import { colourDistance } from '../lib/harness.mjs'; import { LANES, openTab, pickAssetType } from './lib/scaffold.mjs'; import { quadColour } from './39-tile.mjs'; /** * Tilemaps (#128): a placed grid painted with the tiles of step 39, which is where the sheet * and the `at-grass` tile come from – this step needs it and is run after it. * * The point of the checks below is that a painted cell really shows the quarters its neighbours * call for: they read pixels off the scene view, because everything between the model and the * screen (the uvs, the mesh, the transform of the placed object) is exactly what a unit test * cannot see through. */ const LANE = LANES.tilemap; const MAP_OBJECT = 'tm-object'; const COLUMNS = 6; const ROWS = 4; /** * A widget of the tilemap panel (#142), scrolled into view first. On a short window the layers sit * below the fold – and a click on a point outside the panel lands on whatever is drawn there instead. */ async function inPanel(t, hook) { for (let i = 0; i < 15; i++) { const rect = (await t.json('__gm.tilemap.panel()')).panel; if (!rect) return null; const point = await t.json(hook); if (point && point.y > rect.y + 8 && point.y < rect.y + rect.h - 8) return point; await t.wheel(rect.x + rect.w / 2, rect.y + rect.h / 2, point && point.y < rect.y ? -200 : 200); await t.settle(); } return null; } /** Clicks such a widget; returns false when it could not be brought into view. */ async function clickInPanel(t, hook) { const point = await inPanel(t, hook); if (point) await t.click(point.x, point.y); return Boolean(point); } /** * The − or + button of an edge row in the inspector's GRID EDGES block (#136), scrolled into view * first. Both glyphs are on screen many times over, so the button is the one on the label's line. */ async function edgeButton(t, label, glyph) { for (let i = 0; i < 15; i++) { const rect = await t.json('__gm.inspectorRect()'); const within = (p) => p.x > rect.x && p.x < rect.x + rect.w; const row = (await t.json(`__gm.locateAll(${JSON.stringify(label)})`)).find(within); if (row && row.y > rect.y + 8 && row.y < rect.y + rect.h - 8) { const buttons = (await t.json(`__gm.locateAll(${JSON.stringify(glyph)})`)).filter( (p) => within(p) && Math.abs(p.y - row.y) < 6 && p.x > row.x, ); return buttons[0] ?? null; } await t.wheel(rect.x + rect.w / 2, rect.y + rect.h / 2, row && row.y < rect.y ? -200 : 200); await t.settle(); } return null; } /** Whether a box lies inside another, give or take a pixel of rounding. */ function inside(inner, outer) { return ( inner.x >= outer.x - 1 && inner.y >= outer.y - 1 && inner.x + inner.w <= outer.x + outer.w + 1 && inner.y + inner.h <= outer.y + outer.h + 1 ); } /** The four quarters of the cell, read in one call: a running animation must not step between them. */ async function cellQuarters(t, x, y) { const centre = await t.json(`__gm.tilemap.cellAt(${JSON.stringify(MAP_OBJECT)}, ${x}, ${y})`); if (!centre) return null; // A quarter of a 48 px cell is 24 px, so these four points sit in the middle of each quarter. const points = [ [centre.x - 12, centre.y - 12], [centre.x + 12, centre.y - 12], [centre.x - 12, centre.y + 12], [centre.x + 12, centre.y + 12], ].map(([px, py]) => [Math.round(px), Math.round(py)]); return t.json(`${JSON.stringify(points)}.map(([x, y]) => __gm.pixelAt(x, y))`); } /** Whether a cell is drawn from these quadrants of the block, by the colours they were drawn in. */ async function cellShows(t, x, y, quadrants) { const read = await cellQuarters(t, x, y); if (!read) return { ok: false, detail: 'the cell is not on screen' }; const want = quadrants.map(([qx, qy]) => quadColour('floor', qx, qy)); const off = read.filter((colour, i) => colourDistance(colour, want[i]) > 12); return { ok: off.length === 0, detail: JSON.stringify({ read, want }) }; } /** `over` laid at `alpha` on `under`, both `#rrggbb` as `pixelAt` reads them. */ function blend(over, under, alpha) { const channel = (hex, i) => parseInt(hex.slice(i, i + 2), 16); return `#${[1, 3, 5] .map((i) => Math.round(channel(over, i) * alpha + channel(under, i) * (1 - alpha))) .map((c) => c.toString(16).padStart(2, '0')) .join('')}`; } export async function tilemap(t) { const { check, json, evaluate, mutate, click, clickText, drag, press, typeText, shot, settle, undo, select, } = t; const { saved, api, navigate, projectId } = t; await press('Escape'); await evaluate('__gm.state.select(null)'); await openTab(t, 'scene'); // 40a. The asset is made the way any asset is made: through the + menu of the asset panel. await clickText('+'); await pickAssetType(t, 'Tilemap'); await settle(); const made = await json( "(() => { const a = __gm.state.project.assets.filter((a) => a.type === 'tilemap').at(-1);" + ' return a ? { id: a.id, name: a.name, layers: a.layers.length } : null; })()', ); check( 'the + menu makes a tilemap, and it starts with one layer', made?.name === 'Tilemap' && made.layers === 1, JSON.stringify(made), ); if (!made) return; // A small grid in a lane of its own: the origin is crowded by the objects of earlier steps, and // a 20 × 15 map at 48 px would cover half of them. await mutate(` const project = __gm.state.project; const map = project.assets.find((a) => a.id === ${JSON.stringify(made.id)}); map.props.columns = ${COLUMNS}; map.props.rows = ${ROWS}; __gm.state.activeScene.objects.push({ id: ${JSON.stringify(MAP_OBJECT)}, assetId: ${JSON.stringify(made.id)}, name: 'Ground', position: { x: 0, y: ${LANE}, z: 0 }, editorOffset: { x: 0, y: 0 }, overrides: {}, parentId: '', instanceEdits: {} }); __gm.lookAt(0, ${LANE});`); await settle(); const unselected = await json('__gm.tilemap.panel()'); const cellUnselected = await json(`__gm.tilemap.cellAt(${JSON.stringify(MAP_OBJECT)}, 0, 0)`); await select({ kind: 'object', holderId: 'scene1', objectIds: [MAP_OBJECT], objectId: MAP_OBJECT }); await settle(); // 40b. Painting has a panel of its own beside the scene view (#142): tools, tiles and layers. const panel = await json('__gm.tilemap.panel()'); const inspectorRect = await json('__gm.inspectorRect()'); check( 'selecting a placed tilemap opens the tilemap panel between the scene view and the inspector', !unselected.shown && panel.shown && panel.title === 'Tilemap · Tilemap' && Math.abs(panel.panel.w - inspectorRect.w) <= 1 && panel.viewport.x + panel.viewport.w <= panel.panel.x && panel.panel.x + panel.panel.w <= inspectorRect.x && Math.abs(panel.panel.y - panel.viewport.y) <= 1 && Math.abs(panel.panel.h - panel.viewport.h) <= 1 && panel.viewport.w < unselected.viewport.w, JSON.stringify({ unselected, panel, inspectorRect }), ); const section = await json( '(() => ({ tools: __gm.tilemap.toolAt("brush") !== null, grass: __gm.tilemap.tileButtonAt("at-grass") !== null,' + ' layers: (__gm.tilemap.layerRowAt(0) || {}).id }))()', ); // The view keeps the world where it is on screen, rather than its centre, which shifted the map // by half the panel's width. const cellWithPanel = await json(`__gm.tilemap.cellAt(${JSON.stringify(MAP_OBJECT)}, 0, 0)`); check( 'the map stays put on screen when the panel opens', Math.abs(cellWithPanel.x - cellUnselected.x) <= 1 && Math.abs(cellWithPanel.y - cellUnselected.y) <= 1, JSON.stringify({ cellUnselected, cellWithPanel }), ); // Staying put leaves the right of the map behind the panel; the steps below paint across it. await evaluate(`__gm.lookAt(0, ${LANE})`); await settle(); // Found by its title rather than a hook: whatever is left of the section in the inspector would // have no hook pointing at it any more. const paintingTitles = await json('__gm.locateAll("PAINTING")'); check( 'the panel offers tools, tiles and layers, and the inspector no longer does', section.tools && section.grass && Boolean(section.layers) && paintingTitles.length === 1 && inside({ ...paintingTitles[0], w: 0, h: 0 }, panel.panel) && Boolean(await json("__gm.inspectorField('Columns')")), JSON.stringify({ section, paintingTitles }), ); await shot('40-tilemap-panel'); // The tiles are a grid of pictures (#139), and each shows its block's lone tile: the four convex // corners, read off the palette in one call like a cell of the map. await inPanel(t, '__gm.tilemap.tileButtonAt("at-grass")'); const swatch = await json(`(() => { const s = __gm.tilemap.tileSwatch("at-grass"); if (!s) return null; const q = s.picture.w / 4; const points = [[q, q], [3 * q, q], [q, 3 * q], [3 * q, 3 * q]] .map(([x, y]) => [Math.round(s.picture.x + x), Math.round(s.picture.y + y)]); return { columns: s.columns, read: points.map(([x, y]) => __gm.pixelAt(x, y)) }; })()`); const lone = [ [0, 2], [3, 2], [0, 5], [3, 5], ].map(([qx, qy]) => quadColour('floor', qx, qy)); check( 'the palette shows a tile as its picture, the lone tile of the block', swatch !