Files
feuerwerk/tests/helpers.ts
T
adminandClaude Opus 5.5 501a1524ed
game-maker / gate (push) Successful in 3m21s
game-maker / suite (push) Successful in 15m26s
Ramp sound FX parameters over a time on the audio clock
A pitch sweep counted down in On update or On fixed update runs in
game time, while the sound runs on the clock of the audio device. A
short sound magnifies any offset between the two, so the sweep came
out different on every play and most of all on the first.

- Set sound FX parameters has a new input time in seconds. The values
  run evenly to their target in that time, scheduled on the audio
  clock with linearRampToValueAtTime or exponentialRampToValueAtTime.
- Evenly in their own unit: a pitch in semitones and a gain in
  decibels, an EQ band and a Mix share linearly in their value.
- A time of 0 or below keeps the quick glide of about 0.1 s.
- Each change starts from where the voice is now. Whatever was still
  planned is dropped, so a change never queues behind an older one.
  Firefox lacks cancelAndHoldAtTime, there the value is held by hand.
- A voice still waiting on its bytes starts a timed change with the
  sound, so the whole sweep is heard.

Tests:
- node-catalog: time is handed on, a time below 0 is a quick glide.
- sound-library: semitones and decibels ramp in their own steps, a
  timed change on a waiting voice starts with the sound.
- sound-library + node-catalog + soundfx: 419 tests, green.
- e2e 34 on melektaus-atx: ALL PASSED, 31 checks. A 2 s ramp from
  depth 7 to -5 read speed 0.979, 0.926 and 0.778 half a second on.
- Counter-check: folding a timed change on a waiting voice into its
  start values fails the new test.
- The gate did not run.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-05 21:47:13 +02:00

420 lines
15 KiB
TypeScript
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
import { CreateAssetCommand } from '../src/core/commands/assetCommands';
import { CommandStack } from '../src/core/commands/CommandStack';
import { AddNodeCommand, ConnectCommand } from '../src/core/commands/graphCommands';
import { AddPortsCommand } from '../src/core/commands/portCommands';
import { PlaceAssetCommand } from '../src/core/commands/sceneObjectCommands';
import { requireNodeDef } from '../src/core/commands/require';
import { AddVariableCommand } from '../src/core/commands/variableCommands';
import {
type DeclaredPort,
emptySharedState,
ENTITY_HANDLE,
type EntityHandle,
type GraphLookup,
type GraphNode,
NO_LOOKUP,
type NodeContext,
type PointerState,
type Value,
type RunResult,
portKindOf,
PROPERTIES,
VARIABLES,
VARIABLES_PARAM,
} from '../src/core/graph';
import type { GraphInterpreter } from '../src/core/graph/GraphInterpreter';
import type { BehaviorAsset, SceneAsset, VariablesAsset } from '../src/core/model/Asset';
import { findObject } from '../src/core/model/hierarchy';
import { worldPosition } from '../src/core/properties/transform';
import { resolvedHolder } from '../src/core/model/instance';
import type { Position, PropertyBag, Vec2 } from '../src/core/model/Properties';
import { createEmptyProject, findScene, type Project } from '../src/core/model/Project';
import type { SceneObject } from '../src/core/model/SceneObject';
import { deserializeProject, serializeProject } from '../src/core/store/serialize';
import type { AudioSink } from '../src/runtime/systems/Audio';
import { BehaviorSystem, type TimeScaled } from '../src/runtime/systems/BehaviorSystem';
import type { SaveArea } from '../src/core/graph/savedValues';
import { readyPhysics } from '../src/runtime/physics/engine';
import { PhysicsSystem } from '../src/runtime/physics/PhysicsSystem';
import { CollisionSystem } from '../src/runtime/systems/CollisionSystem';
import type { CollisionSource } from '../src/runtime/systems/solids';
import { AnimationSystem } from '../src/runtime/systems/AnimationSystem';
import { Input } from '../src/runtime/systems/Input';
import { World } from '../src/runtime/World';
export interface ProjectFixture {
project: Project;
stack: CommandStack;
}
export interface SceneFixture extends ProjectFixture {
sceneId: string;
spriteId: string;
/** The scene asset, looked up fresh (undo may replace it). */
