Patterns and songs (#333, #334) have to play sample-accurate in time,
whatever the frame rate does. What is counted in game time runs away
from the sound. This lays the ground: musical time, a scheduler that
plans notes ahead on the audio clock, and a player that starts and ends
a note at a given second. Nothing in the editor plays a sequence yet,
the check scripts drive it through `__gm.music`.
- Ticks, 480 to the quarter as in MIDI files (decided in #332).
Triplets and quintuplets land on whole ticks. Any meter, a beat being
the note value under the line. The tempo always counts quarters.
- `core/music/sequence.ts` is a pure rule: the notes starting in a
window of playing time. Across the end of a loop it looks into the
next round, so the seam has no gap. A note past the loop end ends
there. Windows are whole ticks, and the seam is stepped exactly, so
no rounding can drop the first note of a round.
- `core/music/Scheduler.ts` plans the next 100 ms every 25 ms through a
host, so it is tested with a clock of its own. The first note sounds
50 ms after the start. Changes to the sequence are heard from the
next window on. Stop and seek fade what it started. A new tempo or
loop counts from what is planned, and the playhead keeps its old
pace until the clock gets there.
- The position is the audio clock less `outputLatency`, as bar, beat
and tick.
- The beat comes from a Web Worker (`viewport/musicTimer.ts`), which
keeps its pace in a hidden tab.
- The sound library starts a note at `timing.at`: a buffer source by
`start(when)`, the pitch worklet by counting down inside the render
block it falls in. A note's end is set on the clock at once, its
fade to the sample. Leaving a loop still waits for the page.
- Delay synced to beats (decided in #332, noted from #327): a setting
`Sync` (Seconds / Beats), `time` then in quarter notes, held to the
2 s of the line. Play sound and Play note have an input `tempo`,
120 BPM where nothing is connected. A scheduled note carries the
tempo of its sequence.
- Swing is left for #333/#334, as decided.
Also fixes the red suite of 6f1f315 (task 526). Three checks in e2e 34
waited on the page's clock for things that run on the audio clock. In
CI the voice was already 0.7 s old when first seen, and the 0.3 s note
of Play note was over. `stats().last` now says when a voice started on
the audio clock, and the Quad, Step and Play note checks hold every
reading against it.
Tests:
- music.test.ts (new): 17 tests, time, windows, loop seam, scheduler
with a jittery timer, stop, seek, tempo change
- sound-library +4, soundfx +1, node-catalog +2 (tempo inputs)
- Counter-checks: an unclamped note length, a window that never moves
on, a buffer source ignoring its start time and a Delay ignoring
Beats each turn 1, 6, 1 and 2 tests red
- e2e 34 on melektaus-atx: ALL PASSED, 47 checks (+2). Nine notes of a
looped bar at 150 BPM exactly 0.4 s apart, each planned 89 to 91 ms
ahead. The position matched the clock less 32 ms latency to the
tick. Offline the worklet started on samples 590, 12000 and 15200.
