Finding out what a game does in its first frames, or right at one spot of a flow, needed a quick hand on the pause button. Now the editor can start a play paused, step it frame by frame and let a behavior pause it. - The pause button can be pressed in edit mode. Then Play starts paused, and every further Play does too until it is released. A reload of the page clears it. - A third button, Next frame, right of Pause, or Ctrl+Shift+Enter. It works only while paused and runs exactly one frame of 1/60 s, whatever the frame took on screen. Hierarchy and inspector follow. - The Break node pauses the play like the button, at the end of the frame it ran in. The status line names the behavior's object. It is the editor's pause, not Pause game. - Break reaches the editor through a service only the editor hands to a play. In play.html and Run in editor the node does nothing. - Restart game keeps the running play's state. Start paused only counts when Play is pressed. - Wiki Concepts, Behaviors, Keyboard: the buttons, the node and the shortcut. Not tried: sound, free-running videos and a running recording while stepping. Sound and videos stay held during the pause. Tests: - tsc, eslint and Prettier are clean. - Unit pause, node-catalog, tooltip: 465 green. svg-icons now expects the step icon too. - e2e 18 and 46 on stein2 (melektaus-atx was off): ALL PASSED, 63 checks, 7 new in 18j. A step moves the box by 1.667 px at 100 px/s, Break stops the play with "Break in Breaker". - Counter-checks: a session that ignores the step turns 18j red. A Break that does not report its object turns the unit test red. - Gate on stein2: tsc, eslint and Prettier clean, 305 files, 4722 tests, 6 more than before. One was red at first, the icon list of the top bar did not know step yet. Fixed in svg-icons.test.ts and run again. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
556 lines
20 KiB
TypeScript
556 lines
20 KiB
TypeScript
import { CreateAssetCommand } from '../src/core/commands/assetCommands';
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import { CommandStack } from '../src/core/commands/CommandStack';
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import { AddNodeCommand, ConnectCommand, DisconnectCommand } from '../src/core/commands/graphCommands';
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import { AddPortsCommand } from '../src/core/commands/portCommands';
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import { PlaceAssetCommand } from '../src/core/commands/sceneObjectCommands';
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import { requireNodeDef } from '../src/core/commands/require';
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import { AddVariableCommand } from '../src/core/commands/variableCommands';
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import {
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type DeclaredPort,
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emptySharedState,
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ENTITY_HANDLE,
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type EntityHandle,
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type GraphLookup,
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type GraphNode,
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NO_LOOKUP,
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type NodeContext,
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type PointerState,
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type Value,
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type RunResult,
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portKindOf,
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PROPERTIES,
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VARIABLES,
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VARIABLES_PARAM,
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} from '../src/core/graph';
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import type { GraphInterpreter } from '../src/core/graph/GraphInterpreter';
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import type { EaseShare } from '../src/core/model/animation';
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import type { BehaviorAsset, SceneAsset, VariablesAsset } from '../src/core/model/Asset';
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import { findObject } from '../src/core/model/hierarchy';
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import { worldPosition } from '../src/core/properties/transform';
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import { resolvedHolder } from '../src/core/model/instance';
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import type { Position, PropertyBag, Vec2 } from '../src/core/model/Properties';
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import { createEmptyProject, findScene, type Project, ROUTING_ID } from '../src/core/model/Project';
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import { settleRouting } from '../src/core/music/projectRouting';
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import { MASTER_BUS } from '../src/core/properties/buses';
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import type { RecordingSettings } from '../src/core/recording/recording';
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import type { SceneObject } from '../src/core/model/SceneObject';
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import { deserializeProject, serializeProject } from '../src/core/store/serialize';
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import type { AudioSink } from '../src/runtime/systems/Audio';
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import { BehaviorSystem, type Breakpoint, type TimeScaled } from '../src/runtime/systems/BehaviorSystem';
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import type { SaveArea } from '../src/core/graph/savedValues';
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import { readyPhysics } from '../src/runtime/physics/engine';
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import { PhysicsSystem } from '../src/runtime/physics/PhysicsSystem';
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import { CollisionSystem } from '../src/runtime/systems/CollisionSystem';
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import type { CollisionSource } from '../src/runtime/systems/solids';
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import { AnimationSystem } from '../src/runtime/systems/AnimationSystem';
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import { Input } from '../src/runtime/systems/Input';
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import { World } from '../src/runtime/World';
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export interface ProjectFixture {
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project: Project;
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stack: CommandStack;
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}
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export interface SceneFixture extends ProjectFixture {
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sceneId: string;
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spriteId: string;
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/** The scene asset, looked up fresh (undo may replace it). */
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sceneOf(): SceneAsset;
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/** The scene with the content of placed containers resolved in – what the editor shows. */
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viewOf(): SceneAsset;
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object(id: string): SceneObject;
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/** World position of a scene object, ancestors included. */
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world(id: string): Position;
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}
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export function makeProject(): ProjectFixture {
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const project = createEmptyProject('p', 'P');
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return { project, stack: new CommandStack(project) };
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}
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/**
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* The master routing of a fixture (#351), held to its assets before each change: `link` adds a link
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* from an asset to a bus or the master, `only` makes that its one link.
