import { beforeAll, describe, expect, it } from 'vitest'; import { SetAssetPropertyCommand } from '../../src/core/commands/assetCommands'; import { AddColliderCommand } from '../../src/core/commands/colliderCommands'; import { SetOverrideCommand } from '../../src/core/commands/sceneObjectCommands'; import { findAsset } from '../../src/core/model/Project'; import { transformMatrix, translation } from '../../src/core/model/matrix'; import type { Vec2 } from '../../src/core/model/Properties'; import { colliderShape, contactBetween, exitDistance, overlapDepth, shapeContains, shapesOverlap, } from '../../src/core/properties/collider'; import { shapeOf } from '../../src/runtime/systems/solids'; import { loadPhysics } from '../../src/runtime/physics/engine'; import { COLLISION_SYSTEMS, graphEditor, makeBehavior, makeSpriteScene, place, roundTrip, startWorld, } from '../helpers'; const box = (x: number, y: number, w: number, h: number, degrees = 0) => ({ kind: 'box' as const, x, y, w, h, angle: (degrees * Math.PI) / 180, }); const circle = (x: number, y: number, r: number) => ({ kind: 'circle' as const, x, y, r }); const LEFT = { x: -1, y: 0 }; const UP = { x: 0, y: -1 }; describe('collider geometry', () => { it('box vs box: overlapping yes, touching edges no', () => { expect(shapesOverlap(box(0, 0, 100, 100), box(90, 0, 100, 100))).toBe(true); expect(shapesOverlap(box(0, 0, 100, 100), box(100, 0, 100, 100))).toBe(false); expect(shapesOverlap(box(0, 0, 100, 100), box(0, 150, 100, 100))).toBe(false); }); it('a turned box reaches where its corners are, not where its upright frame would be', () => { // A 100×20 bar turned by 45° reaches ≈ 42.4 along x; upright it would reach 50. expect(shapesOverlap(box(0, 0, 100, 20, 45), box(95, 0, 100, 100))).toBe(false); expect(shapesOverlap(box(0, 0, 100, 20), box(95, 0, 100, 100))).toBe(true); // A diamond (square turned by 45°, corners at ±70.7) and a square at (110, 110): their upright // frames overlap (120.7 > 110 on both axes) but the square's corner (60, 60) lies outside the // diamond's edge x + y = 70.7. expect(shapesOverlap(box(0, 0, 100, 100, 45), box(110, 110, 100, 100))).toBe(false); expect(shapesOverlap(box(0, 0, 100, 100, 45), box(95, 0, 100, 100))).toBe(true); expect(shapeContains(box(0, 0, 100, 20, 90), { x: 0, y: 45 })).toBe(true); expect(shapeContains(box(0, 0, 100, 20, 90), { x: 45, y: 0 })).toBe(false); }); it('circle vs circle and box vs circle (corner case: the closest point is a box corner)', () => { expect(shapesOverlap(circle(0, 0, 10), circle(15, 0, 10))).toBe(true); expect(shapesOverlap(circle(0, 0, 10), circle(20, 0, 10))).toBe(false); expect(shapesOverlap(box(0, 0, 100, 100), circle(60, 0, 20))).toBe(true); expect(shapesOverlap(box(0, 0, 100, 100), circle(80, 0, 20))).toBe(false); // Corner at (50,50): a circle at (60,60) with r=10 has distance √200 ≈ 14.1 → no overlap; r=15 → overlap. expect(shapesOverlap(circle(60, 60, 10), box(0, 0, 100, 100))).toBe(false); expect(shapesOverlap(circle(60, 60, 15), box(0, 0, 100, 100))).toBe(true); // The same corner turned to (0, 70.7): the circle at (0, 80) with r=10 just misses it. expect(shapesOverlap(circle(0, 80, 10), box(0, 0, 100, 100, 45))).toBe(true); expect(shapesOverlap(circle(0, 81, 10), box(0, 0, 100, 100, 45))).toBe(false); }); it('builds shapes from properties with defaults, sized and turned by the transform', () => { expect(colliderShape({}, translation(1, 2))).toEqual(box(1, 2, 100, 100)); expect(colliderShape({ shape: 'circle', radius: 7 }, translation(0, 0))).toEqual(circle(0, 0, 7)); const turned = colliderShape({ width: 40, height: 20 }, transformMatrix(5, 6, 30, 2, false, false)); expect(turned).toMatchObject({ kind: 'box', x: 5, y: 6, w: 80, h: 40 }); expect(turned.kind === 'box' && (turned.angle * 180) / Math.PI).toBeCloseTo(30); // A mirror keeps a box a box: the same shape, whichever way its x axis points. const mirrored = colliderShape({ width: 40, height: 20 }, transformMatrix(0, 0, 0, 1, true, false)); expect(shapeContains(mirrored, { x: 19, y: 9 })).toBe(true); expect(shapeContains(mirrored, { x: 21, y: 9 })).toBe(false); expect(colliderShape({ shape: 'circle', radius: 7 }, transformMatrix(0, 0, 0, 3, false, false))).toEqual( circle(0, 0, 21), ); }); it('exit distance: how far a mover must travel to just clear an obstacle', () => { // Mover moved right into a box: centres 80 apart, need 100 → 20 back to the left. expect(exitDistance(box(80, 0, 100, 100), box(0, 0, 100, 100), { x: 1, y: 0 })).toBe(20); expect(exitDistance(box(0, 0, 100, 100), box(80, 0, 100, 100), LEFT)).toBe(20); expect(exitDistance(box(0, 0, 100, 100), box(120, 0, 100, 100), LEFT)).toBe(0); expect(exitDistance(box(0, 0, 100, 100), box(0, 90, 100, 100), UP)).toBe(10); expect(exitDistance(box(0, 10, 40, 60), box(0, 0, 100, 60), LEFT)).toBe(70); expect(exitDistance(box(0, 100, 40, 60), box(0, 0, 100, 60), LEFT)).toBe(0); // apart on y expect(exitDistance(circle(0, 12, 10), circle(0, 0, 10), LEFT)).toBeCloseTo(16); expect(exitDistance(circle(0, 20, 10), box(0, 0, 100, 100), LEFT)).toBeCloseTo(60); // flat side expect(exitDistance(circle(0, 56, 10), box(0, 0, 100, 100), LEFT)).toBeCloseTo(50 + 8); // corner: dy=6 → √(100−36) expect(exitDistance(circle(0, 70, 10), box(0, 0, 100, 100), LEFT)).toBe(0); // Moving away diagonally clears a corner sooner than along one axis would. expect(exitDistance(box(80, 80, 100, 100), box(0, 0, 100, 100), { x: 1, y: 1 })).toBeCloseTo( 20 * Math.SQRT2, ); // A wall turned by 45°, a box moving left into its slanted face: level with the corner it must // back off to the corner (70.7 + 10 − 60), higher up the face is only half a unit deep along // its normal – an upright frame would still demand the 20.7. expect(exitDistance(box(-60, 0, 20, 20), box(0, 0, 100, 100, 45), LEFT)).toBeCloseTo( 50 * Math.SQRT2 + 10 - 60, ); expect(exitDistance(box(-60, 30, 20, 20), box(0, 0, 100, 100, 45), LEFT)).toBeCloseTo( (50 + 10 * Math.SQRT2 - 90 * Math.SQRT1_2) * Math.SQRT2, ); }); it('contact: the gap between two shapes and the normal from the obstacle towards the mover (#150)', () => { const RIGHT = { x: 1, y: 0 }; // Box against a box face: exactly the face's direction, the gap along it. expect(contactBetween(box(-100, 10, 100, 60), box(0, 0, 100, 100), RIGHT)).toEqual({ separation: 0, normal: { x: -1, y: 0 }, }); expect(contactBetween(box(0, -90, 100, 60), box(0, 0, 100, 100), RIGHT)).toEqual({ separation: 10, normal: { x: 0, y: -1 }, }); // A turned wall: its own face, not an upright one. const slope = contactBetween(box(-200, -200, 20, 20), box(0, 0, 100, 100, 45), RIGHT).normal; expect(slope.x).toBeCloseTo(-Math.SQRT1_2, 12); expect(slope.y).toBeCloseTo(-Math.SQRT1_2, 12); // Corner on corner is a tie: the face the travel runs into more squarely wins. expect(contactBetween(box(-100, -100, 100, 100), box(0, 0, 100, 100), RIGHT).normal).toEqual(LEFT); expect(contactBetween(box(-100, -100, 100, 100), box(0, 0, 100, 100), { x: 0, y: 1 }).normal).toEqual(UP); // A circle at a corner: from the corner towards its centre, whichever of the two moves. const corner = contactBetween(circle(-60, -58, 10), box(0, 0, 100, 100), RIGHT); expect(corner.separation).toBeCloseTo(Math.hypot(10, 8) - 10, 