- Collider property isTrigger (no blocking, still reports enter/stay/exit) - Node 'Move and slide' with blocked x/y outputs, axis-wise resolution - axisSeparation/axisCorrection geometry for box/box, circle/circle, box/circle - Amber outline for trigger colliders in the viewport - Demo mover uses Move and slide; E2E step 15b, 7 new unit tests Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
277 lines
15 KiB
TypeScript
277 lines
15 KiB
TypeScript
import { describe, expect, it } from 'vitest';
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import { CreateAssetCommand } from '../../src/core/commands/assetCommands';
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import { AddColliderCommand } from '../../src/core/commands/colliderCommands';
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import { CommandStack } from '../../src/core/commands/CommandStack';
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import { AddNodeCommand, ConnectCommand } from '../../src/core/commands/graphCommands';
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import { PlaceAssetCommand, SetOverrideCommand } from '../../src/core/commands/sceneObjectCommands';
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import type { BehaviorAsset } from '../../src/core/model/Asset';
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import { createEmptyProject, findScene } from '../../src/core/model/Project';
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import { axisCorrection, axisSeparation, colliderShape, shapesOverlap } from '../../src/core/properties/collider';
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import { deserializeProject, serializeProject } from '../../src/core/store/serialize';
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import { BehaviorSystem } from '../../src/runtime/systems/BehaviorSystem';
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import { CollisionSystem } from '../../src/runtime/systems/CollisionSystem';
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import { Input } from '../../src/runtime/systems/Input';
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import { World } from '../../src/runtime/World';
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const box = (x: number, y: number, w: number, h: number) => ({ kind: 'box' as const, x, y, w, h });
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const circle = (x: number, y: number, r: number) => ({ kind: 'circle' as const, x, y, r });
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describe('collider geometry', () => {
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it('box vs box: overlapping yes, touching edges no', () => {
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expect(shapesOverlap(box(0, 0, 100, 100), box(90, 0, 100, 100))).toBe(true);
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expect(shapesOverlap(box(0, 0, 100, 100), box(100, 0, 100, 100))).toBe(false);
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expect(shapesOverlap(box(0, 0, 100, 100), box(0, 150, 100, 100))).toBe(false);
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});
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it('circle vs circle and box vs circle (corner case: the closest point is a box corner)', () => {
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expect(shapesOverlap(circle(0, 0, 10), circle(15, 0, 10))).toBe(true);
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expect(shapesOverlap(circle(0, 0, 10), circle(20, 0, 10))).toBe(false);
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expect(shapesOverlap(box(0, 0, 100, 100), circle(60, 0, 20))).toBe(true);
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expect(shapesOverlap(box(0, 0, 100, 100), circle(80, 0, 20))).toBe(false);
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// Corner at (50,50): a circle at (60,60) with r=10 has distance √200 ≈ 14.1 → no overlap; r=15 → overlap.
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expect(shapesOverlap(circle(60, 60, 10), box(0, 0, 100, 100))).toBe(false);
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expect(shapesOverlap(circle(60, 60, 15), box(0, 0, 100, 100))).toBe(true);
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});
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it('builds shapes from properties with defaults', () => {
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expect(colliderShape({}, { x: 1, y: 2 })).toEqual(box(1, 2, 100, 100));
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expect(colliderShape({ shape: 'circle', radius: 7 }, { x: 0, y: 0 })).toEqual(circle(0, 0, 7));
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});
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it('axis separation: the centre distance at which shapes touch along one axis', () => {
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expect(axisSeparation(box(0, 0, 100, 60), box(0, 10, 40, 60), 'x')).toBe(70);
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expect(axisSeparation(box(0, 0, 100, 60), box(0, 100, 40, 60), 'x')).toBe(0); // apart on y
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expect(axisSeparation(circle(0, 0, 10), circle(0, 12, 10), 'x')).toBeCloseTo(16);
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expect(axisSeparation(box(0, 0, 100, 100), circle(0, 20, 10), 'x')).toBe(60); // flat side
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expect(axisSeparation(box(0, 0, 100, 100), circle(0, 56, 10), 'x')).toBeCloseTo(50 + 8); // corner: dy=6 → √(100−36)
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expect(axisSeparation(box(0, 0, 100, 100), circle(0, 70, 10), 'x')).toBe(0);
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});
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it('axis correction: how far a mover must back off to just touch', () => {
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// Mover moved right into a box: centres 80 apart, need 100 → push back 20.