== null && swatch.read.every((colour, i) => colourDistance(colour, lone[i]) <= 12), JSON.stringify({ swatch, want: lone }), ); check( 'and puts several tiles side by side in the panel', swatch !== null && swatch.columns >= 3, JSON.stringify(swatch), ); // Clicked through the hook rather than by its text: the tile's own row in the asset panel // reads "Grass" as well, and a click there would only select the tile. check( 'the tile can be picked in the panel', await clickInPanel(t, '__gm.tilemap.tileButtonAt("at-grass")'), JSON.stringify(await json('__gm.tilemap.panel()')), ); await settle(); const paint = await json('__gm.tilemap.paint()'); check( 'picking a tile reaches for the brush by itself', paint.tileId === 'at-grass' && paint.tool === 'brush', JSON.stringify(paint), ); // 40c. Painting: a drag across the map paints every cell it passes, in one undo step. const scene = await json( `(() => ({ tab: __gm.tab(), rect: __gm.objectRect(${JSON.stringify(MAP_OBJECT)}),` + ' selection: __gm.state.selection, paint: __gm.tilemap.paint() }))()', ); check( 'the map is on screen in the scene tab, selected, with a brush in hand', scene.tab === 'scene' && Boolean(scene.rect) && scene.paint.tool === 'brush', JSON.stringify(scene), ); const from = await json(`__gm.tilemap.cellAt(${JSON.stringify(MAP_OBJECT)}, 1, 1)`); const to = await json(`__gm.tilemap.cellAt(${JSON.stringify(MAP_OBJECT)}, 3, 1)`); await drag(from.x, from.y, to.x, to.y); await settle(); const layerId = (await json(`__gm.tilemap.layers(${JSON.stringify(made.id)})`))[0].id; const painted = () => json(`__gm.tilemap.cells(${JSON.stringify(made.id)}, ${JSON.stringify(layerId)})`); let cells = await painted(); check( 'dragging the brush paints every cell along the way', Object.keys(cells).sort().join(' ') === '1,1 2,1 3,1', JSON.stringify(cells), ); await undo(); await settle(); check( 'and the whole stroke is one undo step', Object.keys(await painted()).length === 0, JSON.stringify(await painted()), ); // 40d. The rectangle tool fills the box a drag spans. await clickInPanel(t, '__gm.tilemap.toolAt("rect")'); await settle(); const corner = await json(`__gm.tilemap.cellAt(${JSON.stringify(MAP_OBJECT)}, 0, 0)`); const far = await json(`__gm.tilemap.cellAt(${JSON.stringify(MAP_OBJECT)}, 2, 2)`); await drag(corner.x, corner.y, far.x, far.y); await settle(); cells = await painted(); check( 'the rectangle tool fills the box between the two corners', Object.keys(cells).length === 9 && cells['1,1'] === 'at-grass' && cells['2,2'] === 'at-grass', JSON.stringify(Object.keys(cells).sort()), ); // 40e. The pixels. While the animation runs the block under the pointer changes between the two // steps, so it is cut down to one for the reading and put back afterwards (as step 39 does). await mutate("__gm.state.project.assets.find((a) => a.id === 'at-grass').pictures = ['at-floor-1']"); await settle(); // The rest of 40e: the middle of a 3 × 3 block is surrounded, so all four of its quarters come // from the inside of the block – taken turned by half a tile, as RPG Maker does it. The // corner cell has neighbours east and south only, so it shows the convex corner up left. const middle = await cellShows(t, 1, 1, [ [2, 4], [1, 4], [2, 3], [1, 3], ]); check('a cell surrounded by its own kind is drawn from the inside of the block', middle.ok, middle.detail); const corner00 = await cellShows(t, 0, 0, [ [0, 2], [1, 2], [0, 3], [1, 3], ]); check('and the top-left cell of the block shows the convex corner there', corner00.ok, corner00.detail); await shot('40-tilemap'); await mutate( "__gm.state.project.assets.find((a) => a.id === 'at-grass').pictures = ['at-floor-1', 'at-floor-2']", ); await settle(); // 40f. One mesh per tile, not one per cell – the whole point of drawing it as a mesh. const drawn = await json(`__gm.tilemap.info(${JSON.stringify(MAP_OBJECT)})`); check( 'nine cells of one tile are one draw call', drawn.tiles === 9 && drawn.drawCalls === 1 && drawn.layers === 1, JSON.stringify(drawn), ); // 40g. Erasing takes cells out again. await clickInPanel(t, '__gm.tilemap.toolAt("erase")'); await settle(); const one = await