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feuerwerk/tools/smoke-jumprun.mjs
T
rootandClaude Opus 5 58f19a3451 Replace the property nodes with one Properties node
Get/Set property, Get/Set properties, Set enabled and Set text are gone.
A single Properties node takes a fixed "object" input; every chosen
property is an output that reads the current value, and one switched to
Set is also an input written when the flow arrives. Exec pins only exist
while at least one entry writes.

The node carries a type (Sprite, Text, Collider, Camera, Container,
Behavior, Any) that decides what "+ Property" offers: the fields of that
type, the variables of the chosen behavior, or for Any a kind to pick
and a name to type. Each port takes the default and field of its type,
so a Camera width starts at 640. Switching the type keeps the ports and
marks those the new type lacks. At runtime the type is only an editor
aid; the node writes to whatever object it gets.

Old project files are converted on load. The type is inferred from the
keys: the first object type that has them all, else the one behavior
that declares them all, else Any. enabled belongs to every object, so a
converted Set enabled lands on Any.

The jump-run and tetris seeders use Properties throughout; draw-piece
switches its cell on in the same node that sets the colour.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-11 18:40:47 +02:00

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#!/usr/bin/env node
/**
* Plays the example game (tools/seed-jumprun.mjs) in a headless browser: title screen, start
* button, running, jumping, collecting a coin, the win screen, restart and the lose screen.
* It is the proof that the engine features this game needs actually work together.
*
* Usage: node tools/seed-jumprun.mjs && node tools/smoke-jumprun.mjs
* Screenshots land in /tmp/gm-jr-*.png.
*/
import { instanceChild } from './lib/builders.mjs';
import { runChecks } from './lib/harness.mjs';
import { PROJECTS, cliArgs } from './lib/projects.mjs';
const { projectId, baseUrl } = cliArgs('smoke-jumprun.mjs', PROJECTS.jumpRun);
/**
* What the editor lists: the six stored objects plus everything the placed containers resolve to
* (the level with its ten nested coins, and the three screens). A mismatch means the loader
* dropped something.
*/
const OBJECT_COUNT = 77;
/** The scene stores the container objects alone – the rest is resolved from their templates. */
const STORED_COUNT = 6;
// Ids inside a placed container are derived from the template path, never stored.
const PLAYER = instanceChild('L', 'player');
const START_BUTTON = instanceChild('T', 'title-button');
const AGAIN_BUTTON = instanceChild('W', 'win-button');
const GRAPHS = { player: [34, 37], game: [38, 43], 'start-button': [7, 6], 'restart-button': [2, 1] };
const GROUND_Y = 130;
await runChecks({ projectId, baseUrl, port: 9336, shotPrefix: 'gm-jr' }, async (t) => {
const {
check,
sleep,
evaluate,
json,
shot,
click,
holdKey,
press,
entity,
world,
mutate,
play,
stop,
navigate,
exceptions,
has,
} = t;
/** Variables of the "Game" behavior instance, live from the running world. */
const gameVars = async () => (await entity('ogame')).props;
const coins = async () => (await world()).entities.filter((e) => e.name === 'Coin').length;
/** Clicks an object where the *player* sees it (through the camera), not in the scene view. */
const clickObject = async (objectId) => {
const p = await json(`__gm.gameScreen(${JSON.stringify(objectId)})`);
if (!p) throw new Error(`object ${objectId} is not on screen in the game view`);
await click(p.x, p.y);
};
/**
* Edits the play copy (never the saved project) and pushes it into the running world. The
* stored list is the right one here: play bakes every placed container into it, and only a
* stored object can be written to.
*/
const setVariable = (objectId, key, value) =>
mutate(
`__gm.state.activeScene.objects.find((x) => x.id === ${JSON.stringify(objectId)}).overrides[${JSON.stringify(key)}] = ${JSON.stringify(value)}`,
);
await navigate();
// 1. Nothing was dropped by the loader: every node and edge of the four behaviors survived.
const graphs = await json(
`__gm.state.project.assets.filter((a) => a.type === 'behavior').map((a) => ({ id: a.id, n: a.graph.nodes.length, e: a.graph.edges.length }))`,
);
check(
'all behavior graphs load complete (no unknown node types, no dropped edges)',
graphs.length === 4 &&
graphs.every((g) => GRAPHS[g.id] && g.n === GRAPHS[g.id][0] && g.e === GRAPHS[g.id][1]),
JSON.stringify(graphs),
);
const objectCount = await evaluate('__gm.sceneObjects().length');
const storedCount = await evaluate('__gm.state.activeScene.objects.length');
check('the scene holds the seeded objects', objectCount === OBJECT_COUNT, `${objectCount} objects`);
check(
'the placed containers are stored as one object each, their content only resolved',
storedCount === STORED_COUNT,
`${storedCount} stored, ${objectCount} listed`,
