game-maker / suite (push) Failing after 4m22s
The asset type `particles` is placeable and carries a graph at the same time — `behavior` was the blueprint. Because a continuous emitter gives birth to particle n at time n/rate, the whole field is a function of the clock rather than of the frames: no ring-buffer bookkeeping, exact time jumps, reproducibility as a measurable property. compile.ts follows compileShader's frame but emits JS closures into a Float64Array instead of GLSL, and without eval; a node with two consumers is evaluated once. Drawing is one Pixi ParticleContainer per source, so one draw call. Collision, wind and braking in flight are out for good — that is the price of the formula model, not an omission. The tab count goes from nine to ten, which is exactly the case #84 was built for one day earlier: at 1280 px the row no longer holds every tab, so guard 14b now asks for hidden.length > 0 instead of === 0.
103 lines
3.1 KiB
JavaScript
103 lines
3.1 KiB
JavaScript
/**
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* The throwaway rig steps 17–20 share in the fixture scene: a behavior asset cloned off `mover` with the
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* step's graph, a crate to hold it, and a logic child that runs it.
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*/
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/**
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* Where each step parks its box. The fixture scene is shared, so two steps at the same y would
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* overlap and each would fail for reasons belonging to the other.
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*/
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export const LANES = {
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editorRun: 400,
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editorRunContainer: 800,
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editorRunEdits: 1200,
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pause: 300,
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nested: 700,
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keyRepeat: -300,
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stateMachine: -700,
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console: -1100,
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transform: -1500,
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font: -1900,
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particles: -2300,
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};
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/**
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* Source for a `make(id, assetId, parentId, y, name)` factory, to paste inside a `mutate()`
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* string. It clones `scene.objects[0]`, so a new object carries whatever shape the fixture has.
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*/
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export const MAKE_OBJECT = `
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const make = (id, assetId, parentId, y, name = '') => {
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const o = structuredClone(scene.objects[0]);
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Object.assign(o, {
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id,
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assetId,
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name,
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position: { x: 0, y, z: 0 },
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parentId,
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overrides: {},
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instanceEdits: {},
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});
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return o;
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};`;
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/**
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* Returns the created ids plus `remove()`, so a step's cleanup matches what it made. `front` puts the
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* asset at the head of the list: a row appended at the end scrolls out of `dragAsset`'s reach.
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*/
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export async function scaffoldBehavior(t, options) {
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const {
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assetId,
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name,
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graph,
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boxId,
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boxName = 'Box',
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logicId,
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y,
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front = false,
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props = { enabled: true, runInEditor: false },
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} = options;
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await t.mutate(`
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const p = __gm.state.project;
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const scene = __gm.state.activeScene;
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const asset = structuredClone(p.assets.find((a) => a.id === 'mover'));
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Object.assign(asset, {
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id: ${JSON.stringify(assetId)},
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name: ${JSON.stringify(name)},
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props: ${JSON.stringify(props)},
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variables: [],
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graph: ${JSON.stringify(graph)},
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});
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p.assets.${front ? 'unshift' : 'push'}(asset);
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${MAKE_OBJECT}
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scene.objects.push(
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make(${JSON.stringify(boxId)}, 'crate', '', ${y}, ${JSON.stringify(boxName)}),
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make(${JSON.stringify(logicId)}, ${JSON.stringify(assetId)}, ${JSON.stringify(boxId)}, 0, ${JSON.stringify(name)}),
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);
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`);
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await t.sleep(400);
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return {
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assetId,
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boxId,
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logicId,
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/** Removes everything this rig added and reports what survived (should be all zeroes). */
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async remove() {
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await t.evaluate('__gm.state.select(null)');
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await t.mutate(`
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const p = __gm.state.project;
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const scene = __gm.state.activeScene;
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const objects = ${JSON.stringify([boxId, logicId])};
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const assets = ${JSON.stringify([assetId])};
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scene.objects = scene.objects.filter((o) => !objects.includes(o.id));
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p.assets = p.assets.filter((a) => !assets.includes(a.id));
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`);
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await t.sleep(300);
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return t.json(`{
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objects: __gm.sceneObjects().filter((o) => ${JSON.stringify([boxId, logicId])}.includes(o.id)).length,
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assets: __gm.state.project.assets.filter((a) => a.id === ${JSON.stringify(assetId)}).length,
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}`);
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},
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};
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}
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