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*/
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export function routingOf({ project, stack }: ProjectFixture) {
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const link = (from: string, to = MASTER_BUS) => {
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settleRouting(project);
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const command = new ConnectCommand(ROUTING_ID, { node: from, port: 'out' }, { node: to, port: 'in' });
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stack.execute(command);
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return command.edge;
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};
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return {
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link,
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only(from: string, to = MASTER_BUS) {
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settleRouting(project);
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for (const edge of project.routing.edges.filter((e) => e.from.node === from))
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stack.execute(new DisconnectCommand(ROUTING_ID, edge.id));
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return link(from, to);
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},
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};
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}
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/** A project with a scene "Level" and a 100×100 sprite (named "Box" unless told otherwise), plus lookups into the scene. */
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export function makeSpriteScene(spriteName = 'Box'): SceneFixture {
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const fixture = makeProject();
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const scene = new CreateAssetCommand('scene', 'Level');
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const sprite = new CreateAssetCommand('sprite', spriteName);
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fixture.stack.execute(scene);
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fixture.stack.execute(sprite);
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const sceneOf = () => findScene(fixture.project, scene.asset.id)!;
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const viewOf = () => resolvedHolder(fixture.project, sceneOf()) as SceneAsset;
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const object = (id: string) => findObject(viewOf(), id)!;
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return {
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...fixture,
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sceneId: scene.asset.id,
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spriteId: sprite.asset.id,
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sceneOf,
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viewOf,
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object,
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world: (id) => worldPosition(fixture.project, viewOf(), object(id)),
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};
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}
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/** Places an asset into the fixture's scene at a world position (optionally below a parent) and returns the new object's id. */
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export function place(
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fixture: SceneFixture,
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assetId: string,
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position: Vec2 | Position,
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parentId = '',
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): string {
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const command = new PlaceAssetCommand(fixture.sceneId, assetId, position, parentId);
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fixture.stack.execute(command);
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return command.objectId;
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}
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/** Adds a Variables asset declaring the given number variables – what a run shares. */
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export function makeVariables(
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fixture: ProjectFixture,
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name: string,
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keys: readonly string[],
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): VariablesAsset {
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const command = new CreateAssetCommand('variables', name);
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fixture.stack.execute(command);
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for (const key of keys) fixture.stack.execute(new AddVariableCommand(command.asset.id, key, 'number'));
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return command.asset as VariablesAsset;
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}
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/** Adds a behavior asset declaring the given number variables. */
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export function makeBehavior(
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fixture: ProjectFixture,
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name = 'B',
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variables: readonly string[] = [],
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): BehaviorAsset {
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const command = new CreateAssetCommand('behavior', name);
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fixture.stack.execute(command);
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for (const key of variables) fixture.stack.execute(new AddVariableCommand(command.asset.id, key, 'number'));
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return command.asset as BehaviorAsset;
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}
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export type Edge = readonly [from: GraphNode, fromPort: string, to: GraphNode, toPort: string];
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export interface GraphEditor {
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/** Adds a node with inline params (graph coordinates do not matter to tests). */
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addNode(type: string, params?: PropertyBag): GraphNode;
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/** A Variables node naming `keys`, typed by their declaration; `write` sets all of them or the listed. */
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variables(
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keys: readonly string[],
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options?: { write?: boolean | readonly string[]; params?: PropertyBag },
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): GraphNode;
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/** A Properties node with `params` (its type) declaring `ports`. */
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properties(ports: readonly DeclaredPort[], params?: PropertyBag): GraphNode;
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connect(from: GraphNode, fromPort: string, to: GraphNode, toPort: string): void;
