A project could only be played inside the editor, behind the login.
To show a game to someone else there was no way short of an account.
A release freezes the saved project under a random token and serves
it on a page that holds nothing but the game view.
- Menu -> Release... opens a dialog with the state of the release,
the link with Copy link and Open, Publish or Update release, and
Take down behind a confirmation.
- Publish saves first and refuses while anything is unsaved, like
snapshots. Updating keeps the link. Take down kills it, and a new
Publish hands out a new token.
- The link is play.html?game=<32 hex>. The page needs no session,
paints Theme.colors.background, zooms with Auto and waits for
"Click to play" so that sound and keyboard focus are allowed.
- The game always starts in the start scene. Persistent variables
are stored per link in the browser. Plugins are not loaded, and the
dialog warns about them and about a project without a scene.
- GET ?r=releases/{token} is the only route besides auth/* that works
without a login. The public answer carries the token as project.id,
so the project id stays hidden. Release files are written with 0640
and nginx does not serve them directly (measured 403).
- Starting, the frame and Load scene moved into runtime/GameRun.ts.
Play in the editor and the play page run through the same code.
- WorldViewport moved to src/viewport/ and no longer needs the
EditorState. Pointer forwarding (gamePointer.ts) and setting up
textures, fonts and sounds (projectFiles.ts) exist only once.
- Vite builds two pages. The play page loads 4 kB of its own code
plus the shared chunk (Pixi, runtime, drawing, 653 kB) and Rapier,
without the editor.
Found on the way, not fixed here: data/projects/<id>.json answers 200
without a login because the files are 0644.
Tests:
- ./check.sh: 194 files, 2808 tests, exit 0.
- tests/php/releases.test.php: 20 checks, also added to CI.
- New e2e module 60 with 10 checks, played in a browser without a
session. Module 46 counts the menu entries and was updated.
- Full e2e run: 1572 checks passed.
- Counter-checks: 3 unit, 2 PHP and 3 browser mutations all fail.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
313 lines
14 KiB
JavaScript
313 lines
14 KiB
JavaScript
/**
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* The top bar after its rework (#183): five icon buttons and no captions at all. What it used to
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* spell out moved into the one menu – the project list into "Open project…", the project name and
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* the start-scene switch into "Project settings…" next to the collision layers.
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*
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* Runs last, and on purpose: the project picker is opened here and left again with Cancel. Opening
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* or deleting a project for real would pull the project out from under every step before this one.
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*/
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export async function topbar(t) {
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const { check, json, has, shot, clickText, clickToolbar, typeText, press, sleep, waitUntil } = t;
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await press('Escape');
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// 46a. Nothing in the bar is written any more. The five words it used to carry are asked for as
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// drawn text: the buttons are still there, only their captions are gone.
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const captions = {
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project: await has('Project'),
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undo: await has('Undo'),
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redo: await has('Redo'),
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play: await has('Play'),
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pause: await has('Pause'),
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};
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check(
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'the top bar carries no captions any more – menu, undo, redo, play and pause are icons',
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Object.values(captions).every((shown) => shown === false),
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JSON.stringify(captions),
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);
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const buttons = await json('__gm.runButtons()');
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check(
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'in edit mode the run buttons offer play and nothing to pause',
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buttons.play === 'play' &&
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buttons.pause === 'pause' &&
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buttons.playEnabled === true &&
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buttons.pauseEnabled === false,
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JSON.stringify(buttons),
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);
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// The pair is centred on the bar itself. The row cannot do that on its own: the spacers around
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// the two buttons share the free space with the flexible notice and so get a third of it each,
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// which used to leave the pair well left of the middle.
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const play = await json('__gm.toolbarAt("play")');
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const pause = await json('__gm.toolbarAt("pause")');
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const barCentre = await json('window.innerWidth / 2');
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check(
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'play and pause sit on the middle of the bar, not on the middle of what is left over',
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Math.abs((play.x + pause.x) / 2 - barCentre) <= 2,
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JSON.stringify({ middle: (play.x + pause.x) / 2, barCentre }),
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);
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await shot('46-topbar');
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// 46b. The one menu, with the separator between what opens a project and what changes the one
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// that is open. Clearing the saved data is checked in 32.
