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feuerwerk/tools/smoke-jumprun.mjs
T
rootandClaude Opus 5 ead649eec3 Resolve container content from the template instead of copying it
A scene now stores only the container object; its content is resolved from
the template on every read, with deviations kept as sparse instanceEdits on
the container object. This drops the propagation bookkeeping entirely --
templateSync.ts is gone and the three structural gaps (add, remove, reparent)
cannot diverge any more.

Values stay editable on an instance, structure does not; Unpack writes the
content into the scene, keeping ids. Play mode bakes containers into the
throwaway copy before entities are built. No migration: formatVersion is 2
and the seeders write the new format.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-08 21:09:53 +02:00

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#!/usr/bin/env node
/**
* Plays the example game (tools/seed-jumprun.mjs) in a headless browser: title screen, start
* button, running, jumping, collecting a coin, the win screen, restart and the lose screen.
* It is the proof that the engine features this game needs actually work together.
*
* Usage: PATH=/opt/node22/bin:$PATH node tools/seed-jumprun.mjs && node tools/smoke-jumprun.mjs
* Screenshots land in /tmp/gm-jr-*.png.
*/
import { instanceChild } from './lib/builders.mjs';
import { runChecks } from './lib/harness.mjs';
import { PROJECTS, cliArgs } from './lib/projects.mjs';
const { projectId, baseUrl } = cliArgs('smoke-jumprun.mjs', PROJECTS.jumpRun);
/**
* What the editor lists: the six stored objects plus everything the placed containers resolve to
* (the level with its ten nested coins, and the three screens). A mismatch means the loader
* dropped something.
*/
const OBJECT_COUNT = 77;
/** The scene stores the container objects alone – the rest is resolved from their templates. */
const STORED_COUNT = 6;
// Ids inside a placed container are derived from the template path, never stored.
const PLAYER = instanceChild('L', 'player');
const START_BUTTON = instanceChild('T', 'title-button');
const AGAIN_BUTTON = instanceChild('W', 'win-button');
const GRAPHS = { player: [35, 38], game: [38, 43], 'start-button': [9, 10], 'restart-button': [2, 1] };
const GROUND_Y = 130;
await runChecks({ projectId, baseUrl, port: 9336, shotPrefix: 'gm-jr' }, async (t) => {
const {
check,
sleep,
evaluate,
json,
shot,
click,
holdKey,
press,
entity,
world,
mutate,
play,
stop,
navigate,
exceptions,
} = t;
/** Variables of the "Game" behavior instance, live from the running world. */
const gameVars = async () => (await entity('ogame')).props;
const coins = async () => (await world()).entities.filter((e) => e.name === 'Coin').length;
const visible = (text) => evaluate(`Boolean(__gm.locate(${JSON.stringify(text)}))`);
/** Clicks an object where the *player* sees it (through the camera), not in the scene view. */
const clickObject = async (objectId) => {
const p = await json(`__gm.gameScreen(${JSON.stringify(objectId)})`);
if (!p) throw new Error(`object ${objectId} is not on screen in the game view`);
await click(p.x, p.y);
};
/**
* Edits the play copy (never the saved project) and pushes it into the running world. The
* stored list is the right one here: play bakes every placed container into it, and only a
* stored object can be written to.
*/
const setVariable = (objectId, key, value) =>
mutate(
`__gm.state.activeScene.objects.find((x) => x.id === ${JSON.stringify(objectId)}).overrides[${JSON.stringify(key)}] = ${JSON.stringify(value)}`,
);
await navigate();
// 1. Nothing was dropped by the loader: every node and edge of the four behaviors survived.
const graphs = await json(
`__gm.state.project.assets.filter((a) => a.type === 'behavior').map((a) => ({ id: a.id, n: a.graph.nodes.length, e: a.graph.edges.length }))`,
);
check(
'all behavior graphs load complete (no unknown node types, no dropped edges)',
graphs.length === 4 &&
graphs.every((g) => GRAPHS[g.id] && g.n === GRAPHS[g.id][0] && g.e === GRAPHS[g.id][1]),
JSON.stringify(graphs),
);
const objectCount = await evaluate('__gm.sceneObjects().length');
const storedCount = await evaluate('__gm.state.activeScene.objects.length');
check('the scene holds the seeded objects', objectCount === OBJECT_COUNT, `${objectCount} objects`);
check(
'the placed containers are stored as one object each, their content only resolved',
storedCount === STORED_COUNT,
`${storedCount} stored, ${objectCount} listed`,
);
await shot('01-editor');
// 2. Play: the Game behavior shows the title screen and switches the level off.
