Files
feuerwerk/tests/core/collider.test.ts
T
rootandClaude Fable 5.1 6471671f7d Refactor round: ship web/index.html, drop the remote browser, fix stale comments and README
- `.gitignore` said `index.html` unanchored, which also caught the Vite source page;
  a fresh clone could neither `dev` nor `build`. Anchored to `/index.html`, page added.
- Removed GM_REMOTE (tools/remote/gm-browser.ps1 and the ssh/scp branch in browser.mjs):
  the Windows test machine is gone and the only flaky check that lived on it is closed (#37).
- Removed `npm run preview`, undocumented and unused.
- Comments: wrong number in collider.test.ts (250 → 200), the "declarations used to…"
  history in listItems.ts and friends, the 24 px/28 contradiction, section banners in
  nodes/index.ts, node-catalog.test.ts and api/index.php, name paraphrases, and the stale
  step numbers in tools/e2e/11-…23- from the old global count.
- README: asset types include `animation`, kind order Number/Text/Boolean, tagged colour
  and texture items, 6/5 kinds, the `Texture` node, `./build.sh`, PROJECT_FORMAT_VERSION,
  and the file tree (kinds.ts, listItems.ts, propertyPorts.ts, Breadcrumb.ts, beads.ts,
  tools/assets/).
- tests/helpers.ts takes the duplicated `findObject` and `sceneWithCamera`.

Proof: ./check.sh 797 tests, full e2e ALL PASSED 633 checks against this bundle.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-12 15:44:05 +02:00

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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: 200 of travel 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 must not jump over it: past the wall nothing overlaps to push back.
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']);
});
});