sceneOf(): SceneAsset;
/** The scene with the content of placed containers resolved in – what the editor shows. */
viewOf(): SceneAsset;
object(id: string): SceneObject;
/** World position of a scene object, ancestors included. */
world(id: string): Position;
}
export function makeProject(): ProjectFixture {
const project = createEmptyProject('p', 'P');
return { project, stack: new CommandStack(project) };
}
/** A project with a scene "Level" and a 100×100 sprite (named "Box" unless told otherwise), plus lookups into the scene. */
export function makeSpriteScene(spriteName = 'Box'): SceneFixture {
const fixture = makeProject();
const scene = new CreateAssetCommand('scene', 'Level');
const sprite = new CreateAssetCommand('sprite', spriteName);
fixture.stack.execute(scene);
fixture.stack.execute(sprite);
const sceneOf = () => findScene(fixture.project, scene.asset.id)!;
const viewOf = () => resolvedHolder(fixture.project, sceneOf()) as SceneAsset;
const object = (id: string) => findObject(viewOf(), id)!;
return {
...fixture,
sceneId: scene.asset.id,
spriteId: sprite.asset.id,
sceneOf,
viewOf,
object,
world: (id) => worldPosition(fixture.project, viewOf(), object(id)),
};
}
/** Places an asset into the fixture's scene at a world position (optionally below a parent) and returns the new object's id. */
export function place(
fixture: SceneFixture,
assetId: string,
position: Vec2 | Position,
parentId = '',
): string {
const command = new PlaceAssetCommand(fixture.sceneId, assetId, position, parentId);
fixture.stack.execute(command);
return command.objectId;
}
/** Adds a Variables asset declaring the given number variables – what a run shares. */
export function makeVariables(
fixture: ProjectFixture,
name: string,
keys: readonly string[],
): VariablesAsset {
const command = new CreateAssetCommand('variables', name);
fixture.stack.execute(command);
for (const key of keys) fixture.stack.execute(new AddVariableCommand(command.asset.id, key, 'number'));
return command.asset as VariablesAsset;
}
/** Adds a behavior asset declaring the given number variables. */
export function makeBehavior(
fixture: ProjectFixture,
name = 'B',
variables: readonly string[] = [],
): BehaviorAsset {
const command = new CreateAssetCommand('behavior', name);
fixture.stack.execute(command);
for (const key of variables) fixture.stack.execute(new AddVariableCommand(command.asset.id, key, 'number'));
return command.asset as BehaviorAsset;
}
export type Edge = readonly [from: GraphNode, fromPort: string, to: GraphNode, toPort: string];
export interface GraphEditor {
/** Adds a node with inline params (graph coordinates do not matter to tests). */
addNode(type: string, params?: PropertyBag): GraphNode;
/** A Variables node naming `keys`, typed by their declaration; `write` sets all of them or the listed. */
variables(
keys: readonly string[],
options?: { write?: boolean | readonly string[]; params?: PropertyBag },
): GraphNode;
/** A Properties node with `params` (its type) declaring `ports`. */
properties(ports: readonly DeclaredPort[], params?: PropertyBag): GraphNode;
connect(from: GraphNode, fromPort: string, to: GraphNode, toPort: string): void;
wire(edges: readonly Edge[]): void;
}
/** Command-driven editing of one behavior's graph, the way the editor does it. */
export function graphEditor(fixture: ProjectFixture, behavior: BehaviorAsset): GraphEditor {
const { stack } = fixture;
const connect: GraphEditor['connect'] = (from, fromPort, to, toPort) => {
stack.execute(
new ConnectCommand(behavior.id, { node: from.id, port: fromPort }, { node: to.id, port: toPort }),
);
};
return {
addNode(type, params = {}) {
const command = new AddNodeCommand(behavior.id, type, 0, 0, params);
stack.execute(command);
return command.node;
},
variables(keys, { write = false, params = {} } = {}) {
const command = new AddNodeCommand(behavior.id, VARIABLES, 0, 0, params);
stack.execute(command);
const writes = (key: string) => write === true || (Array.isArray(write) && write.includes(key));
const ports = keys.map((key): DeclaredPort => {
// A node pointed at a Variables asset declares that asset's variables, not the behavior's.
