Files
adminandClaude Opus 5.5 2da07599d8
game-maker / gate (push) Successful in 3m6s
game-maker / suite (push) Successful in 16m6s
Let Get position give only the local x and y
Get world position now covers the world coordinates. Two nodes that
both offer world x and y made it unclear which one to take. No project
uses the world outputs of Get position any more.

- Get position drops its world x and world y outputs and its
  description points to Get world position.
- Old snapshots with edges on those outputs still load. The edges hang
  on ghost ports and the node warns about them.
- The unit tests in hierarchy and raycast and the graphs in e2e 43 use
  Get world position where they read the world coordinates.

Tests:
- node-catalog, hierarchy, raycast: 3 files, 417 tests, all green
- e2e 43 on melektaus-atx: ALL PASSED, 17 checks

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-04 19:13:58 +02:00

538 lines
24 KiB
TypeScript
Raw Permalink Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
import { beforeAll, describe, expect, it } from 'vitest';
import { CreateAssetCommand, SetAssetPropertyCommand } from '../../src/core/commands/assetCommands';
import { AddColliderCommand } from '../../src/core/commands/colliderCommands';
import { SetOverrideCommand } from '../../src/core/commands/sceneObjectCommands';
import { PaintTilesCommand } from '../../src/core/commands/tilemapCommands';
import type { TilemapAsset } from '../../src/core/model/Asset';
import {
ALL_LAYERS,
COLLIDES_WITH_KEY,
COLLISION_LAYER_KEY,
maskWith,
} from '../../src/core/model/collisionLayers';
import { IDENTITY, type Mat } from '../../src/core/model/matrix';
import type { PropertyValue, Vec2 } from '../../src/core/model/Properties';
import { findAsset } from '../../src/core/model/Project';
import { TILE_SOLID_KEY } from '../../src/core/model/tile';
import { TILEMAP_COLUMNS_KEY, TILEMAP_ROWS_KEY } from '../../src/core/model/tilemap';
import { colliderShape, type ColliderShape } from '../../src/core/properties/collider';
import type { NodeDef } from '../../src/core/graph/NodeRegistry';
import { Raycast, RAY_LAYERS_PARAM } from '../../src/core/graph/nodes/action/Raycast';
import { RaycastAll } from '../../src/core/graph/nodes/action/RaycastAll';
import { rayCast } from '../../src/core/properties/ray';
import { loadPhysics } from '../../src/runtime/physics/engine';
import { RAY_SHOWN } from '../../src/runtime/World';
import {
COLLISION_SYSTEMS,
graphEditor,
makeBehavior,
makeSpriteScene,
place,
type SceneFixture,
startWorld,
} from '../helpers';
beforeAll(async () => {
await loadPhysics();
});
const P = (...xy: number[]) =>
Array.from({ length: xy.length / 2 }, (_, i) => ({ x: xy[2 * i]!, y: xy[2 * i + 1]! }));
const turned = (degrees: number, x = 0, y = 0): Mat => {
const a = (degrees * Math.PI) / 180;
return { a: Math.cos(a), b: Math.sin(a), c: -Math.sin(a), d: Math.cos(a), tx: x, ty: y };
};
const shape = (props: Record<string, PropertyValue>, m: Mat = IDENTITY): ColliderShape =>
colliderShape(props, m);
const RIGHT = { x: 1, y: 0 };
const DOWN = { x: 0, y: 1 };
describe('where a ray meets a shape (#153)', () => {
it('meets a box on the face it comes in through, from every side', () => {
const box = shape({ width: 40, height: 20 });
expect(rayCast(box, { x: -100, y: 5 }, RIGHT, 1000)).toEqual({ distance: 80, normal: { x: -1, y: 0 } });
expect(rayCast(box, { x: 3, y: -50 }, DOWN, 1000)).toEqual({ distance: 40, normal: { x: 0, y: -1 } });
expect(rayCast(box, { x: 100, y: 0 }, { x: -1, y: 0 }, 1000)).toEqual({
distance: 80,
normal: { x: 1, y: 0 },
});
expect(rayCast(box, { x: 0, y: 60 }, { x: 0, y: -1 }, 1000)).toEqual({
distance: 50,
normal: { x: 0, y: 1 },
});
});
it('meets a turned box on its slanted face', () => {
const box = shape({ width: 40, height: 40 }, turned(45));
const hit = rayCast(box, { x: -100, y: 0 }, RIGHT, 1000)!;
// The corner of the diamond points left, at x = −20·√2.
