Files
feuerwerk/tests/core/commands.test.ts
T
adminandClaude Opus 5.5 b2326085ed
game-maker / gate (push) Successful in 3m2s
game-maker / suite (push) Successful in 14m26s
Show each camera only its layers and lay overlay cameras on top (#302)
A camera could only show the whole scene, so a HUD drawn in the world
would run through a camera shader (#299) with everything else. Render
layers say which cameras see an object, and overlay cameras draw their
own picture over the main one.

- The project has a list of up to 16 render layers, edited in Project
  settings next to the collision layers. It is a list of its own, read
  by the same rules (`layerNamesOf`).
- Sprites, texts, tilemaps, particle sources and containers carry a row
  `Render layer` under their switches. Its default `Inherit` takes the
  parent's layer, at the top the first one.
- A camera has `Sees` (all layers by default) and `Overlay`. The main
  camera is the first one switched on without Overlay, so two plain
  cameras still draw through the first one only.
- Every view through a camera keeps only what that camera sees and lays
  one see-through view per overlay camera over itself. That view is a
  `WorldViewport` of its own, handed its view and frame from below.
- An overlay is fitted into the main camera's whole picture without
  distortion. One of the same size and zoom covers it exactly.
- `z` sorts within one camera only. The pictures lie on top of each
  other as a whole, which is what a shader per camera (#299) needs.
- The Game tab's preview now collects the scene once per redraw. Before
  it collected it twice, with the cameras it would have been five times.
- `SetCollisionLayersCommand` became `SetLayerNamesCommand`, which
  takes the list it sets.

Follow-ups: #304 (the mouse through a chosen camera) and #305 (change
the render layer at run time).

Tests:
- Gate: 226 files, 3487 tests (3480 + 7)
- e2e 63 (new): 4 checks. A green overlay sprite at z -10 covers a
  red main sprite at z 1000, in the preview and in the running game.
  A `UI` sprite in front of the main camera and a `Default` one in
  front of the overlay stay away. Without Overlay the second camera
  draws nothing. The settings dialog adds a render layer at the end.
- Counter-checks: inheriting from parents switched off fails 1 unit
  test. Overlays never drawn fails the two overlay checks in e2e 63.
- e2e total 1720 (1716 + 4), computed.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 15:32:52 +02:00

