Files
feuerwerk/src/core/graph/NodeContext.ts
T
adminandClaude Opus 5.5 2a3b90b017
game-maker / gate (push) Successful in 3m21s
game-maker / suite (push) Failing after 13m22s
Play and stop a pattern from a behavior in the game #336
A pattern could only be heard in its tab. Songs come with #334, and
only then can #336 play them in a game. Until then a game plays a
single pattern, looped or once, through two new nodes.

- Play pattern plays the whole pattern through its instrument at its
  own tempo. The loop on the ruler is only for editing. Inputs are
  pattern, volume, loop (on by default) and detached. It gives out
  playback, 0 where there is no instrument or no note.
- Stop pattern stops one pattern, every pattern for none, or one
  playback by its number. Let ring lets notes with an Envelope fall
  away in their release.
- A playing is numbered and owned like a voice. Destroying the object,
  Stop sound with nothing named and the end of the run stop it. Stop
  sound with a voice takes a playback too.
- Each playing runs on a scheduler of its own (core/music/playbacks).
  It waits for its files first, and a stop that came earlier wins.
- The scheduler has an end for a sequence that does not loop. It stops
  waking there and is done once its last notes are.
- The worker clock moved to viewport/wake.ts, so SoundLibrary can use
  it without importing music.ts.

Tests:
- pattern-play.test.ts (new): 8 tests, node catalog +7 cases
- e2e 64 (melektaus-atx): ALL PASSED, 23 checks (+3)
- Gate (melektaus-atx): CHECK EXIT 0, 248 files, 3854 tests
- Counter-checks: no end in the scheduler, and no owner for the
  playing, each fail 1 test

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-06 15:29:45 +02:00

343 lines
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TypeScript
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import type { AnimationPlayer, EaseShare } from '../model/animation';
import type { Mat } from '../model/matrix';
import type { Position, PropertyBag } from '../model/Properties';
import type { FxParams } from '../soundfx/nodes';
import { type ChainTransform, composeAlongChain } from '../model/walk';
import { enabledAlongChain } from '../properties/enabled';
import { localMatrixOf, positionOf, transformOf } from '../properties/transform';
/**
* Marks a live entity apart from a struct value: both reach a data edge as an object. A symbol
* rather than a field, so no struct field name can impersonate it – and it never serializes,
* which is right for a thing that exists only while the game runs.
*/
export const ENTITY_HANDLE: unique symbol = Symbol('entity handle');
/**
* What a graph sees of a running entity; the runtime's Entity satisfies this shape. Mutating
* `x`/`y`/`props` is how actions take effect.
*/
export interface EntityHandle {
readonly [ENTITY_HANDLE]: true;
id: string;
assetId: string;
name: string;
/** Position local to `parent` (world position for top-level entities). */
x: number;
y: number;
z: number;
props: PropertyBag;
parent: EntityHandle | null;
/**
* Counts the Emit pulses a particle source has been given. Kept off `props` for the reason the
* animation players are: what the world writes back to the model must not grow an override per frame.
*/
emits?: number;
/** What `Play animation` started on this object (see `model/animation.ts`). */
animations?: AnimationPlayer[];
}
/** Position, rotation, scale and mirror of every ancestor applied, nearest last. */
export function worldTransformOf(handle: EntityHandle): ChainTransform {
return composeAlongChain(
handle,
(h) => h.parent,
(h) => ({ m: localMatrixOf(h, transformOf(h.props)), z: h.z }),
);
}
export function worldMatrixOf(handle: EntityHandle): Mat {
return worldTransformOf(handle).m;
}
export function worldPositionOf(handle: EntityHandle): Position {
return positionOf(worldTransformOf(handle));
}
/** Whether a handle and every ancestor of it are switched on. */
export function isHandleEnabled(handle: EntityHandle): boolean {
return enabledAlongChain(
handle,
(h) => h.props,
(h) => h.parent,
);
}
/** Position in world units. */
export interface PointerState {
x: number;
y: number;
inside: boolean;
down: boolean;
pressed: boolean;
released: boolean;
/** How far the wheel turned this tick, in notches, positive downwards (see `wheelNotches`). */
wheel: number;
}
/**
* What is shared for the length of one run: the values of each Variables asset, keyed by its id,
* and the current state of each `global` machine. Two Variables assets may declare the same name
* without meeting, since a node names the asset it reads (see `graph/sharedState.ts`).