expect(hit.distance).toBeCloseTo(100 - 20 * Math.SQRT2, 9);
expect(Math.abs(hit.normal.y)).toBeCloseTo(Math.SQRT1_2, 9);
expect(hit.normal.x).toBeCloseTo(-Math.SQRT1_2, 9);
});
it('meets a circle where it is round, off-centre too', () => {
const circle = shape({ shape: 'circle', radius: 10 });
expect(rayCast(circle, { x: -50, y: 0 }, RIGHT, 1000)).toEqual({ distance: 40, normal: { x: -1, y: 0 } });
const hit = rayCast(circle, { x: -50, y: 6 }, RIGHT, 1000)!;
expect(hit.distance).toBeCloseTo(50 - 8, 9);
expect(hit.normal.x).toBeCloseTo(-0.8, 9);
expect(hit.normal.y).toBeCloseTo(0.6, 9);
});
it('meets a capsule on its flat side and on its round end', () => {
const capsule = shape({ shape: 'capsule', width: 20, height: 60 }); // round ends at y = ±20, radius 10
expect(rayCast(capsule, { x: -50, y: 0 }, RIGHT, 1000)).toEqual({
distance: 40,
normal: { x: -1, y: 0 },
});
expect(rayCast(capsule, { x: 0, y: -100 }, DOWN, 1000)).toEqual({
distance: 70,
normal: { x: 0, y: -1 },
});
const hit = rayCast(capsule, { x: 6, y: -100 }, DOWN, 1000)!;
expect(hit.distance).toBeCloseTo(100 - 20 - 8, 9);
expect(hit.normal.x).toBeCloseTo(0.6, 9);
});
it('goes down into the notch of a concave polygon and meets its inner floor, not the hull', () => {
const u = shape({
shape: 'polygon',
points: P(-60, -50, -40, -50, -40, 30, 40, 30, 40, -50, 60, -50, 60, 50, -60, 50),
});
expect(rayCast(u, { x: 0, y: -100 }, DOWN, 1000)).toEqual({ distance: 130, normal: { x: 0, y: -1 } });
expect(rayCast(u, { x: -50, y: -100 }, DOWN, 1000)).toEqual({ distance: 50, normal: { x: 0, y: -1 } });
});
it('a polygon square answers exactly as the box it stands for, for 900 rays in every direction', () => {
const box = shape({ width: 40, height: 30 }, turned(20, 5, -3));
const square = shape(
{ shape: 'polygon', points: P(-20, -15, 20, -15, 20, 15, -20, 15) },
turned(20, 5, -3),
);
let seed = 7;
const random = () => ((seed = (seed * 16807) % 2147483647) / 2147483647) * 2 - 1;
let hits = 0;
for (let i = 0; i < 900; i++) {
const from = { x: random() * 80, y: random() * 80 };
const a = random() * Math.PI;
const dir = { x: Math.cos(a), y: Math.sin(a) };
const p = rayCast(box, from, dir, 200);
const q = rayCast(square, from, dir, 200);
expect(q === null, `ray ${i}`).toBe(p === null);
if (!p || !q) continue;
hits++;
expect(q.distance, `ray ${i}`).toBeCloseTo(p.distance, 9);
expect(q.normal.x, `ray ${i}`).toBeCloseTo(p.normal.x, 9);
expect(q.normal.y, `ray ${i}`).toBeCloseTo(p.normal.y, 9);
}
expect(hits).toBeGreaterThan(80);
});
it('a ray starting inside a shape does not meet it; one on its outline meets it at 0 going in, not going out', () => {
const box = shape({ width: 40, height: 20 });
expect(rayCast(box, { x: 0, y: 0 }, RIGHT, 1000)).toBeNull();
expect(rayCast(shape({ shape: 'circle', radius: 10 }), { x: 2, y: 0 }, RIGHT, 1000)).toBeNull();
expect(rayCast(box, { x: -20, y: 0 }, RIGHT, 1000)).toEqual({ distance: 0, normal: { x: -1, y: 0 } });
expect(rayCast(box, { x: -20, y: 0 }, { x: -1, y: 0 }, 1000)).toBeNull();
});
it('inside a shape made of parts the ray does not stop at a seam between them', () => {
// Inside the capsule's straight part but outside its end circle: upwards it would enter the circle.