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wire(edges: readonly Edge[]): void;
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}
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/** Command-driven editing of one behavior's graph, the way the editor does it. */
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export function graphEditor(fixture: ProjectFixture, behavior: BehaviorAsset): GraphEditor {
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const { stack } = fixture;
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const connect: GraphEditor['connect'] = (from, fromPort, to, toPort) => {
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stack.execute(
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new ConnectCommand(behavior.id, { node: from.id, port: fromPort }, { node: to.id, port: toPort }),
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);
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};
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return {
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addNode(type, params = {}) {
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const command = new AddNodeCommand(behavior.id, type, 0, 0, params);
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stack.execute(command);
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return command.node;
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},
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variables(keys, { write = false, params = {} } = {}) {
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const command = new AddNodeCommand(behavior.id, VARIABLES, 0, 0, params);
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stack.execute(command);
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const writes = (key: string) => write === true || (Array.isArray(write) && write.includes(key));
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const ports = keys.map((key): DeclaredPort => {
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// A node pointed at a Variables asset declares that asset's variables, not the behavior's.
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const source = fixture.project.assets.find((a) => a.id === params[VARIABLES_PARAM]);
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const declarations = source?.type === 'variables' ? source.variables : behavior.variables;
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const declared = declarations.find((v) => v.key === key);
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const kind = declared ? portKindOf(declared) : 'number';
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return writes(key) ? { key, kind, write: true } : { key, kind };
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});
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if (ports.length > 0) stack.execute(new AddPortsCommand(behavior.id, command.node.id, ports));
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return command.node;
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},
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properties(ports, params = {}) {
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const command = new AddNodeCommand(behavior.id, PROPERTIES, 0, 0, params);
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stack.execute(command);
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if (ports.length > 0) stack.execute(new AddPortsCommand(behavior.id, command.node.id, ports));
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return command.node;
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},
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connect,
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wire(edges) {
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for (const [from, fromPort, to, toPort] of edges) connect(from, fromPort, to, toPort);
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},
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};
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}
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export const NO_POINTER: PointerState = {
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x: 0,
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y: 0,
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inside: false,
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down: false,
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pressed: false,
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released: false,
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wheel: 0,
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};
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/** A top-level entity handle named after itself, with empty props. */
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export function fakeEntity(name: string, x = 0, assetId = `asset-${name}`): EntityHandle {
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return { [ENTITY_HANDLE]: true, id: name, assetId, name, x, y: 0, z: 0, props: {}, parent: null };
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}
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/** An entity handle "h" carrying the given props, optionally below a parent. */
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export function fakeHandle(props: PropertyBag, parent: EntityHandle | null = null): EntityHandle {
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return { [ENTITY_HANDLE]: true, id: 'h', assetId: 'a', name: 'h', x: 0, y: 0, z: 0, props, parent };
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}
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/** `changes` records the state moves the context was told about, in the order they were reported. */
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export type FakeContext = NodeContext & {
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logs: string[];
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stopped: boolean;
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changes: { machineId: string; from: string; to: string }[];
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/** What the context was asked to play and to silence, in order – nothing here makes a noise. */
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played: {
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assetId: string;
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volume: number;
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loop: boolean | undefined;
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detached: boolean;
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fx: string;
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fxParams: Readonly<Record<string, number>>;
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tempo: number;
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/** The bus picked (#325); left out for none. */
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bus?: string;
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}[];
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/** The notes the context was asked to play (#331); a voice's number is how many have been played. */
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notes: {
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instrumentId: string;
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note: number;
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velocity: number;
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volume: number;
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duration: number;