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expect(axisCorrection(box(0, 0, 100, 100), box(80, 0, 100, 100), 'x', 1)).toBe(20);
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expect(axisCorrection(box(80, 0, 100, 100), box(0, 0, 100, 100), 'x', -1)).toBe(20);
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expect(axisCorrection(box(0, 0, 100, 100), box(120, 0, 100, 100), 'x', 1)).toBe(0);
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expect(axisCorrection(box(0, 0, 100, 100), box(0, 90, 100, 100), 'y', 1)).toBe(10);
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});
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});
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/** A scene with two crates (100×60) 300 apart, each with a collider child; a behavior on crate A. */
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function setup() {
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const project = createEmptyProject('p', 'Colliders');
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const stack = new CommandStack(project);
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const scene = new CreateAssetCommand('scene', 'Level');
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const sprite = new CreateAssetCommand('sprite', 'Crate');
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const behavior = new CreateAssetCommand('behavior', 'Hit');
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for (const c of [scene, sprite, behavior]) stack.execute(c);
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sprite.asset.props.height = 60;
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const a = new PlaceAssetCommand(scene.asset.id, sprite.asset.id, { x: 0, y: 0 });
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const b = new PlaceAssetCommand(scene.asset.id, sprite.asset.id, { x: 300, y: 0 });
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stack.execute(a);
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stack.execute(b);
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const colA = new AddColliderCommand(scene.asset.id, a.objectId);
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const colB = new AddColliderCommand(scene.asset.id, b.objectId);
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stack.execute(colA);
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stack.execute(colB);
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const place = new PlaceAssetCommand(scene.asset.id, behavior.asset.id, { x: 0, y: 0 }, a.objectId);
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stack.execute(place);
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return { project, stack, sceneId: scene.asset.id, spriteId: sprite.asset.id, behavior: behavior.asset as BehaviorAsset, a: a.objectId, b: b.objectId, colA, colB };
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}
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describe('AddColliderCommand', () => {
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it('creates a collider asset sized like the sprite, parented to it; undo removes both', () => {
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const { project, stack, sceneId, a, colA } = setup();
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const asset = project.assets.find((x) => x.id === colA.assetId)!;
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expect(asset.type).toBe('collider');
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expect(asset.name).toBe('Crate collider');
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expect(asset.props).toMatchObject({ shape: 'box', width: 100, height: 60 });
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const object = findScene(project, sceneId)!.objects.find((o) => o.id === colA.objectId)!;
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expect(object.parentId).toBe(a);
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expect(object.position).toEqual({ x: 0, y: 0, z: 0 });
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// Undo of the last three commands: behavior placement, collider B, collider A.
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stack.undo();
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stack.undo();
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stack.undo();
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expect(project.assets.some((x) => x.id === colA.assetId)).toBe(false);
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expect(findScene(project, sceneId)!.objects.some((o) => o.id === colA.objectId)).toBe(false);
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stack.redo();
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expect(project.assets.some((x) => x.id === colA.assetId)).toBe(true);
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});
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it('refuses a collider on a collider and survives a round trip', () => {
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const { project, stack, sceneId, colA } = setup();
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expect(() => stack.execute(new AddColliderCommand(sceneId, colA.objectId))).toThrow(/cannot have a collider/);
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const loaded = deserializeProject(serializeProject(project));
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expect(loaded.assets.find((x) => x.id === colA.assetId)?.props).toMatchObject({ shape: 'box', width: 100, height: 60, radius: 50 });
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});
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});
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describe('CollisionSystem', () => {
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it('reports enter, stay and exit as colliders move (parents carry their colliders)', () => {
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const { project, sceneId, a, b } = setup();
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const world = World.instantiate(project, sceneId);
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const collisions = new CollisionSystem();
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world.addSystem(collisions);
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const crateA = world.findByObjectId(a)!;
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const crateB = world.findByObjectId(b)!;
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world.tick(0.1);
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expect(collisions.enters).toHaveLength(0);
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crateB.x = 90; // boxes of width 100 overlap once the centres are closer than 100
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world.tick(0.1);
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expect(collisions.enters).toHaveLength(1);