const capsule = shape({ shape: 'capsule', width: 20, height: 60 });
expect(rayCast(capsule, { x: 9, y: -12 }, { x: 0, y: -1 }, 1000)).toBeNull();
// Along the bottom bar of the U, across the seams of its convex pieces.
const u = shape({
shape: 'polygon',
points: P(-60, -50, -40, -50, -40, 30, 40, 30, 40, -50, 60, -50, 60, 50, -60, 50),
});
expect(rayCast(u, { x: -55, y: 40 }, RIGHT, 1000)).toBeNull();
});
it('a ray grazing a corner meets it; one passing by or falling short does not', () => {
const box = shape({ width: 40, height: 20 });
expect(rayCast(box, { x: -100, y: -10 }, RIGHT, 1000)?.distance).toBeCloseTo(80, 12);
expect(rayCast(box, { x: -100, y: -10.001 }, RIGHT, 1000)).toBeNull();
expect(rayCast(box, { x: -100, y: 0 }, RIGHT, 79.9)).toBeNull();
expect(rayCast(box, { x: -100, y: 0 }, RIGHT, 80)?.distance).toBe(80);
});
});
/** A scene of objects with one collider each; `add` returns the object and collider ids. */
function scene() {
const f = makeSpriteScene('Thing');
const add = (at: Vec2, collider: Record<string, PropertyValue>, parent?: string) => {
const id = place(f, f.spriteId, at, parent);
const command = new AddColliderCommand(f.sceneId, id);
f.stack.execute(command);
for (const [key, value] of Object.entries(collider))
f.stack.execute(new SetOverrideCommand(f.sceneId, command.objectId, key, value));
return { id, collider: command.objectId };
};
return { ...f, add };
}
function run(f: SceneFixture, physics: boolean) {
const started = startWorld(f, { physics, collisions: true, behaviors: true });
const entity = (id: string) => started.world.findByObjectId(id)!;
const cast = (
from: Vec2,
dir: Vec2,
length = 1000,
ignore: string | null = null,
triggers = false,
layers = ALL_LAYERS,
) =>
started.collisions.raycast(started.world, from, dir, length, {
ignore: ignore ? entity(ignore) : null,
triggers,
layers,
});
const castAll = (
from: Vec2,
dir: Vec2,
length = 1000,
{ ignore = null as string | null, triggers = false, layers = ALL_LAYERS, maxHits = 0 } = {},
) =>
started.collisions.raycastAll(
started.world,
from,
dir,
length,
{ ignore: ignore ? entity(ignore) : null, triggers, layers },
maxHits,
);
return { ...started, entity, cast, castAll };
}
describe.each(COLLISION_SYSTEMS)('$system: a ray through the world (#153)', ({ physics }) => {
it('meets the nearest collider, and says which one, where and how far', () => {
const s = scene();
const far = s.add({ x: 300, y: 0 }, { width: 20, height: 100 });
const near = s.add({ x: 100, y: 0 }, { shape: 'circle', radius: 10 });
const r = run(s, physics);
expect(r.cast({ x: 0, y: 0 }, RIGHT)).toEqual({
collider: r.entity(near.collider),
point: { x: 90, y: 0 },
normal: { x: -1, y: 0 },
distance: 90,
});
expect(r.cast({ x: 0, y: 30 }, RIGHT)?.collider).toBe(r.entity(far.collider));
expect(r.cast({ x: 0, y: 30 }, RIGHT, 200)).toBeNull();