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detached: boolean;
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instrumentParams: Readonly<Record<string, number>>;
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tempo: number;
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fx: string;
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fxParams: Readonly<Record<string, number>>;
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bus?: string;
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}[];
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/** The patterns the context was asked to play; a playing's number is how many have been played. */
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patterns: {
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patternId: string;
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volume: number;
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loop: boolean;
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detached: boolean;
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fx: string;
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fxParams: Readonly<Record<string, number>>;
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bus?: string;
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}[];
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/** The songs the context was asked to play, numbered the same way. */
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songs: {
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songId: string;
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volume: number;
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fadeIn: number;
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loop: boolean;
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detached: boolean;
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fx: string;
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fxParams: Readonly<Record<string, number>>;
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bus?: string;
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}[];
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silenced: string[];
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tuned: { voice: number; fxParams: Readonly<Record<string, number>>; time: number; ease: EaseShare }[];
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/** What buses the context was told to change (#325): a volume or FX parameters, in order. */
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buses: {
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bus: string;
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volume?: number;
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fxParams?: Readonly<Record<string, number>>;
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time: number;
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ease: EaseShare;
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}[];
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/** The scenes the context was asked to load, in order. */
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loaded: string[];
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/** The time scale and the pause the context holds, as the game nodes left them. */
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scale: number;
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paused: boolean;
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/** What the recording nodes asked for (#405), in order: the settings of a start, `'stop'` for a stop. */
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recordings: (RecordingSettings | 'stop')[];
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/** How often a `Break` node asked to pause. */
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breaks: number;
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};
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/** A NodeContext double: self/owner handles, `speed = 100`, dt 0.5, moves applied directly, `log` and `stop` recorded. */
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export function fakeContext(overrides: Partial<NodeContext> = {}): FakeContext {
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const logs: string[] = [];
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const ctx: FakeContext = {
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self: fakeEntity('self'),
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owner: fakeEntity('owner'),
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variables: { speed: 100 },
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states: {},
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shared: emptySharedState(),
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changes: [],
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stateChanged: (machineId, from, to) => ctx.changes.push({ machineId, from, to }),
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time: 0,
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dt: 0.5,
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logs,
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stopped: false,
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findByName: () => null,
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isAlive: () => true,
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findReferenced: () => null,
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childByName: () => null,
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objects: () => [],
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isKeyDown: () => false,
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wasKeyPressed: () => false,
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wasKeyReleased: () => false,
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pointer: { ...NO_POINTER },
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pointerThrough: () => ({ x: 0, y: 0, inside: false }),
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hitTest: () => false,
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isTouching: () => false,
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raycast: () => null,
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raycastAll: () => [],
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collisionLayerOf: () => null,
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renderLayerOf: () => null,
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ignoreOneWay: () => {},
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isTilemap: () => false,
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tileAt: () => null,
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setTile: () => false,
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moveAndSlide: (target, dx, dy) => {
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target.x += dx;
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target.y += dy;
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return { blockedX: false, blockedY: false, hit: false, normal: { x: 0, y: 0 } };
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},
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log: (message) => logs.push(message),
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played: [],
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silenced: [],
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loaded: [],
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// The number of a voice is how many have been played: unique, and never 0.
