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}`); // 5b-ii. Sort with parent (#232): o2 hangs under o1 at z -1, and a third crate stands before o1 // in the hierarchy. The fixture's crate is stored without the switch, so o2 first drops // behind everything on 0; switched on in the inspector it is drawn right behind o1. Undo, // and the scene is put back for the blocks below. await mutate(` const objs = __gm.state.activeScene.objects; const o2 = objs.find(o => o.id === 'o2'); o2.parentId = 'o1'; o2.position.z = -1; objs.splice(objs.findIndex(o => o.id === 'o1'), 0, { id: 'o-sort', assetId: 'crate', name: '', position: { x: 0, y: 0, z: 0 }, editorOffset: { x: 0, y: 0 }, overrides: {}, parentId: '', instanceEdits: {} });`); const sortOrder = () => json(`__gm.drawOrder().filter(id => ['o-sort', 'o1', 'o2'].includes(id))`); const orderOff = await sortOrder(); await select({ kind: 'object', holderId: 'scene1', objectId: 'o2' }); const sortRow = await json("__gm.inspectorField('Sort with parent')"); if (sortRow) await click(sortRow.x, sortRow.y); const sortOverride = (await object('o2')).overrides.sortWithParent; const orderOn = await sortOrder(); await undo(); const orderUndone = await sortOrder(); check( 'Sort with parent draws a child below 0 right behind its parent, and undo takes it back', JSON.stringify(orderOff) === '["o2","o-sort","o1"]' && sortOverride === true && JSON.stringify(orderOn) === '["o-sort","o2","o1"]' && JSON.stringify(orderUndone) === JSON.stringify(orderOff), JSON.stringify({ sortRow, orderOff, sortOverride, orderOn, orderUndone }), ); await shot('14b-sort-with-parent'); await mutate(` const objs = __gm.state.activeScene.objects; const o2 = objs.find(o => o.id === 'o2'); o2.parentId = ''; o2.position.z = 0; objs.splice(objs.findIndex(o => o.id === 'o-sort'), 1); __gm.state.select(null)`); // 5b-iii. A container sorted with its parent (#243): a container under o1 holds a crate on -1 in // its template, a third crate stands before o1. Off, as a new container starts, the crate // inside drops behind everything on 0; the container's own switch draws it right behind o1. const INSIDE = 'o-cont~sort-in'; await mutate(` const p = __gm.state.project; const objs = __gm.state.activeScene.objects; const make = (id, assetId, parentId, z) => ({ id, assetId, name: '', position: { x: 0, y: 0, z }, editorOffset: { x: 0, y: 0 }, overrides: {}, parentId, instanceEdits: {} }); p.assets.push({ id: 'sort-box', type: 'container', name: 'sort-box', props: { enabled: true }, objects: [make('sort-in', 'crate', '', -1)] }); objs.splice(objs.findIndex(o => o.id === 'o1'), 0, make('o-sort', 'crate', '', 0)); objs.push(make('o-cont', 'sort-box', 'o1', 0));`); const boxOrder = () => json(`__gm.drawOrder().filter(id => ['o-sort', 'o1', ${JSON.stringify(INSIDE)}].includes(id))`); const boxOff = await boxOrder(); await select({ kind: 'object', holderId: 'scene1', objectId: 'o-cont' }); const boxRow = await json("__gm.inspectorField('Sort with parent')"); if (boxRow) await click(boxRow.x, boxRow.y); const boxOverride = (await object('o-cont')).overrides.sortWithParent; const boxOn = await boxOrder(); await undo(); const boxUndone = await boxOrder(); check( 'Sort with parent on a container draws its content right behind the parent of the container, and undo takes it back', JSON.stringify(boxOff) === `["${INSIDE}","o-sort","o1"]` && boxOverride === true && JSON.stringify(boxOn) === `["o-sort","${INSIDE}","o1"]` && JSON.stringify(boxUndone) === JSON.stringify(boxOff), JSON.stringify({ boxRow, boxOff, boxOverride, boxOn, boxUndone }), ); await mutate(` const p = __gm.state.project; const scene = __gm.state.activeScene; scene.objects = scene.objects.filter(o => o.id !== 'o-sort' && o.id !== 'o-cont'); p.assets = p.assets.filter(a => a.id !