*/
export interface SharedState {
variables: Record<string, PropertyBag>;
states: Record<string, string>;
}
/**
* What a graph can do to the played game's physics (#147). The object is the one a rigidbody sits
* on, or the rigidbody itself; only a dynamic body is acted on or read, and each call answers
* whether there was one. Vectors are world units, turning is degrees the way rotation counts.
*/
export interface PhysicsControl {
velocityOf(target: EntityHandle): { x: number; y: number; angular: number } | null;
setVelocity(target: EntityHandle, x: number, y: number): boolean;
setAngularVelocity(target: EntityHandle, degrees: number): boolean;
/** World units × kg per second: the velocity changes by impulse ÷ mass. */
applyImpulse(target: EntityHandle, x: number, y: number): boolean;
/** World units per second squared, for the rest of the run. */
setGravity(x: number, y: number): void;
/**
* How far a hinge has turned (degrees) or a slider has glided (world units) from how it was placed,
* and how fast; null for any other joint, for one that holds nothing, and for anything else (#154).
*/
jointStateOf(target: EntityHandle): { value: number; speed: number } | null;
}
/**
* What a move with collision met: which of the object's own axes something stood against, whether
* it hit anything, and the world normal of the first contact (pointing away from what was hit).
*/
export interface MoveOutcome {
blockedX: boolean;
blockedY: boolean;
hit: boolean;
normal: { x: number; y: number };
}
/** What a ray met (#153): the object and the collider (or tilemap), where, the face and how far. */
export interface RayOutcome {
object: EntityHandle;
collider: EntityHandle;
point: { x: number; y: number };
normal: { x: number; y: number };
distance: number;
}
/**
* Everything the graph does to the world goes through here, so the core stays free of runtime
* imports. Implemented by the runtime (BehaviorSystem) and by test doubles.
*/
export interface NodeContext {
self: EntityHandle;
/** The behavior's parent object – the one the graph acts on. */
owner: EntityHandle | null;
variables: PropertyBag;
/**
* The current state of each state machine this instance has set, keyed by machine asset id,
* as the state node's id. A machine not in here is in no state: `State branch` follows nothing.
*/
states: Record<string, string>;
shared: SharedState;
/**
* A machine moved from one state to another – what `On state exited` / `On state entered` are
* fired from. Reported rather than fired on the spot: the events belong after the exec flow that
* caused them, never in the middle of it (see `BehaviorSystem`).
*/
stateChanged(machineId: string, from: string, to: string): void;
/** Seconds since the world started and since the last tick. */
time: number;
dt: number;
findByName(name: string): EntityHandle | null;
/** Whether the object is still in the game – false once destroyed, or once its world has ended. */
isAlive(target: EntityHandle): boolean;
/** The object a reference on `from` names (#258, see `model/objectRefs.ts`); null when there is none. */
findReferenced(from: EntityHandle, ref: string): EntityHandle | null;
/** The nearest object called `name` below `parent` – a child before a grandchild; null for none. */
childByName(parent: EntityHandle, name: string): EntityHandle | null;
/** Every object in the game right now, in scene order – what the plural lookups filter (#259). */
objects(): readonly EntityHandle[];
isKeyDown(key: string): boolean;
/** Whether the key went down / came up in this frame – the edges `On key down` and `On key up` fire on. */
wasKeyPressed(key: string): boolean;
wasKeyReleased(key: string): boolean;
pointer: PointerState;
/**
* The mouse as `camera` sees it (#304): world units through that camera, and whether the mouse is
* on its picture. The main camera gives `pointer`; a camera not drawn is never under the mouse.