});
it('passes triggers unless asked, and what it ignores – with everything parented below it', () => {
const s = scene();
const trigger = s.add({ x: 50, y: 0 }, { width: 10, height: 100, isTrigger: true });
const owner = s.add({ x: 100, y: 0 }, { width: 10, height: 100 });
const child = s.add({ x: 150, y: 0 }, { width: 10, height: 100 }, owner.id);
const wall = s.add({ x: 300, y: 0 }, { width: 10, height: 100 });
const r = run(s, physics);
expect(r.cast({ x: 0, y: 0 }, RIGHT)?.collider).toBe(r.entity(owner.collider));
expect(r.cast({ x: 0, y: 0 }, RIGHT, 1000, null, true)?.collider).toBe(r.entity(trigger.collider));
expect(r.cast({ x: 0, y: 0 }, RIGHT, 1000, owner.id)?.collider).toBe(r.entity(wall.collider));
expect(r.cast({ x: 200, y: 0 }, { x: -1, y: 0 }, 1000, owner.id)).toBeNull();
expect(r.cast({ x: 120, y: 0 }, RIGHT)?.collider).toBe(r.entity(child.collider));
});
it('meets a one-way platform only from the side it blocks from (#155)', () => {
const s = scene();
s.add({ x: 0, y: 104 }, { width: 200, height: 8, oneWay: true });
const r = run(s, physics);
expect(r.cast({ x: 0, y: 0 }, DOWN)).toMatchObject({ distance: 100, normal: { x: 0, y: -1 } });
expect(r.cast({ x: 0, y: 200 }, { x: 0, y: -1 })).toBeNull();
expect(r.cast({ x: -300, y: 104 }, RIGHT)).toBeNull();
});
it('meets the cells of a tilemap, the map being the collider', () => {
const s = scene();
const wall = new CreateAssetCommand('tile', 'Wall');
const map = new CreateAssetCommand('tilemap', 'Ground');
s.stack.execute(wall);
s.stack.execute(map);
s.stack.execute(new SetAssetPropertyCommand(wall.asset.id, TILE_SOLID_KEY, true));
s.stack.execute(new SetAssetPropertyCommand(map.asset.id, TILEMAP_COLUMNS_KEY, 10));
s.stack.execute(new SetAssetPropertyCommand(map.asset.id, TILEMAP_ROWS_KEY, 10));
const mapObject = place(s, map.asset.id, { x: 0, y: 0 });
const layer = (findAsset(s.project, map.asset.id) as TilemapAsset).layers[0]!.id;
// Cells of 48, centred: the bottom row's top face is at 4·48 = 192, a pillar in column 7 from row 5.
const cells = [
...Array.from({ length: 10 }, (_, x) => ({ x, y: 9, tileId: wall.asset.id })),
...[5, 6, 7, 8].map((y) => ({ x: 7, y, tileId: wall.asset.id })),
];
s.stack.execute(new PaintTilesCommand(map.asset.id, layer, cells));
const r = run(s, physics);
expect(r.cast({ x: 0, y: 0 }, DOWN)).toEqual({
collider: r.entity(mapObject),
point: { x: 0, y: 192 },
normal: { x: 0, y: -1 },
distance: 192,
});
expect(r.cast({ x: 0, y: 100 }, RIGHT)).toMatchObject({
point: { x: 96, y: 100 },
normal: { x: -1, y: 0 },
});
});
it('passes what sits on a layer it does not look at, and meets the next one behind it (#158)', () => {
const s = scene();
// Near sits on layer 1, far on layer 0; the near one also collides with nothing at all, which
// is a collider's own business and must not decide what a ray may see.