12); expect(corner.normal.x).toBeCloseTo(-10 / Math.hypot(10, 8), 12); expect(corner.normal.y).toBeCloseTo(-8 / Math.hypot(10, 8), 12); const reverse = contactBetween(box(0, 0, 100, 100), circle(-60, -58, 10), RIGHT).normal; expect(reverse.x).toBeCloseTo(-corner.normal.x, 12); expect(reverse.y).toBeCloseTo(-corner.normal.y, 12); // Overlapping: the shortest way out, as a negative gap. expect(contactBetween(circle(0, 45, 10), box(0, 0, 100, 100), RIGHT)).toEqual({ separation: -15, normal: { x: 0, y: 1 }, }); expect(contactBetween(circle(0, 0, 10), circle(0, 12, 10), RIGHT)).toEqual({ separation: -8, normal: { x: 0, y: -1 }, }); // Nothing to tell a direction by: against the travel. expect(contactBetween(circle(5, 5, 10), circle(5, 5, 10), RIGHT).normal).toEqual(LEFT); expect(overlapDepth(-15)).toBe(15); expect(overlapDepth(-1e-12)).toBe(0); expect(overlapDepth(3)).toBe(0); }); }); /** Two crates (100×60) 300 apart, each with a collider child; a behavior "Hit" placed below crate a. */ function setup() { const f = makeSpriteScene('Crate'); f.stack.execute(new SetAssetPropertyCommand(f.spriteId, 'height', 60)); const behavior = makeBehavior(f, 'Hit'); const a = place(f, f.spriteId, { x: 0, y: 0 }); const b = place(f, f.spriteId, { x: 300, y: 0 }); const colA = new AddColliderCommand(f.sceneId, a); const colB = new AddColliderCommand(f.sceneId, b); f.stack.execute(colA); f.stack.execute(colB); place(f, behavior.id, { x: 0, y: 0 }, a); return { ...f, behavior, a, b, colA, colB }; } /** The crates in a running world with collision detection. */ function runtime(physics: boolean) { const s = setup(); const { world, collisions } = startWorld(s, { physics, collisions: true }); return { ...s, world, collisions, crateA: world.findByObjectId(s.a)!, crateB: world.findByObjectId(s.b)! }; } describe('AddColliderCommand', () => { it('creates a collider asset sized like the sprite, parented to it; undo removes both', () => { const { project, stack, sceneOf, object, a, colA } = setup(); const asset = findAsset(project, colA.assetId)!; expect(asset.type).toBe('collider'); expect(asset.name).toBe('Crate collider'); expect(asset.props).toMatchObject({ shape: 'box', width: 100, height: 60 }); expect(object(colA.objectId).parentId).toBe(a); expect(object(colA.objectId).position).toEqual({ x: 0, y: 0, z: 0 }); // Undo of the last three commands: behavior placement, collider B, collider A. stack.undo(); stack.undo(); stack.undo(); expect(project.assets.some((x) => x.id === colA.assetId)).toBe(false); expect(sceneOf().objects.some((o) => o.id === colA.objectId)).toBe(false); stack.redo(); expect(project.assets.some((x) => x.id === colA.assetId)).toBe(true); }); it('refuses a collider on a collider and survives a round trip', () => { const { project, stack, sceneId, colA } = setup(); expect(() => stack.execute(new AddColliderCommand(sceneId, colA.objectId))).toThrow( /cannot have a collider/, ); expect(findAsset(roundTrip(project), colA.assetId)?.props).toMatchObject({ shape: 'box', width: 100, height: 60, radius: 50, }); }); }); describe.each(COLLISION_SYSTEMS)('$system', ({ physics }) => { beforeAll(async () => { await loadPhysics(); }); describe('enter, stay and exit', () => { it('reports enter, stay and exit as colliders move (parents carry their colliders)', () => { const { world, collisions, crateA, crateB } = runtime(physics); world.tick(0.1); expect(collisions.enters).toHaveLength(0); crateB.x = 90; // boxes of width 100 overlap once the centres are closer than 100 