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rootandClaude Fable 5.1 42cafa7543
game-maker / suite (push) Failing after 3m59s
Shader assets: graph-built shaders, the Shader tab and sprite rows from the graph (#62)
A shader is an asset carrying a node graph (Texture color, Output, Property,
Color, Add/Subtract/Multiply/Divide, Mix, Luminance) that compiles to the GLSL
fragment of a Pixi filter. The Shader tab reuses the Behavior canvas; a sprite
wears a shader through its Shader picker, and the rows below it are the
graph's Property nodes. Property schema, resolution and deviation take the
project because a sprite's rows now live in another asset. The built-in
registry of the prototype is gone; "Adjust colors" ships as a graph in the
fixture and the three example games.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-12 22:41:14 +02:00

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import { describe, expect, it } from 'vitest';
import {
CreateAssetCommand,
ResetAssetPropertyCommand,
SetAssetPropertyCommand,
} from '../../src/core/commands/assetCommands';
import { CreateContainerCommand } from '../../src/core/commands/containerCommands';
import { AddVariableCommand } from '../../src/core/commands/variableCommands';
import {
ClearOverrideCommand,
SetOverrideCommand,
SetParentCommand,
} from '../../src/core/commands/sceneObjectCommands';
import { instanceChildId } from '../../src/core/model/instance';
import { findAsset } from '../../src/core/model/Project';
import type { ContainerAsset } from '../../src/core/model/Asset';
import { assetDeviates, deviationMarks, objectDeviates } from '../../src/core/properties/deviation';
import { makeProject, makeSpriteScene, place } from '../helpers';
describe('deviation marks', () => {
it('marks an object only once an override really deviates', () => {
const f = makeSpriteScene();
const id = place(f, f.spriteId, { x: 0, y: 0 });
const deviates = () => objectDeviates(f.project, f.sceneOf(), f.object(id));
expect(deviates()).toBe(false);
// The asset's own value carried as an override is no deviation.
f.stack.execute(new SetOverrideCommand(f.sceneId, id, 'width', 100));
expect(deviates()).toBe(false);
f.stack.execute(new SetOverrideCommand(f.sceneId, id, 'width', 250));
expect(deviates()).toBe(true);
f.stack.execute(new ClearOverrideCommand(f.sceneId, id, 'width'));
expect(deviates()).toBe(false);
});
it('marks the ancestors of a deviating object, so a folded row still shows it', () => {
const f = makeSpriteScene();
const parent = place(f, f.spriteId, { x: 0, y: 0 });
const child = place(f, f.spriteId, { x: 0, y: 0 });
f.stack.execute(new SetParentCommand(f.sceneId, child, parent));
expect(deviationMarks(f.project, f.sceneOf()).size).toBe(0);
f.stack.execute(new SetOverrideCommand(f.sceneId, child, 'width', 250));
expect([...deviationMarks(f.project, f.sceneOf())].sort()).toEqual([child, parent].sort());
});
it('marks container content against its template, and the instance above it', () => {
const f = makeSpriteScene();
const a = place(f, f.spriteId, { x: 0, y: 0 });
const create = new CreateContainerCommand(f.sceneId, [a]);
f.stack.execute(create);
const template = (findAsset(f.project, create.assetId) as ContainerAsset).objects[0]!.id;
const content = instanceChildId(create.objectId, template);
expect(deviationMarks(f.project, f.sceneOf()).size).toBe(0);
f.stack.execute(new SetOverrideCommand(f.sceneId, content, 'width', 250));
expect([...deviationMarks(f.project, f.sceneOf())].sort()).toEqual([content, create.objectId].sort());
});
});
describe('asset deviation', () => {
const makeAsset = (type: 'sprite' | 'behavior', name: string) => {
const f = makeProject();
const create = new CreateAssetCommand(type, name);
f.stack.execute(create);
const asset = () => findAsset(f.project, create.asset.id)!;
expect(asset().type).toBe(type);
return { ...f, asset, assetId: create.asset.id };
};
it('marks an asset only once a property really differs from its default', () => {
const f = makeAsset('sprite', 'Box');
expect(assetDeviates(f.project, f.asset())).toBe(false);
// Written, but the default value – the inspector shows no gold, so neither does the list.
f.stack.execute(new SetAssetPropertyCommand(f.assetId, 'width', 100));
expect(f.asset().props.width).toBe(100);
expect(assetDeviates(f.project, f.asset())).toBe(false);
f.stack.execute(new SetAssetPropertyCommand(f.assetId, 'width', 250));
expect(assetDeviates(f.project, f.asset())).toBe(true);
f.stack.execute(new ResetAssetPropertyCommand(f.assetId, 'width'));
expect(assetDeviates(f.project, f.asset())).toBe(false);
});
it('leaves a behavior unmarked for its variables, which the inspector does not mark either', () => {
const f = makeAsset('behavior', 'Mover');
f.stack.execute(new AddVariableCommand(f.assetId, 'speed', 'number'));
f.stack.execute(new SetAssetPropertyCommand(f.assetId, 'speed', 42));
expect(f.asset().props.speed).toBe(42);
expect(assetDeviates(f.project, f.asset())).toBe(false);
f.stack.execute(new SetAssetPropertyCommand(f.assetId, 'enabled', false));
expect(assetDeviates(f.project, f.asset())).toBe(true);
});
});