- Gate on melektaus-atx: CHECK EXIT 0, 244 test files, 3786 tests
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
442 lines
17 KiB
TypeScript
442 lines
17 KiB
TypeScript
import { CreateAssetCommand } from '../src/core/commands/assetCommands';
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import { CommandStack } from '../src/core/commands/CommandStack';
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import { AddNodeCommand, ConnectCommand } from '../src/core/commands/graphCommands';
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import { AddPortsCommand } from '../src/core/commands/portCommands';
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import { PlaceAssetCommand } from '../src/core/commands/sceneObjectCommands';
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import { requireNodeDef } from '../src/core/commands/require';
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import { AddVariableCommand } from '../src/core/commands/variableCommands';
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import {
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type DeclaredPort,
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emptySharedState,
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ENTITY_HANDLE,
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type EntityHandle,
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type GraphLookup,
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type GraphNode,
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NO_LOOKUP,
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type NodeContext,
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type PointerState,
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type Value,
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type RunResult,
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portKindOf,
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PROPERTIES,
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VARIABLES,
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VARIABLES_PARAM,
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} from '../src/core/graph';
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import type { GraphInterpreter } from '../src/core/graph/GraphInterpreter';
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import type { EaseShare } from '../src/core/model/animation';
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import type { BehaviorAsset, SceneAsset, VariablesAsset } from '../src/core/model/Asset';
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import { findObject } from '../src/core/model/hierarchy';
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import { worldPosition } from '../src/core/properties/transform';
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import { resolvedHolder } from '../src/core/model/instance';
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import type { Position, PropertyBag, Vec2 } from '../src/core/model/Properties';
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import { createEmptyProject, findScene, type Project } from '../src/core/model/Project';
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import type { SceneObject } from '../src/core/model/SceneObject';
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import { deserializeProject, serializeProject } from '../src/core/store/serialize';
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import type { AudioSink } from '../src/runtime/systems/Audio';
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import { BehaviorSystem, type TimeScaled } from '../src/runtime/systems/BehaviorSystem';
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import type { SaveArea } from '../src/core/graph/savedValues';
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import { readyPhysics } from '../src/runtime/physics/engine';
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import { PhysicsSystem } from '../src/runtime/physics/PhysicsSystem';
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import { CollisionSystem } from '../src/runtime/systems/CollisionSystem';
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import type { CollisionSource } from '../src/runtime/systems/solids';
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import { AnimationSystem } from '../src/runtime/systems/AnimationSystem';
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import { Input } from '../src/runtime/systems/Input';
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import { World } from '../src/runtime/World';
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export interface ProjectFixture {
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project: Project;
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stack: CommandStack;
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}
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export interface SceneFixture extends ProjectFixture {
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sceneId: string;
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spriteId: string;
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/** The scene asset, looked up fresh (undo may replace it). */
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sceneOf(): SceneAsset;
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/** The scene with the content of placed containers resolved in – what the editor shows. */
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viewOf(): SceneAsset;
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object(id: string): SceneObject;
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/** World position of a scene object, ancestors included. */
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world(id: string): Position;
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}
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export function makeProject(): ProjectFixture {
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const project = createEmptyProject('p', 'P');
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return { project, stack: new CommandStack(project) };
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}
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/** A project with a scene "Level" and a 100×100 sprite (named "Box" unless told otherwise), plus lookups into the scene. */
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export function makeSpriteScene(spriteName = 'Box'): SceneFixture {
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const fixture = makeProject();
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const scene = new CreateAssetCommand('scene', 'Level');
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const sprite = new CreateAssetCommand('sprite', spriteName);
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fixture.stack.execute(scene);
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fixture.stack.execute(sprite);
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const sceneOf = () => findScene(fixture.project, scene.asset.id)!;
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const viewOf = () => resolvedHolder(fixture.project, sceneOf()) as SceneAsset;
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const object = (id: string) => findObject(viewOf(), id)!;
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return {
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...fixture,
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sceneId: scene.asset.id,
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spriteId: sprite.asset.id,
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sceneOf,
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viewOf,
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object,
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world: (id) => worldPosition(fixture.project, viewOf(), object(id)),
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};
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}
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/** Places an asset into the fixture's scene at a world position (optionally below a parent) and returns the new object's id. */
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export function place(
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fixture: SceneFixture,
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assetId: string,
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position: Vec2 | Position,
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parentId = '',
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): string {
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const command = new PlaceAssetCommand(fixture.sceneId, assetId, position, parentId);
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fixture.stack.execute(command);
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return command.objectId;
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}
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/** Adds a Variables asset declaring the given number variables – what a run shares. */
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export function makeVariables(
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fixture: ProjectFixture,
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name: string,
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keys: readonly string[],
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): VariablesAsset {
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const command = new CreateAssetCommand('variables', name);
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fixture.stack.execute(command);
