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feuerwerk/tools/e2e/46-topbar.mjs
T
adminandClaude Opus 5.5 7dd3ae1131
game-maker / gate (push) Successful in 3m19s
game-maker / suite (push) Failing after 11m41s
Tie two objects with a hinge, a spring, a rope or for good (#154)
Two bodies could not be connected: no door on a hinge, no lamp on
a rope, no wheel on an axle. This is the first step of the issue,
the four joints without a motor. The slider and the motors follow
in a second step under the same issue.

- Joint is a new asset type, placed as a child of the object it
  holds, like a collider or a rigidbody. "Add joint…" in the
  object menu makes one or places one the project has. An object
  takes as many as it needs.
- Where the joint sits is the point it holds its object at. A
  hinge and a fixed joint have that one point only. A spring and a
  rope end at a connected anchor on the other object, counted in
  that object's own units, or in the scene's without one.
- The rows follow the type: length, stiffness and damping for a
  spring, length for a rope, an angle limit for a hinge. Length 0
  takes the distance the two ends were placed at. The limit counts
  from how the two were placed.
- The connected object is an object reference in the schema of the
  type. Pasting, containers and removing treat it as they treat
  every reference since #258.
- shownFor is a new schema option: a row is shown while an enum of
  the same bag holds one of the named values.
- The object needs a rigidbody, its own or one further up. Without
  one the joint holds nothing and the console says so once.
- A connected object without a rigidbody is a moving anchor: the
  joint has a kinematic body of its own that follows it.
- A connected object destroyed while playing makes the joint let go
  with a hint. Removed in the editor the reference empties, so the
  joint holds on to the scene. The issue asked for "inactive" there.
- "Add joint" ties two objects while the game runs, from a joint
  asset as the template. Destroy on the joint lets go, there is no
  Break joint node. Destroy with keep children takes the joints
  along with the object.
- The scene view draws a line from each joint to what it holds on
  to and rings the held point. A selected spring or rope has a
  round handle on its far end, and dragging it is one undo step.
- Joints hold in Play only. The editor run simulates nothing
  (#148), and the inspector of a placed joint says so.
- Rapier counts a revolute joint's limits absolutely, not from the
  start, so the placed angle is added. Measured with a probe.
- The + menu has 25 types now and no longer fits under its button
  on a canvas 800 high. It scrolls there, and e2e 04 scrolls to
  the last entry instead of expecting it in view.

Tests:
- Gate on melektaus-atx for this state: 218 files, 3390 tests
  (3336 + 54), exit 0.
- e2e 1-16,24,39-46,51,52,57,58 on melektaus-atx: 831 checks, all
  pass. Module 41 alone: 25 checks (21 + 4).
- 54 new unit tests: 40 in joints.test.ts (rope, spring, pendulum,
  limit, fixed, the other end, the node, containers, paste), 6 for
  the line the scene view draws, 4 catalog cases of the node. The
  remaining 4 come from tests that make a case per asset type.
- Four new e2e checks in module 41: Add joint from the menu, the
  rope to the hook with its line and handle, dragging the handle
  with one undo, the bob hanging in Play next to one that falls.
- e2e 04, 40 and 46 count the new type in their lists.
- 21 of 22 unit counter-probes fail their tests. The other one is
  equivalent: Rapier ignores removing a joint that left with its
  body, the guard stays.
- Three browser counter-probes fail their checks (2, 1 and 2).
- One screenshot looked at: icon, line, handle and the rope rows.
- The e2e sum of 1691 is counted (1687 + 4, 1687 measured by CI
  on e066613). The full suite and the smokes did not run.
- Not seen in the browser: spring, hinge with limit and fixed
  joint, the node Add joint, a connected object that moves, joints
  inside a container, the released game. Unit tests cover them
  but the last. Limits under a mirrored parent are not handled.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 21:43:12 +02:00

405 lines
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/**
* The top bar after its rework (#183): five icon buttons and no captions at all. What it used to
* spell out moved into the one menu – the project list into "Open project…", the project name and
* the start-scene switch into "Project settings…" next to the collision layers.
*
* Runs last, and on purpose: the project picker is opened here and left again with Cancel. Opening
* or deleting a project for real would pull the project out from under every step before this one.