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expect(collisions.stays).toHaveLength(0);
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world.tick(0.1);
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expect(collisions.enters).toHaveLength(0);
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expect(collisions.stays).toHaveLength(1);
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expect(collisions.touching(world, crateA, crateB)).toBe(true);
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crateB.x = 300;
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world.tick(0.1);
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expect(collisions.exits).toHaveLength(1);
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expect(collisions.stays).toHaveLength(0);
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expect(collisions.touching(world, crateA, crateB)).toBe(false);
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});
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it('respects overrides and circles; two colliders of the same body never collide', () => {
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const { project, stack, sceneId, a, b, colA, colB } = setup();
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stack.execute(new SetOverrideCommand(sceneId, colB.objectId, 'shape', 'circle'));
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stack.execute(new SetOverrideCommand(sceneId, colB.objectId, 'radius', 30));
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const second = new AddColliderCommand(sceneId, a);
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stack.execute(second); // a second collider on crate A, overlapping colA completely
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const world = World.instantiate(project, sceneId);
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const collisions = new CollisionSystem();
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world.addSystem(collisions);
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world.tick(0.1);
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expect(collisions.enters).toHaveLength(0); // colA and the second collider share a body
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world.findByObjectId(b)!.x = 75; // circle r=30 at 75 vs box half-width 50 → overlap
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world.tick(0.1);
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expect(collisions.enters).toHaveLength(2); // circle B against both colliders of A
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expect(collisions.enters.every((p) => p.a.objectId === colA.objectId || p.b.objectId === colA.objectId || p.a.objectId === second.objectId || p.b.objectId === second.objectId)).toBe(true);
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});
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});
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describe('move and slide', () => {
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function runtime() {
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const s = setup();
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const world = World.instantiate(s.project, s.sceneId);
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const collisions = new CollisionSystem();
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world.addSystem(collisions);
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return { ...s, world, collisions, crateA: world.findByObjectId(s.a)!, crateB: world.findByObjectId(s.b)! };
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}
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it('stops flush at a solid collider and reports the blocked axis', () => {
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const { world, collisions, crateA } = runtime();
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// Crates are 100 wide, 300 apart: 250 of travel is possible before they touch (centres 100 apart).
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expect(collisions.moveAndSlide(world, crateA, 250, 0)).toEqual({ blockedX: true, blockedY: false });
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expect(crateA.x).toBe(200);
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expect(collisions.moveAndSlide(world, crateA, 50, 0)).toEqual({ blockedX: true, blockedY: false });
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expect(crateA.x).toBe(200); // touching edges do not overlap, so the wall keeps holding
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expect(collisions.moveAndSlide(world, crateA, -30, 0)).toEqual({ blockedX: false, blockedY: false });
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expect(crateA.x).toBe(170);
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});
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it('slides along the wall: a diagonal move keeps its y component', () => {
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const { world, collisions, crateA } = runtime();
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expect(collisions.moveAndSlide(world, crateA, 250, 40)).toEqual({ blockedX: true, blockedY: false });
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expect(crateA.x).toBe(200);
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expect(crateA.y).toBe(40);
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});
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it('triggers report but never block; own and descendant colliders are ignored', () => {
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const { project, stack, sceneId, a, b, colB } = setup();
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// Make B's collider a trigger → A passes through, but the CollisionSystem still sees the overlap.
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stack.execute(new SetOverrideCommand(sceneId, colB.objectId, 'isTrigger', true));
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const world = World.instantiate(project, sceneId);
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const collisions = new CollisionSystem();
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world.addSystem(collisions);
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const crateA = world.findByObjectId(a)!;
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expect(collisions.moveAndSlide(world, crateA, 250, 0)).toEqual({ blockedX: false, blockedY: false });
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expect(crateA.x).toBe(250);
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world.tick(0.1);
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expect(collisions.enters).toHaveLength(1);
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// A collider parented under the mover travels with it and cannot block it.
