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feuerwerk/tools/e2e/lib/scaffold.mjs
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root 0f9e1611d1
game-maker / suite (push) Failing after 4m22s
A particle is a function of its age, not a thing that is stepped (#73)
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.
2026-09-14 05:44:25 +02:00

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/**
* The throwaway rig steps 17–20 share in the fixture scene: a behavior asset cloned off `mover` with the
* step's graph, a crate to hold it, and a logic child that runs it.
*/
/**
* Where each step parks its box. The fixture scene is shared, so two steps at the same y would
* overlap and each would fail for reasons belonging to the other.
*/
export const LANES = {
editorRun: 400,
editorRunContainer: 800,
editorRunEdits: 1200,
pause: 300,
nested: 700,
keyRepeat: -300,
stateMachine: -700,
console: -1100,
transform: -1500,
font: -1900,
particles: -2300,
};
/**
* Source for a `make(id, assetId, parentId, y, name)` factory, to paste inside a `mutate()`
* string. It clones `scene.objects[0]`, so a new object carries whatever shape the fixture has.
*/
export const MAKE_OBJECT = `
const make = (id, assetId, parentId, y, name = '') => {
const o = structuredClone(scene.objects[0]);
Object.assign(o, {
id,
assetId,
name,
position: { x: 0, y, z: 0 },
parentId,
overrides: {},
instanceEdits: {},
});
return o;
};`;
/**
* Returns the created ids plus `remove()`, so a step's cleanup matches what it made. `front` puts the
* asset at the head of the list: a row appended at the end scrolls out of `dragAsset`'s reach.
*/
export async function scaffoldBehavior(t, options) {
const {
assetId,
name,
graph,
boxId,
boxName = 'Box',
logicId,
y,
front = false,
props = { enabled: true, runInEditor: false },
} = options;
await t.mutate(`
const p = __gm.state.project;
const scene = __gm.state.activeScene;
const asset = structuredClone(p.assets.find((a) => a.id === 'mover'));
Object.assign(asset, {
id: ${JSON.stringify(assetId)},
name: ${JSON.stringify(name)},
props: ${JSON.stringify(props)},
variables: [],
graph: ${JSON.stringify(graph)},
});
p.assets.${front ? 'unshift' : 'push'}(asset);
${MAKE_OBJECT}
scene.objects.push(
make(${JSON.stringify(boxId)}, 'crate', '', ${y}, ${JSON.stringify(boxName)}),
make(${JSON.stringify(logicId)}, ${JSON.stringify(assetId)}, ${JSON.stringify(boxId)}, 0, ${JSON.stringify(name)}),
);
`);
await t.sleep(400);
return {
assetId,
boxId,
logicId,
/** Removes everything this rig added and reports what survived (should be all zeroes). */
async remove() {
await t.evaluate('__gm.state.select(null)');
await t.mutate(`
const p = __gm.state.project;
const scene = __gm.state.activeScene;
const objects = ${JSON.stringify([boxId, logicId])};
const assets = ${JSON.stringify([assetId])};
scene.objects = scene.objects.filter((o) => !objects.includes(o.id));
p.assets = p.assets.filter((a) => !assets.includes(a.id));
`);
await t.sleep(300);
return t.json(`{
objects: __gm.sceneObjects().filter((o) => ${JSON.stringify([boxId, logicId])}.includes(o.id)).length,
assets: __gm.state.project.assets.filter((a) => a.id === ${JSON.stringify(assetId)}).length,
}`);
},
};
}