s.add({ x: 100, y: 0 }, { width: 20, height: 100, [COLLISION_LAYER_KEY]: 1, [COLLIDES_WITH_KEY]: 0 });
const far = s.add({ x: 300, y: 0 }, { width: 20, height: 100 });
const r = run(s, physics);
expect(r.cast({ x: 0, y: 0 }, RIGHT)?.distance).toBe(90);
expect(r.cast({ x: 0, y: 0 }, RIGHT, 1000, null, false, maskWith(ALL_LAYERS, 1, false))).toMatchObject({
collider: r.entity(far.collider),
distance: 290,
});
expect(r.cast({ x: 0, y: 0 }, RIGHT, 1000, null, false, 0)).toBeNull();
});
it('a tilemap is met or passed by its own layer, like any collider (#158)', () => {
const s = scene();
const wall = new CreateAssetCommand('tile', 'Wall');
const map = new CreateAssetCommand('tilemap', 'Ground');
s.stack.execute(wall);
s.stack.execute(map);
s.stack.execute(new SetAssetPropertyCommand(wall.asset.id, TILE_SOLID_KEY, true));
s.stack.execute(new SetAssetPropertyCommand(map.asset.id, TILEMAP_COLUMNS_KEY, 10));
s.stack.execute(new SetAssetPropertyCommand(map.asset.id, TILEMAP_ROWS_KEY, 10));
const mapObject = place(s, map.asset.id, { x: 0, y: 0 });
s.stack.execute(new SetOverrideCommand(s.sceneId, mapObject, COLLISION_LAYER_KEY, 2));
const layer = (findAsset(s.project, map.asset.id) as TilemapAsset).layers[0]!.id;
s.stack.execute(
new PaintTilesCommand(
map.asset.id,
layer,
Array.from({ length: 10 }, (_, x) => ({ x, y: 9, tileId: wall.asset.id })),
),
);
const r = run(s, physics);
const down = (layers: number) => r.cast({ x: 0, y: 0 }, DOWN, 1000, null, false, layers);
expect(down(ALL_LAYERS)?.distance).toBe(192);
expect(down(1 << 2)?.collider).toBe(r.entity(mapObject));
expect(down(maskWith(ALL_LAYERS, 2, false))).toBeNull();
});
it('the Raycast node casts from the graph, skips its owner and hands on what it met', () => {
const s = scene();
const hero = s.add({ x: 0, y: 0 }, { width: 20, height: 20 });
s.add({ x: 0, y: 150 }, { width: 200, height: 20 }); // top face at 140
const behavior = makeBehavior(s, 'Eyes');
place(s, behavior.id, { x: 0, y: 0 }, hero.id);
const edit = graphEditor(s, behavior);
const update = edit.addNode('OnUpdate');
const ray = edit.addNode('Raycast', { fromX: 0, fromY: 0, dirX: 0, dirY: 1, length: 500 });
const logHit = edit.addNode('Log');
const logDistance = edit.addNode('Log');
edit.wire([
[update, 'exec', ray, 'exec'],
[ray, 'exec', logHit, 'exec'],
[ray, 'hit', logHit, 'message'],
[logHit, 'exec', logDistance, 'exec'],
[ray, 'distance', logDistance, 'message'],
]);
const r = run(s, physics);
r.frame(1 / 60);
// It starts inside its own hero, which it would not meet anyway; the floor is 140 down.
expect(r.world.log).toEqual(['true', '140']);
expect(r.world.rays).toEqual([{ from: { x: 0, y: 0 }, to: { x: 0, y: 140 }, hit: true, time: 1 / 60 }]);
});
it('the node looks only at the layers its setting names, and at every one without it (#158)', () => {
const cast = (layers?: number) => {
const s = scene();
const hero = s.add({ x: 0, y: 0 }, { width: 20, height: 20 });
s.add({ x: 0, y: 150 }, { width: 200, height: 20, [COLLISION_LAYER_KEY]: 1 }); // top face at 140
s.add({ x: 0, y: 300 }, { width: 200, height: 20 }); // top face at 290, layer 0
const behavior = makeBehavior(s, 'Eyes');
place(s, behavior.id, { x: 0, y: 0 }, hero.id);
const edit = graphEditor(s, behavior);
const update = edit.addNode('OnUpdate');
const params: Record<string, PropertyValue> = { fromX: 0, fromY: 0, dirX: 0, dirY: 1, length: 500 };
if (layers !== undefined) params[RAY_LAYERS_PARAM] = layers;
const ray = edit.addNode('Raycast', params);
const log = edit.addNode('Log');
edit.wire([
[update, 'exec', ray, 'exec'],
[ray, 'exec', log, 'exec'],
[ray, 'distance', log, 'message'],
]);
const r = run(s, physics);
r.frame(1 / 60);
return r.world.log;
};
// A graph from before the setting existed carries no `layers` at all and must answer as it did.
