Files
feuerwerk/tests/editor/scene-visibility.test.ts
adminandClaude Opus 5.5 0334d2508d Place compositions in scenes and play them from behaviors (#417)
A composition can now sit in a scene like a container and play there.
Its items become real objects while they run, so behaviors, colliders
and events work on them as on any other object.

- A composition is placeable with its own symbol, transform and render
  layer. The scene view shows its picture at frame 0. A click on that
  picture selects the placement, not a single item.
- CompositionSystem spawns each item as an object under the placement
  when it begins, with the id <placement>~<item>. On start and the
  other events run. The object is destroyed when the item ends.
- The top track lies in front no matter which item started first.
  World.arrange() orders the entity list and the scene objects.
- Clips and driven videos follow the same rules as compositionAt().
  Loop, restart, stop and the game pause work.
- New nodes: Play composition (with restart), Stop composition and the
  event On composition finished. They were planned for step 4 but come
  now, because without autoplay nothing could play otherwise.
- The editor run ignores Play composition and says so in the log. It
  writes into the saved project, and the items would stay behind.
- contentId() moved to instance.ts. The animation system uses it for
  nested ids too.
- Compositions get no "Sort with parent" for now.

Tests: the gate passed with 301 files and 4643 tests, 18 more than
step 1. 13 of them are in tests/core/composition-play.test.ts. The
first gate run failed in event-order.test.ts, which counts the event
nodes and now finds 19. Five counter-checks each turned exactly their
test red. Two order tests stayed green without the fix at first and
were rebuilt. e2e 68 is new and passed with 5 own checks. Its
counter-check without arrange() failed as expected.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-12 07:06:33 +02:00

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/**
* What the scene view shows of each placeable type – symbol, name, a collider's outline. It lives
* in the project like the game scale: saved, but never an undo step.
*/
import { describe, expect, it } from 'vitest';
import { createEmptyProject } from '../../src/core/model/Project';
import {
defaultSceneVisibility,
sceneVisibilityOf,
shows,
VISIBILITY_TYPES,
visibilityParts,
} from '../../src/core/model/sceneVisibility';
import { deserializeProject, serializeProject } from '../../src/core/store/serialize';
import { EditorState } from '../../src/editor/state';
function loaded() {
const state = new EditorState();
state.loadProject(createEmptyProject('p', 'P'), 1);
return state;
}
describe('scene visibility', () => {
it('lists every placeable type, Behavior to Tilemap', () => {
expect(VISIBILITY_TYPES).toEqual([
'behavior',
'camera',
'clip',
'collider',
'composition',
'container',
'joint',
'particles',
'rigidbody',
'sprite',
'text',
'tilemap',
]);
});
it('gives a symbol switch only to types with a symbol, and an outline switch to what collides', () => {
expect(visibilityParts('behavior')).toEqual(['symbol', 'label']);
expect(visibilityParts('collider')).toEqual(['symbol', 'label', 'shape']);
expect(visibilityParts('sprite')).toEqual(['label']);
expect(visibilityParts('tilemap')).toEqual(['label', 'shape']);
});
it('gives only a camera a switch for its shader, off until switched on (#299)', () => {
expect(visibilityParts('camera')).toEqual(['symbol', 'label', 'shader']);
expect(VISIBILITY_TYPES.filter((type) => visibilityParts(type).includes('shader'))).toEqual(['camera']);
const visibility = defaultSceneVisibility();
expect(shows(visibility, 'camera', 'shader')).toBe(false);
visibility.camera.shader = true;
expect(shows(visibility, 'camera', 'shader')).toBe(true);
visibility.sprite.shader = true;
expect(shows(visibility, 'sprite', 'shader')).toBe(false);
});
it('shows what it always showed in a new project and in one written before there was any', () => {
for (const visibility of [
createEmptyProject('p', 'P').sceneVisibility,
deserializeProject({ id: 'p', name: 'P', assets: [] }).sceneVisibility,
]) {
expect(shows(visibility, 'behavior', 'symbol')).toBe(true);
expect(shows(visibility, 'behavior', 'label')).toBe(true);
expect(shows(visibility, 'collider', 'shape')).toBe(true);
expect(shows(visibility, 'tilemap', 'shape')).toBe(true);
expect(shows(visibility, 'sprite', 'label')).toBe(false);
expect(shows(visibility, 'sprite', 'shape')).toBe(true);
}
});
it('survives a save and a load', () => {
const project = createEmptyProject('p', 'P');
project.sceneVisibility.collider.shape = false;
project.sceneVisibility.tilemap.shape = false;
project.sceneVisibility.rigidbody.label = false;
project.sceneVisibility.sprite.label = true;
project.sceneVisibility.camera.shader = true;
const back = deserializeProject(JSON.parse(JSON.stringify(serializeProject(project)))).sceneVisibility;
expect(back.camera.shader).toBe(true);
expect(back.collider.shape).toBe(false);
expect(back.tilemap.shape).toBe(false);
expect(back.rigidbody.label).toBe(false);
expect(back.sprite.label).toBe(true);
expect(back.behavior).toEqual(defaultSceneVisibility().behavior);
});
it('reads untrusted JSON part by part, the rest as the defaults', () => {
const read = sceneVisibilityOf({
sceneVisibility: { camera: { symbol: false, label: 'no' }, texture: { label: true }, text: 3 },
});
expect(read.camera).toEqual({ symbol: false, label: true, shape: true, shader: false });
expect(read.text).toEqual(defaultSceneVisibility().text);
expect('texture' in read).toBe(false);
expect(sceneVisibilityOf(null)).toEqual(defaultSceneVisibility());
});
it('never hides what a type does not have to hide', () => {
const visibility = defaultSceneVisibility();
visibility.sprite.symbol = false;
visibility.sprite.shape = false;
expect(shows(visibility, 'sprite', 'shape')).toBe(true);
visibility.behavior.shape = false;
expect(shows(visibility, 'behavior', 'shape')).toBe(true);
});
it('saves a switch without an undo step', () => {
const state = loaded();
state.setSceneVisibility('collider', 'shape', false);
expect(state.project.sceneVisibility.collider.shape).toBe(false);
expect(state.saveStatus).toBe('dirty');
expect(state.commands.canUndo).toBe(false);
});
it('keeps a switch flipped while playing after Stop', () => {
const state = loaded();
state.enterPlay();
state.setSceneVisibility('behavior', 'label', false);
expect(state.project.sceneVisibility.behavior.label).toBe(false);
state.exitPlay();
expect(state.project.sceneVisibility.behavior.label).toBe(false);
});
});