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>
125 lines
5.1 KiB
TypeScript
125 lines
5.1 KiB
TypeScript
import { describe, expect, it } from 'vitest';
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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 { AddVariableCommand } from '../../src/core/commands/variableCommands';
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import { isHandleEnabled } from '../../src/core/graph';
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import { findAsset, findScene } from '../../src/core/model/Project';
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import { schemaFor } from '../../src/core/properties/PropertySchema';
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import { resolveSceneObjectProps } from '../../src/core/properties/resolve';
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import {
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fakeHandle,
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graphEditor,
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makeBehavior,
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makeProject,
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makeSpriteScene,
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place,
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roundTrip,
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runNode,
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startWorld,
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} from '../helpers';
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/** A 100×100 wall at x = 200 and a 100×100 mover at the origin, both with box colliders, in a running world. */
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function wallAndMover() {
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const f = makeSpriteScene();
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const moverId = place(f, f.spriteId, { x: 0, y: 0 });
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const wallId = place(f, f.spriteId, { x: 200, y: 0 });
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const wallCollider = new AddColliderCommand(f.sceneId, wallId);
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f.stack.execute(new AddColliderCommand(f.sceneId, moverId));
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f.stack.execute(wallCollider);
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const { world, collisions } = startWorld(f, { collisions: true });
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return {
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world,
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collisions,
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mover: world.findByObjectId(moverId)!,
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wall: world.findByObjectId(wallCollider.objectId)!,
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};
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}
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describe('the enabled switch', () => {
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it('is a common property of every placeable type, defaults to on and overrides per object', () => {
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expect(schemaFor('sprite')[0]).toMatchObject({ key: 'enabled', kind: 'boolean', default: true });
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expect(schemaFor('behavior').map((d) => d.key)).toEqual(['enabled', 'runInEditor']);
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expect(schemaFor('scene').some((d) => d.key === 'enabled')).toBe(false);
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const f = makeSpriteScene();
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const { project, stack, sceneId, spriteId, object } = f;
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const box = place(f, spriteId, { x: 0, y: 0 });
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expect(resolveSceneObjectProps(findAsset(project, spriteId)!, object(box)).enabled).toBe(true);
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// Switching an instance off is an ordinary override – and survives a round trip.
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stack.execute(new SetOverrideCommand(sceneId, box, 'enabled', false));
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expect(object(box).overrides).toEqual({ enabled: false });
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expect(findScene(roundTrip(project), sceneId)!.objects[0]!.overrides).toEqual({ enabled: false });
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stack.undo();
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expect(object(box).overrides).toEqual({});
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});
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it('is inherited: a child of a switched-off parent is off as well', () => {
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const parent = fakeHandle({ enabled: false });
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const child = fakeHandle({ enabled: true }, parent);
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expect(isHandleEnabled(child)).toBe(false);
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expect(child.props.enabled).toBe(true); // its own switch is untouched
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parent.props.enabled = true;
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expect(isHandleEnabled(child)).toBe(true);
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expect(runNode('IsEnabled', { object: child })).toEqual({ result: true, own: true });
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});
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it('cannot be shadowed by a behavior variable', () => {
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const f = makeProject();
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const behavior = makeBehavior(f);
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expect(() => new AddVariableCommand(behavior.id, 'enabled', 'number').execute(f.project)).toThrow();
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});
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it('takes a collider out of the collision system while it is off', () => {
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const { world, collisions, wall, mover } = wallAndMover();
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// The wall blocks: moving 200 to the right stops at 100 units of distance (two 100-wide boxes).
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collisions.moveAndSlide(world, mover, 200, 0);
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expect(mover.x).toBeCloseTo(100, 5);
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// Switched off, the wall is not there at all.
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mover.x = 0;
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wall.props.enabled = false;
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collisions.moveAndSlide(world, mover, 200, 0);
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expect(mover.x).toBeCloseTo(200, 5);
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});
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it('stops a behavior while it is off and runs On start when it is switched on', () => {
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const f = makeSpriteScene();
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const behavior = makeBehavior(f, 'Counter', ['ticks']);
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// On start and On update both add one to `ticks`.
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const edit = graphEditor(f, behavior);
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const start = edit.addNode('OnStart');
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const update = edit.addNode('OnUpdate');
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const one = edit.addNode('Number', { value: 1 });
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const add = edit.addNode('Add');
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const get = edit.variables(['ticks']);
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const set = edit.variables(['ticks'], { write: true });
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edit.wire([
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[update, 'exec', set, 'exec'],
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[get, 'ticks', add, 'a'],
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[one, 'value', add, 'b'],
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[add, 'result', set, 'ticks'],
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[start, 'exec', set, 'exec'],
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]);
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const counter = place(f, behavior.id, { x: 0, y: 0 });
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f.stack.execute(new SetOverrideCommand(f.sceneId, counter, 'enabled', false));
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const { world } = startWorld(f, { behaviors: true });
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const entity = world.findByObjectId(counter)!;
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world.tick(0.1);
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world.tick(0.1);
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expect(entity.props.ticks).toBe(0); // off: no On start, no ticks
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entity.props.enabled = true; // what Properties with `enabled` set does
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world.tick(0.1);
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expect(entity.props.ticks).toBe(2); // On start plus this frame's On update
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world.tick(0.1);
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expect(entity.props.ticks).toBe(3);
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entity.props.enabled = false;
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world.tick(0.1);
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expect(entity.props.ticks).toBe(3); // frozen again, state kept
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});
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});
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