*/
export async function topbar(t) {
const { check, json, has, shot, clickText, clickToolbar, typeText, press, sleep, waitUntil } = t;
await press('Escape');
// 46a. Nothing in the bar is written any more. The five words it used to carry are asked for as
// drawn text: the buttons are still there, only their captions are gone.
const captions = {
project: await has('Project'),
undo: await has('Undo'),
redo: await has('Redo'),
play: await has('Play'),
pause: await has('Pause'),
};
check(
'the top bar carries no captions any more – menu, undo, redo, play and pause are icons',
Object.values(captions).every((shown) => shown === false),
JSON.stringify(captions),
);
const buttons = await json('__gm.runButtons()');
check(
'in edit mode the run buttons offer play and nothing to pause',
buttons.play === 'play' &&
buttons.pause === 'pause' &&
buttons.playEnabled === true &&
buttons.pauseEnabled === false,
JSON.stringify(buttons),
);
// The pair is centred on the bar itself. The row cannot do that on its own: the spacers around
// the two buttons share the free space with the flexible notice and so get a third of it each,
// which used to leave the pair well left of the middle.
const play = await json('__gm.toolbarAt("play")');
const pause = await json('__gm.toolbarAt("pause")');
const barCentre = await json('window.innerWidth / 2');
check(
'play and pause sit on the middle of the bar, not on the middle of what is left over',
Math.abs((play.x + pause.x) / 2 - barCentre) <= 2,
JSON.stringify({ middle: (play.x + pause.x) / 2, barCentre }),
);
await shot('46-topbar');
// 46b. The one menu, with the separator between what opens a project and what changes the one
// that is open. Clearing the saved data is checked in 32.
await clickToolbar('menu');
const rows = await json('__gm.menuRows()');
const expected = [
'New project',
'Open project…',
null,
'Snapshots…',
'Release…',
'Project settings…',
'Clear saved data',
null,
'Plugins',
];
check(
'the menu button opens new project, the project picker, the settings, clearing saves and the plugins',
JSON.stringify(rows) === JSON.stringify(expected),
JSON.stringify(rows),
);
// 46c. The picker lists what the account owns, with the open project picked, and Cancel leaves
// that project exactly where it was.
await clickText('Open project…');
// The picker fetches the list before it can open, so it is waited for rather than read at once.
await waitUntil('__gm.projectPicker() !== null', { label: 'the project picker opened' });
const picker = await json('__gm.projectPicker()');
const projectId = await json('__gm.state.project.id');
const projectName = await json('__gm.state.project.name');
check(
'"Open project…" lists the projects with the open one picked',
picker !== null && picker.picked === projectId && picker.names.includes(projectName),
JSON.stringify({ picker, projectId, projectName }),
);
await clickText('Cancel');
check(
'Cancel closes the picker and leaves the project loaded',
(await json('__gm.projectPicker()')) === null && (await json('__gm.state.project.id')) === projectId,
JSON.stringify({ picker: await json('__gm.projectPicker()'), id: await json('__gm.state.project.id') }),
);
// 46d. The settings dialog holds the name, the start-scene switch and the collision layers of
// #152 – the three things the bar itself used to carry.
await clickToolbar('menu');
await clickText('Project settings…');
const settings = await json('__gm.projectSettings()');
const layers = await json('__gm.collisionLayers()');
check(
'"Project settings…" opens on the project as it stands',
settings?.name === projectName &&
(settings.playFrom === 'start' || settings.playFrom === 'active') &&
JSON.stringify(layers.dialog) === JSON.stringify(layers.project),
JSON.stringify({ settings, layers }),
);
// 46e. Renaming through it, and the icon buttons undoing and redoing it. The name is read off the
// project rather than written down here: CI seeds the same project under a different name.
const nameField = await t.locate(projectName);
await t.doubleClick(nameField.x, nameField.y);
await press('a', { ctrl: true });
await typeText('Renamed by 46');
await press('Enter');
await clickText('Apply');
await sleep(200);
check(
'Apply renames the project',
(await json('__gm.state.project.name')) === 'Renamed by 46',
await json('__gm.state.project.name'),
);
await clickToolbar('undo');
await sleep(200);
const undone = await json('__gm.state.project.name');
await clickToolbar('redo');
await sleep(200);
const redone = await json('__gm.state.project.name');
check(
'the undo and redo buttons of the bar walk the rename back and forth',
undone === projectName && redone === 'Renamed by 46',
JSON.stringify({ undone, redone, was: projectName }),
);
// Back to the name the rest of the world knows it by.