*/
pointerThrough(camera: EntityHandle): { x: number; y: number; inside: boolean };
/**
* Whether a world point lies on `target`: on its colliders when it has any, otherwise on its own
* footprint or that of anything parented below it.
*/
hitTest(target: EntityHandle, x: number, y: number): boolean;
/** A collider entity stands for itself; any other entity for its direct collider children. */
isTouching(a: EntityHandle, b: EntityHandle): boolean;
/**
* Moves `target` by (dx, dy) in local units; its solid colliders stop flush at other solid ones
* and the rest of the move goes on along the surface, less what friction takes.
*/
moveAndSlide(target: EntityHandle, dx: number, dy: number): MoveOutcome;
/**
* The first solid a ray from (x, y) along (dx, dy) meets within `length`, all in world units;
* null for none. `ignore` and whatever is parented below it are not met, and neither is anything
* off the layers of `layers` (a 16-bit mask, #158).
*/
raycast(
from: { x: number; y: number },
direction: { x: number; y: number },
length: number,
options: { ignore: EntityHandle | null; triggers: boolean; layers: number },
): RayOutcome | null;
/**
* Everything that ray meets, nearest first, rather than only the first of them (#157). One entry
* per collider and one per tilemap cell; `maxHits` above 0 keeps that many of the nearest.
*/
raycastAll(
from: { x: number; y: number },
direction: { x: number; y: number },
length: number,
options: { ignore: EntityHandle | null; triggers: boolean; layers: number; maxHits: number },
): RayOutcome[];
/**
* The number of the collision layer `target` is on (#211): a collider's or tilemap's own, any
* other object's that of its first collider child; null for an object without a collider.
*/
collisionLayerOf(target: EntityHandle): number | null;
/**
* The number of the render layer `target` is drawn on (#305): its own choice, else its parent's,
* at the top 0; null for an object that is not drawn.
*/
renderLayerOf(target: EntityHandle): number | null;
/** Lets `target` fall through one-way colliders and tiles for `seconds` (#155). */
ignoreOneWay(target: EntityHandle, seconds: number): void;
/** Whether `target` is a placed tilemap – what the tile nodes act on (#135). */
isTilemap(target: EntityHandle): boolean;
/**
* The tile id in a cell of a placed tilemap, `''` for an empty one; null when `target` is no
* tilemap, has no layer of that name (`''` = its first) or the cell lies outside its grid.
*/
tileAt(target: EntityHandle, layer: string, cell: { x: number; y: number }): string | null;
/**
* Puts a tile into that cell, `''` empties it; false where `tileAt` answers null or the id is no
* tile. Only this placement changes, and only for the run (see `model/liveTilemap.ts`).
*/
setTile(target: EntityHandle, layer: string, cell: { x: number; y: number }, tileId: string): boolean;
/** Absent where nothing is simulated: the editor run, and a test double that does not ask for it. */
physics?: PhysicsControl;
log(message: string): void;
/**
* Starts a sound asset, named by its id. `volume` multiplies the asset's own (1 leaves it alone);
* `loop` is the caller's answer to whether it repeats, and `undefined` leaves that to the asset,
* because the asset says what a sound *is* and the node only colours it. Every call is a voice of
* its own: two plays overlap, whether they loop or not, which is what makes one sound effect
* fired twice in a row audible twice.
*
* The voice belongs to the behavior that started it and ends when that behavior is destroyed –
* a sound is something a thing in the world is doing. `detached` gives that up on purpose, for
* the one case where the rule is in the way: the death sound of an object that destroys itself.
* `fx` names a sound FX asset the voice is played through (#311); `''` plays it as it is.
* `fxParams` are values for its parameters; one not given is the default the FX declares.
* `tempo` is what a Delay synced to beats counts by (#332).