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await clickToolbar('menu');
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const rows = await json('__gm.menuRows()');
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const expected = [
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'New project',
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'Open project…',
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null,
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'Snapshots…',
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'Release…',
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'Project settings…',
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'Clear saved data',
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null,
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'Plugins',
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];
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check(
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'the menu button opens new project, the project picker, the settings, clearing saves and the plugins',
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JSON.stringify(rows) === JSON.stringify(expected),
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JSON.stringify(rows),
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);
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// 46c. The picker lists what the account owns, with the open project picked, and Cancel leaves
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// that project exactly where it was.
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await clickText('Open project…');
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// The picker fetches the list before it can open, so it is waited for rather than read at once.
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await waitUntil('__gm.projectPicker() !== null', { label: 'the project picker opened' });
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const picker = await json('__gm.projectPicker()');
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const projectId = await json('__gm.state.project.id');
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const projectName = await json('__gm.state.project.name');
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check(
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'"Open project…" lists the projects with the open one picked',
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picker !== null && picker.picked === projectId && picker.names.includes(projectName),
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JSON.stringify({ picker, projectId, projectName }),
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);
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await clickText('Cancel');
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check(
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'Cancel closes the picker and leaves the project loaded',
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(await json('__gm.projectPicker()')) === null && (await json('__gm.state.project.id')) === projectId,
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JSON.stringify({ picker: await json('__gm.projectPicker()'), id: await json('__gm.state.project.id') }),
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);
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// 46d. The settings dialog holds the name, the start-scene switch and the collision layers of
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// #152 – the three things the bar itself used to carry.
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await clickToolbar('menu');
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await clickText('Project settings…');
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const settings = await json('__gm.projectSettings()');
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const layers = await json('__gm.collisionLayers()');
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check(
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'"Project settings…" opens on the project as it stands',
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settings?.name === projectName &&
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(settings.playFrom === 'start' || settings.playFrom === 'active') &&
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JSON.stringify(layers.dialog) === JSON.stringify(layers.project),
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JSON.stringify({ settings, layers }),
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);
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// 46e. Renaming through it, and the icon buttons undoing and redoing it. The name is read off the
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// project rather than written down here: CI seeds the same project under a different name.
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const nameField = await t.locate(projectName);
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await t.doubleClick(nameField.x, nameField.y);
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await press('a', { ctrl: true });
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await typeText('Renamed by 46');
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await press('Enter');
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await clickText('Apply');
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await sleep(200);
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check(
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'Apply renames the project',
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(await json('__gm.state.project.name')) === 'Renamed by 46',
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await json('__gm.state.project.name'),
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);
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await clickToolbar('undo');
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await sleep(200);
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const undone = await json('__gm.state.project.name');
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await clickToolbar('redo');
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await sleep(200);
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const redone = await json('__gm.state.project.name');
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check(
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'the undo and redo buttons of the bar walk the rename back and forth',
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undone === projectName && redone === 'Renamed by 46',
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JSON.stringify({ undone, redone, was: projectName }),
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);
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// Back to the name the rest of the world knows it by.
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await clickToolbar('undo');
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await sleep(200);
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check(
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'the project is handed back under its own name',
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(await json('__gm.state.project.name')) === projectName,
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await json('__gm.state.project.name'),
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);
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// 46f. The symbol scale in the same dialog: 1 by default, typed down to 0.5, and every icon of the
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// scene drawn at half its side (18 → 9 world units), undone in one step.