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playSound: (assetId, volume, loop, detached, fx, fxParams, tempo, bus) =>
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ctx.played.push({ assetId, volume, loop, detached, fx, fxParams, tempo, ...(bus && { bus }) }),
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notes: [],
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playNote: (
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instrumentId,
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note,
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velocity,
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volume,
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duration,
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detached,
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instrumentParams,
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tempo,
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fx,
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fxParams,
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bus,
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) =>
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ctx.notes.push({
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instrumentId,
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note,
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velocity,
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volume,
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duration,
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detached,
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instrumentParams,
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tempo,
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fx,
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fxParams,
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...(bus && { bus }),
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}),
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patterns: [],
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playPattern: (patternId, volume, loop, detached, fx, fxParams, bus) =>
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ctx.patterns.push({ patternId, volume, loop, detached, fx, fxParams, ...(bus && { bus }) }),
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stopPattern: (patternId, letRing) =>
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ctx.silenced.push(`pattern ${patternId}${letRing ? ' (let ring)' : ''}`),
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songs: [],
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playSong: (songId, volume, fadeIn, loop, detached, fx, fxParams, bus) =>
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ctx.songs.push({ songId, volume, fadeIn, loop, detached, fx, fxParams, ...(bus && { bus }) }),
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stopSong: (songId, fadeOut) => ctx.silenced.push(`song ${songId} (fade ${fadeOut})`),
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stopPlayback: (playback, fadeOut) => ctx.silenced.push(`playback ${playback} (fade ${fadeOut})`),
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// Every sound lasts a quarter of a second, as if it had been loaded.
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soundLength: () => 0.25,
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// The tail of a voice is its number in tenths of a second, so a test can tell one from another.
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soundTail: (voice) => voice / 10,
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// A voice by its number, and letting ring, are written into the line, so one list says it all.
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stopSound: (assetId, letRing) => ctx.silenced.push(letRing ? `${assetId} (let ring)` : assetId),
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stopVoice: (voice, letRing) => ctx.silenced.push(`voice ${voice}${letRing ? ' (let ring)' : ''}`),
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tuned: [],
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tuneSound: (voice, fxParams, time, ease) => ctx.tuned.push({ voice, fxParams, time, ease }),
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buses: [],
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tuneBus: (bus, fxParams, time, ease) => ctx.buses.push({ bus, fxParams, time, ease }),
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setBusVolume: (bus, volume, time, ease) => ctx.buses.push({ bus, volume, time, ease }),
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// The last volume set, else that of an asset nobody touched.
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busVolume: (bus) =>
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[...ctx.buses].reverse().find((change) => change.bus === bus && change.volume !== undefined)?.volume ??
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1,
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loadScene: (sceneId) => ctx.loaded.push(sceneId),
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spawn: () => null,
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addJoint: () => null,
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destroy: () => [],
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stop: () => {
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ctx.stopped = true;
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},
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restart: () => {},
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scale: 1,
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paused: false,
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timeScale: () => ctx.scale,
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setTimeScale: (scale) => {
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ctx.scale = scale;
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},
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isPaused: () => ctx.paused,
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setPaused: (paused) => {
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ctx.paused = paused;
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},
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recordings: [],
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startRecording: (settings) => ctx.recordings.push(settings),
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stopRecording: () => ctx.recordings.push('stop'),
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breaks: 0,
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breakpoint: () => {
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ctx.breaks++;
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},
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...overrides,
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};
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return ctx;
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}
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|
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/** Runs a node on its registered definition: the shape it has while sitting in no graph. */
|
||
export function runDef(
|
||
type: string,
|
||
ctx: NodeContext,
|
||
inputs: Record<string, Value>,
|
||
params: PropertyBag = {},
|
||
entry = 'exec',
|
||
lookup: GraphLookup = NO_LOOKUP,
|
||
): RunResult {
|
||
const def = requireNodeDef(type);
|
||
return def.run!(ctx, inputs, params, def, entry, lookup);
|
||
}
|
||
|
||
/**
|
||
* Runs every event node of `type` in the graph, in the order the graph holds them, and answers how
|
||
* many ran. A game orders its events across all behaviors instead (#264); a test of one graph does not.