* Returns the number of the voice for `tuneSound`, or 0 where nothing is played.
*/
playSound(
assetId: string,
volume: number,
loop: boolean | undefined,
detached: boolean,
fx: string,
fxParams: FxParams,
tempo: number,
): number;
/**
* Plays one note of an instrument asset (#331): `note` as MIDI counts it (60 is C4), struck with
* `velocity` (0 to 1, how loud it is next to `volume`) and released after `duration` seconds, or
* held until it is stopped where that is 0. Owned like a `playSound` voice, `instrumentParams` are
* values for the instrument's parameters, `tempo` as for `playSound`. Returns the number of the
* voice, 0 where nothing plays.
*/
playNote(
instrumentId: string,
note: number,
velocity: number,
volume: number,
duration: number,
detached: boolean,
instrumentParams: FxParams,
tempo: number,
): number;
/**
* Plays a pattern asset through its instrument, at its own tempo, once or round and round, every
* note at `volume`. Owned like a `playSound` voice. Returns its number, for `stopVoice`; 0 where
* there is nothing to play.
*/
playPattern(patternId: string, volume: number, loop: boolean, detached: boolean): number;
/** Stops every playing of that pattern, `''` every pattern; `letRing` lets its notes fall away in their release. */
stopPattern(patternId: string, letRing: boolean): void;
/**
* How many seconds one run of that sound asset lasts, so a change can span it; 0 where it does not
* exist or has not been loaded yet.
*/
soundLength(assetId: string): number;
/** How many seconds that voice rings on after its sound ends: its echoes (#324); 0 for none. */
soundTail(voice: number): number;
/**
* Silences every voice of that sound; `''` silences everything this run started. `letRing` stops
* the sound and lets its echoes fade (#324).
*/
stopSound(assetId: string, letRing: boolean): void;
/** Silences one voice, by the number `playSound` gave it. */
stopVoice(voice: number, letRing: boolean): void;
/**
* Hands new values to the sound FX parameters of one voice, by the number `playSound` gave it
* (#315), so a running sound follows the game. A voice that has ended is not reached. `time` is
* how many seconds the values take to get there, on the audio clock and along `ease`; 0 is a
* quick glide.
*/
tuneSound(voice: number, fxParams: FxParams, time: number, ease: EaseShare): void;
/**
* Asks for another scene, by asset id. The swap happens once the frame is over – a graph must be
* able to finish the flow it is in, and half a frame in the old world and half in the new one is
* the kind of thing nobody can debug. The last request of a frame is the one that happens.
*/
loadScene(sceneId: string): void;
/**
* The position is local to `parent` (world when none); null when the asset does not exist or
* cannot be placed. A spawned behavior runs its `On start` on the next tick.
*/
spawn(
assetId: string,
position: { x: number; y: number; z: number },
parent: EntityHandle | null,
): EntityHandle | null;
/**
* Places the joint asset on `owner` at `at` of that object and connects it to `connected`, the
* scene when null (#154). Null when the asset is no joint or the object is gone.
*/
addJoint(
assetId: string,
owner: EntityHandle,
connected: EntityHandle | null,
at: { x: number; y: number },
): EntityHandle | null;
/**
* Removes `target` with everything below it. With `keepChildren` only the object goes: its
* children move up to its parent where they stand, and are answered, nearest level only.
*/
destroy(target: EntityHandle, keepChildren: boolean): EntityHandle[];
stop(): void;
/** Ends the run and starts it again from the saved scene (everything spawned is lost). */
restart(): void;
/** The global time scale the run goes at (#167): 1 is real time, 0 frozen. */
timeScale(): number;
/** For the rest of the run, the next scene included; Play and Stop set it back to 1. */
setTimeScale(scale: number): void;
/** Whether a behavior paused the game – not the editor's own pause, which runs no graph at all. */
isPaused(): boolean;
/** From the next frame on, only behaviors that run while paused are ticked. */
setPaused(paused: boolean): void;
}