await clickToolbar('undo');
await sleep(200);
check(
'the project is handed back under its own name',
(await json('__gm.state.project.name')) === projectName,
await json('__gm.state.project.name'),
);
// 46h. The icon buttons say what they do (#209). The pointer has to rest for the sign to show; it
// names the step redo would take and the keys, and sits under its button, inside the window.
const tooltip = () => json('__gm.tooltip()');
const redoAt = await json('__gm.toolbarAt("redo")');
const redoLabel = await json('__gm.state.commands.redoLabel');
await t.mouse('mouseMoved', redoAt.x - 1, redoAt.y);
await t.mouse('mouseMoved', redoAt.x, redoAt.y);
const atOnce = await tooltip();
await waitUntil('__gm.tooltip() !== null', { label: 'the tooltip of the redo button' });
const redoTip = await tooltip();
const windowSize = await json('({ w: window.innerWidth, h: window.innerHeight })');
await shot('46h-tooltip');
check(
'resting on the redo button shows "Redo <step> (Ctrl+Y)" under it, after a wait and not at once',
atOnce === null &&
typeof redoLabel === 'string' &&
redoLabel.length > 0 &&
redoTip.text === `Redo ${redoLabel} (Ctrl+Y)` &&
redoTip.box.y >= redoTip.anchor.y + redoTip.anchor.h &&
redoTip.box.x === Math.round(redoTip.anchor.x) &&
redoTip.box.x + redoTip.box.w <= windowSize.w &&
(await has(redoTip.text)) === false,
JSON.stringify({ atOnce, redoLabel, redoTip }),
);
// Off the button it goes. The wheel takes it away as well, and the button stays quiet until the
// pointer has left it; a click does the same, here with the menu opening under it.
await t.mouse('mouseMoved', redoAt.x + 90, redoAt.y);
await sleep(100);
const afterLeaving = await tooltip();
const menuAt = await json('__gm.toolbarAt("menu")');
const restOnMenu = async () => {
await t.mouse('mouseMoved', menuAt.x - 1, menuAt.y);
await t.mouse('mouseMoved', menuAt.x, menuAt.y);
await waitUntil('__gm.tooltip() !== null', { label: 'the tooltip of the menu button' });
return tooltip();
};
const menuTip = await restOnMenu();
await t.wheel(menuAt.x, menuAt.y, 40);
const afterWheel = await tooltip();
await t.mouse('mouseMoved', menuAt.x + 1, menuAt.y);
await sleep(800);
const afterWaiting = await tooltip();
await t.mouse('mouseMoved', menuAt.x + 200, menuAt.y);
const again = await restOnMenu();
await clickToolbar('menu');
const afterClick = await tooltip();
const menuOpen = (await json('__gm.menuRows()')) !== null;
await press('Escape');
check(
'the tooltip goes when the pointer leaves, and the wheel or a click takes it away until the pointer comes back',
afterLeaving === null &&
menuTip.text === 'Menu' &&
afterWheel === null &&
afterWaiting === null &&
again.text === 'Menu' &&
afterClick === null &&
menuOpen === true,
JSON.stringify({ afterLeaving, menuTip, afterWheel, afterWaiting, again, afterClick, menuOpen }),
);
// At the right border the sign turns left: flush with the right edge of its button. The button
// nearest that border is the reset of an inspector row, which an override brings up.
const edgeObject = await json(`(() => {
const p = __gm.state.project;
const scene = __gm.state.activeScene;
const o = scene.objects.find((o) => p.assets.find((a) => a.id === o.assetId)?.type === 'sprite');
return o ? { scene: scene.id, id: o.id, overrides: o.overrides } : null;
})()`);
const setOverrides = (overrides) =>
t.mutate(
`__gm.state.activeScene.objects.find((o) => o.id === ${JSON.stringify(edgeObject.id)}).overrides = ${JSON.stringify(overrides)}`,
);
await setOverrides({ ...edgeObject.overrides, width: 77 });
await t.select({ kind: 'object', holderId: edgeObject.scene, objectId: edgeObject.id });
const resetAt = await t.findIcon('reset', false);
await t.mouse('mouseMoved', resetAt.x - 1, resetAt.y);
await t.mouse('mouseMoved', resetAt.x, resetAt.y);
await waitUntil('__gm.tooltip() !== null', { label: 'the tooltip of the reset button' });
const edgeTip = await tooltip();
await shot('46h-tooltip-edge');
check(
'a tooltip that would leave the window on the right turns left, and names the one thing its button does',
edgeTip.text === 'Reset to asset' &&
edgeTip.anchor.x + edgeTip.box.w > windowSize.w &&
edgeTip.box.x + edgeTip.box.w === Math.round(edgeTip.anchor.x + edgeTip.anchor.w) &&
edgeTip.box.x + edgeTip.box.w <= windowSize.w,
JSON.stringify({ edgeTip, windowSize }),
);
await t.mouse('mouseMoved', windowSize.w / 2, windowSize.h / 2);
await setOverrides(edgeObject.overrides);
await t.select(null);
// 46f. The symbol scale in the same dialog: 1 by default, typed down to 0.5, and every icon of the
// scene drawn at half its side (18 → 9 world units), undone in one step.