await play();
await sleep(300);
check('play opens the Game tab', (await evaluate('__gm.tab()')) === 'game');
check('the title screen is up', await visible('JUMP & RUN'));
const level = await entity('L');
const title = await entity('T');
check(
'the Game behavior switched the level off and the title on',
level.props.enabled === false && title.props.enabled === true,
JSON.stringify({ level: level.props.enabled, title: title.props.enabled }),
);
await shot('02-title');
// 3. The Start button is a click target in the running game (On click + hit test).
await clickObject(START_BUTTON);
await sleep(400);
check(
'clicking Start hides the title and shows the level',
(await entity('L')).props.enabled === true && (await entity('T')).props.enabled === false,
);
const vars = await gameVars();
check(
'the run starts with a full clock and no coins',
vars.running === true && vars.coins === 0 && vars.timeLeft > 28,
JSON.stringify(vars),
);
await shot('03-running');
// 3a. Play bakes the placed containers into stored objects, keeping the ids the editor showed –
// which is why the checks below can address the player and the buttons by the same id.
const baked = await json('__gm.state.activeScene.objects.map((o) => o.id)');
check(
'play spells the containers out under the ids the editor listed',
baked.length === OBJECT_COUNT && [PLAYER, START_BUTTON, AGAIN_BUTTON].every((id) => baked.includes(id)),
`${baked.length} objects, player ${baked.includes(PLAYER)}`,
);
// 4. Gravity: the player rests on the ground (its 40-high box on the ground's top edge, y = 150).
const grounded = await entity(PLAYER);
check(
'gravity dropped the player onto the ground (top edge at y = 150)',
Math.abs(grounded.worldY - GROUND_Y) < 1.5,
`world y ${grounded.worldY.toFixed(2)}`,
);
// 5. Jumping: Space lifts the player (y gets smaller) and gravity brings it back down.
await press('Space');
await sleep(200);
const airborne = await entity(PLAYER);
check(
'Space makes the player jump',
airborne.worldY < grounded.worldY - 25,
`y ${grounded.worldY.toFixed(1)} → ${airborne.worldY.toFixed(1)}`,
);
await sleep(1200);
const landed = await entity(PLAYER);
check(
'the player falls back onto the ground',
Math.abs(landed.worldY - GROUND_Y) < 1.5,
`y ${landed.worldY.toFixed(2)}`,
);
await shot('04-jumped');
// 6. Walking and collecting: running into a coin removes it and counts up.
const coinsBefore = await coins();
await holdKey('ArrowRight', 1500);
const walked = await entity(PLAYER);
check(
'arrow keys walk the player',
walked.worldX > landed.worldX + 40,
`x ${landed.worldX.toFixed(1)} → ${walked.worldX.toFixed(1)}`,
);
const afterCoin = await gameVars();
const coinsAfter = await coins();
check(
'running into a coin collects it',
afterCoin.coins >= 1 && coinsAfter < coinsBefore,
JSON.stringify({ coins: afterCoin.coins, before: coinsBefore, after: coinsAfter }),
);
check('the HUD shows the counter', await visible('Coins 1/10'));
check('the clock is counting down', afterCoin.timeLeft < 28, `timeLeft ${afterCoin.timeLeft}`);
await shot('05-collected');
// 7. Winning: with all ten coins the Game behavior swaps the level for the win screen.
await setVariable('ogame', 'coins', 10);
await sleep(300);
check(
'collecting everything wins the game',
(await visible('YOU WIN!')) &&
(await entity('W')).props.enabled === true &&
(await entity('L')).props.enabled === false,
);
await shot('06-won');
// 8. Restart game: back to a fresh run at the title screen, coins and clock reset.
await clickObject(AGAIN_BUTTON);
await sleep(1200);
check(
'Play again restarts the scene at the title screen',
(await visible('JUMP & RUN')) && (await evaluate('__gm.state.mode')) === 'play',
);
check('the restarted run has all ten coins back', (await coins()) === 10, `${await coins()} coins`);
// 9. Losing: start again, run the clock out.
await clickObject(START_BUTTON);
await sleep(300);
await setVariable('ogame', 'timeLeft', 0.2);
await sleep(600);
check(
'the clock running out loses the game',
(await visible('TIME UP')) && (await entity('B')).props.enabled === true,
);
await shot('07-lost');
// 10. Stop throws the run away – the saved project is untouched.
await stop();
await sleep(200);
const saved = await json(
'{ objects: __gm.sceneObjects().length, stored: __gm.state.activeScene.objects.length, mode: __gm.state.mode, tab: __gm.tab() }',
);
check(
'stop restores the edited scene',
saved.objects === OBJECT_COUNT &&
saved.stored === STORED_COUNT &&
saved.mode === 'edit' &&
saved.tab === 'scene',
JSON.stringify(saved),
);
check('no exceptions during the run', exceptions().length === 0, exceptions().slice(0, 3).join(' | '));
});