expect(cast()).toEqual(['140']);
expect(cast(ALL_LAYERS)).toEqual(['140']);
expect(cast(maskWith(ALL_LAYERS, 1, false))).toEqual(['290']);
expect(cast(0)).toEqual(['0']);
});
});
describe.each(COLLISION_SYSTEMS)('$system: every hit on the line (#157)', ({ physics }) => {
it('gives them nearest first, and the nearest of them is what a plain raycast says', () => {
const s = scene();
const far = s.add({ x: 300, y: 0 }, { width: 20, height: 100 }); // near face at 290
const near = s.add({ x: 100, y: 0 }, { shape: 'circle', radius: 10 }); // near face at 90
const middle = s.add({ x: 200, y: 0 }, { width: 20, height: 100 }); // near face at 190
const r = run(s, physics);
const hits = r.castAll({ x: 0, y: 0 }, RIGHT);
expect(hits.map((hit) => hit.distance)).toEqual([90, 190, 290]);
expect(hits.map((hit) => hit.collider)).toEqual([
r.entity(near.collider),
r.entity(middle.collider),
r.entity(far.collider),
]);
expect(hits[0]).toEqual(r.cast({ x: 0, y: 0 }, RIGHT));
// Every hit is where it says it is, with the face's normal pointing back at the ray.
expect(hits[1]).toMatchObject({ point: { x: 190, y: 0 }, normal: { x: -1, y: 0 } });
expect(r.castAll({ x: 0, y: 0 }, RIGHT, 200).map((hit) => hit.distance)).toEqual([90, 190]);
expect(r.castAll({ x: 0, y: -300 }, RIGHT)).toEqual([]);
});
it('counts a collider once however many convex pieces it is made of', () => {
const s = scene();
// A U on its side: the ray down the middle enters the left arm, the notch and the right arm.
const u = s.add(
{ x: 0, y: 0 },
{ shape: 'polygon', points: P(-60, -50, -40, -50, -40, 30, 40, 30, 40, -50, 60, -50, 60, 50, -60, 50) },
);
const r = run(s, physics);
const hits = r.castAll({ x: 0, y: -100 }, DOWN);
expect(hits).toHaveLength(1);
expect(hits[0]).toMatchObject({ collider: r.entity(u.collider), distance: 130 });
});
it('keeps the filters of a plain cast: the owner, triggers and the layers (#158)', () => {
const s = scene();
const owner = s.add({ x: 100, y: 0 }, { width: 10, height: 100 });
const trigger = s.add({ x: 150, y: 0 }, { width: 10, height: 100, isTrigger: true });
const hidden = s.add({ x: 200, y: 0 }, { width: 10, height: 100, [COLLISION_LAYER_KEY]: 1 });
const wall = s.add({ x: 300, y: 0 }, { width: 10, height: 100 });
const r = run(s, physics);
const ids = (hits: { collider: unknown }[]) => hits.map((hit) => hit.collider);
expect(ids(r.castAll({ x: 0, y: 0 }, RIGHT))).toEqual([
r.entity(owner.collider),
r.entity(hidden.collider),
r.entity(wall.collider),
]);
expect(ids(r.castAll({ x: 0, y: 0 }, RIGHT, 1000, { triggers: true }))).toContain(
r.entity(trigger.collider),
);
expect(ids(r.castAll({ x: 0, y: 0 }, RIGHT, 1000, { ignore: owner.id }))).toEqual([
r.entity(hidden.collider),
r.entity(wall.collider),
]);
expect(ids(r.castAll({ x: 0, y: 0 }, RIGHT, 1000, { layers: maskWith(ALL_LAYERS, 1, false) }))).toEqual([
r.entity(owner.collider),
r.entity(wall.collider),
]);
});
it('meets a tilemap once per cell the ray goes through, the map being the collider each time', () => {
const s = scene();
const wall = new CreateAssetCommand('tile', 'Wall');
const map = new CreateAssetCommand('tilemap', 'Ground');
s.stack.execute(wall);
s.stack.execute(map);
s.stack.execute(new SetAssetPropertyCommand(wall.asset.id, TILE_SOLID_KEY, true));
s.stack.execute(new SetAssetPropertyCommand(map.asset.id, TILEMAP_COLUMNS_KEY, 10));
s.stack.execute(new SetAssetPropertyCommand(map.asset.id, TILEMAP_ROWS_KEY, 10));
const mapObject = place(s, map.asset.id, { x: 0, y: 0 });
const layer = (findAsset(s.project, map.asset.id) as TilemapAsset).layers[0]!.id;
// Cells of 48, centred: a lone cell in row 5 (top face at 0) and one in row 9 (top face at 192).
