game-maker / suite (push) Failing after 3m59s
A shader is an asset carrying a node graph (Texture color, Output, Property, Color, Add/Subtract/Multiply/Divide, Mix, Luminance) that compiles to the GLSL fragment of a Pixi filter. The Shader tab reuses the Behavior canvas; a sprite wears a shader through its Shader picker, and the rows below it are the graph's Property nodes. Property schema, resolution and deviation take the project because a sprite's rows now live in another asset. The built-in registry of the prototype is gone; "Adjust colors" ships as a graph in the fixture and the three example games. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
78 lines
3.3 KiB
TypeScript
78 lines
3.3 KiB
TypeScript
import { describe, expect, it } from 'vitest';
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import { CreateAssetCommand, CreateTextureCommand } from '../../src/core/commands/assetCommands';
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import { CommandError } from '../../src/core/commands/Command';
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import { findAsset } from '../../src/core/model/Project';
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import { spriteFromTexture } from '../../src/core/properties/aspect';
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import { makeProject } from '../helpers';
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const FILE = `${'b'.repeat(64)}.webp`;
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describe('CreateTextureCommand', () => {
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it('adds a texture asset carrying the uploaded image, and removes it again', () => {
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const { project, stack } = makeProject();
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const command = new CreateTextureCommand('Hero', { file: FILE, width: 64, height: 32 });
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stack.execute(command);
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const asset = findAsset(project, command.asset.id);
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expect(asset).toMatchObject({ type: 'texture', name: 'Hero', file: FILE, width: 64, height: 32 });
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// The schema default comes along, so the new texture is a complete asset – nothing to fill in later.
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expect(asset?.props).toEqual({ filter: 'linear' });
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stack.undo();
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expect(project.assets).toHaveLength(0);
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stack.redo();
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expect(findAsset(project, command.asset.id)?.name).toBe('Hero');
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});
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it('rejects a file name the server cannot have produced – in execute, not in the constructor', () => {
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const { project, stack } = makeProject();
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const command = new CreateTextureCommand('Hero', { file: '../secrets.png', width: 1, height: 1 });
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expect(() => stack.execute(command)).toThrow(CommandError);
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expect(project.assets).toHaveLength(0);
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});
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it('keeps two assets for the same file apart', () => {
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const { project, stack } = makeProject();
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stack.execute(new CreateTextureCommand('Hero', { file: FILE, width: 8, height: 8 }));
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stack.execute(new CreateTextureCommand('Hero copy', { file: FILE, width: 8, height: 8 }));
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expect(project.assets.map((a) => a.id)).toHaveLength(2);
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expect(new Set(project.assets.map((a) => a.id)).size).toBe(2);
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});
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});
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describe('CreateAssetCommand with starting props', () => {
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it('creates a sprite wearing the texture at its pixel size, and removes it again', () => {
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const { project, stack } = makeProject();
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const texture = new CreateTextureCommand('Hero', { file: FILE, width: 64, height: 32 });
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stack.execute(texture);
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const sprite = new CreateAssetCommand('sprite', 'Hero 2', spriteFromTexture(project, texture.asset.id));
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stack.execute(sprite);
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expect(findAsset(project, sprite.asset.id)?.props).toEqual({
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enabled: true,
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width: 64,
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height: 32,
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color: 0xffffff,
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texture: texture.asset.id,
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shader: '',
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});
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stack.undo();
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expect(findAsset(project, sprite.asset.id)).toBeUndefined();
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stack.redo();
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expect(findAsset(project, sprite.asset.id)?.props.texture).toBe(texture.asset.id);
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});
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it('passes each value through the schema', () => {
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const { project, stack } = makeProject();
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const sprite = new CreateAssetCommand('sprite', 'Tiny', { width: -5 });
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stack.execute(sprite);
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expect(findAsset(project, sprite.asset.id)?.props.width).toBe(1);
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});
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it('rejects a property the type does not have, leaving the project untouched', () => {
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const { project, stack } = makeProject();
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expect(() => stack.execute(new CreateAssetCommand('sprite', 'Odd', { zoom: 2 }))).toThrow(CommandError);
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expect(project.assets).toHaveLength(0);
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});
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});
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