Get/Set property, Get/Set properties, Set enabled and Set text are gone. A single Properties node takes a fixed "object" input; every chosen property is an output that reads the current value, and one switched to Set is also an input written when the flow arrives. Exec pins only exist while at least one entry writes. The node carries a type (Sprite, Text, Collider, Camera, Container, Behavior, Any) that decides what "+ Property" offers: the fields of that type, the variables of the chosen behavior, or for Any a kind to pick and a name to type. Each port takes the default and field of its type, so a Camera width starts at 640. Switching the type keeps the ports and marks those the new type lacks. At runtime the type is only an editor aid; the node writes to whatever object it gets. Old project files are converted on load. The type is inferred from the keys: the first object type that has them all, else the one behavior that declares them all, else Any. enabled belongs to every object, so a converted Set enabled lands on Any. The jump-run and tetris seeders use Properties throughout; draw-piece switches its cell on in the same node that sets the colour. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
56 lines
2.6 KiB
TypeScript
56 lines
2.6 KiB
TypeScript
import { describe, expect, it } from 'vitest';
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import { CreateAssetCommand } from '../../src/core/commands/assetCommands';
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import { AddColliderCommand } from '../../src/core/commands/colliderCommands';
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import { SetOverrideCommand } from '../../src/core/commands/sceneObjectCommands';
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import { footprintOf, textSize } from '../../src/core/properties/bounds';
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import { makeSpriteScene, place, startWorld } from '../helpers';
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describe('text objects', () => {
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it('measures a text footprint from its content and font size', () => {
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expect(textSize({ text: 'ab', fontSize: 100 }).w).toBeCloseTo(110, 5);
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expect(textSize({ text: 'ab', fontSize: 100 }).h).toBeCloseTo(125, 5);
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expect(footprintOf('text', { text: 'abcd', fontSize: 100 }).w).toBeCloseTo(220, 5);
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});
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});
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describe('the mouse', () => {
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it('hit-tests an object through its colliders, else through its sprites and texts', () => {
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const f = makeSpriteScene('Button');
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const { stack, sceneId } = f;
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const button = place(f, f.spriteId, { x: 0, y: 0 });
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const label = new CreateAssetCommand('text', 'Label');
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stack.execute(label);
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place(f, label.asset.id, { x: 0, y: 200 }, button);
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const { world } = startWorld(f);
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const entity = world.findByObjectId(button)!;
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expect(world.hitTest(entity, 10, 10)).toBe(true); // inside the 100×100 sprite
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expect(world.hitTest(entity, 10, 200)).toBe(true); // on the label parented below it
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expect(world.hitTest(entity, 400, 400)).toBe(false);
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// A collider takes over the hit test for the whole subtree.
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const collider = new AddColliderCommand(sceneId, button);
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stack.execute(collider);
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stack.execute(new SetOverrideCommand(sceneId, collider.objectId, 'width', 20));
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world.syncFromModel();
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expect(world.hitTest(entity, 5, 5)).toBe(true);
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expect(world.hitTest(entity, 40, 0)).toBe(false); // outside the 20-wide collider
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expect(world.hitTest(entity, 10, 200)).toBe(false); // the label no longer answers
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// Switched off, nothing of it can be hit.
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entity.props.enabled = false;
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expect(world.hitTest(entity, 5, 5)).toBe(false);
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});
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it('reports pointer edges for exactly one tick', () => {
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const { world } = startWorld(makeSpriteScene());
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world.movePointer(12, 34, true);
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world.setPointerDown(true);
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expect(world.pointer).toMatchObject({ x: 12, y: 34, inside: true, down: true, pressed: true });
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world.tick(0.1);
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expect(world.pointer).toMatchObject({ down: true, pressed: false, released: false });
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world.setPointerDown(false);
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expect(world.pointer).toMatchObject({ down: false, released: true });
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});
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});
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