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, sleep, evaluate, json, shot, clickText, press, holdKey, undo, state, object, objects, world, entity, select, mutate, stop, } = t; const gameInfo = () => json('__gm.gameInfo()'); const play = t.play; // 7. 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}`, ); // 7a. 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', sceneId: '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'); await sleep(150); 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'); await sleep(200); 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'); // 7b. 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}`); // 7c. Without a camera nothing is rendered: delete the camera object, play, then undo. await select({ kind: 'object', sceneId: 'scene1', objectId: 'o3' }); await press('Delete'); await sleep(200); 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'), s.notice); await shot('10-play-no-camera'); await stop(); await undo(); check('undo restored the camera object', (await objects()).length === 7); }