world.tick(0.1); expect(collisions.enters).toHaveLength(1); expect(collisions.stays).toHaveLength(0); world.tick(0.1); expect(collisions.enters).toHaveLength(0); expect(collisions.stays).toHaveLength(1); expect(collisions.touching(world, crateA, crateB)).toBe(true); crateB.x = 300; world.tick(0.1); expect(collisions.exits).toHaveLength(1); expect(collisions.stays).toHaveLength(0); expect(collisions.touching(world, crateA, crateB)).toBe(false); }); it('respects overrides and circles; two colliders of the same body never collide', () => { const s = setup(); const { stack, sceneId, a, b, colA, colB } = s; stack.execute(new SetOverrideCommand(sceneId, colB.objectId, 'shape', 'circle')); stack.execute(new SetOverrideCommand(sceneId, colB.objectId, 'radius', 30)); const second = new AddColliderCommand(sceneId, a); stack.execute(second); // a second collider on crate A, overlapping colA completely const { world, collisions } = startWorld(s, { physics, collisions: true }); world.tick(0.1); expect(collisions.enters).toHaveLength(0); // colA and the second collider share a body world.findByObjectId(b)!.x = 75; // circle r=30 at 75 vs box half-width 50 → overlap world.tick(0.1); expect(collisions.enters).toHaveLength(2); // circle B against both colliders of A expect( collisions.enters.every( (p) => p.a.objectId === colA.objectId || p.b.objectId === colA.objectId || p.a.objectId === second.objectId || p.b.objectId === second.objectId, ), ).toBe(true); }); }); describe('move and slide', () => { const SKIN = 0.05; // how far off flush still counts as pressed against the wall it('stops flush at a solid collider and reports the blocked axis', () => { const { world, collisions, crateA } = runtime(physics); // Crates are 100 wide, 300 apart: 200 of travel before they touch (centres 100 apart). expect(collisions.moveAndSlide(world, crateA, 250, 0)).toMatchObject({ blockedX: true, blockedY: false, }); expect(crateA.x).toBe(200); expect(collisions.moveAndSlide(world, crateA, 50, 0)).toMatchObject({ blockedX: true, blockedY: false, }); expect(crateA.x).toBe(200); // touching edges do not overlap, so the wall keeps holding expect(collisions.moveAndSlide(world, crateA, -30, 0)).toMatchObject({ blockedX: false, blockedY: false, }); expect(crateA.x).toBe(170); }); it('slides along the wall as far as friction lets it (#150)', () => { // 250 × 40 hits the wall after 200 × 32; of the 50 × 8 left, 50 press into the wall and // friction 0.5 × 50 = 25 is more than the 8 along it: the crate stops there. const pressed = runtime(physics); expect(pressed.collisions.moveAndSlide(pressed.world, pressed.crateA, 250, 40)).toEqual({ blockedX: true, blockedY: false, hit: true, normal: { x: -1, y: 0 }, }); expect(pressed.crateA.x).toBe(200); expect(pressed.crateA.y).toBeCloseTo(32, 9); // Without friction on either side the whole 8 go on along the wall. const slick = runtime(physics); for (const e of slick.world.entities) if (e.type === 'collider') e.props.friction = 0; slick.collisions.moveAndSlide(slick.world, slick.crateA, 250, 40); expect(slick.crateA.x).toBe(200); expect(slick.crateA.y).toBeCloseTo(40, 9); // In between, the pair's average friction takes its share: (0 + 0.2) / 2 × 50 = 5 of the 8. const rough = runtime(physics); const colliders = rough.world.entities.filter((e) => e.type === 'collider'); colliders[0]!.props.friction = 0; colliders[1]!.props.friction = 0.2; rough.collisions.moveAndSlide(rough.world, rough.crateA, 250, 40); expect(rough.crateA.y).toBeCloseTo(32 + 3, 9); }); it('triggers report but never block; own and descendant colliders are ignored', () => { const s = setup(); const { stack, sceneId, a, b, colB } = s; // Make B's collider a trigger → A passes through, but the CollisionSystem still sees