutate, select, object } = t; const orderOfCrates = () => json(`__gm.drawOrder().filter(id => id === 'o1' || id === 'o2')`); // 5a. Symbols stay on top: put the camera first in the hierarchy (drawn first) and a crate // right on top of its icon → the icon must still be drawn above the sprite. await mutate(` const objs = __gm.state.activeScene.objects; const cam = objs.splice(objs.findIndex(o => o.id === 'o3'), 1)[0]; objs.unshift(cam); const crate = objs.find(o => o.id === 'o1'); crate.position.x = 0; crate.position.y = 0; __gm.state.select(null)`); const layers = await json(`[__gm.layerOf('o3'), __gm.layerOf('o1'), __gm.layerOf('o2')]`); check( 'camera symbol is drawn in the overlay layer above sprites', JSON.stringify(layers) === '["overlay","objects","objects"]', JSON.stringify(layers), ); await shot('13-symbol-on-top'); // 5b. Z-order: put both crates on the origin. With equal z the hierarchy order wins // (o1 before o2 → o2 on top); raising o1's z draws it above o2; undo restores it. await mutate( `const o2 = __gm.state.activeScene.objects.find(o => o.id === 'o2'); o2.position.x = 0; o2.position.y = 0`, ); check( 'equal z keeps hierarchy order', JSON.stringify(await orderOfCrates()) === '["o1","o2"]', JSON.stringify(await orderOfCrates()), ); await select({ kind: 'object', holderId: 'scene1', objectId: 'o1' }); const zLabel = await locate('Z'); await click(zLabel.x + 160, zLabel.y); // plain click → text editing with everything selected await typeText('5'); await press('Enter'); check( 'Z field sets position.z', (await object('o1')).position.z === 5, `z=${(await object('o1')).position.z}`, ); check( 'higher z is drawn on top', JSON.stringify(await orderOfCrates()) === '["o2","o1"]', JSON.stringify(await orderOfCrates()), ); await shot('14-z-order'); await undo(); check('undo restores z', (await object('o1')).position.z === 0, `z=${(await object('o1')).position.z}`); // 5c. The symbols are the asset panel's icons, white in a dark outline and without a plate // behind them: one of each in a lane of its own, the pixels read on a grid over each icon // (±12 world units round its centre). Each must show white and the outline, and none of the // colours the symbols had before. const PLACED = { 's-beh': 'mover', 's-box': 's-box-a', 's-rb': 's-rb-a', 's-cam': 'cam', 's-pt': 's-pt-a' }; const ids = Object.keys(PLACED); await mutate(` const p = __gm.state.project; const scene = __gm.state.activeScene; ${MAKE_OBJECT} p.assets.push( { id: 's-box-a', type: 'container', name: 's-box-a', props: { enabled: true }, objects: [] }, { id: 's-rb-a', type: 'rigidbody', name: 's-rb-a', props: { bodyType: 'static' } }, { id: 's-pt-a', type: 'particles', name: 's-pt-a', props: {}, graph: { nodes: [], edges: [] } }, ); Object.entries(${JSON.stringify(PLACED)}).forEach(([id, assetId], i) => { const o = make(id, assetId, '', ${LANES.symbols}, id); o.position.x = (i - 2) * 120; scene.objects.push(o); }); __gm.state.select(null); __gm.lookAt(0, ${LANES.symbols});`); const looks = await json(`(() => { const zoom = __gm.objectRect('s-beh').w / 28; const old = ['#b066ff', '#3fb8c9', '#4fd18b', '#c26a1f']; const rgb = (c) => [1, 3, 5].map((i) => parseInt(c.slice(i, i + 2), 16)); const near = (a, b, max) => Math.hypot(...rgb(a).map((v, i) => v - rgb(b)[i])) < max; return ${JSON.stringify(ids)}.map((id) => { const icon = __gm.sceneIcon(id); const seen = { id, white: 0, outline: 0, old: [] }; for (let dx = -12; dx <= 12; dx += 