const iconSize = () =>
json(`(() => {
const p = __gm.state.project;
const scene = p.assets.find((a) => a.id === p.activeSceneId);
const id = (scene?.objects ?? []).map((o) => o.id).find((id) => __gm.sceneIcon(id)?.visible);
return id ? __gm.sceneIcon(id).size : null;
})()`);
await clickToolbar('menu');
await clickText('Project settings…');
const opened = await json('__gm.projectSettings()');
const field = await json('__gm.projectSettingsSymbolScaleAt()');
await t.click(field.x, field.y);
await press('a', { ctrl: true });
await typeText('0.5');
await press('Enter');
await clickText('Apply');
await sleep(200);
const scaled = { project: await json('__gm.state.project.symbolScale'), icon: await iconSize() };
await clickToolbar('undo');
await sleep(200);
const restored = { project: await json('__gm.state.project.symbolScale'), icon: await iconSize() };
check(
'the symbol scale starts at 1, Apply halves every scene icon, and undo gives the size back',
opened?.symbolScale === 1 &&
scaled.project === 0.5 &&
Math.abs(scaled.icon - 9) < 1e-9 &&
restored.project === 1 &&
Math.abs(restored.icon - 18) < 1e-9,
JSON.stringify({ opened, scaled, restored }),
);
// 46g. The eye in the scene tab's header: every placeable type with a switch for its symbol and its name, and a
// outline of a collider and of a tilemap's solid cells besides. Sprite, Text and Tilemap have no symbol, so that switch is
// greyed out. Real clicks flip the scene view, and the switches are saved but no undo step.
await json('(__gm.showTab("scene"), true)');
const firstOf = (type) =>
json(`(() => {
const p = __gm.state.project;
const scene = p.assets.find((a) => a.id === p.activeSceneId);
const o = (scene?.objects ?? []).find((o) => p.assets.find((a) => a.id === o.assetId)?.type === ${JSON.stringify(type)} && o.enabled !== false);
return o ? o.id : null;
})()`);
const ids = {
sprite: await firstOf('sprite'),
collider: 'vis-col-obj',
behavior: await firstOf('behavior'),
tilemap: 'vis-map-obj',
};
// A map of its own with one solid row, laid over the sprite so it is on screen: the seed has none.
// A collider of its own there too: in the full run the first one in the scene is a leftover of an
// earlier module, off screen, and its outline reads as hidden before any switch is touched.