json(`__gm.tilemap.cellAt(${JSON.stringify(MAP_OBJECT)}, 2, 2)`); await click(one.x, one.y); await settle(); cells = await painted(); check( 'the eraser clears the cell it is clicked on and leaves the rest', Object.keys(cells).length === 8 && cells['2,2'] === undefined, JSON.stringify(Object.keys(cells).sort()), ); await undo(); await settle(); // 40n. Fill and pick (#133). The 3 × 3 block sits in the corner of the 6 × 4 grid, so the empty // cells around it are one region of 15: a click fills exactly those, in one undo step. await clickInPanel(t, '__gm.tilemap.toolAt("fill")'); await settle(); const empty = await json(`__gm.tilemap.cellAt(${JSON.stringify(MAP_OBJECT)}, 5, 3)`); await click(empty.x, empty.y); await settle(); cells = await painted(); check( 'the fill tool fills the connected empty cells up to the edge of the grid', Object.keys(cells).length === COLUMNS * ROWS && Object.values(cells).every((id) => id === 'at-grass'), JSON.stringify(Object.keys(cells).sort()), ); await undo(); await settle(); check( 'and the whole fill is one undo step', Object.keys(await painted()).length === 9, JSON.stringify(Object.keys(await painted()).sort()), ); // With no tile chosen, whatever tile the paint state holds afterwards came from the map. await evaluate("__gm.state.setTilemapPaint({ tileId: '' })"); await clickInPanel(t, '__gm.tilemap.toolAt("pick")'); await settle(); const inBlock = await json(`__gm.tilemap.cellAt(${JSON.stringify(MAP_OBJECT)}, 1, 1)`); await click(inBlock.x, inBlock.y); await settle(); const picked = await json('__gm.tilemap.paint()'); check( 'the pick tool takes the tile of the cell and hands it back to the tool before it', picked.tileId === 'at-grass' && picked.tool === 'fill' && Object.keys(await painted()).length === 9, JSON.stringify(picked), ); // Held Alt: Pick for as long as it is down, the brush again once it is up. await clickInPanel(t, '__gm.tilemap.toolAt("brush")'); await evaluate("__gm.state.setTilemapPaint({ tileId: '' })"); await settle(); await t.keyDown('Alt'); await settle(); const holding = await json('__gm.tilemap.paint()'); await click(inBlock.x, inBlock.y, 'left', { alt: true }); const whileHeld = await json('__gm.tilemap.paint()'); await t.keyUp('Alt'); await settle(); const released = await json('__gm.tilemap.paint()'); check( 'holding Alt picks, and letting go of it brings the brush back', holding.tool === 'pick' && whileHeld.tool === 'pick' && whileHeld.tileId === 'at-grass' && released.tool === 'brush' && released.tileId === 'at-grass' && Object.keys(await painted()).length === 9, JSON.stringify({ holding, whileHeld, released }), ); // 40h. A second layer draws above the first, and hiding it leaves its cells alone. await clickInPanel(t, '__gm.tilemap.addLayerAt()'); await settle(); let layers = await json(`__gm.tilemap.layers(${JSON.stringify(made.id)})`); check( 'Add layer appends a second layer, on top of the first', layers.length === 2 && layers[1].cells === 0, JSON.stringify(layers), ); await clickInPanel(t, '__gm.tilemap.tileButtonAt("at-grass")'); await settle(); const above = await json(`__gm.tilemap.cellAt(${JSON.stringify(MAP_OBJECT)}, 4, 0)`); await click(above.x, above.y); await settle(); layers = await json(`__gm.tilemap.layers(${JSON.stringify(made.id)})`); check( 'painting goes onto the chosen layer, not the first one', layers[0].cells === 9 && layers[1].cells === 1, JSON.stringify(layers), ); // Hiding the upper layer (the list is drawn top-down, newest first) leaves its cell in the model // and takes it out of the drawing. const row = await inPanel(t, '__gm.tilemap.layerRowAt(0)'); if (row) await click(row.visible.x, row.visible.y); await settle(); const hidden = await json(`__gm.tilemap.layers(${JSON.stringify(made.id)})`); const drawnNow = await json(`__gm.tilemap.info(${JSON.stringify(MAP_OBJECT)})`); check( 'switching a layer off keeps its cells and takes it out of the drawing', hidden[1].hidden === true && hidden[1].cells === 1 && drawnNow.layers === 1 && drawnNow.tiles === 9, JSON.stringify({ hidden, drawnNow }), ); await undo(); await settle(); // 40m. The painted layer is named in the field below the list, and Show singles it out in the // scene view (#138). It sits here, not at the end, because here both layers exist: the upper // one is painted on and holds the cell (4,0), the lower one the 3 × 3 block. const nameField = await inPanel(t, '__gm.tilemap.layerNameAt()'); if (nameField) { await click(nameField.x, nameField.y); await press('a', { ctrl: true }); await typeText('Roofs'); await press('Enter'); } await settle(); layers = await json(`__gm.tilemap.layers(${JSON.stringify(made.id)})`); const renamedRow = await json('(__gm.tilemap.layerRowAt(0) || {}).id'); const nameNow = await json('(__gm.tilemap.layerNameAt() || {}).value'); check( 'the name field renames the layer painted on, and the list shows the new name', layers[1].name === 'Roofs' && layers[0].name === 'Layer 1' && renamedRow === layers[1].id && nameNow === 'Roofs', JSON.stringify({ layers, renamedRow, nameNow }), ); // 40p. The Z field below the name gives the painted layer a z of its own, added to the map's // (#174): at −5 the upper layer is sorted in below the map itself and below the lower layer. const zField = await inPanel(t, '__gm.tilemap.layerZAt()'); if (zField) { await click(zField.x, zField.y); await press('a', { ctrl: true }); await typeText('-5'); await press('Enter'); } await settle(); await shot('40-tilemap-layer-z'); const withZ = await json(`__gm.tilemap.layers(${JSON.stringify(made.id)})`); const slot = (order, id) => order.indexOf(id); const orderZ = await json('__gm.drawOrder()'); const upperSlot = `${MAP_OBJECT}#${withZ[1].id}`; const lowerSlot = `${MAP_OBJECT}#${withZ[0].id}`; await undo(); await settle(); const orderBack = await json('__gm.drawOrder()'); const zBack = (await json(`__gm.tilemap.layers(${JSON.stringify(made.id)})`))[1].z; check( 'the Z field sorts the painted layer below the map and the other layer, and undo puts it back', withZ[1].z === -5 && withZ[0].z === 0 && slot(orderZ, upperSlot) >= 0 && slot(orderZ, upperSlot) < slot(orderZ, MAP_OBJECT) && slot(orderZ, upperSlot) < slot(orderZ, lowerSlot) && zBack === 0 && slot(orderBack, MAP_OBJECT) < slot(orderBack, lowerSlot) && slot(orderBack, lowerSlot) < slot(orderBack, upperSlot), JSON.stringify({ withZ, orderZ, orderBack, zBack }), ); // Pixels again, so the animation is cut down to one step for the reading, as in 40e. await mutate("__gm.state.project.assets.find((a) => a.id === 'at-grass').pictures = ['at-floor-1']"); await settle(); const quarter = async (x, y) => (await cellQuarters(t, x, y))?.[0] ?? null; const lowerWhole = await quarter(1, 1); const emptyCell = await quarter(5, 3); const upperWhole = await quarter(4, 0); /** Chooses an entry of the Show dropdown: the topmost hit, which is the open menu. */ const show = async (label) => { const button = await inPanel(t, '__gm.tilemap.focusAt()'); if (button) await click(button.x, button.y); await settle(); const entry = await t.locate(label, true); await click(entry.x, entry.y); await settle(); }; await show('Others faded'); const faded = await quarter(1, 1); // The lower layer is laid over the background at 30 %, so its colour lands in between. const mix = lowerWhole && emptyCell && blend(lowerWhole, emptyCell, 0.3); const focusLabel = await json('(__gm.tilemap.focusAt() || {}).label'); check( 'Others faded draws the other layers at 30 % and the painted one whole', Boolean(mix) && colourDistance(faded, mix) <= 16 && colourDistance(await quarter(4, 0), upperWhole) <= 12 && focusLabel === 'Others faded', JSON.stringify({ faded, mix, lowerWhole, emptyCell, focusLabel }), ); await show('Active layer only'); const solo = await quarter(1, 1); const soloInfo = await json(`__gm.tilemap.info(${JSON.stringify(MAP_OBJECT)})`); check( 'Active layer only leaves the other layers out and keeps the painted one', colourDistance(solo, emptyCell) <= 12 && colourDistance(await quarter(4, 0), upperWhole) <= 12 && soloInfo.drawCalls === 1, JSON.stringify({ solo, emptyCell, soloInfo }), ); // Only the selected map is singled out; deselected it is drawn whole, and the model never changed. // The brush is taken up first, so the deselection has a tool to put down (#142). await evaluate("__gm.state.setTilemapPaint({ tool: 'brush' })"); const paintBefore = await json('__gm.tilemap.paint()'); const cellSelected = await json(`__gm.tilemap.cellAt(${JSON.stringify(MAP_OBJECT)}, 0, 0)`); await evaluate('__gm.state.select(null)'); await settle(); const deselected = await quarter(1, 1); layers = await