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for (const key of keys) fixture.stack.execute(new AddVariableCommand(command.asset.id, key, 'number'));
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return command.asset as VariablesAsset;
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}
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/** Adds a behavior asset declaring the given number variables. */
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export function makeBehavior(
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fixture: ProjectFixture,
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name = 'B',
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variables: readonly string[] = [],
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): BehaviorAsset {
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const command = new CreateAssetCommand('behavior', name);
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fixture.stack.execute(command);
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for (const key of variables) fixture.stack.execute(new AddVariableCommand(command.asset.id, key, 'number'));
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return command.asset as BehaviorAsset;
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}
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export type Edge = readonly [from: GraphNode, fromPort: string, to: GraphNode, toPort: string];
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export interface GraphEditor {
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/** Adds a node with inline params (graph coordinates do not matter to tests). */
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addNode(type: string, params?: PropertyBag): GraphNode;
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/** A Variables node naming `keys`, typed by their declaration; `write` sets all of them or the listed. */
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variables(
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keys: readonly string[],
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options?: { write?: boolean | readonly string[]; params?: PropertyBag },
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): GraphNode;
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/** A Properties node with `params` (its type) declaring `ports`. */
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properties(ports: readonly DeclaredPort[], params?: PropertyBag): GraphNode;
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connect(from: GraphNode, fromPort: string, to: GraphNode, toPort: string): void;
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wire(edges: readonly Edge[]): void;
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}
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/** Command-driven editing of one behavior's graph, the way the editor does it. */
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export function graphEditor(fixture: ProjectFixture, behavior: BehaviorAsset): GraphEditor {
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const { stack } = fixture;
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const connect: GraphEditor['connect'] = (from, fromPort, to, toPort) => {
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stack.execute(
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new ConnectCommand(behavior.id, { node: from.id, port: fromPort }, { node: to.id, port: toPort }),
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);
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};
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return {
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addNode(type, params = {}) {
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const command = new AddNodeCommand(behavior.id, type, 0, 0, params);
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stack.execute(command);
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return command.node;
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},
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variables(keys, { write = false, params = {} } = {}) {
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const command = new AddNodeCommand(behavior.id, VARIABLES, 0, 0, params);
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stack.execute(command);
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const writes = (key: string) => write === true || (Array.isArray(write) && write.includes(key));
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const ports = keys.map((key): DeclaredPort => {
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// A node pointed at a Variables asset declares that asset's variables, not the behavior's.
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const source = fixture.project.assets.find((a) => a.id === params[VARIABLES_PARAM]);
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const declarations = source?.type === 'variables' ? source.variables : behavior.variables;
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const declared = declarations.find((v) => v.key === key);
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const kind = declared ? portKindOf(declared) : 'number';
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return writes(key) ? { key, kind, write: true } : { key, kind };
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});
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if (ports.length > 0) stack.execute(new AddPortsCommand(behavior.id, command.node.id, ports));
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return command.node;
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},
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properties(ports, params = {}) {
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const command = new AddNodeCommand(behavior.id, PROPERTIES, 0, 0, params);
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stack.execute(command);
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if (ports.length > 0) stack.execute(new AddPortsCommand(behavior.id, command.node.id, ports));
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return command.node;
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},
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connect,
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wire(edges) {
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for (const [from, fromPort, to, toPort] of edges) connect(from, fromPort, to, toPort);
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},
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};
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}
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export const NO_POINTER: PointerState = {
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x: 0,
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y: 0,
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inside: false,
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down: false,
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pressed: false,
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released: false,
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wheel: 0,
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};
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/** A top-level entity handle named after itself, with empty props. */
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export function fakeEntity(name: string, x = 0, assetId = `asset-${name}`): EntityHandle {
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return { [ENTITY_HANDLE]: true, id: name, assetId, name, x, y: 0, z: 0, props: {}, parent: null };
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}
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/** An entity handle "h" carrying the given props, optionally below a parent. */
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export function fakeHandle(props: PropertyBag, parent: EntityHandle | null = null): EntityHandle {
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return { [ENTITY_HANDLE]: true, id: 'h', assetId: 'a', name: 'h', x: 0, y: 0, z: 0, props, parent };
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}
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/** `changes` records the state moves the context was told about, in the order they were reported. */
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export type FakeContext = NodeContext & {
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logs: string[];
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stopped: boolean;
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changes: { machineId: string; from: string; to: string }[];
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/** What the context was asked to play and to silence, in order – nothing here makes a noise. */
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played: {
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assetId: string;
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volume: number;
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loop: boolean | undefined;
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detached: boolean;
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fx: string;
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fxParams: Readonly<Record<string, number>>;
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tempo: number;
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}[];
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/** The notes the context was asked to play (#331); a voice's number is how many have been played. */
