game-maker / suite (push) Failing after 11m6s
Load scene sets a flag on the World like Stop and Restart do; the swap happens after the tick, and the last wish of a tick wins. Exactly one thing crosses over: the SharedState, so global variables and global machines keep what they know while everything local is built anew. Loading the scene that is already running rebuilds it, which is what "reset the level" means when the score must survive. A run starts either from the start scene (a new project field, set from the asset panel and marked with an arrow in the list) or from whatever scene is open. The toggle next to Play says which question is asked and remembers the answer in localStorage: it is a way of working, not part of the game. Sounds no longer end because a scene ends. A voice belongs to the behavior that started it and stops right after On destroy, so the scene swap is no longer a special case at all. For the enemy that plays its explosion and destroys itself in the same breath there is now a detached input on Play sound. The scene selector stays usable while a run plays, because a double click in the asset panel already did the same thing unguarded. It moves what the editor looks at, not what the run plays.
126 lines
4.9 KiB
TypeScript
126 lines
4.9 KiB
TypeScript
/**
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* A game is more than one scene. `Load scene` swaps the running one for another inside the same
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* run: the scene is rebuilt from scratch, while what belongs to the run – the shared variables and
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* the global machines – carries on. Where a run *begins* is a second question, and the project
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* answers it separately from whatever scene is open in the editor.
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*/
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import { describe, expect, it } from 'vitest';
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import {
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CreateAssetCommand,
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SetActiveSceneCommand,
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SetStartSceneCommand,
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} from '../../src/core/commands/assetCommands';
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import { CommandError } from '../../src/core/commands/Command';
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import { startScene } from '../../src/core/model/Project';
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import { addGameSystems } from '../../src/runtime/systems/BehaviorSystem';
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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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import {
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graphEditor,
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makeBehavior,
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makeSpriteScene,
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makeVariables,
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place,
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roundTrip,
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startWorld,
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type SceneFixture,
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} from '../helpers';
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/** The sprite scene plus a second scene, and the id of that second one. */
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function twoScenes(): SceneFixture & { otherId: string } {
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const f = makeSpriteScene('Box');
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const second = new CreateAssetCommand('scene', 'Level 2');
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f.stack.execute(second);
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return { ...f, otherId: second.asset.id };
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}
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describe('the start scene', () => {
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it('is what a run begins with, and falls back to the active scene while none is named', () => {
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const f = twoScenes();
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expect(f.project.startSceneId).toBe('');
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expect(startScene(f.project)?.id).toBe(f.sceneId);
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f.stack.execute(new SetStartSceneCommand(f.otherId));
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f.stack.execute(new SetActiveSceneCommand(f.sceneId));
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expect(startScene(f.project)?.id).toBe(f.otherId);
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});
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it('can be taken back, and reads as none once the scene it names is gone', () => {
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const f = twoScenes();
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f.stack.execute(new SetStartSceneCommand(f.otherId));
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f.stack.execute(new SetStartSceneCommand(''));
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expect(f.project.startSceneId).toBe('');
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f.stack.undo();
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expect(f.project.startSceneId).toBe(f.otherId);
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f.project.startSceneId = 'no-such-scene';
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expect(startScene(f.project)?.id).toBe(f.project.activeSceneId);
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});
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it('refuses an asset that is not a scene', () => {
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const f = twoScenes();
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expect(() => f.stack.execute(new SetStartSceneCommand(f.spriteId))).toThrow(CommandError);
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});
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it('survives a round trip and drops an id no scene answers to', () => {
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const f = twoScenes();
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f.stack.execute(new SetStartSceneCommand(f.otherId));
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expect(roundTrip(f.project).startSceneId).toBe(f.otherId);
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f.project.startSceneId = 'gone';
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expect(roundTrip(f.project).startSceneId).toBe('');
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});
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});
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describe('Load scene', () => {
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/** A behavior asking for `sceneId` on start, placed below the box. */
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function asking(f: SceneFixture, sceneId: string) {
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const behavior = makeBehavior(f, 'Logic');
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const box = place(f, f.spriteId, { x: 0, y: 0 });
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place(f, behavior.id, { x: 0, y: 0 }, box);
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const edit = graphEditor(f, behavior);
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const start = edit.addNode('OnStart');
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const load = edit.addNode('LoadScene', { scene: sceneId });
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edit.connect(start, 'exec', load, 'exec');
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return { behavior, load };
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}
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it('asks the world for the scene, once the frame is over rather than mid-flow', () => {
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const f = twoScenes();
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asking(f, f.otherId);
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const { world, frame } = startWorld(f, { behaviors: true });
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frame();
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// Still standing in the old world: the swap is the caller's to make, once the tick is over.
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expect(world.loadSceneRequested).toBe(f.otherId);
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expect(world.entities.some((e) => e.name === 'Box')).toBe(true);
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});
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it('asks for nothing when the id names no scene, and says so in the log', () => {
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const f = twoScenes();
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asking(f, 'no-such-scene');
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const { world, frame } = startWorld(f, { behaviors: true });
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frame();
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expect(world.loadSceneRequested).toBe('');
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expect(world.log.some((line) => line.startsWith('Load scene: no scene'))).toBe(true);
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});
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/** The point of the whole exercise: a score that survives the next level. */
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it('carries the shared variables into the world of the next scene', () => {
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const f = twoScenes();
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const vars = makeVariables(f, 'Game', ['score']);
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const input = new Input();
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const first = World.instantiate(f.project, f.sceneId);
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const behaviors = addGameSystems(first, f.project, input);
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behaviors.liveVariables(vars.id)!.score = 7;
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const second = World.instantiate(f.project, f.otherId);
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const carried = addGameSystems(second, f.project, input, undefined, undefined, behaviors.shared);
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expect(carried.liveVariables(vars.id)?.score).toBe(7);
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// A fresh run, by contrast, starts at what the asset declares.
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const third = World.instantiate(f.project, f.otherId);
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expect(addGameSystems(third, f.project, input).liveVariables(vars.id)?.score).toBe(0);
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});
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});
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