the overlap. stack.execute(new SetOverrideCommand(sceneId, colB.objectId, 'isTrigger', true)); const { world, collisions } = startWorld(s, { physics, collisions: true }); const crateA = world.findByObjectId(a)!; expect(collisions.moveAndSlide(world, crateA, 250, 0)).toMatchObject({ blockedX: false, blockedY: false, }); expect(crateA.x).toBe(250); world.tick(0.1); expect(collisions.enters).toHaveLength(1); // A collider parented under the mover travels with it and cannot block it. const rider = world.entities.find( (e) => e.type === 'collider' && e.parent === world.findByObjectId(b), )!; rider.props.isTrigger = false; rider.parent = crateA; rider.x = 150; expect(collisions.moveAndSlide(world, crateA, 10, 0)).toMatchObject({ blockedX: false, blockedY: false, }); expect(crateA.x).toBe(260); }); it('an existing overlap is neither resolved (no jolt) nor deepened; leaving is always possible', () => { const { world, collisions, crateA, crateB } = runtime(physics); crateB.x = 60; // start overlapped by 40 expect(collisions.moveAndSlide(world, crateA, 5, 0)).toMatchObject({ blockedX: true, blockedY: false }); expect(crateA.x).toBe(0); // no jolt out, but no burrowing deeper either expect(collisions.moveAndSlide(world, crateA, -20, 0)).toMatchObject({ blockedX: false, blockedY: false, }); expect(crateA.x).toBe(-20); // moving away is always free expect(collisions.moveAndSlide(world, crateA, -100, 0)).toMatchObject({ blockedX: false, blockedY: false, }); expect(crateA.x).toBe(-120); }); it('keeps blocking while pressed against a wall, however long and at any speed', () => { const { world, collisions, crateA, crateB } = runtime(physics); crateB.x = 0; crateB.y = 300; // wall straight above, colliders are 100×60 → contact at y = 240 for (let i = 0; i < 500; i++) { // Uneven steps, so contact is never hit at a round number. const { blockedY } = collisions.moveAndSlide(world, crateA, 0, 3.7 + (i % 7) * 0.13); expect(crateA.y).toBeLessThanOrEqual(240 + SKIN); if (i > 60) expect(blockedY).toBe(true); } expect(crateA.y).toBeGreaterThan(240 - SKIN); // A step larger than the obstacle must not jump over it: past the wall nothing overlaps to push back. crateA.y = 0; expect(collisions.moveAndSlide(world, crateA, 0, 5000)).toMatchObject({ blockedX: false, blockedY: true, }); expect(crateA.y).toBeCloseTo(240, 6); }); it('the Move node with "Collide with solids" moves the owner and outputs the blocked axes', () => { const s = setup(); const { behavior, a } = s; // On update → Move(Owner, dx = 1000, dt, collide) → Log(blocked x) const edit = graphEditor(s, behavior); const update = edit.addNode('OnUpdate'); const owner = edit.addNode('Owner'); const move = edit.addNode('Move', { dx: 1000, collide: true }); const log = edit.addNode('Log'); edit.wire([ [update, 'exec', move, 'exec'], [update, 'dt', move, 'dt'], [owner, 'object', move, 'object'], [move, 'exec', log, 'exec'], [move, 'blockedX', log, 'message'], ]); const { world } = startWorld(s, { physics, collisions: true, behaviors: true }); const crateA = world.findByObjectId(a)!; world.tick(0.1); // 100 units: free expect(crateA.x).toBe(100); world.tick(0.2); // 200 more would reach 300; the wall stops it at 200 expect(crateA.x).toBe(200); expect(world.log).toEqual(['false', 'true']); }); }); describe('along the contact normal (#150)', () => { /** 32×32 blocks with a collider each at `centres`, and a mover of the same kind at `start`. */ function field(centres: Vec2[], start: Vec2, moverCollider = true) { const f = makeSpriteScene('Tile'); f.stack.execute(new SetAssetPropertyCommand(f.spriteId, 'width', 32)); f.stack.execute(new