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notes: {
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instrumentId: string;
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note: number;
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velocity: number;
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volume: number;
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duration: number;
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detached: boolean;
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instrumentParams: Readonly<Record<string, number>>;
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tempo: number;
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}[];
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silenced: string[];
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tuned: { voice: number; fxParams: Readonly<Record<string, number>>; time: number; ease: EaseShare }[];
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/** The scenes the context was asked to load, in order. */
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loaded: string[];
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/** The time scale and the pause the context holds, as the game nodes left them. */
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scale: number;
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paused: boolean;
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};
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/** A NodeContext double: self/owner handles, `speed = 100`, dt 0.5, moves applied directly, `log` and `stop` recorded. */
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export function fakeContext(overrides: Partial<NodeContext> = {}): FakeContext {
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const logs: string[] = [];
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const ctx: FakeContext = {
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self: fakeEntity('self'),
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owner: fakeEntity('owner'),
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variables: { speed: 100 },
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states: {},
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shared: emptySharedState(),
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changes: [],
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stateChanged: (machineId, from, to) => ctx.changes.push({ machineId, from, to }),
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time: 0,
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dt: 0.5,
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logs,
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stopped: false,
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findByName: () => null,
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isAlive: () => true,
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findReferenced: () => null,
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childByName: () => null,
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objects: () => [],
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isKeyDown: () => false,
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wasKeyPressed: () => false,
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wasKeyReleased: () => false,
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pointer: { ...NO_POINTER },
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pointerThrough: () => ({ x: 0, y: 0, inside: false }),
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hitTest: () => false,
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isTouching: () => false,
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raycast: () => null,
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raycastAll: () => [],
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collisionLayerOf: () => null,
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renderLayerOf: () => null,
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ignoreOneWay: () => {},
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isTilemap: () => false,
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tileAt: () => null,
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setTile: () => false,
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moveAndSlide: (target, dx, dy) => {
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target.x += dx;
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target.y += dy;
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return { blockedX: false, blockedY: false, hit: false, normal: { x: 0, y: 0 } };
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},
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log: (message) => logs.push(message),
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played: [],
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silenced: [],
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loaded: [],
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// The number of a voice is how many have been played: unique, and never 0.
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playSound: (assetId, volume, loop, detached, fx, fxParams, tempo) =>
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ctx.played.push({ assetId, volume, loop, detached, fx, fxParams, tempo }),
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notes: [],
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playNote: (instrumentId, note, velocity, volume, duration, detached, instrumentParams, tempo) =>
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ctx.notes.push({ instrumentId, note, velocity, volume, duration, detached, instrumentParams, tempo }),
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// Every sound lasts a quarter of a second, as if it had been loaded.
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soundLength: () => 0.25,
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// The tail of a voice is its number in tenths of a second, so a test can tell one from another.
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soundTail: (voice) => voice / 10,
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// A voice by its number, and letting ring, are written into the line, so one list says it all.
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stopSound: (assetId, letRing) => ctx.silenced.push(letRing ? `${assetId} (let ring)` : assetId),
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stopVoice: (voice, letRing) => ctx.silenced.push(`voice ${voice}${letRing ? ' (let ring)' : ''}`),
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tuned: [],
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tuneSound: (voice, fxParams, time, ease) => ctx.tuned.push({ voice, fxParams, time, ease }),
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loadScene: (sceneId) => ctx.loaded.push(sceneId),
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spawn: () => null,
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addJoint: () => null,
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destroy: () => [],
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stop: () => {
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ctx.stopped = true;
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},
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restart: () => {},
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scale: 1,
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paused: false,
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timeScale: () => ctx.scale,
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setTimeScale: (scale) => {
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ctx.scale = scale;
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},
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isPaused: () => ctx.paused,
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setPaused: (paused) => {
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ctx.paused = paused;
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},
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...overrides,
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};
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return ctx;
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}
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/** Runs a node on its registered definition: the shape it has while sitting in no graph. */
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export function runDef(
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type: string,
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ctx: NodeContext,
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inputs: Record<string, Value>,
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params: PropertyBag = {},
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entry = 'exec',
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lookup: GraphLookup = NO_LOOKUP,
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): RunResult {
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const def = requireNodeDef(type);
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return def.run!(ctx, inputs, params, def, entry, lookup);
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}
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/**
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* Runs every event node of `type` in the graph, in the order the graph holds them, and answers how
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* many ran. A game orders its events across all behaviors instead (#264); a test of one graph does not.