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const iconSize = () =>
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json(`(() => {
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const p = __gm.state.project;
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const scene = p.assets.find((a) => a.id === p.activeSceneId);
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const id = (scene?.objects ?? []).map((o) => o.id).find((id) => __gm.sceneIcon(id)?.visible);
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return id ? __gm.sceneIcon(id).size : null;
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})()`);
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await clickToolbar('menu');
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await clickText('Project settings…');
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const opened = await json('__gm.projectSettings()');
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const field = await json('__gm.projectSettingsSymbolScaleAt()');
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await t.click(field.x, field.y);
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await press('a', { ctrl: true });
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await typeText('0.5');
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await press('Enter');
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await clickText('Apply');
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await sleep(200);
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const scaled = { project: await json('__gm.state.project.symbolScale'), icon: await iconSize() };
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await clickToolbar('undo');
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await sleep(200);
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const restored = { project: await json('__gm.state.project.symbolScale'), icon: await iconSize() };
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check(
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'the symbol scale starts at 1, Apply halves every scene icon, and undo gives the size back',
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opened?.symbolScale === 1 &&
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scaled.project === 0.5 &&
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Math.abs(scaled.icon - 9) < 1e-9 &&
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restored.project === 1 &&
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Math.abs(restored.icon - 18) < 1e-9,
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JSON.stringify({ opened, scaled, restored }),
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);
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// 46g. The eye in the scene tab's header: every placeable type with a switch for its symbol and its name, and a
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// outline of a collider and of a tilemap's solid cells besides. Sprite, Text and Tilemap have no symbol, so that switch is
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// greyed out. Real clicks flip the scene view, and the switches are saved but no undo step.
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await json('(__gm.showTab("scene"), true)');
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const firstOf = (type) =>
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json(`(() => {
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const p = __gm.state.project;
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const scene = p.assets.find((a) => a.id === p.activeSceneId);
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const o = (scene?.objects ?? []).find((o) => p.assets.find((a) => a.id === o.assetId)?.type === ${JSON.stringify(type)} && o.enabled !== false);
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return o ? o.id : null;
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})()`);
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const ids = {
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sprite: await firstOf('sprite'),
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collider: 'vis-col-obj',
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behavior: await firstOf('behavior'),
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tilemap: 'vis-map-obj',
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};
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// A map of its own with one solid row, laid over the sprite so it is on screen: the seed has none.
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// A collider of its own there too: in the full run the first one in the scene is a leftover of an
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// earlier module, off screen, and its outline reads as hidden before any switch is touched.
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await t.mutate(`
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const scene = __gm.state.activeScene;
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const assets = __gm.state.project.assets;
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const at = scene.objects.find((o) => o.id === ${JSON.stringify(ids.sprite)}).position;
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assets.push({ id: 'vis-wall', type: 'tile', name: 'Vis wall', props: { kind: 'none', solid: true }, pictures: [] });
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assets.push({ id: 'vis-map', type: 'tilemap', name: 'Vis map', props: { columns: 3, rows: 1, tileSize: 32 },
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layers: [{ id: 'vis-layer', name: 'Layer 1', cells: { '0,0': 'vis-wall', '1,0': 'vis-wall', '2,0': 'vis-wall' } }] });
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const o = structuredClone(scene.objects[0]);
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Object.assign(o, { id: 'vis-map-obj', assetId: 'vis-map', name: 'Vis map', position: { ...at },
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parentId: '', overrides: {}, instanceEdits: {} });
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scene.objects.push(o);
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assets.push({ id: 'vis-col', type: 'collider', name: 'Vis collider',
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props: { shape: 'box', width: 40, height: 40, radius: 20, isTrigger: false } });
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scene.objects.push(Object.assign(structuredClone(o), { id: 'vis-col-obj', assetId: 'vis-col', name: 'Vis collider' }));
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__gm.state.select(null)`);
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const undoBefore = await json('__gm.state.commands.canUndo');
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await t.showTab('scene');
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const eye = await json(`__gm.sceneHeaderAt('visibility')`);
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await t.click(eye.x, eye.y);
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const popup = await json('__gm.visibilityPopup()');
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const entry = (list, type, part) => list?.find((e) => e.type === type && e.part === part);
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const types = [...new Set((popup ?? []).map((e) => e.type))];
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check(
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'the eye lists every placeable type, Symbol greyed out where there is none and Shape on collider, tilemap and clip area',
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JSON.stringify(types) ===
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JSON.stringify([
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'behavior',
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'camera',
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'clip',
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'collider',
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'container',