json(`__gm.tilemap.layers(${JSON.stringify(made.id)})`); check( 'a deselected map is drawn whole again, and Show hid nothing in the model', colourDistance(deselected, lowerWhole) <= 12 && layers.every((l) => !l.hidden), JSON.stringify({ deselected, lowerWhole, layers }), ); const gone = await json('__gm.tilemap.panel()'); const cellGone = await json(`__gm.tilemap.cellAt(${JSON.stringify(MAP_OBJECT)}, 0, 0)`); const paintAfter = await json('__gm.tilemap.paint()'); check( 'deselecting closes the panel, gives the scene view its room back and puts the brush down', !gone.shown && gone.viewport.w > panel.viewport.w && Math.abs(cellGone.x - cellSelected.x) <= 1 && Math.abs(cellGone.y - cellSelected.y) <= 1 && paintAfter.tool === 'select' && paintAfter.tileId === paintBefore.tileId && paintAfter.layerId === paintBefore.layerId, JSON.stringify({ gone, cellSelected, cellGone, paintBefore, paintAfter }), ); // Two objects selected are no single map to paint, even when both are tilemaps; and the panel // belongs to the scene tab, so another tab takes it along while the map stays selected. const second = await json( `__gm.state.activeScene.objects.find((o) => o.id !== ${JSON.stringify(MAP_OBJECT)} && !o.parentId).id`, ); await select({ kind: 'object', holderId: 'scene1', objectIds: [MAP_OBJECT, second], objectId: MAP_OBJECT }); await settle(); const withTwo = (await json('__gm.tilemap.panel()')).shown; await select({ kind: 'object', holderId: 'scene1', objectIds: [MAP_OBJECT], objectId: MAP_OBJECT }); await settle(); await openTab(t, 'graph'); await settle(); const onOtherTab = (await json('__gm.tilemap.panel()')).shown; await openTab(t, 'scene'); await settle(); const back = await json('__gm.tilemap.panel()'); check( 'the panel stays away with two objects selected and on another tab, and comes back with the scene', withTwo === false && onOtherTab === false && back.shown && Math.abs(back.panel.w - panel.panel.w) <= 1, JSON.stringify({ second, withTwo, onOtherTab, back }), ); const cellBack = await json(`__gm.tilemap.cellAt(${JSON.stringify(MAP_OBJECT)}, 0, 0)`); await drag(back.splitter.x, back.splitter.y, back.splitter.x - 60, back.splitter.y); await settle(); const wider = await json('__gm.tilemap.panel()'); const cellWider = await json(`__gm.tilemap.cellAt(${JSON.stringify(MAP_OBJECT)}, 0, 0)`); check( 'the splitter widens the panel at the expense of the scene view, and the map stays put', Math.abs(wider.panel.w - back.panel.w - 60) <= 1 && Math.abs(back.viewport.w - wider.viewport.w - 60) <= 1 && Math.abs(cellWider.x - cellBack.x) <= 1, JSON.stringify({ back, wider, cellBack, cellWider }), ); await drag(wider.splitter.x, wider.splitter.y, wider.splitter.x + 60, wider.splitter.y); await settle(); await show('All layers'); await mutate( "__gm.state.project.assets.find((a) => a.id === 'at-grass').pictures = ['at-floor-1', 'at-floor-2']", ); await undo(); // the rename await settle(); // 40i. Back to Select: the map is moved again instead of painted on. await clickInPanel(t, '__gm.tilemap.toolAt("select")'); await settle(); const before = (await t.object(MAP_OBJECT)).position; const grab = await json(`__gm.tilemap.cellAt(${JSON.stringify(MAP_OBJECT)}, 2, 1)`); await drag(grab.x, grab.y, grab.x + 40, grab.y); await settle(); const after = (await t.object(MAP_OBJECT)).position; cells = await painted(); check( 'with Select the map is dragged like any other object and nothing is painted', Math.round(after.x - before.x) === 40 && Object.keys(cells).length === 9, JSON.stringify({ before, after, cells: Object.keys(cells).length }), ); await undo(); await settle(); // 40o. The grid grows at the left edge (#136): the cells of both layers move one column in, the // origin moves half a cell to the left, and on screen the painted cells stay where they were. const allCells = () => json( `__gm.state.project.assets.find((a) => a.id === ${JSON.stringify(made.id)}).layers.map((l) => Object.keys(l.cells).sort().join(' '))`, ); const cellsBefore = await allCells(); const objectBefore = await t.object(MAP_OBJECT); const screenBefore = await json(`__gm.tilemap.cellAt(${JSON.stringify(MAP_OBJECT)}, 1, 1)`); const addLeft = await edgeButton(t, 'Left', '+'); if (addLeft) await click(addLeft.x, addLeft.y); await settle(); await shot('40-grid-edges'); const cellsGrown = await allCells(); const objectGrown = await t.object(MAP_OBJECT); const screenGrown = await json(`__gm.tilemap.cellAt(${JSON.stringify(MAP_OBJECT)}, 2, 1)`); const drawnGrown = await json(`__gm.tilemap.info(${JSON.stringify(MAP_OBJECT)})`); const movedIn = (keys) => keys .split(' ') .filter(Boolean) .map((key) => key.split(',').map(Number)) .map(([x, y]) => `${x + 1},${y}`) .sort() .join(' '); check( 'the + of the left edge moves every layer one column in and the map stays where it is on screen', addLeft !