|
||
*/
|
||
export function fire(
|
||
interpreter: GraphInterpreter,
|
||
type: string,
|
||
ctx: NodeContext,
|
||
outputs: Record<string, Value> = {},
|
||
filter?: (node: GraphNode) => boolean,
|
||
): number {
|
||
const nodes = interpreter.eventNodes(type).filter((node) => !filter || filter(node));
|
||
for (const node of nodes) interpreter.pulse(node, ctx, outputs);
|
||
return nodes.length;
|
||
}
|
||
|
||
/** Runs one node definition in isolation and returns its data outputs. */
|
||
export function runNode(
|
||
type: string,
|
||
inputs: Record<string, Value>,
|
||
params: PropertyBag = {},
|
||
ctx: NodeContext = fakeContext(),
|
||
): Record<string, Value> {
|
||
return runDef(type, ctx, inputs, params).outputs ?? {};
|
||
}
|
||
|
||
export interface WorldOptions {
|
||
collisions?: boolean;
|
||
/**
|
||
* With `collisions`: the played game's physics engine rather than the editor run's detection
|
||
* (#146). The engine has to be loaded first – `await loadPhysics()` in a `beforeAll`.
|
||
*/
|
||
physics?: boolean;
|
||
animations?: boolean;
|
||
behaviors?: boolean;
|
||
/** Where `Play sound` ends up; without one the run plays to nobody (see `SILENT_AUDIO`). */
|
||
audio?: AudioSink;
|
||
/** The clock `Set time scale` turns; without one the run is treated like the editor run. */
|
||
clock?: TimeScaled;
|
||
/** Where persistent Variables assets keep their values; without one nothing outlives the run. */
|
||
saves?: SaveArea;
|
||
/** Where `Break` pauses; without one the run goes past it, as a released game does. */
|
||
breakpoint?: Breakpoint;
|
||
}
|
||
|
||
export interface StartedWorld {
|
||
world: World;
|
||
collisions: CollisionSource | null;
|
||
behaviors: BehaviorSystem | null;
|
||
/** Feed keys with `input.press('a')`; `frame()` clears the edges the way the editor does. */
|
||
input: Input;
|
||
/** One tick plus the end-of-frame bookkeeping the editor's play loop performs. */
|
||
frame(dt?: number): void;
|
||
}
|
||
|
||
/** Instantiates the fixture's scene, optionally with collisions, animations and a BehaviorSystem fed by both. */
|
||
export function startWorld(
|
||
fixture: SceneFixture,
|
||
options: WorldOptions & { collisions: true },
|
||
): StartedWorld & { collisions: CollisionSource };
|
||
export function startWorld(fixture: SceneFixture, options?: WorldOptions): StartedWorld;
|
||
export function startWorld(fixture: SceneFixture, options: WorldOptions = {}): StartedWorld {
|
||
const world = World.instantiate(fixture.project, fixture.sceneId);
|
||
const collisions = options.collisions
|
||
? options.physics
|
||
? new PhysicsSystem(readyPhysics() ?? fail('load the physics engine before starting a world with it'))
|
||
: new CollisionSystem()
|
||
: null;
|
||
const input = new Input();
|
||
const animations = options.animations ? new AnimationSystem() : null;
|
||
if (collisions) world.addSystem(collisions);
|
||
if (animations) world.addSystem(animations);
|
||
const behaviors = options.behaviors
|
||
? new BehaviorSystem(fixture.project, input, {
|
||
collisions,
|
||
animations,
|
||
audio: options.audio,
|
||
clock: options.clock,
|
||
saves: options.saves,
|
||
breakpoint: options.breakpoint,
|
||
})
|
||
: null;
|
||
if (behaviors) world.addSystem(behaviors);
|
||
return {
|
||
world,
|
||
collisions,
|
||
behaviors,
|
||
input,
|
||
frame(dt = 1 / 60) {
|
||
world.tick(dt);
|
||
input.endFrame();
|
||
},
|
||
};
|
||
}
|
||
|
||
/**
|
||
* Both ways a run detects collisions: the editor run's own and the played game's engine (#146).
|
||
* Everything without a rigidbody must come out the same on either.
|
||
*/
|
||
export const COLLISION_SYSTEMS = [
|
||
{ system: 'CollisionSystem', physics: false },
|
||
{ system: 'PhysicsSystem', physics: true },
|
||
] as const;
|
||
|
||
function fail(message: string): never {
|
||
throw new Error(message);
|
||
}
|
||
|
||
/** The project as it comes back after being saved and loaded again. */
|
||
export function roundTrip(project: Project): Project {
|
||
return deserializeProject(serializeProject(project));
|
||
}
|