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'particles',
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'rigidbody',
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'sprite',
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'text',
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'tilemap',
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]) &&
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entry(popup, 'sprite', 'symbol')?.enabled === false &&
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entry(popup, 'tilemap', 'label')?.enabled === true &&
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entry(popup, 'sprite', 'label')?.on === false &&
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entry(popup, 'collider', 'shape')?.on === true &&
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entry(popup, 'tilemap', 'shape')?.on === true &&
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entry(popup, 'clip', 'shape')?.on === true &&
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popup.filter((e) => e.part === 'shape').length === 3,
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JSON.stringify(popup),
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);
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const flip = async (type, part) => {
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const at = entry(await json('__gm.visibilityPopup()'), type, part);
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await t.click(at.x, at.y);
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await sleep(150);
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};
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const labelIds = async () => (await json('__gm.sceneLabels()')).map((l) => l.id);
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const mapLooks = async () => ({
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solids: (await json(`__gm.tilemap.solids(${JSON.stringify(ids.tilemap)})`))?.visible ?? null,
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drawn: (await json(`__gm.tilemap.info(${JSON.stringify(ids.tilemap)})`)) !== null,
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});
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const before = {
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shape: await json(`__gm.sceneShape(${JSON.stringify(ids.collider)})`),
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labels: await labelIds(),
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icon: (await json(`__gm.sceneIcon(${JSON.stringify(ids.behavior)})`))?.visible,
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map: await mapLooks(),
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};
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await flip('collider', 'shape');
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await flip('tilemap', 'shape');
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await flip('behavior', 'label');
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await flip('behavior', 'symbol');
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await flip('sprite', 'label');
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const after = {
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shape: await json(`__gm.sceneShape(${JSON.stringify(ids.collider)})`),
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labels: await labelIds(),
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icon: (await json(`__gm.sceneIcon(${JSON.stringify(ids.behavior)})`))?.visible,
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popup: await json('__gm.visibilityPopup()'),
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saved: await json('__gm.state.project.sceneVisibility'),
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map: await mapLooks(),
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};
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await shot('46g-visibility');
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check(
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"a tilemap's Shape hides the outline of its solid cells and leaves the map itself drawn",
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before.map.solids === true &&
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before.map.drawn === true &&
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after.map.solids === false &&
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after.map.drawn === true &&
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after.saved.tilemap.shape === false,
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JSON.stringify({ before: before.map, after: after.map }),
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);
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check(
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'switching hides the collider outline and the behavior icon and name, and puts the sprite name on',
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before.shape?.visible === true &&
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after.shape?.visible === false &&
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after.shape?.clickable === false &&
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before.icon === true &&
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after.icon === false &&
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before.labels.includes(ids.behavior) &&
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!after.labels.includes(ids.behavior) &&
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!before.labels.includes(ids.sprite) &&
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after.labels.includes(ids.sprite) &&
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entry(after.popup, 'collider', 'shape')?.on === false,
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JSON.stringify({ ids, before, after: { ...after, popup: undefined } }),
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);
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check(
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'the switches go into the project and not onto the undo stack',
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after.saved.collider.shape === false &&
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after.saved.behavior.label === false &&
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after.saved.sprite.label === true &&
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(await json('__gm.state.commands.canUndo')) === undoBefore,
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JSON.stringify({ saved: after.saved, undoBefore }),
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);
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// Handed back as found, for whatever runs after this.
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await flip('collider', 'shape');
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await flip('tilemap', 'shape');
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await flip('behavior', 'label');
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await flip('behavior', 'symbol');
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await flip('sprite', 'label');
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await press('Escape');
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await t.mutate(`
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const scene = __gm.state.activeScene;
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scene.objects = scene.objects.filter((o) => o.id !== 'vis-map-obj' && o.id !== 'vis-col-obj');
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const assets = __gm.state.project.assets;
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for (const id of ['vis-map', 'vis-wall', 'vis-col']) assets.splice(assets.findIndex((a) => a.id === id), 1)`);
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await t.saved();
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}
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