Files
feuerwerk/tools/e2e/05-drawing.mjs
T
rootandClaude Fable 5.1 6471671f7d Refactor round: ship web/index.html, drop the remote browser, fix stale comments and README
- `.gitignore` said `index.html` unanchored, which also caught the Vite source page;
  a fresh clone could neither `dev` nor `build`. Anchored to `/index.html`, page added.
- Removed GM_REMOTE (tools/remote/gm-browser.ps1 and the ssh/scp branch in browser.mjs):
  the Windows test machine is gone and the only flaky check that lived on it is closed (#37).
- Removed `npm run preview`, undocumented and unused.
- Comments: wrong number in collider.test.ts (250 → 200), the "declarations used to…"
  history in listItems.ts and friends, the 24 px/28 contradiction, section banners in
  nodes/index.ts, node-catalog.test.ts and api/index.php, name paraphrases, and the stale
  step numbers in tools/e2e/11-…23- from the old global count.
- README: asset types include `animation`, kind order Number/Text/Boolean, tagged colour
  and texture items, 6/5 kinds, the `Texture` node, `./build.sh`, PROJECT_FORMAT_VERSION,
  and the file tree (kinds.ts, listItems.ts, propertyPorts.ts, Breadcrumb.ts, beads.ts,
  tools/assets/).
- tests/helpers.ts takes the duplicated `findObject` and `sceneWithCamera`.

Proof: ./check.sh 797 tests, full e2e ALL PASSED 633 checks against this bundle.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-12 15:44:05 +02:00

54 lines
2.2 KiB
JavaScript

/** Draw order: symbols always above sprites, `z` above hierarchy order. */
export async function drawing(t) {
const { check, sleep, json, shot, click, locate, typeText, press, undo, mutate, select, object } = t;
const orderOfCrates = () => json(`__gm.drawOrder().filter(id => id === 'o1' || id === 'o2')`);
// 5a. Symbols stay on top: put the camera first in the hierarchy (drawn first) and a crate
// right on top of its icon → the icon must still be drawn above the sprite.
await mutate(`
const objs = __gm.state.activeScene.objects;
const cam = objs.splice(objs.findIndex(o => o.id === 'o3'), 1)[0];
objs.unshift(cam);
const crate = objs.find(o => o.id === 'o1');
crate.position.x = 0; crate.position.y = 0;
__gm.state.select(null)`);
const layers = await json(`[__gm.layerOf('o3'), __gm.layerOf('o1'), __gm.layerOf('o2')]`);
check(
'camera symbol is drawn in the overlay layer above sprites',
JSON.stringify(layers) === '["overlay","objects","objects"]',
JSON.stringify(layers),
);
await shot('13-symbol-on-top');
// 5b. Z-order: put both crates on the origin. With equal z the hierarchy order wins
// (o1 before o2 → o2 on top); raising o1's z draws it above o2; undo restores it.
await mutate(
`const o2 = __gm.state.activeScene.objects.find(o => o.id === 'o2'); o2.position.x = 0; o2.position.y = 0`,
);
check(
'equal z keeps hierarchy order',
JSON.stringify(await orderOfCrates()) === '["o1","o2"]',
JSON.stringify(await orderOfCrates()),
);
await select({ kind: 'object', holderId: 'scene1', objectId: 'o1' });
await sleep(200);
const zLabel = await locate('Z');
await click(zLabel.x + 160, zLabel.y); // plain click → text editing with everything selected
await typeText('5');
await press('Enter');
await sleep(200);
check(
'Z field sets position.z',
(await object('o1')).position.z === 5,
`z=${(await object('o1')).position.z}`,
);
check(
'higher z is drawn on top',
JSON.stringify(await orderOfCrates()) === '["o2","o1"]',
JSON.stringify(await orderOfCrates()),
);
await shot('14-z-order');
await undo();
check('undo restores z', (await object('o1')).position.z === 0, `z=${(await object('o1')).position.z}`);
}