Files
feuerwerk/tests/core/collider.test.ts
T
rootandClaude Opus 5 d54a620ebd Add ESLint and Prettier, and close the node test gaps
Tooling:
- Prettier as the single formatting authority (110 columns, single quotes,
  measured against the existing style); Markdown excluded because table-cell
  padding turns the README glossary into 1000-character lines.
- Type-aware ESLint ending in eslint-config-prettier, so a rule always means
  "this is a bug", never "this looks different".
- .editorconfig and an `npm run check` that runs typecheck, lint, format and
  tests in one go.

Findings fixed on the first run: three more duplicate imports, four
String(unknown) calls (parameter types narrowed instead of casts), two dead
initialisers, two redundant casts, a console.log for a real error. Two
warnings were false here and are disabled with a reason in place.

Tests 132 -> 269:
- node-catalog.test.ts covers every node with a run(), with a guard that fails
  when a new node has no row.
- behavior-events.test.ts covers the ten event nodes through a running World,
  checking timing rather than existence.
- Input's state machine (press/release/releaseAll) is reachable without DOM
  events now; the DOM handlers are thin adapters.

Compare fell back to == without a configured operator although the schema
default is <; aligned.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-08 10:02:22 +02:00

291 lines
14 KiB
TypeScript
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
import { describe, expect, it } from 'vitest';
import { SetAssetPropertyCommand } from '../../src/core/commands/assetCommands';
import { AddColliderCommand } from '../../src/core/commands/colliderCommands';
import { SetOverrideCommand } from '../../src/core/commands/sceneObjectCommands';
import { findAsset } from '../../src/core/model/Project';
import {
axisCorrection,
axisSeparation,
colliderShape,
shapesOverlap,
} from '../../src/core/properties/collider';
import { graphEditor, makeBehavior, makeSpriteScene, place, roundTrip, startWorld } from '../helpers';
const box = (x: number, y: number, w: number, h: number) => ({ kind: 'box' as const, x, y, w, h });
const circle = (x: number, y: number, r: number) => ({ kind: 'circle' as const, x, y, r });
describe('collider geometry', () => {
it('box vs box: overlapping yes, touching edges no', () => {
expect(shapesOverlap(box(0, 0, 100, 100), box(90, 0, 100, 100))).toBe(true);
expect(shapesOverlap(box(0, 0, 100, 100), box(100, 0, 100, 100))).toBe(false);
expect(shapesOverlap(box(0, 0, 100, 100), box(0, 150, 100, 100))).toBe(false);
});
it('circle vs circle and box vs circle (corner case: the closest point is a box corner)', () => {
expect(shapesOverlap(circle(0, 0, 10), circle(15, 0, 10))).toBe(true);
expect(shapesOverlap(circle(0, 0, 10), circle(20, 0, 10))).toBe(false);
expect(shapesOverlap(box(0, 0, 100, 100), circle(60, 0, 20))).toBe(true);
expect(shapesOverlap(box(0, 0, 100, 100), circle(80, 0, 20))).toBe(false);
// Corner at (50,50): a circle at (60,60) with r=10 has distance √200 ≈ 14.1 → no overlap; r=15 → overlap.
expect(shapesOverlap(circle(60, 60, 10), box(0, 0, 100, 100))).toBe(false);
expect(shapesOverlap(circle(60, 60, 15), box(0, 0, 100, 100))).toBe(true);
});
it('builds shapes from properties with defaults', () => {
expect(colliderShape({}, { x: 1, y: 2 })).toEqual(box(1, 2, 100, 100));
expect(colliderShape({ shape: 'circle', radius: 7 }, { x: 0, y: 0 })).toEqual(circle(0, 0, 7));
});
it('axis separation: the centre distance at which shapes touch along one axis', () => {
expect(axisSeparation(box(0, 0, 100, 60), box(0, 10, 40, 60), 'x')).toBe(70);
expect(axisSeparation(box(0, 0, 100, 60), box(0, 100, 40, 60), 'x')).toBe(0); // apart on y
expect(axisSeparation(circle(0, 0, 10), circle(0, 12, 10), 'x')).toBeCloseTo(16);
expect(axisSeparation(box(0, 0, 100, 100), circle(0, 20, 10), 'x')).toBe(60); // flat side
expect(axisSeparation(box(0, 0, 100, 100), circle(0, 56, 10), 'x')).toBeCloseTo(50 + 8); // corner: dy=6 → √(100−36)
expect(axisSeparation(box(0, 0, 100, 100), circle(0, 70, 10), 'x')).toBe(0);
});
it('axis correction: how far a mover must back off to just touch', () => {
// Mover moved right into a box: centres 80 apart, need 100 → push back 20.