s.stack.execute(
new PaintTilesCommand(map.asset.id, layer, [
{ x: 5, y: 5, tileId: wall.asset.id },
{ x: 5, y: 9, tileId: wall.asset.id },
]),
);
const r = run(s, physics);
const hits = r.castAll({ x: 0, y: -100 }, DOWN);
expect(hits.map((hit) => hit.distance)).toEqual([100, 292]);
expect(hits.map((hit) => hit.collider)).toEqual([r.entity(mapObject), r.entity(mapObject)]);
});
it('"max hits" keeps that many of the nearest, and 0 keeps them all', () => {
const s = scene();
s.add({ x: 100, y: 0 }, { width: 20, height: 100 });
s.add({ x: 200, y: 0 }, { width: 20, height: 100 });
s.add({ x: 300, y: 0 }, { width: 20, height: 100 });
const r = run(s, physics);
const far = (maxHits: number) =>
r.castAll({ x: 0, y: 0 }, RIGHT, 1000, { maxHits }).map((h) => h.distance);
expect(far(0)).toEqual([90, 190, 290]);
expect(far(2)).toEqual([90, 190]);
expect(far(9)).toEqual([90, 190, 290]);
});
it('the node hands the hits to the graph as lists, and the objects in them are objects', () => {
const s = scene();
const hero = s.add({ x: 0, y: 0 }, { width: 20, height: 20 });
s.add({ x: 0, y: 150 }, { width: 200, height: 20 }); // top face at 140
s.add({ x: 0, y: 300 }, { width: 200, height: 20 }); // top face at 290
const behavior = makeBehavior(s, 'Eyes');
place(s, behavior.id, { x: 0, y: 0 }, hero.id);
const edit = graphEditor(s, behavior);
const update = edit.addNode('OnUpdate');
const ray = edit.addNode('RaycastAll', { fromX: 0, fromY: 0, dirX: 0, dirY: 1, length: 500 });
const logCount = edit.addNode('Log');
const logDistances = edit.addNode('Log');
const second = edit.addNode('ItemAt', { index: 1 });
const where = edit.addNode('GetWorldPosition');
const logSecond = edit.addNode('Log');
edit.wire([
[update, 'exec', ray, 'exec'],
[ray, 'exec', logCount, 'exec'],
[ray, 'count', logCount, 'message'],
[logCount, 'exec', logDistances, 'exec'],
[ray, 'distances', logDistances, 'message'],
[ray, 'objects', second, 'list'],
[second, 'item', where, 'object'],
[logDistances, 'exec', logSecond, 'exec'],
[where, 'y', logSecond, 'message'],
]);
const r = run(s, physics);
r.frame(1 / 60);
// It starts inside its own hero, which "Ignore owner" leaves out anyway. The last line is the
// proof that the list holds live objects and not their names: a name has no position (#157).
expect(r.world.log).toEqual(['2', '140, 290', '300']);
// The ray is drawn to the last thing it met, which is how far it looked.
expect(r.world.rays).toEqual([{ from: { x: 0, y: 0 }, to: { x: 0, y: 290 }, hit: true, time: 1 / 60 }]);
});
});
describe('the rays a run remembers for drawing (#153)', () => {
it('keeps those of the last moment only, and a ray that met nothing ends at its length', () => {
const s = scene();
const r = run(s, false);
r.world.noteRay({ x: 0, y: 0 }, { x: 10, y: 0 }, false);
r.frame(RAY_SHOWN / 2);
r.world.noteRay({ x: 0, y: 0 }, { x: 20, y: 0 }, true);
r.frame(RAY_SHOWN);
r.world.noteRay({ x: 0, y: 0 }, { x: 30, y: 0 }, false);
expect(r.world.rays.map((ray) => ray.to.x)).toEqual([20, 30]);
});
});
describe('the two ray nodes (#157)', () => {
it('start from the same inputs and settings, a ray to the right 1000 units long', () => {
const shared = (def: NodeDef) => ({
inputs: def.inputs.filter((port) => port.key !== 'maxHits'),
params: def.params,
});
expect(shared(RaycastAll)).toEqual(shared(Raycast));
const defaults = Object.fromEntries(Raycast.inputs.map((port) => [port.key, port.default]));
expect(defaults).toMatchObject({ dirX: 1, length: 1000 });
expect(Raycast.params.map((param) => [param.key, param.default])).toEqual([
['ignoreOwner', true],
['triggers', false],
[RAY_LAYERS_PARAM, ALL_LAYERS],
]);
});
});