158 lines
5.6 KiB
TypeScript

import { describe, expect, it } from 'vitest';
import {
CreateAssetCommand,
DeleteAssetCommand,
RenameAssetCommand,
ResetAssetPropertyCommand,
SetActiveSceneCommand,
SetAssetPropertyCommand,
} from '../../src/core/commands/assetCommands';
import {
ClearOverrideCommand,
MoveSceneObjectCommand,
PlaceAssetCommand,
RemoveSceneObjectsCommand,
SetOverrideCommand,
} from '../../src/core/commands/sceneObjectCommands';
import { findAsset } from '../../src/core/model/Project';
import { makeSpriteScene, place } from '../helpers';
describe('asset commands', () => {
it('creates assets with defaults and activates the first scene', () => {
const { project, sceneId, spriteId } = makeSpriteScene();
expect(project.assets).toHaveLength(2);
expect(project.activeSceneId).toBe(sceneId);
expect(findAsset(project, spriteId)?.props).toEqual({
enabled: true,
keepOnSceneLoad: false,
scale: 1,
rotation: 0,
mirrorX: false,
mirrorY: false,
sortWithParent: true,
renderLayer: -1,
width: 100,
height: 100,
color: 0xffffff,
texture: '',
shader: '',
});
});
it('renames and sets properties with undo/redo', () => {
const { project, stack, spriteId } = makeSpriteScene();
const sprite = () => findAsset(project, spriteId)!;
stack.execute(new RenameAssetCommand(spriteId, 'Crate'));
stack.execute(new SetAssetPropertyCommand(spriteId, 'width', 250));
expect(sprite().name).toBe('Crate');
expect(sprite().props.width).toBe(250);
stack.undo();
expect(sprite().props.width).toBe(100);
stack.undo();
expect(sprite().name).toBe('Box');
stack.redo();
stack.redo();
expect(sprite().name).toBe('Crate');
expect(sprite().props.width).toBe(250);
});
it('rejects unknown properties', () => {
const { stack, spriteId } = makeSpriteScene();
expect(() => stack.execute(new SetAssetPropertyCommand(spriteId, 'x', 5))).toThrow(/not defined/);
expect(() => stack.execute(new ResetAssetPropertyCommand(spriteId, 'x'))).toThrow(/not defined/);
});
it('resets a property to its schema default with undo', () => {
const { project, stack, spriteId } = makeSpriteScene();
const sprite = () => findAsset(project, spriteId)!;
stack.execute(new SetAssetPropertyCommand(spriteId, 'height', 60));
stack.execute(new ResetAssetPropertyCommand(spriteId, 'height'));
expect(sprite().props.height).toBe(100);
stack.undo();
expect(sprite().props.height).toBe(60);
stack.redo();
expect(sprite().props.height).toBe(100);
});
it('deletes an asset together with its scene objects and restores both on undo', () => {
const f = makeSpriteScene();
const { project, stack, spriteId, sceneOf } = f;
place(f, spriteId, { x: 1, y: 2 });
place(f, spriteId, { x: 3, y: 4 });
expect(sceneOf().objects).toHaveLength(2);
stack.execute(new DeleteAssetCommand(spriteId));
expect(project.assets).toHaveLength(1);
expect(sceneOf().objects).toHaveLength(0);
stack.undo();
expect(project.assets).toHaveLength(2);
expect(sceneOf().objects.map((o) => o.position)).toEqual([
{ x: 1, y: 2, z: 0 },
{ x: 3, y: 4, z: 0 },
]);
});
it('switches the active scene when the active one is deleted', () => {
const { project, stack, sceneId } = makeSpriteScene();
const second = new CreateAssetCommand('scene', 'Level 2');
stack.execute(second);
stack.execute(new SetActiveSceneCommand(second.asset.id));
stack.execute(new DeleteAssetCommand(second.asset.id));
expect(project.activeSceneId).toBe(sceneId);
stack.undo();
expect(project.activeSceneId).toBe(second.asset.id);
});
});
describe('scene object commands', () => {
it('places assets and refuses scenes', () => {
const f = makeSpriteScene();
const { stack, sceneId, spriteId, sceneOf } = f;
const box = place(f, spriteId, { x: 5, y: 6 });
const object = sceneOf().objects[0]!;
expect(object.id).toBe(box);
expect(object.assetId).toBe(spriteId);
expect(object.position).toEqual({ x: 5, y: 6, z: 0 });
expect(object.overrides).toEqual({});
expect(() => stack.execute(new PlaceAssetCommand(sceneId, sceneId, { x: 0, y: 0 }))).toThrow(
/cannot be placed/,
);
expect(sceneOf().objects).toHaveLength(1);
});
it('moves, overrides, clears and removes with undo', () => {
const f = makeSpriteScene();
const { stack, sceneId, spriteId, sceneOf, object } = f;
const box = place(f, spriteId, { x: 0, y: 0 });
stack.execute(new MoveSceneObjectCommand(sceneId, box, { x: 40, y: 50, z: 3 }));
expect(object(box).position).toEqual({ x: 40, y: 50, z: 3 });
stack.undo();
expect(object(box).position).toEqual({ x: 0, y: 0, z: 0 });
stack.redo();
stack.execute(new SetOverrideCommand(sceneId, box, 'color', 0x123456));
expect(object(box).overrides).toEqual({ color: 0x123456 });
expect(() => stack.execute(new SetOverrideCommand(sceneId, box, 'nope', 1))).toThrow();
stack.execute(new ClearOverrideCommand(sceneId, box, 'color'));
expect(object(box).overrides).toEqual({});
stack.undo();
expect(object(box).overrides).toEqual({ color: 0x123456 });
stack.execute(new RemoveSceneObjectsCommand(sceneId, [box]));
expect(sceneOf().objects).toHaveLength(0);
stack.undo();
expect(object(box).position).toEqual({ x: 40, y: 50, z: 3 });
});
it('clears the redo stack on a new command', () => {
const f = makeSpriteScene();
place(f, f.spriteId, { x: 0, y: 0 });
f.stack.undo();
expect(f.stack.canRedo).toBe(true);
place(f, f.spriteId, { x: 1, y: 1 });
expect(f.stack.canRedo).toBe(false);
});
});