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const rider = world.entities.find((e) => e.type === 'collider' && e.parent === world.findByObjectId(b))!;
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rider.props.isTrigger = false;
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rider.parent = crateA;
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rider.x = 150;
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expect(collisions.moveAndSlide(world, crateA, 10, 0)).toEqual({ blockedX: false, blockedY: false });
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expect(crateA.x).toBe(260);
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});
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it('pairs that already overlap are not resolved (no jolt), leaving is always possible', () => {
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const { world, collisions, crateA, crateB } = runtime();
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crateB.x = 60; // start overlapped
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expect(collisions.moveAndSlide(world, crateA, 5, 0)).toEqual({ blockedX: false, blockedY: false });
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expect(crateA.x).toBe(5);
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expect(collisions.moveAndSlide(world, crateA, -100, 0)).toEqual({ blockedX: false, blockedY: false });
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expect(crateA.x).toBe(-95);
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});
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it('the Move and slide node moves the owner and outputs the blocked axes', () => {
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const { project, stack, sceneId, behavior, a } = setup();
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// On update → Move and slide(Owner, dx = 1000, dt) → Log(blocked x)
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const update = new AddNodeCommand(behavior.id, 'OnUpdate', 0, 0);
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const owner = new AddNodeCommand(behavior.id, 'Owner', 0, 0);
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const move = new AddNodeCommand(behavior.id, 'MoveAndSlide', 0, 0, { dx: 1000 });
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const log = new AddNodeCommand(behavior.id, 'Log', 0, 0);
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for (const c of [update, owner, move, log]) stack.execute(c);
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const connect = (from: AddNodeCommand, fp: string, to: AddNodeCommand, tp: string) =>
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stack.execute(new ConnectCommand(behavior.id, { node: from.node.id, port: fp }, { node: to.node.id, port: tp }));
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connect(update, 'exec', move, 'exec');
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connect(update, 'dt', move, 'dt');
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connect(owner, 'object', move, 'object');
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connect(move, 'exec', log, 'exec');
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connect(move, 'blockedX', log, 'message');
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const world = World.instantiate(project, sceneId);
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const collisions = new CollisionSystem();
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world.addSystem(collisions);
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world.addSystem(new BehaviorSystem(project, new Input(), collisions));
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const crateA = world.findByObjectId(a)!;
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world.tick(0.1); // 100 units: free
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expect(crateA.x).toBe(100);
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world.tick(0.2); // 200 more would reach 300; the wall stops it at 200
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expect(crateA.x).toBe(200);
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expect(world.log).toEqual(['false', 'true']);
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});
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});
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describe('collision events in behaviors', () => {
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it('fires On collision enter/exit on the body\'s behavior with the other body; Is touching agrees', () => {
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const { project, stack, sceneId, behavior, b } = setup();
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// Graph: On collision enter → Log(other); On collision exit → Log("bye"); On update → Log(Is touching(Owner, Object by name "B"))
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const enter = new AddNodeCommand(behavior.id, 'OnCollisionEnter', 0, 0);
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const logEnter = new AddNodeCommand(behavior.id, 'Log', 0, 0);
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const exit = new AddNodeCommand(behavior.id, 'OnCollisionExit', 0, 0);
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const logExit = new AddNodeCommand(behavior.id, 'Log', 0, 0, { message: 'bye' });
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const update = new AddNodeCommand(behavior.id, 'OnUpdate', 0, 0);
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const owner = new AddNodeCommand(behavior.id, 'Owner', 0, 0);
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const byName = new AddNodeCommand(behavior.id, 'ObjectByName', 0, 0, { name: 'B' });
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const touching = new AddNodeCommand(behavior.id, 'IsTouching', 0, 0);
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const logTouch = new AddNodeCommand(behavior.id, 'Log', 0, 0);
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for (const c of [enter, logEnter, exit, logExit, update, owner, byName, touching, logTouch]) stack.execute(c);
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const connect = (from: AddNodeCommand, fp: string, to: AddNodeCommand, tp: string) =>
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stack.execute(new ConnectCommand(behavior.id, { node: from.node.id, port: fp }, { node: to.node.id, port: tp }));
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connect(enter, 'exec', logEnter, 'exec');
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connect(enter, 'other', logEnter, 'message');
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connect(exit, 'exec', logExit, 'exec');
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connect(update, 'exec', logTouch, 'exec');
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connect(owner, 'object', touching, 'a');
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connect(byName, 'object', touching, 'b');
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connect(touching, 'result', logTouch, 'message');
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findScene(project, sceneId)!.objects.find((o) => o.id === b)!.name = 'B';
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const world = World.instantiate(project, sceneId);
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const collisions = new CollisionSystem();
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world.addSystem(collisions);
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world.addSystem(new BehaviorSystem(project, new Input(), collisions));
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const crateB = world.findByObjectId(b)!;
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world.tick(0.1);
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expect(world.log).toEqual(['false']);
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crateB.x = 50;
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world.tick(0.1);
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expect(world.log).toEqual(['false', 'B', 'true']);
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crateB.x = 500;
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world.tick(0.1);
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expect(world.log).toEqual(['false', 'B', 'true', 'bye', 'false']);
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});
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});
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