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feuerwerk/tools/e2e/lib/scaffold.mjs
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game-maker / suite (push) Successful in 12m1s
A game that stays silent is only half a game, so a sound is an asset like any other (#45)
Sounds follow the road fonts already paved: the file goes to the server
content-addressed under its sha256, the project keeps a named asset that
points at it, and nothing is ever re-encoded. The format is read from the
file's own signature, not from what the browser claims - the same .m4a
arrives as audio/mp4, audio/x-m4a or as nothing at all.

Playing is two nodes. "Play sound" takes the asset and may raise or lower
its volume; every call is its own voice, so two jumps in a row are two
jumps heard. Its loop input is a choice of three - from the asset, on,
off - because a checkbox has to spend one of its two positions on "not
set" and would lose a case: an asset that loops could then never be
played once.

Below the graph core stays browser-free: NodeContext hands out an asset
id, BehaviorSystem resolves it against the project and folds the asset's
own volume and loop into the call, and only viewport/SoundLibrary knows
about Web Audio. A run without a sink plays nothing instead of throwing.

The CI browser is muted, so the ear is no witness: the debug hook counts
started and stopped voices, and step 34 reads that counter.
2026-09-15 07:54:28 +02:00

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/**
* The throwaway rig steps 17–20 share in the fixture scene: a behavior asset cloned off `mover` with the
* step's graph, a crate to hold it, and a logic child that runs it.
*/
/**
* Where each step parks its box. The fixture scene is shared, so two steps at the same y would
* overlap and each would fail for reasons belonging to the other.
*/
export const LANES = {
editorRun: 400,
editorRunContainer: 800,
editorRunEdits: 1200,
pause: 300,
nested: 700,
keyRepeat: -300,
stateMachine: -700,
console: -1100,
transform: -1500,
font: -1900,
particles: -2300,
sound: -2700,
};
/**
* Source for a `make(id, assetId, parentId, y, name)` factory, to paste inside a `mutate()`
* string. It clones `scene.objects[0]`, so a new object carries whatever shape the fixture has.
*/
export const MAKE_OBJECT = `
const make = (id, assetId, parentId, y, name = '') => {
const o = structuredClone(scene.objects[0]);
Object.assign(o, {
id,
assetId,
name,
position: { x: 0, y, z: 0 },
parentId,
overrides: {},
instanceEdits: {},
});
return o;
};`;
/**
* Returns the created ids plus `remove()`, so a step's cleanup matches what it made. `front` puts the
* asset at the head of the list: a row appended at the end scrolls out of `dragAsset`'s reach.
*/
export async function scaffoldBehavior(t, options) {
const {
assetId,
name,
graph,
boxId,
boxName = 'Box',
logicId,
y,
front = false,
props = { enabled: true, runInEditor: false },
} = options;
await t.mutate(`
const p = __gm.state.project;
const scene = __gm.state.activeScene;
const asset = structuredClone(p.assets.find((a) => a.id === 'mover'));
Object.assign(asset, {
id: ${JSON.stringify(assetId)},
name: ${JSON.stringify(name)},
props: ${JSON.stringify(props)},
variables: [],
graph: ${JSON.stringify(graph)},
});
p.assets.${front ? 'unshift' : 'push'}(asset);
${MAKE_OBJECT}
scene.objects.push(
make(${JSON.stringify(boxId)}, 'crate', '', ${y}, ${JSON.stringify(boxName)}),
make(${JSON.stringify(logicId)}, ${JSON.stringify(assetId)}, ${JSON.stringify(boxId)}, 0, ${JSON.stringify(name)}),
);
`);
await t.sleep(400);
return {
assetId,
boxId,
logicId,
/** Removes everything this rig added and reports what survived (should be all zeroes). */
async remove() {
await t.evaluate('__gm.state.select(null)');
await t.mutate(`
const p = __gm.state.project;
const scene = __gm.state.activeScene;
const objects = ${JSON.stringify([boxId, logicId])};
const assets = ${JSON.stringify([assetId])};
scene.objects = scene.objects.filter((o) => !objects.includes(o.id));
p.assets = p.assets.filter((a) => !assets.includes(a.id));
`);
await t.sleep(300);
return t.json(`{
objects: __gm.sceneObjects().filter((o) => ${JSON.stringify([boxId, logicId])}.includes(o.id)).length,
assets: __gm.state.project.assets.filter((a) => a.id === ${JSON.stringify(assetId)}).length,
}`);
},
};
}
/** What each tab button reads – the text a check has to click to open it. */
export const TAB_LABELS = {
scene: 'Scene',
game: 'Game',
graph: 'Behavior',
statemachine: 'State machine',
shader: 'Shader',
texture: 'Texture',
animation: 'Animation',
container: 'Container',
list: 'List',
particles: 'Particles',
};
/**
* Opens a tab by clicking it, through the `»` menu when the row had to hide it. Since the tenth tab
* (#73) that is the normal case at the test window's width: a plain `clickText('Container')` found
* nothing and took the whole suite down with it.
*/
export async function openTab(t, tab) {
const row = await t.json('__gm.tabRow()');
if (row.hidden.includes(tab)) {
await t.clickText('»');
await t.sleep(300);
}
await t.clickText(TAB_LABELS[tab]);
await t.sleep(400);
}
/**
* Picks an asset type from the already-open `+` menu. The menu has one entry per type and scrolls
* past 320 px, so the last of them sit under the mask: `locate` still finds them, but a click there
* lands on nothing. The fourteenth type (`Variables`, #91) pushed `Font` under that edge and took
* step 30 down with it, because only step 31 had scrolled first.
*/
export async function pickAssetType(t, label) {
const box = await t.json('__gm.overlayRect()');
let p = await t.locate(label, true);
let scrolled = false;
if (box && (!p || p.y > box.y + box.h - 4)) {
await t.wheel(box.x + box.w / 2, box.y + box.h / 2, 300);
await t.sleep(250);
p = await t.locate(label, true);
scrolled = true;
}
await t.click(p.x, p.y);
await t.sleep(250);
return { box, p, scrolled };
}