1.5) for (let dy = -12; dy <= 12; dy += 1.5) { const got = __gm.pixelAt(Math.floor(icon.screen.x + dx * zoom), Math.floor(icon.screen.y + dy * zoom)); if (got === '#ffffff') seen.white++; // The outline is thin, so at this zoom it is mostly an edge pixel blended into the // background (#111216 and the like), rarely the exact #0b0c0f. else if (near(got, '#0b0c0f', 20)) seen.outline++; else if (old.includes(got)) seen.old.push(got); } return seen; }); })()`); const wrong = looks.filter((s) => s.white < 4 || s.outline < 4 || s.old.length > 0); check( 'every symbol draws its icon white in a dark outline, in none of the old colours', wrong.length === 0, JSON.stringify(wrong.length ? wrong : looks.map((s) => `${s.id} ${s.white}/${s.outline}`)), ); await shot('15-symbols'); await mutate(` const p = __gm.state.project; const scene = __gm.state.activeScene; scene.objects = scene.objects.filter((o) => !${JSON.stringify(ids)}.includes(o.id)); p.assets = p.assets.filter((a) => !['s-box-a', 's-rb-a', 's-pt-a'].includes(a.id)); __gm.lookAt(0, 0);`); // 5d. A pan only moves the camera: no collect and no redraw of every shape per move. What it // leaves on screen – the crate, its outline, the grid – must be what a full redraw draws, and // an object panned back into view must be drawn again. await select({ kind: 'object', holderId: 'scene1', objectId: 'o1' }); const vr = await json('__gm.viewportRect()'); const cx = Math.round(vr.x + vr.w / 2); const cy = Math.round(vr.y + vr.h / 2); const info = () => json('__gm.viewportInfo()'); const rows = () => json(`(() => { const r = __gm.objectRect('o1'); const x = Math.round(r.x - r.w / 2 - 20); return [r.y, r.y - r.h / 2 - 2, r.y + r.h / 2 + 2].map((y) => __gm.pixelRow(x, Math.round(y), Math.round(r.w + 40)).join()); })()`); const sameAsRedraw = async () => { const panned = await rows(); await json('(__gm.viewportRedraw(), true)'); const fresh = await rows(); return panned.filter((row, i) => row !== fresh[i]).length; }; const before = await info(); await drag(cx, cy, cx + 36, cy + 24, { steps: 12, button: 'middle' }); const after = await info(); const moves = after.cameraMoves - before.cameraMoves; const redraws = after.redraws - before.redraws; check( 'a pan moves the camera without redrawing the scene', moves >= 8 && redraws <= 4, `${moves} camera moves, ${redraws} redraws in 12 steps`, ); const offAfterPan = await sameAsRedraw(); check('a panned view draws what a full redraw draws', offAfterPan === 0, `${offAfterPan} of 3 rows differ`); // Far enough that the crate's right edge passes the view's left one. const crate = await json(`__gm.objectRect('o1')`); const away = Math.round(crate.x + crate.w / 2 - vr.x + 20); await drag(cx, cy, cx - away, cy, { steps: 12, button: 'middle' }); const gone = !(await json('__gm.drawOrder()')).includes('o1'); const back0 = await info(); // Pressed inside the view again: a press out over the panel would pan nothing. await drag(cx, cy, cx + away, cy, { steps: 12, button: 'middle' }); const back = await info(); const shown = (await json('__gm.drawOrder()')).includes('o1'); const offAfterReturn = await sameAsRedraw(); check( 'an object panned out of view and back is drawn again', gone && shown && back.redraws > back0.redraws && offAfterReturn === 0, `gone=${gone} shown=${shown} redraws=${back.redraws - back0.redraws} rowsOff=${offAfterReturn}`, ); await shot('15b-panned'); await mutate(`__gm.state.select(null); __gm.lookAt(0, 0)`); }