);
await shot('01-editor');
// 2. Play: the Game behavior shows the title screen and switches the level off.
await play();
await sleep(300);
check('play opens the Game tab', (await evaluate('__gm.tab()')) === 'game');
check('the title screen is up', await has('JUMP & RUN'));
const level = await entity('L');
const title = await entity('T');
check(
'the Game behavior switched the level off and the title on',
level.props.enabled === false && title.props.enabled === true,
JSON.stringify({ level: level.props.enabled, title: title.props.enabled }),
);
await shot('02-title');
// 3. The Start button is a click target in the running game (On click + hit test).
await clickObject(START_BUTTON);
await sleep(400);
check(
'clicking Start hides the title and shows the level',
(await entity('L')).props.enabled === true && (await entity('T')).props.enabled === false,
);
const vars = await gameVars();
check(
'the run starts with a full clock and no coins',
vars.running === true && vars.coins === 0 && vars.timeLeft > 28,
JSON.stringify(vars),
);
await shot('03-running');
// 3a. Play bakes the placed containers into stored objects, keeping the ids the editor showed –
// which is why the checks below can address the player and the buttons by the same id.
const baked = await json('__gm.state.activeScene.objects.map((o) => o.id)');
check(
'play spells the containers out under the ids the editor listed',
baked.length === OBJECT_COUNT && [PLAYER, START_BUTTON, AGAIN_BUTTON].every((id) => baked.includes(id)),
`${baked.length} objects, player ${baked.includes(PLAYER)}`,
);
// 4. Gravity: the player rests on the ground (its 40-high box on the ground's top edge, y = 150).
const grounded = await entity(PLAYER);
check(
'gravity dropped the player onto the ground (top edge at y = 150)',
Math.abs(grounded.worldY - GROUND_Y) < 1.5,
`world y ${grounded.worldY.toFixed(2)}`,
);
// 5. Jumping: Space lifts the player (y gets smaller) and gravity brings it back down.
await press('Space');
await sleep(200);
const airborne = await entity(PLAYER);
check(
'Space makes the player jump',
airborne.worldY < grounded.worldY - 25,
`y ${grounded.worldY.toFixed(1)} → ${airborne.worldY.toFixed(1)}`,
);
await sleep(1200);
const landed = await entity(PLAYER);
check(
'the player falls back onto the ground',
Math.abs(landed.worldY - GROUND_Y) < 1.5,
`y ${landed.worldY.toFixed(2)}`,
);
await shot('04-jumped');
// 6. Walking and collecting: running into a coin removes it and counts up.
const coinsBefore = await coins();
await holdKey('ArrowRight', 1500);
const walked = await entity(PLAYER);
check(
'arrow keys walk the player',
walked.worldX > landed.worldX + 40,
`x ${landed.worldX.toFixed(1)} → ${walked.worldX.toFixed(1)}`,
);
const afterCoin = await gameVars();
const coinsAfter = await coins();
check(
'running into a coin collects it',
afterCoin.coins >= 1 && coinsAfter < coinsBefore,
JSON.stringify({ coins: afterCoin.coins, before: coinsBefore, after: coinsAfter }),
);
// Against the count the run actually reached, not a fixed 1: how many coins the walk sweeps up
// depends on machine speed – a faster host collects two.
const hud = `Coins ${afterCoin.coins}/${afterCoin.needed}`;
check('the HUD shows the counter', await has(hud), hud);
check('the clock is counting down', afterCoin.timeLeft < 28, `timeLeft ${afterCoin.timeLeft}`);
await shot('05-collected');
// 7. Winning: with all ten coins the Game behavior swaps the level for the win screen.
await setVariable('ogame', 'coins', 10);
await sleep(300);
check(
'collecting everything wins the game',
(await has('YOU WIN!')) &&
(await entity('W')).props.enabled === true &&
(await entity('L')).props.enabled === false,
);
await shot('06-won');
// 8. Restart game: back to a fresh run at the title screen, coins and clock reset.
await clickObject(AGAIN_BUTTON);
await sleep(1200);
check(
'Play again restarts the scene at the title screen',
(await has('JUMP & RUN')) && (await evaluate('__gm.state.mode')) === 'play',
);
check('the restarted run has all ten coins back', (await coins()) === 10, `${await coins()} coins`);
// 9. Losing: start again, run the clock out.
await clickObject(START_BUTTON);
await sleep(300);
await setVariable('ogame', 'timeLeft', 0.2);
await sleep(600);
check(
'the clock running out loses the game',
(await has('TIME UP')) && (await entity('B')).props.enabled === true,
);
await shot('07-lost');
// 10. Stop throws the run away – the saved project is untouched.
await stop();
await sleep(200);
const saved = await json(
'{ objects: __gm.sceneObjects().length, stored: __gm.state.activeScene.objects.length, mode: __gm.state.mode, tab: __gm.tab() }',
);
check(
'stop restores the edited scene',
saved.objects === OBJECT_COUNT &&
saved.stored === STORED_COUNT &&
saved.mode === 'edit' &&
saved.tab === 'scene',
JSON.stringify(saved),
);
check('no exceptions during the run', exceptions().length === 0, exceptions().slice(0, 3).join(' | '));
});