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>
54 lines
2.2 KiB
JavaScript
54 lines
2.2 KiB
JavaScript
/** Draw order: symbols always above sprites, `z` above hierarchy order. */
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export async function drawing(t) {
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const { check, sleep, json, shot, click, locate, typeText, press, undo, mutate, select, object } = t;
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const orderOfCrates = () => json(`__gm.drawOrder().filter(id => id === 'o1' || id === 'o2')`);
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// 10. Symbols stay on top: put the camera first in the hierarchy (drawn first) and a crate
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// right on top of its icon → the icon must still be drawn above the sprite.
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await mutate(`
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const objs = __gm.state.activeScene.objects;
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const cam = objs.splice(objs.findIndex(o => o.id === 'o3'), 1)[0];
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objs.unshift(cam);
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const crate = objs.find(o => o.id === 'o1');
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crate.position.x = 0; crate.position.y = 0;
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__gm.state.select(null)`);
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const layers = await json(`[__gm.layerOf('o3'), __gm.layerOf('o1'), __gm.layerOf('o2')]`);
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check(
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'camera symbol is drawn in the overlay layer above sprites',
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JSON.stringify(layers) === '["overlay","objects","objects"]',
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JSON.stringify(layers),
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);
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await shot('13-symbol-on-top');
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// 11. Z-order: put both crates on the origin. With equal z the hierarchy order wins
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// (o1 before o2 → o2 on top); raising o1's z draws it above o2; undo restores it.
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await mutate(
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`const o2 = __gm.state.activeScene.objects.find(o => o.id === 'o2'); o2.position.x = 0; o2.position.y = 0`,
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);
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check(
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'equal z keeps hierarchy order',
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JSON.stringify(await orderOfCrates()) === '["o1","o2"]',
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JSON.stringify(await orderOfCrates()),
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);
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await select({ kind: 'object', sceneId: 'scene1', objectId: 'o1' });
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await sleep(200);
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const zLabel = await locate('Z');
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await click(zLabel.x + 160, zLabel.y); // plain click → text editing with everything selected
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await typeText('5');
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await press('Enter');
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await sleep(200);
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check(
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'Z field sets position.z',
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(await object('o1')).position.z === 5,
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`z=${(await object('o1')).position.z}`,
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);
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check(
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'higher z is drawn on top',
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JSON.stringify(await orderOfCrates()) === '["o2","o1"]',
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JSON.stringify(await orderOfCrates()),
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);
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await shot('14-z-order');
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await undo();
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check('undo restores z', (await object('o1')).position.z === 0, `z=${(await object('o1')).position.z}`);
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}
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