expect(axisCorrection(box(0, 0, 100, 100), box(80, 0, 100, 100), 'x', 1)).toBe(20);
expect(axisCorrection(box(80, 0, 100, 100), box(0, 0, 100, 100), 'x', -1)).toBe(20);
expect(axisCorrection(box(0, 0, 100, 100), box(120, 0, 100, 100), 'x', 1)).toBe(0);
expect(axisCorrection(box(0, 0, 100, 100), box(0, 90, 100, 100), 'y', 1)).toBe(10);
});
});
/** Two crates (100×60) 300 apart, each with a collider child; a behavior "Hit" placed below crate a. */
function setup() {
const f = makeSpriteScene('Crate');
f.stack.execute(new SetAssetPropertyCommand(f.spriteId, 'height', 60));
const behavior = makeBehavior(f, 'Hit');
const a = place(f, f.spriteId, { x: 0, y: 0 });
const b = place(f, f.spriteId, { x: 300, y: 0 });
const colA = new AddColliderCommand(f.sceneId, a);
const colB = new AddColliderCommand(f.sceneId, b);
f.stack.execute(colA);
f.stack.execute(colB);
place(f, behavior.id, { x: 0, y: 0 }, a);
return { ...f, behavior, a, b, colA, colB };
}
/** The crates in a running world with collision detection. */
function runtime() {
const s = setup();
const { world, collisions } = startWorld(s, { collisions: true });
return { ...s, world, collisions, crateA: world.findByObjectId(s.a)!, crateB: world.findByObjectId(s.b)! };
}
describe('AddColliderCommand', () => {
it('creates a collider asset sized like the sprite, parented to it; undo removes both', () => {
const { project, stack, sceneOf, object, a, colA } = setup();
const asset = findAsset(project, colA.assetId)!;
expect(asset.type).toBe('collider');
expect(asset.name).toBe('Crate collider');
expect(asset.props).toMatchObject({ shape: 'box', width: 100, height: 60 });
expect(object(colA.objectId).parentId).toBe(a);
expect(object(colA.objectId).position).toEqual({ x: 0, y: 0, z: 0 });
// Undo of the last three commands: behavior placement, collider B, collider A.
stack.undo();
stack.undo();
stack.undo();
expect(project.assets.some((x) => x.id === colA.assetId)).toBe(false);
expect(sceneOf().objects.some((o) => o.id === colA.objectId)).toBe(false);
stack.redo();
expect(project.assets.some((x) => x.id === colA.assetId)).toBe(true);
});
it('refuses a collider on a collider and survives a round trip', () => {
const { project, stack, sceneId, colA } = setup();
expect(() => stack.execute(new AddColliderCommand(sceneId, colA.objectId))).toThrow(
/cannot have a collider/,
);
expect(findAsset(roundTrip(project), colA.assetId)?.props).toMatchObject({
shape: 'box',
width: 100,
height: 60,
radius: 50,
});
});
});
describe('CollisionSystem', () => {
it('reports enter, stay and exit as colliders move (parents carry their colliders)', () => {
const { world, collisions, crateA, crateB } = runtime();
world.tick(0.1);
expect(collisions.enters).toHaveLength(0);
crateB.x = 90; // boxes of width 100 overlap once the centres are closer than 100
world.tick(0.1);
expect(collisions.enters).toHaveLength(1);
expect(collisions.stays).toHaveLength(0);
world.tick(0.1);
expect(collisions.enters).toHaveLength(0);
expect(collisions.stays).toHaveLength(1);
expect(collisions.touching(world, crateA, crateB)).toBe(true);
crateB.x = 300;
world.tick(0.1);
expect(collisions.exits).toHaveLength(1);
expect(collisions.stays).toHaveLength(0);
expect(collisions.touching(world, crateA, crateB)).toBe(false);
});
it('respects overrides and circles; two colliders of the same body never collide', () => {
const s = setup();
const { stack, sceneId, a, b, colA, colB } = s;
stack.execute(new SetOverrideCommand(sceneId, colB.objectId, 'shape', 'circle'));
stack.execute(new SetOverrideCommand(sceneId, colB.objectId, 'radius', 30));
const second = new AddColliderCommand(sceneId, a);
stack.execute(second); // a second collider on crate A, overlapping colA completely
