Files
feuerwerk/tools/e2e/05-drawing.mjs
T
rootandClaude Fable 5.1 1eb28314cf Refactoring: one file per node, consistent comments, shared helpers, split large modules
- Graph: nodes.ts split into nodes/<category>/<Type>.ts (62 files) with
  shared.ts factories and index.ts registry; NodeContext/values/NodeRegistry
  separated, writeTyped() replaces duplicated typed writes
- Comments: one style (JSDoc on non-obvious exports, // for decisions and
  traps), wrong/stale comments fixed or removed, ids.ts now real 10 base-36 chars
- Core: chainOf, shared worldPosition/editorPosition core, commands/require.ts,
  commands/naming.ts, util/list.ts, setBagValue/toPosition/propDef; dead code
  removed (isBehaviorAsset, SCENE_OBJECT_SCHEMA, CommandStack.subscribe,
  Input.axis, setMode, titleText, World.worldPosition, unused ctor params)
- Editor: Inspector split into inspector/ sections, App.ts into Editor.ts +
  debugHook.ts + shortcuts.ts, Viewport into items.ts + symbols.ts, shared
  "Add collider" action, unified type labels/swatches
- UI toolkit: Widget.trackHover/onPointerRelease, drawControlBox, math helpers,
  Popup.openBelow, Menu/Dialog/ColorPicker/ListRow in own files, named Theme sizes
- Tools: seed-demo/smoke-demo and demo-check project removed, tools/lib
  (harness, projects, builders), e2e.mjs as runner over tools/e2e/*.mjs sections
- Tests: tests/helpers.ts replaces copied fixtures and NodeContext doubles

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-08 08:37:22 +02:00

36 lines
2.1 KiB
JavaScript

/** Draw order: symbols always above sprites, `z` above hierarchy order. */
export async function drawing(t) {
const { check, sleep, json, shot, click, locate, typeText, press, undo, mutate, select, object } = t;
const orderOfCrates = () => json(`__gm.drawOrder().filter(id => id === 'o1' || id === 'o2')`);
// 10. Symbols stay on top: put the camera first in the hierarchy (drawn first) and a crate
// right on top of its icon → the icon must still be drawn above the sprite.
await mutate(`
const objs = __gm.state.activeScene.objects;
const cam = objs.splice(objs.findIndex(o => o.id === 'o3'), 1)[0];
objs.unshift(cam);
const crate = objs.find(o => o.id === 'o1');
crate.position.x = 0; crate.position.y = 0;
__gm.state.select(null)`);
const layers = await json(`[__gm.layerOf('o3'), __gm.layerOf('o1'), __gm.layerOf('o2')]`);
check('camera symbol is drawn in the overlay layer above sprites', JSON.stringify(layers) === '["overlay","objects","objects"]', JSON.stringify(layers));
await shot('13-symbol-on-top');
// 11. Z-order: put both crates on the origin. With equal z the hierarchy order wins
// (o1 before o2 → o2 on top); raising o1's z draws it above o2; undo restores it.
await mutate(`const o2 = __gm.state.activeScene.objects.find(o => o.id === 'o2'); o2.position.x = 0; o2.position.y = 0`);
check('equal z keeps hierarchy order', JSON.stringify(await orderOfCrates()) === '["o1","o2"]', JSON.stringify(await orderOfCrates()));
await select({ kind: 'object', sceneId: 'scene1', objectId: 'o1' });
await sleep(200);
const zLabel = await locate('Z');
await click(zLabel.x + 160, zLabel.y); // plain click → text editing with everything selected
await typeText('5');
await press('Enter');
await sleep(200);
check('Z field sets position.z', (await object('o1')).position.z === 5, `z=${(await object('o1')).position.z}`);
check('higher z is drawn on top', JSON.stringify(await orderOfCrates()) === '["o2","o1"]', JSON.stringify(await orderOfCrates()));
await shot('14-z-order');
await undo();
check('undo restores z', (await object('o1')).position.z === 0, `z=${(await object('o1')).position.z}`);
}