== null && cellsGrown.length === 2 && cellsGrown.every((keys, i) => keys === movedIn(cellsBefore[i])) && objectGrown.overrides.columns === COLUMNS + 1 && Math.abs(objectGrown.position.x - (objectBefore.position.x - 24)) < 1e-6 && Math.abs(screenGrown.x - screenBefore.x) < 0.5 && Math.abs(screenGrown.y - screenBefore.y) < 0.5 && drawnGrown.tiles === 10, JSON.stringify({ addLeft, cellsBefore, cellsGrown, objectGrown, screenBefore, screenGrown, drawnGrown }), ); await undo(); await settle(); const objectUndone = await t.object(MAP_OBJECT); check( 'and one undo takes back the cells, the column and the position', JSON.stringify(await allCells()) === JSON.stringify(cellsBefore) && objectUndone.overrides.columns === undefined && JSON.stringify(objectUndone.position) === JSON.stringify(objectBefore.position), JSON.stringify({ cells: await allCells(), objectUndone }), ); // 40j. The running game draws the same map: it is scene content, not editor decoration. The map // is moved in front of the camera for this, because an object off screen is culled there. await mutate(` const o = __gm.state.activeScene.objects.find((o) => o.id === ${JSON.stringify(MAP_OBJECT)}); o.position = { x: 0, y: 0, z: 0 };`); await settle(); await t.play(); await settle(); const game = await json(`__gm.tilemap.gameInfo(${JSON.stringify(MAP_OBJECT)})`); check( 'the map is drawn in the running game as well', game && game.tiles === 10 && game.layers === 2, JSON.stringify(game), ); await t.stop(); await settle(); await mutate(` const o = __gm.state.activeScene.objects.find((o) => o.id === ${JSON.stringify(MAP_OBJECT)}); o.position = { x: 0, y: ${LANE}, z: 0 };`); // 40k. The file holds the cells compactly (#134): per layer the tiles once and a string of runs // per row, no key per cell. A reload reads them back into exactly the same cells. const inMemory = await json( `__gm.state.project.assets.find((a) => a.id === ${JSON.stringify(made.id)}).layers.map((l) => l.cells)`, ); await saved(); const storedMap = (await api(`projects/${projectId}`)).project.assets.find((a) => a.id === made.id); const storedLayers = storedMap?.layers ?? []; check( 'the saved map stores each layer as its tiles and a run string per row, not a key per cell', storedLayers.length === 2 && storedLayers.every((l) => l.cells === undefined && Array.isArray(l.rows)) && storedLayers[0].tiles.join() === 'at-grass' && storedLayers[0].rows.every((r) => typeof r === 'string'), JSON.stringify(storedLayers.map(({ tiles, origin, rows }) => ({ tiles, origin, rows }))), ); await navigate(); const reloaded = await json( `__gm.state.project.assets.find((a) => a.id === ${JSON.stringify(made.id)}).layers.map((l) => l.cells)`, ); const sorted = (layers) => JSON.stringify(layers.map((c) => Object.entries(c).sort())); check( 'a reloaded project has exactly the cells it was saved with', sorted(reloaded) === sorted(inMemory) && Object.keys(inMemory[0]).length === 9, JSON.stringify({ reloaded, inMemory }), ); // 40l. Collision (#132). The switch sits on the tile, and the map outlines where it now blocks. // The map holds a 3 × 3 block and, on the second layer, one cell at (4, 0). await openTab(t, 'scene'); await select({ kind: 'asset', assetId: 'at-grass' }); const solidRow = await json("__gm.inspectorField('Solid')"); const surfaceRows = () => json("[__gm.inspectorField('Friction'), __gm.inspectorField('Bounciness')].map(Boolean)"); const surfaceBefore = await surfaceRows(); if (solidRow) await click(solidRow.x, solidRow.y); await settle(); check( 'a tile has a Solid switch in the inspector, and clicking it makes the tile solid', Boolean(solidRow) && (await t.asset('at-grass'))?.props.solid === true, JSON.stringify({ solidRow, props: (await t.asset('at-grass'))?.props }), ); // Its surface (#193) is a