SetAssetPropertyCommand(f.spriteId, 'height', 32)); const ids = [...centres, start].map((c, i) => { const id = place(f, f.spriteId, c); if (i < centres.length || moverCollider) f.stack.execute(new AddColliderCommand(f.sceneId, id)); return id; }); const { world, collisions } = startWorld(f, { physics, collisions: true }); const all = ids.map((id) => world.findByObjectId(id)!); const colliderOf = (e: (typeof all)[number]) => world.childrenOf(e).find((c) => c.type === 'collider')!; const mover = all.at(-1)!; const move = (dx: number, dy: number) => collisions.moveAndSlide(world, mover, dx, dy); return { world, blocks: all.slice(0, -1), mover, move, colliderOf }; } it('a circle running into an edge rolls up over it instead of hanging on the corner', () => { const { blocks, mover, move, colliderOf } = field([{ x: 300, y: 50 }], { x: 0, y: 0 }); Object.assign(colliderOf(blocks[0]!).props, { width: 100, height: 60 }); // corner at (250, 20) Object.assign(colliderOf(mover).props, { shape: 'circle', radius: 30 }); const first = []; for (let i = 0; i < 80; i++) { const result = move(5, 0); if (result.hit && first.length === 0) first.push(result); } // The first touch is the corner 20 below the centre, √(30² − 20²) ahead: the normal runs from it. const reach = Math.sqrt(30 * 30 - 20 * 20); expect(first[0]!.normal.x).toBeCloseTo(-reach / 30, 9); expect(first[0]!.normal.y).toBeCloseTo(-20 / 30, 9); expect(first[0]).toMatchObject({ blockedX: true, blockedY: false }); // Over the corner and on along the top face, never inside the block. expect(mover.x).toBeGreaterThan(300); expect(mover.y).toBeLessThanOrEqual(20 - 30 + 1e-9); expect(mover.y).toBeGreaterThan(20 - 30 - 5); expect(shapesOverlap(shapeOf(colliderOf(mover)), shapeOf(colliderOf(blocks[0]!)))).toBe(false); }); it('on a slope, pressed down by the graph, it slides as far as friction lets it: g·sin − μ·g·cos', () => { const slide = (friction: number) => { // A ramp turned by 30°, falling right; a circle dropped onto it 5 a frame. const { blocks, mover, move, colliderOf } = field([{ x: 0, y: 200 }], { x: 0, y: 100 }); blocks[0]!.props.rotation = 30; Object.assign(colliderOf(blocks[0]!).props, { width: 1000, height: 60, friction }); Object.assign(colliderOf(mover).props, { shape: 'circle', radius: 10, friction }); for (let i = 0; i < 20; i++) move(0, 5); const from = { x: mover.x, y: mover.y }; const results = Array.from({ length: 10 }, () => move(0, 5)); const ramp = shapeOf(colliderOf(blocks[0]!)); const gap = contactBetween(shapeOf(colliderOf(mover)), ramp, { x: 0, y: 1 }).separation; const moved = { dx: mover.x - from.x, dy: mover.y - from.y }; // Walking down the ramp nothing stands against x; walking up it, the ramp does. const downhill = move(3, 5); const uphill = move(-3, 5); return { ...moved, gap, results, downhill, uphill }; }; const sin = Math.sin(Math.PI / 6); const cos = Math.cos(Math.PI / 6); for (const friction of [0, 0.5, 0.6]) { const { dx, dy, gap, results, downhill, uphill } = slide(friction); expect(downhill).toMatchObject({ hit: true, blockedX: false, blockedY: true }); expect(uphill).toMatchObject({ hit: true, blockedX: true, blockedY: true }); const along = 10 * Math.max(0, 5 * sin - friction * 5 * cos); expect(dx, `friction ${friction}`).toBeCloseTo(along * cos, 6); expect(dy, `friction ${friction}`).toBeCloseTo(along * sin, 6); expect(Math.abs(gap)).toBeLessThan(1e-6); // on the surface, not above nor in it expect(results.every((r) => r.hit && r.blockedY && !r.blockedX)).toBe(true); expect(results[0]!.normal.x).toBeCloseTo(sin, 9); expect(results[0]!.normal.y).toBeCloseTo(-cos, 9); } }); for (const shape of ['box', 'circle'] as const) it(`a ${shape} pressed onto a floor of twelve blocks slides over every seam without catching`, () => { const floor = Array.from({ length: 12 }, (_, i) => ({ x: i * 32, y: 100 })); const { mover, move, colliderOf } = field(floor, { x: 0, y: 60 }); // floor top at 84 Object.assign( colliderOf(mover).props, shape === 'box' ? { width: 30, height: 30 } : { shape: 'circle', radius: 15 }, ); const steps: { dx: number; y: number; blockedX: boolean; blockedY: boolean }[] = []; for (let i = 0; i < 100; i++) { const x = mover.x; const { blockedX, blockedY } = move(3, 1.5); steps.push({ dx: mover.x - x, y: mover.y, blockedX, blockedY }); } // Landed within the first frames; from then on every frame goes 3 − 0.5 × 1.5 on, flush. for (const step of steps.slice(10)) { expect(step.dx).toBeCloseTo(3 - 0.5 * 1.5, 9); expect(step.y).toBeCloseTo(84 - 15, 9); expect(step).toMatchObject({ blockedX: false, blockedY: true }); } expect(mover.x).toBeGreaterThan(5 * 32); // across several seams }); it('pressed against a wall of three stacked blocks, it slides down past both seams', () => { const wall = [0, 32, 64].map((y) => ({ x: 100, y })); const { mover, move, colliderOf } = field(wall, { x: 66, y: -10 }); // wall face at 84 Object.assign(colliderOf(mover).props, { width: 30, height: 30 }); const steps: { dy: number; x: number; blockedX: boolean; blockedY: boolean }[] = []; for (let i = 0; i < 30; i++) { const y = mover.y; const { blockedX, blockedY } = move(1.5, 3); steps.push({ dy: mover.y - y, x: mover.x, blockedX, blockedY }); } for (const step of steps.slice(3)) { expect(step.dy).toBeCloseTo(3 - 0.5 * 1.5, 9); expect(step.x).toBeCloseTo(84 - 15, 9); expect(step).toMatchObject({ blockedX: true, blockedY: false }); } expect(mover.y + 15).toBeGreaterThan(48); // the lower edge went past both seams (16 and 48) }); it('an object without a collider of its own moves freely', () => { const { mover, move } = field([{ x: 40, y: 0 }], { x: 0, y: 0 }, false); expect(move(100, 7)).toEqual({ blockedX: false, blockedY: false, hit: false, normal: { x: 0, y: 0 } }); expect(mover.x).toBe(100); expect(mover.y).toBe(7); }); }); describe('collision events in behaviors', () => { it("fires On collision enter/exit on the body's behavior with the other body; Is touching agrees", () => { const s = setup(); const { behavior, b, object } = s; // On collision enter → Log(other); On collision exit → Log("bye"); On update → Log(Is touching(Owner, Object by name "B")) const edit = graphEditor(s, behavior); const enter = edit.addNode('OnCollisionEnter'); const logEnter = edit.addNode('Log'); const exit = edit.addNode('OnCollisionExit'); const logExit = edit.addNode('Log', { message: 'bye' }); const update = edit.addNode('OnUpdate'); const owner = edit.addNode('Owner'); const byName = edit.addNode('ObjectByName', { name: 'B' }); const touching = edit.addNode('IsTouching'); const logTouch = edit.addNode('Log'); edit.wire([ [enter, 'exec', logEnter, 'exec'], [enter, 'other', logEnter, 'message'], [exit, 'exec', logExit, 'exec'], [update, 'exec', logTouch, 'exec'], [owner, 'object', touching, 'a'], [byName, 'object', touching, 'b'], [touching, 'result', logTouch, 'message'], ]); object(b).name = 'B'; const { world } = startWorld(s, { physics, collisions: true, behaviors: true }); const crateB = world.findByObjectId(b)!; world.tick(0.1); expect(world.log).toEqual(['false']); crateB.x = 50; world.tick(0.1); expect(world.log).toEqual(['false', 'B', 'true']); crateB.x = 500; world.tick(0.1); expect(world.log).toEqual(['false', 'B', 'true', 'bye', 'false']); }); }); });