== 'sort-box'); __gm.state.select(null)`); // 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 ${JSON.stringify(ids)}.map((id) => { const icon = __gm.sceneIcon(id); const seen = { id, white: 0, outline: 0, old: [] }; const grid = []; for (let dx = -12; dx <= 12; dx += 1.5) for (let dy = -12; dy <= 12; dy += 1.5) grid.push({ x: Math.floor(icon.screen.x + dx * zoom), y: Math.floor(icon.screen.y + dy * zoom) }); for (const got of __gm.pixels(grid)) { if (got === '#ffffff') seen.white++; // The outline is thin, so at this zoom it is mostly an edge pixel blended into the // background (#111216 and the like), rarely the exact #0b0c0f. else if (near(got, '#0b0c0f', 20)) seen.outline++; else if (old.includes(got)) seen.old.push(got); } return seen; }); })()`); const wrong = looks.filter((s) => s.white < 4 || s.outline < 4 || s.old.length > 0); check( 'every symbol draws its icon white in a dark outline, in none of the old colours', wrong.length === 0, JSON.stringify(wrong.length ? wrong : looks.map((s) => `${s.id} ${s.white}/${s.outline}`)), ); await shot('15-symbols'); // 5c-ii. Eight symbols on one spot stand on a ring, their names beside them on dark plates. Names // that would cover each other go a row up or down instead – none overlaps another or an // icon – and every name stays on its icon's side of the ring. const crowd = Array.from({ length: 8 }, (_, k) => `s-crowd-${k}`); await mutate(` const scene = __gm.state.activeScene; ${MAKE_OBJECT} const assets = ${JSON.stringify(Object.values(PLACED))}; ${JSON.stringify(crowd)}.forEach((id, k) => { scene.objects.push(make(id, assets[k % assets.length], '', ${LANES.symbols}, 'crowded name ' + k)); }); __gm.lookAt(0, ${LANES.symbols});`); const plates = await json(`(() => { const crowd = ${JSON.stringify(crowd)}; const icons = crowd.map((id) => __gm.sceneIcon(id)); const labels = __gm.sceneLabels().filter((l) => crowd.includes(l.id)); return { icons: icons.map((i) => ({ x: i.x, y: i.y, size: i.size })), labels }; })()`); const cross = (a, b) => a.x < b.x + b.w - 1e-6 && b.x < a.x + a.w - 1e-6 && a.y < b.y + b.h - 1e-6 && b.y < a.y + a.h - 1e-6; const iconBoxes = plates.icons.map((i) => ({ x: i.x - i.size / 2, y: i.y - i.size / 2, w: i.size, h: i.size, })); const clashes = []; plates.labels.forEach((a, i) => { plates.labels.slice(i + 1).forEach((b) => cross(a, b) && clashes.push(`${a.id}/${b.id}`)); iconBoxes.forEach((box, k) => cross(a, box) && clashes.push(`${a.id}/icon ${k}`)); }); const sides = plates.labels.filter((l) => { const icon = plates.icons[crowd.indexOf(l.id)]; return l.left ? l.x + l.w > icon.x : l.x < icon.x; }); check( 'names crowded on one spot stand on plates in rows of their own, on their icons’ side', plates.labels.length === 8 && clashes.length === 0 && sides.length === 0, `${plates.labels.length} plates, clashes ${JSON.stringify(clashes)}, wrong side ${JSON.stringify(sides.map((l) => l.id))}`, ); await shot('15a-crowded-names'); await mutate(` const p = __gm.state.project; const scene = __gm.state.activeScene; scene.objects = scene.objects.filter((o) => ![...${JSON.stringify(ids)}, ...${JSON.stringify(crowd)}].includes(o.id)); p.assets = p.assets.filter((a) => !['s-box-a', 's-rb-a', 's-pt-a'].includes(a.id)); __gm.lookAt(0, 0);`); // 5d. A pan only moves the camera: no collect and no redraw of every shape per move. What it // leaves on screen – the crate, its outline, the grid – must be what a full redraw draws, and // an object panned back into view must be drawn again. await select({ kind: 'object', holderId: 'scene1', objectId: 'o1' }); const vr = await json('__gm.viewportRect()'); const cx = Math.round(vr.x + vr.w / 2); const cy = Math.round(vr.y + vr.h / 2); const info = () => json('__gm.viewportInfo()'); const rows = () => json(`(() => { const r = __gm.objectRect('o1'); const x = Math.round(r.x - r.w / 2 - 20); return [r.y, r.y - r.h / 2 - 2, r.y + r.h / 2 + 2].map((y) => __gm.pixelRow(x, Math.round(y), Math.round(r.w + 40)).join()); })()`); const sameAsRedraw = async () => { const panned = await rows(); await json('(__gm.viewportRedraw(), true)'); const fresh = await rows(); return panned.filter((row, i) => row !== fresh[i]).length; }; const before = await info(); await drag(cx, cy, cx + 36, cy + 24, { steps: 12, button: 'middle' }); const after = await info(); const moves = after.cameraMoves - before.cameraMoves; const redraws = after.redraws - before.redraws; check( 'a pan moves the camera without redrawing the scene', moves >= 8 && redraws <= 4, `${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)`); }