const source = fixture.project.assets.find((a) => a.id === params[VARIABLES_PARAM]);
const declarations = source?.type === 'variables' ? source.variables : behavior.variables;
const declared = declarations.find((v) => v.key === key);
const kind = declared ? portKindOf(declared) : 'number';
return writes(key) ? { key, kind, write: true } : { key, kind };
});
if (ports.length > 0) stack.execute(new AddPortsCommand(behavior.id, command.node.id, ports));
return command.node;
},
properties(ports, params = {}) {
const command = new AddNodeCommand(behavior.id, PROPERTIES, 0, 0, params);
stack.execute(command);
if (ports.length > 0) stack.execute(new AddPortsCommand(behavior.id, command.node.id, ports));
return command.node;
},
connect,
wire(edges) {
for (const [from, fromPort, to, toPort] of edges) connect(from, fromPort, to, toPort);
},
};
}
export const NO_POINTER: PointerState = {
x: 0,
y: 0,
inside: false,
down: false,
pressed: false,
released: false,
wheel: 0,
};
/** A top-level entity handle named after itself, with empty props. */
export function fakeEntity(name: string, x = 0, assetId = `asset-${name}`): EntityHandle {
return { [ENTITY_HANDLE]: true, id: name, assetId, name, x, y: 0, z: 0, props: {}, parent: null };
}
/** An entity handle "h" carrying the given props, optionally below a parent. */
export function fakeHandle(props: PropertyBag, parent: EntityHandle | null = null): EntityHandle {
return { [ENTITY_HANDLE]: true, id: 'h', assetId: 'a', name: 'h', x: 0, y: 0, z: 0, props, parent };
}
/** `changes` records the state moves the context was told about, in the order they were reported. */
export type FakeContext = NodeContext & {
logs: string[];
stopped: boolean;
changes: { machineId: string; from: string; to: string }[];
/** What the context was asked to play and to silence, in order – nothing here makes a noise. */
played: {
assetId: string;
volume: number;
loop: boolean | undefined;
detached: boolean;
fx: string;
fxParams: Readonly<Record<string, number>>;
}[];
silenced: string[];
tuned: { voice: number; fxParams: Readonly<Record<string, number>>; time: number }[];
/** The scenes the context was asked to load, in order. */
loaded: string[];
/** The time scale and the pause the context holds, as the game nodes left them. */
scale: number;
paused: boolean;
};
/** A NodeContext double: self/owner handles, `speed = 100`, dt 0.5, moves applied directly, `log` and `stop` recorded. */
export function fakeContext(overrides: Partial<NodeContext> = {}): FakeContext {
const logs: string[] = [];
const ctx: FakeContext = {
self: fakeEntity('self'),
owner: fakeEntity('owner'),
variables: { speed: 100 },
states: {},
shared: emptySharedState(),
changes: [],
stateChanged: (machineId, from, to) => ctx.changes.push({ machineId, from, to }),
time: 0,
dt: 0.5,
logs,
stopped: false,
findByName: () => null,
isAlive: () => true,
findReferenced: () => null,
childByName: () => null,
objects: () => [],
isKeyDown: () => false,
wasKeyPressed: () => false,
wasKeyReleased: () => false,
pointer: { ...NO_POINTER },
pointerThrough: () => ({ x: 0, y: 0, inside: false }),
hitTest: () => false,
isTouching: () => false,
raycast: () => null,
raycastAll: () => [],
collisionLayerOf: () => null,
renderLayerOf: () => null,
ignoreOneWay: () => {},
isTilemap: () => false,
tileAt: () => null,
setTile: () => false,
moveAndSlide: (target, dx, dy) => {
target.x += dx;
target.y += dy;
return { blockedX: false, blockedY: false, hit: false, normal: { x: 0, y: 0 } };
},
log: (message) => logs.push(message),
played: [],
silenced: [],
loaded: [],
// The number of a voice is how many have been played: unique, and never 0.
playSound: (assetId, volume, loop, detached, fx, fxParams) =>
ctx.played.push({ assetId, volume, loop, detached, fx, fxParams }),
stopSound: (assetId) => ctx.silenced.push(assetId),
tuned: [],
tuneSound: (voice, fxParams, time) => ctx.tuned.push({ voice, fxParams, time }),
loadScene: (sceneId) => ctx.loaded.push(sceneId),
spawn: () => null,
addJoint: () => null,
destroy: () => [],
stop: () => {
ctx.stopped = true;
},
restart: () => {},
scale: 1,
paused: false,
timeScale: () => ctx.scale,
setTimeScale: (scale) => {
ctx.scale = scale;
},
isPaused: () => ctx.paused,
setPaused: (paused) => {
ctx.paused = paused;
},
...overrides,
};
return ctx;
}
/** 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;
}
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,
})
: 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));
}