solid tile's business: the rows come with the switch. const surfaceAfter = await surfaceRows(); check( 'Friction and Bounciness show on a tile only once it is solid', JSON.stringify(surfaceBefore) === '[false,false]' && JSON.stringify(surfaceAfter) === '[true,true]', JSON.stringify({ surfaceBefore, surfaceAfter }), ); await mutate(`__gm.lookAt(0, ${LANE})`); await settle(); const outlined = await json(`__gm.tilemap.solids(${JSON.stringify(MAP_OBJECT)})`); check( 'the scene view outlines the blocking cells, merged into rectangles', outlined?.visible === true && JSON.stringify(outlined.rects) === JSON.stringify([ { x: 0, y: 0, w: 3, h: 3 }, { x: 4, y: 0, w: 1, h: 1 }, ]), JSON.stringify(outlined), ); await shot('40-tilemap-solid'); // In the game a crate of its own walks into the block: the seeded Crate sprite with a 100 × 60 // collider and the Mover (ArrowRight moves its owner, colliding with solids) below it. Its own // rather than the seeded red crate, which an earlier step of a full run may have removed. It // starts at −200 with 30 units of free travel: the map sits so that the block's face is at −120. const mapBefore = (await t.object(MAP_OBJECT)).position; await mutate(` const scene = __gm.state.activeScene; const object = (id, assetId, parentId, position, overrides) => ({ id, assetId, name: '', position, editorOffset: { x: 0, y: 0 }, overrides, parentId, instanceEdits: {} }); scene.objects.push( object('tm-crate', 'crate', '', { x: -200, y: ${LANE}, z: 0 }, {}), object('tm-crate-collider', 'collider', 'tm-crate', { x: 0, y: 0, z: 0 }, { shape: 'box', width: 100, height: 60, isTrigger: false }), object('tm-crate-mover', 'mover', 'tm-crate', { x: 0, y: 0, z: 0 }, {})); scene.objects.find((o) => o.id === ${JSON.stringify(MAP_OBJECT)}).position = { x: 24, y: ${LANE + 24}, z: 0 }; __gm.state.select(null)`); await settle(); const playAgainstMap = async () => { await t.play(); await t.holdKey('ArrowRight', 700); const crate = await t.entity('tm-crate'); await t.stop(); await settle(); return crate; }; const stopped = await playAgainstMap(); check( 'Move with "Collide with solids" stops the crate flush against the solid cells', stopped && Math.abs(stopped.x - -170) < 0.01, `world x=${stopped?.x}`, ); // Collision scale (#140), typed into the tile's field: 0.5 draws the boxes in by a quarter cell on // their open sides only – the 3 × 3 block stays one rectangle – and lets the crate that much closer. await select({ kind: 'asset', assetId: 'at-grass' }); await settle(); const scaleRow = await json("__gm.inspectorField('Collision scale')"); if (scaleRow) { await click(scaleRow.x, scaleRow.y); await press('a', { ctrl: true }); await typeText('0.5'); await press('Enter'); } await settle(); const drawnIn = await json(`__gm.tilemap.solids(${JSON.stringify(MAP_OBJECT)})`); check( 'a tile has a Collision scale field; at 0.5 the outline is drawn in on the open sides, the block still one rectangle', (await t.asset('at-grass'))?.props.collisionScale === 0.5 && JSON.stringify(drawnIn?.rects) === JSON.stringify([ { x: 0.25, y: 0.25, w: 2.5, h: 2.5 }, { x: 4.25, y: 0.25, w: 0.5, h: 0.5 }, ]), JSON.stringify({ scaleRow, props: (await t.asset('at-grass'))?.props, drawnIn }), ); await evaluate('__gm.state.select(null)'); await settle(); const closer = await playAgainstMap(); check( 'with the smaller box the crate comes a quarter cell closer before it stops', closer && Math.abs(closer.x - -158) < 0.01, `world x=${closer?.x}`, ); await mutate("delete __gm.state.project.assets.find((a) => a.id === 'at-grass').props.collisionScale"); await mutate("__gm.state.project.assets.find((a) => a.id === 'at-grass').props.solid = false"); const passed = await playAgainstMap(); check( 'a tile that is not solid lets the crate walk over it', passed && passed.x > -170 + 20, `world x=${passed?.x}`, ); await mutate(` const scene = __gm.state.activeScene; scene.objects = scene.objects.filter((o) => !o.id.startsWith('tm-crate')); scene.objects.find((o) => o.id === ${JSON.stringify(MAP_OBJECT)}).position = ${JSON.stringify(mapBefore)};`); await settle(); // Leave the editor as the rest of the suite expects to find it. await evaluate("__gm.state.setTilemapPaint({ tool: 'select' })"); await evaluate('__gm.state.select(null)'); await mutate('__gm.lookAt(0, 0)'); }