const { world, collisions } = startWorld(s, { collisions: true });
world.tick(0.1);
expect(collisions.enters).toHaveLength(0); // colA and the second collider share a body
world.findByObjectId(b)!.x = 75; // circle r=30 at 75 vs box half-width 50 → overlap
world.tick(0.1);
expect(collisions.enters).toHaveLength(2); // circle B against both colliders of A
expect(
collisions.enters.every(
(p) =>
p.a.objectId === colA.objectId ||
p.b.objectId === colA.objectId ||
p.a.objectId === second.objectId ||
p.b.objectId === second.objectId,
),
).toBe(true);
});
});
describe('move and slide', () => {
const SKIN = 0.05; // mirrors CollisionSystem: overlaps this shallow count as contact
it('stops flush at a solid collider and reports the blocked axis', () => {
const { world, collisions, crateA } = runtime();
// Crates are 100 wide, 300 apart: 250 of travel is possible before they touch (centres 100 apart).
expect(collisions.moveAndSlide(world, crateA, 250, 0)).toEqual({ blockedX: true, blockedY: false });
expect(crateA.x).toBe(200);
expect(collisions.moveAndSlide(world, crateA, 50, 0)).toEqual({ blockedX: true, blockedY: false });
expect(crateA.x).toBe(200); // touching edges do not overlap, so the wall keeps holding
expect(collisions.moveAndSlide(world, crateA, -30, 0)).toEqual({ blockedX: false, blockedY: false });
expect(crateA.x).toBe(170);
});
it('slides along the wall: a diagonal move keeps its y component', () => {
const { world, collisions, crateA } = runtime();
expect(collisions.moveAndSlide(world, crateA, 250, 40)).toEqual({ blockedX: true, blockedY: false });
expect(crateA.x).toBe(200);
expect(crateA.y).toBe(40);
});
it('triggers report but never block; own and descendant colliders are ignored', () => {
const s = setup();
const { stack, sceneId, a, b, colB } = s;
// Make B's collider a trigger → A passes through, but the CollisionSystem still sees the overlap.
stack.execute(new SetOverrideCommand(sceneId, colB.objectId, 'isTrigger', true));
const { world, collisions } = startWorld(s, { collisions: true });
const crateA = world.findByObjectId(a)!;
expect(collisions.moveAndSlide(world, crateA, 250, 0)).toEqual({ blockedX: false, blockedY: false });
expect(crateA.x).toBe(250);
world.tick(0.1);
expect(collisions.enters).toHaveLength(1);
// A collider parented under the mover travels with it and cannot block it.
const rider = world.entities.find((e) => e.type === 'collider' && e.parent === world.findByObjectId(b))!;
rider.props.isTrigger = false;
rider.parent = crateA;
rider.x = 150;
expect(collisions.moveAndSlide(world, crateA, 10, 0)).toEqual({ blockedX: false, blockedY: false });
expect(crateA.x).toBe(260);
});
it('an existing overlap is neither resolved (no jolt) nor deepened; leaving is always possible', () => {
const { world, collisions, crateA, crateB } = runtime();
crateB.x = 60; // start overlapped by 40
expect(collisions.moveAndSlide(world, crateA, 5, 0)).toEqual({ blockedX: true, blockedY: false });
expect(crateA.x).toBe(0); // no jolt out, but no burrowing deeper either
expect(collisions.moveAndSlide(world, crateA, -20, 0)).toEqual({ blockedX: false, blockedY: false });
expect(crateA.x).toBe(-20); // moving away is always free
expect(collisions.moveAndSlide(world, crateA, -100, 0)).toEqual({ blockedX: false, blockedY: false });
expect(crateA.x).toBe(-120);
});
it('keeps blocking while pressed against a wall, however long and at any speed', () => {
const { world, collisions, crateA, crateB } = runtime();
crateB.x = 0;
crateB.y = 300; // wall straight above, colliders are 100×60 → contact at y = 240
for (let i = 0; i < 500; i++) {
// Uneven steps, so contact is never hit at a round number.