await t.mutate(`
const scene = __gm.state.activeScene;
const assets = __gm.state.project.assets;
const at = scene.objects.find((o) => o.id === ${JSON.stringify(ids.sprite)}).position;
assets.push({ id: 'vis-wall', type: 'tile', name: 'Vis wall', props: { kind: 'none', solid: true }, pictures: [] });
assets.push({ id: 'vis-map', type: 'tilemap', name: 'Vis map', props: { columns: 3, rows: 1, tileSize: 32 },
layers: [{ id: 'vis-layer', name: 'Layer 1', cells: { '0,0': 'vis-wall', '1,0': 'vis-wall', '2,0': 'vis-wall' } }] });
const o = structuredClone(scene.objects[0]);
Object.assign(o, { id: 'vis-map-obj', assetId: 'vis-map', name: 'Vis map', position: { ...at },
parentId: '', overrides: {}, instanceEdits: {} });
scene.objects.push(o);
assets.push({ id: 'vis-col', type: 'collider', name: 'Vis collider',
props: { shape: 'box', width: 40, height: 40, radius: 20, isTrigger: false } });
scene.objects.push(Object.assign(structuredClone(o), { id: 'vis-col-obj', assetId: 'vis-col', name: 'Vis collider' }));
__gm.state.select(null)`);
const undoBefore = await json('__gm.state.commands.canUndo');
await t.showTab('scene');
const eye = await json(`__gm.sceneHeaderAt('visibility')`);
await t.click(eye.x, eye.y);
const popup = await json('__gm.visibilityPopup()');
const entry = (list, type, part) => list?.find((e) => e.type === type && e.part === part);
const types = [...new Set((popup ?? []).map((e) => e.type))];
check(
'the eye lists every placeable type, Symbol greyed out where there is none and Shape on collider, tilemap and clip area',
JSON.stringify(types) ===
JSON.stringify([
'behavior',
'camera',
'clip',
'collider',
'container',
'joint',
'particles',
'rigidbody',
'sprite',
'text',
'tilemap',
]) &&
entry(popup, 'sprite', 'symbol')?.enabled === false &&
entry(popup, 'tilemap', 'label')?.enabled === true &&
entry(popup, 'sprite', 'label')?.on === false &&
entry(popup, 'collider', 'shape')?.on === true &&
entry(popup, 'tilemap', 'shape')?.on === true &&
entry(popup, 'clip', 'shape')?.on === true &&
popup.filter((e) => e.part === 'shape').length === 3,
JSON.stringify(popup),
);
const flip = async (type, part) => {
const at = entry(await json('__gm.visibilityPopup()'), type, part);
await t.click(at.x, at.y);
await sleep(150);
};
const labelIds = async () => (await json('__gm.sceneLabels()')).map((l) => l.id);
const mapLooks = async () => ({
solids: (await json(`__gm.tilemap.solids(${JSON.stringify(ids.tilemap)})`))?.visible ?? null,
drawn: (await json(`__gm.tilemap.info(${JSON.stringify(ids.tilemap)})`)) !== null,
});
const before = {
shape: await json(`__gm.sceneShape(${JSON.stringify(ids.collider)})`),
labels: await labelIds(),
icon: (await json(`__gm.sceneIcon(${JSON.stringify(ids.behavior)})`))?.visible,
map: await mapLooks(),
};
await flip('collider', 'shape');
await flip('tilemap', 'shape');
await flip('behavior', 'label');
await flip('behavior', 'symbol');
await flip('sprite', 'label');
const after = {
shape: await json(`__gm.sceneShape(${JSON.stringify(ids.collider)})`),
labels: await labelIds(),
icon: (await json(`__gm.sceneIcon(${JSON.stringify(ids.behavior)})`))?.visible,
popup: await json('__gm.visibilityPopup()'),
saved: await json('__gm.state.project.sceneVisibility'),
map: await mapLooks(),
};
await shot('46g-visibility');
check(
"a tilemap's Shape hides the outline of its solid cells and leaves the map itself drawn",
before.map.solids === true &&
before.map.drawn === true &&
after.map.solids === false &&
after.map.drawn === true &&
after.saved.tilemap.shape === false,
JSON.stringify({ before: before.map, after: after.map }),
);
check(
'switching hides the collider outline and the behavior icon and name, and puts the sprite name on',
before.shape?.visible === true &&
after.shape?.visible === false &&
after.shape?.clickable === false &&
before.icon === true &&
after.icon === false &&
before.labels.includes(ids.behavior) &&
!after.labels.includes(ids.behavior) &&
!before.labels.includes(ids.sprite) &&
after.labels.includes(ids.sprite) &&
entry(after.popup, 'collider', 'shape')?.on === false,
JSON.stringify({ ids, before, after: { ...after, popup: undefined } }),
);
check(
'the switches go into the project and not onto the undo stack',
after.saved.collider.shape === false &&
after.saved.behavior.label === false &&
after.saved.sprite.label === true &&
(await json('__gm.state.commands.canUndo')) === undoBefore,
JSON.stringify({ saved: after.saved, undoBefore }),
);
// Handed back as found, for whatever runs after this.
await flip('collider', 'shape');
await flip('tilemap', 'shape');
await flip('behavior', 'label');
await flip('behavior', 'symbol');
await flip('sprite', 'label');
await press('Escape');
await t.mutate(`
const scene = __gm.state.activeScene;
scene.objects = scene.objects.filter((o) => o.id !== 'vis-map-obj' && o.id !== 'vis-col-obj');
const assets = __gm.state.project.assets;
for (const id of ['vis-map', 'vis-wall', 'vis-col']) assets.splice(assets.findIndex((a) => a.id === id), 1)`);
await t.saved();
}