Files
feuerwerk/tests/core/enabled.test.ts
T
rootandClaude Fable 5.1 42cafa7543
game-maker / suite (push) Failing after 3m59s
Shader assets: graph-built shaders, the Shader tab and sprite rows from the graph (#62)
A shader is an asset carrying a node graph (Texture color, Output, Property,
Color, Add/Subtract/Multiply/Divide, Mix, Luminance) that compiles to the GLSL
fragment of a Pixi filter. The Shader tab reuses the Behavior canvas; a sprite
wears a shader through its Shader picker, and the rows below it are the
graph's Property nodes. Property schema, resolution and deviation take the
project because a sprite's rows now live in another asset. The built-in
registry of the prototype is gone; "Adjust colors" ships as a graph in the
fixture and the three example games.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-12 22:41:14 +02:00

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import { describe, expect, it } from 'vitest';
import { AddColliderCommand } from '../../src/core/commands/colliderCommands';
import { SetOverrideCommand } from '../../src/core/commands/sceneObjectCommands';
import { AddVariableCommand } from '../../src/core/commands/variableCommands';
import { isHandleEnabled } from '../../src/core/graph';
import { findAsset, findScene } from '../../src/core/model/Project';
import { schemaFor } from '../../src/core/properties/PropertySchema';
import { resolveSceneObjectProps } from '../../src/core/properties/resolve';
import {
fakeHandle,
graphEditor,
makeBehavior,
makeProject,
makeSpriteScene,
place,
roundTrip,
runNode,
startWorld,
} from '../helpers';
/** A 100×100 wall at x = 200 and a 100×100 mover at the origin, both with box colliders, in a running world. */
function wallAndMover() {
const f = makeSpriteScene();
const moverId = place(f, f.spriteId, { x: 0, y: 0 });
const wallId = place(f, f.spriteId, { x: 200, y: 0 });
const wallCollider = new AddColliderCommand(f.sceneId, wallId);
f.stack.execute(new AddColliderCommand(f.sceneId, moverId));
f.stack.execute(wallCollider);
const { world, collisions } = startWorld(f, { collisions: true });
return {
world,
collisions,
mover: world.findByObjectId(moverId)!,
wall: world.findByObjectId(wallCollider.objectId)!,
};
}
describe('the enabled switch', () => {
it('is a common property of every placeable type, defaults to on and overrides per object', () => {
expect(schemaFor('sprite')[0]).toMatchObject({ key: 'enabled', kind: 'boolean', default: true });
expect(schemaFor('behavior').map((d) => d.key)).toEqual(['enabled', 'runInEditor']);
expect(schemaFor('scene').some((d) => d.key === 'enabled')).toBe(false);
const f = makeSpriteScene();
const { project, stack, sceneId, spriteId, object } = f;
const box = place(f, spriteId, { x: 0, y: 0 });
expect(resolveSceneObjectProps(project, findAsset(project, spriteId)!, object(box)).enabled).toBe(true);
// Switching an instance off is an ordinary override – and survives a round trip.
stack.execute(new SetOverrideCommand(sceneId, box, 'enabled', false));
expect(object(box).overrides).toEqual({ enabled: false });
expect(findScene(roundTrip(project), sceneId)!.objects[0]!.overrides).toEqual({ enabled: false });
stack.undo();
expect(object(box).overrides).toEqual({});
});
it('is inherited: a child of a switched-off parent is off as well', () => {
const parent = fakeHandle({ enabled: false });
const child = fakeHandle({ enabled: true }, parent);
expect(isHandleEnabled(child)).toBe(false);
expect(child.props.enabled).toBe(true); // its own switch is untouched
parent.props.enabled = true;
expect(isHandleEnabled(child)).toBe(true);
expect(runNode('IsEnabled', { object: child })).toEqual({ result: true, own: true });
});
it('cannot be shadowed by a behavior variable', () => {
const f = makeProject();
const behavior = makeBehavior(f);
expect(() => new AddVariableCommand(behavior.id, 'enabled', 'number').execute(f.project)).toThrow();
});
it('takes a collider out of the collision system while it is off', () => {
const { world, collisions, wall, mover } = wallAndMover();
// The wall blocks: moving 200 to the right stops at 100 units of distance (two 100-wide boxes).
collisions.moveAndSlide(world, mover, 200, 0);
expect(mover.x).toBeCloseTo(100, 5);
// Switched off, the wall is not there at all.
mover.x = 0;
wall.props.enabled = false;
collisions.moveAndSlide(world, mover, 200, 0);
expect(mover.x).toBeCloseTo(200, 5);
});
it('stops a behavior while it is off and runs On start when it is switched on', () => {
const f = makeSpriteScene();
const behavior = makeBehavior(f, 'Counter', ['ticks']);
// On start and On update both add one to `ticks`.
const edit = graphEditor(f, behavior);
const start = edit.addNode('OnStart');
const update = edit.addNode('OnUpdate');
const one = edit.addNode('Number', { value: 1 });
const add = edit.addNode('Add');
const get = edit.variables(['ticks']);
const set = edit.variables(['ticks'], { write: true });
edit.wire([
[update, 'exec', set, 'exec'],
[get, 'ticks', add, 'a'],
[one, 'value', add, 'b'],
[add, 'result', set, 'ticks'],
[start, 'exec', set, 'exec'],
]);
const counter = place(f, behavior.id, { x: 0, y: 0 });
f.stack.execute(new SetOverrideCommand(f.sceneId, counter, 'enabled', false));
const { world } = startWorld(f, { behaviors: true });
const entity = world.findByObjectId(counter)!;
world.tick(0.1);
world.tick(0.1);
expect(entity.props.ticks).toBe(0); // off: no On start, no ticks
entity.props.enabled = true; // what Properties with `enabled` set does
world.tick(0.1);
expect(entity.props.ticks).toBe(2); // On start plus this frame's On update
world.tick(0.1);
expect(entity.props.ticks).toBe(3);
entity.props.enabled = false;
world.tick(0.1);
expect(entity.props.ticks).toBe(3); // frozen again, state kept
});
});