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*/
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export function fire(
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interpreter: GraphInterpreter,
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type: string,
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ctx: NodeContext,
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outputs: Record<string, Value> = {},
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filter?: (node: GraphNode) => boolean,
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): number {
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const nodes = interpreter.eventNodes(type).filter((node) => !filter || filter(node));
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for (const node of nodes) interpreter.pulse(node, ctx, outputs);
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return nodes.length;
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}
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/** Runs one node definition in isolation and returns its data outputs. */
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export function runNode(
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type: string,
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inputs: Record<string, Value>,
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params: PropertyBag = {},
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ctx: NodeContext = fakeContext(),
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): Record<string, Value> {
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return runDef(type, ctx, inputs, params).outputs ?? {};
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}
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export interface WorldOptions {
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collisions?: boolean;
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/**
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* With `collisions`: the played game's physics engine rather than the editor run's detection
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* (#146). The engine has to be loaded first – `await loadPhysics()` in a `beforeAll`.
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*/
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physics?: boolean;
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animations?: boolean;
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behaviors?: boolean;
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/** Where `Play sound` ends up; without one the run plays to nobody (see `SILENT_AUDIO`). */
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audio?: AudioSink;
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/** The clock `Set time scale` turns; without one the run is treated like the editor run. */
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clock?: TimeScaled;
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/** Where persistent Variables assets keep their values; without one nothing outlives the run. */
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saves?: SaveArea;
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}
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export interface StartedWorld {
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world: World;
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collisions: CollisionSource | null;
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behaviors: BehaviorSystem | null;
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/** Feed keys with `input.press('a')`; `frame()` clears the edges the way the editor does. */
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input: Input;
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/** One tick plus the end-of-frame bookkeeping the editor's play loop performs. */
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frame(dt?: number): void;
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}
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/** Instantiates the fixture's scene, optionally with collisions, animations and a BehaviorSystem fed by both. */
|
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export function startWorld(
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fixture: SceneFixture,
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options: WorldOptions & { collisions: true },
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): StartedWorld & { collisions: CollisionSource };
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export function startWorld(fixture: SceneFixture, options?: WorldOptions): StartedWorld;
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export function startWorld(fixture: SceneFixture, options: WorldOptions = {}): StartedWorld {
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const world = World.instantiate(fixture.project, fixture.sceneId);
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const collisions = options.collisions
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? options.physics
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? new PhysicsSystem(readyPhysics() ?? fail('load the physics engine before starting a world with it'))
|
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: new CollisionSystem()
|
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: null;
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const input = new Input();
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const animations = options.animations ? new AnimationSystem() : null;
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if (collisions) world.addSystem(collisions);
|
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if (animations) world.addSystem(animations);
|
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const behaviors = options.behaviors
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? new BehaviorSystem(fixture.project, input, {
|
||
collisions,
|
||
animations,
|
||
audio: options.audio,
|
||
clock: options.clock,
|
||
saves: options.saves,
|
||
})
|
||
: null;
|
||
if (behaviors) world.addSystem(behaviors);
|
||
return {
|
||
world,
|
||
collisions,
|
||
behaviors,
|
||
input,
|
||
frame(dt = 1 / 60) {
|
||
world.tick(dt);
|
||
input.endFrame();
|
||
},
|
||
};
|
||
}
|
||
|
||
/**
|
||
* Both ways a run detects collisions: the editor run's own and the played game's engine (#146).
|
||
* Everything without a rigidbody must come out the same on either.
|
||
*/
|
||
export const COLLISION_SYSTEMS = [
|
||
{ system: 'CollisionSystem', physics: false },
|
||
{ system: 'PhysicsSystem', physics: true },
|
||
] as const;
|
||
|
||
function fail(message: string): never {
|
||
throw new Error(message);
|
||
}
|
||
|
||
/** The project as it comes back after being saved and loaded again. */
|
||
export function roundTrip(project: Project): Project {
|
||
return deserializeProject(serializeProject(project));
|
||
}
|