The graph was only locked by five edit-mode guards in GraphCanvas. The running game reads the graph by reference each frame, so a new node, edge, changed value, disconnect or undo takes effect from the next frame. Stop discards these edits like everything else changed in play. A new On start node does not fire for a behavior that has already started. During play every data output shows the value it last produced, in the highlight colour and refreshed ten times a second. Values are kept per graph, because node ids are only unique within one; with several instances the most recent value wins. The Variables node reads the live variable bag, so only its own outputs are kept, as a snapshot. Each time an exec edge fires, a bead runs along it in 0.3 s, at most one every 0.15 s per edge, following the same curve the edge is drawn with. Beads run on game time and freeze while paused; the game logic is unchanged. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
66 lines
2.4 KiB
TypeScript
66 lines
2.4 KiB
TypeScript
import { describe, expect, it } from 'vitest';
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import {
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BEAD_SPACING,
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BEAD_TRAVEL,
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beadsInFlight,
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curvePoint,
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launchBead,
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} from '../../src/editor/graph/beads';
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describe('beads on a firing edge', () => {
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it('a single fire sends one bead from the source to the target and then it is gone', () => {
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const times: number[] = [];
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launchBead(times, 2);
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expect(beadsInFlight(times, 2)).toEqual([0]);
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expect(beadsInFlight(times, 2 + BEAD_TRAVEL / 2)[0]).toBeCloseTo(0.5);
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expect(beadsInFlight(times, 2 + BEAD_TRAVEL)).toHaveLength(1);
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expect(beadsInFlight(times, 2 + BEAD_TRAVEL + 0.01)).toEqual([]);
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});
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it('a fire closer than the spacing to the last bead sends none', () => {
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const times: number[] = [];
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launchBead(times, 1);
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launchBead(times, 1 + BEAD_SPACING / 2);
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expect(times).toEqual([1]);
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launchBead(times, 1 + BEAD_SPACING);
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expect(times).toEqual([1, 1 + BEAD_SPACING]);
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});
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it('an edge firing every frame shows an evenly spaced chain that does not pile up', () => {
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const times: number[] = [];
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let now = 0;
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for (let frame = 0; frame < 600; frame++) {
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now = frame / 60;
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launchBead(times, now);
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}
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const flying = beadsInFlight(times, now);
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expect(flying.length).toBeGreaterThanOrEqual(2);
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expect(times.length).toBeLessThanOrEqual(Math.ceil(BEAD_TRAVEL / BEAD_SPACING) + 1);
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for (let i = 1; i < flying.length; i++)
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expect(flying[i - 1]! - flying[i]!).toBeGreaterThanOrEqual(BEAD_SPACING / BEAD_TRAVEL - 1e-9);
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});
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});
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describe('the curve a bead follows', () => {
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it('starts in the source port and ends in the target port', () => {
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expect(curvePoint(10, 20, 300, 80, 0)).toEqual({ x: 10, y: 20 });
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expect(curvePoint(10, 20, 300, 80, 1)).toEqual({ x: 300, y: 80 });
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});
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it('passes the middle of a curve half way, since the curve is symmetric', () => {
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const mid = curvePoint(0, 0, 200, 100, 0.5);
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expect(mid.x).toBeCloseTo(100);
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expect(mid.y).toBeCloseTo(50);
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});
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it('bows out to the right between two ports stacked above each other, as the drawn curve does', () => {
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expect(curvePoint(0, 0, 0, 100, 0.25).x).toBeCloseTo(11.25);
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});
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it('leaves its port horizontally, as the drawn curve does', () => {
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const near = curvePoint(0, 0, 200, 100, 0.01);
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expect(near.x).toBeGreaterThan(0);
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expect(Math.abs(near.y / near.x)).toBeLessThan(0.05);
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});
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});
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