const { blockedY } = collisions.moveAndSlide(world, crateA, 0, 3.7 + (i % 7) * 0.13);
expect(crateA.y).toBeLessThanOrEqual(240 + SKIN);
if (i > 60) expect(blockedY).toBe(true);
}
expect(crateA.y).toBeGreaterThan(240 - SKIN);
// A step larger than the obstacle used to jump clean over it: after the move nothing
// overlapped any more, so nothing pushed back and the mover was through the wall.
crateA.y = 0;
expect(collisions.moveAndSlide(world, crateA, 0, 5000)).toEqual({ blockedX: false, blockedY: true });
expect(crateA.y).toBeCloseTo(240, 6);
});
it('the Move node with "Collide with solids" moves the owner and outputs the blocked axes', () => {
const s = setup();
const { behavior, a } = s;
// On update → Move(Owner, dx = 1000, dt, collide) → Log(blocked x)
const edit = graphEditor(s, behavior);
const update = edit.addNode('OnUpdate');
const owner = edit.addNode('Owner');
const move = edit.addNode('Move', { dx: 1000, collide: true });
const log = edit.addNode('Log');
edit.wire([
[update, 'exec', move, 'exec'],
[update, 'dt', move, 'dt'],
[owner, 'object', move, 'object'],
[move, 'exec', log, 'exec'],
[move, 'blockedX', log, 'message'],
]);
const { world } = startWorld(s, { collisions: true, behaviors: true });
const crateA = world.findByObjectId(a)!;
world.tick(0.1); // 100 units: free
expect(crateA.x).toBe(100);
world.tick(0.2); // 200 more would reach 300; the wall stops it at 200
expect(crateA.x).toBe(200);
expect(world.log).toEqual(['false', 'true']);
});
});
describe('collision events in behaviors', () => {
it("fires On collision enter/exit on the body's behavior with the other body; Is touching agrees", () => {
const s = setup();
const { behavior, b, object } = s;
// On collision enter → Log(other); On collision exit → Log("bye"); On update → Log(Is touching(Owner, Object by name "B"))
const edit = graphEditor(s, behavior);
const enter = edit.addNode('OnCollisionEnter');
const logEnter = edit.addNode('Log');
const exit = edit.addNode('OnCollisionExit');
const logExit = edit.addNode('Log', { message: 'bye' });
const update = edit.addNode('OnUpdate');
const owner = edit.addNode('Owner');
const byName = edit.addNode('ObjectByName', { name: 'B' });
const touching = edit.addNode('IsTouching');
const logTouch = edit.addNode('Log');
edit.wire([
[enter, 'exec', logEnter, 'exec'],
[enter, 'other', logEnter, 'message'],
[exit, 'exec', logExit, 'exec'],
[update, 'exec', logTouch, 'exec'],
[owner, 'object', touching, 'a'],
[byName, 'object', touching, 'b'],
[touching, 'result', logTouch, 'message'],
]);
object(b).name = 'B';
const { world } = startWorld(s, { collisions: true, behaviors: true });
const crateB = world.findByObjectId(b)!;
world.tick(0.1);
expect(world.log).toEqual(['false']);
crateB.x = 50;
world.tick(0.1);
expect(world.log).toEqual(['false', 'B', 'true']);
crateB.x = 500;
world.tick(0.1);
expect(world.log).toEqual(['false', 'B', 'true', 'bye', 'false']);
});
});