- `.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>
173 lines
6.5 KiB
JavaScript
173 lines
6.5 KiB
JavaScript
import { colourDistance } from '../lib/harness.mjs';
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/**
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* The Texture tab: cutting frames out of a sheet, and a sprite wearing one.
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*
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* Runs after the texture step, whose four-quadrant 64x48 picture gives every quadrant a colour
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* of its own – that is what makes "which part of the sheet is on screen" a `pixelAt` question.
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*/
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/** The four quadrants of the sheet the texture step pastes, plus the sprite's own white. */
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const PALETTE = {
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red: '#e63c3c',
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green: '#3cc85a',
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blue: '#466ef0',
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white: '#f5f5f5',
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plain: '#ff00ff',
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};
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/**
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* Nearest known colour rather than an exact match: editor gizmos (a collider fill at 12 % alpha)
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* tint a sample by a few percent, which still cannot make one quadrant read as another.
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*/
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function nearestColour(sample) {
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let best = '';
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let bestDistance = Infinity;
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for (const [name, hex] of Object.entries(PALETTE)) {
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const distance = colourDistance(sample, hex);
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if (distance < bestDistance) {
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bestDistance = distance;
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best = name;
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}
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}
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return best;
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}
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export async function frames(t) {
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const { check, sleep, json, evaluate, shot, clickText, drag, press, undo } = t;
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// 13a. The tab exists and shows the texture the selection points at.
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await press('Escape');
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await evaluate('__gm.state.select(null)');
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const texture = await json("(__gm.state.project.assets.find((a) => a.type === 'texture') ?? {}).id ?? ''");
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await evaluate(`__gm.state.select({ kind: 'asset', assetId: ${JSON.stringify(texture)} })`);
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await clickText('Texture');
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await sleep(600);
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check('the Texture tab opens', (await json('__gm.tab()')) === 'texture');
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check(
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'and shows the selected sheet',
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(await json('__gm.texture.current()')) === texture,
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`${await json('__gm.texture.current()')} vs ${texture}`,
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);
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await shot('33-texture-tab');
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// 13b. Dragging on the picture cuts a frame. Aimed at the top-right quadrant (32,0)-(64,24),
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// inset by a pixel: a press on a frame edge is read as a resize, not a new rectangle.
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const from = await json('__gm.texture.pointAt(33, 1)');
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const to = await json('__gm.texture.pointAt(63, 23)');
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check('the sheet is on screen', Boolean(from) && Boolean(to), JSON.stringify({ from, to }));
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await drag(from.x, from.y, to.x, to.y);
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await sleep(500);
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const cut = await json(
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`(__gm.state.project.assets.find((a) => a.id === ${JSON.stringify(texture)}) ?? {}).frames ?? []`,
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);
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check('dragging on the sheet cuts a frame', cut.length === 1, JSON.stringify(cut));
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const frame = cut[0] ?? {};
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check(
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'the frame lands on the quadrant it was dragged over',
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frame.x >= 32 && frame.y >= 0 && frame.x + frame.w <= 64 && frame.y + frame.h <= 48,
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JSON.stringify(frame),
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);
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check(
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'and is stored in whole pixels',
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Number.isInteger(frame.x) && Number.isInteger(frame.y) && Number.isInteger(frame.w),
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JSON.stringify(frame),
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);
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check(
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'cutting a frame selects it, so the inspector edits what was just made',
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(await json('__gm.state.selection?.kind')) === 'frame',
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JSON.stringify(await json('__gm.state.selection')),
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);
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await shot('34-frame-cut');
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// 13c. It is one undo step, not one per pointer move.
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await undo();
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await sleep(400);
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check(
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'undo removes the frame in one step',
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(await json(
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`((__gm.state.project.assets.find((a) => a.id === ${JSON.stringify(texture)}) ?? {}).frames ?? []).length`,
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)) === 0,
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);
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await t.redo();
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await sleep(400);
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// 13d. A sprite wearing the frame shows that part of the sheet and nothing else.
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await evaluate(`(() => {
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const sprite = __gm.state.project.assets.find((a) => a.id === 'tex-sprite');
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sprite.props.color = 0xffffff;
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sprite.props.texture = ${JSON.stringify(frame.id)};
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__gm.state.preview();
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})()`);
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await evaluate("__gm.showTab('scene')");
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await sleep(900);
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const box = await json("__gm.objectRect('otex')");
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check('the textured sprite is on screen again', Boolean(box) && box.w > 8, JSON.stringify(box));
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if (box) {
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const at = async (fx, fy) =>
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json(`__gm.pixelAt(${Math.round(box.x + fx * box.w)}, ${Math.round(box.y + fy * box.h)})`);
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const corners = [await at(-0.3, -0.3), await at(0.3, -0.3), await at(-0.3, 0.3), await at(0.3, 0.3)];
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const read = corners.map(nearestColour);
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// Without the frame these corners read red / green / blue / white, as the texture step
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// asserts – so four greens is the statement that the fill stayed inside one quadrant.
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check(
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'the whole sprite shows the one quadrant the frame cuts out',
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read.every((c) => c === 'green'),
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JSON.stringify({ corners, read }),
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);
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await shot('35-sprite-wearing-a-frame');
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}
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// 13e. Slicing offers a live count before it commits.
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// Repainted magenta first: magenta is nowhere in the sheet, so the fallback check below
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// cannot be confused with a part of the picture.
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await evaluate(`(() => {
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__gm.state.project.assets.find((a) => a.id === 'tex-sprite').props.color = 0xff00ff;
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__gm.state.preview();
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})()`);
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await evaluate("__gm.showTab('texture')");
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await sleep(400);
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await clickText('Slice…');
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await sleep(500);
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const dialog = await json('__gm.overlayTexts()');
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check(
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'the slice dialog states what the numbers would produce',
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dialog.some((text) => /^\d+ frames of \d+ × \d+ px$/.test(text)),
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JSON.stringify(dialog),
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);
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check(
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'and names the picture size it is cutting',
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dialog.some((text) => text === 'Picture is 64 × 48 px'),
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JSON.stringify(dialog),
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);
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await clickText('Slice');
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await sleep(700);
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const sliced = await json(
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`((__gm.state.project.assets.find((a) => a.id === ${JSON.stringify(texture)}) ?? {}).frames ?? []).map((f) => f.name + ' ' + f.w + 'x' + f.h)`,
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);
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check(
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'slicing 4x4 replaces the frames with sixteen 16x12 cells',
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sliced.length === 16 && sliced.every((s) => s.endsWith('16x12')),
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JSON.stringify(sliced.slice(0, 3)),
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);
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check('and numbers them in reading order', sliced[0]?.startsWith('Frame 1 '), JSON.stringify(sliced[0]));
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await shot('36-sliced-sheet');
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// 13f. A sprite pointed at a frame slicing removed falls back to its colour.
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await evaluate("__gm.showTab('scene')");
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await sleep(700);
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if (box) {
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const fallback = await json(
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`__gm.pixelAt(${Math.round(box.x + 0.3 * box.w)}, ${Math.round(box.y + 0.3 * box.h)})`,
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);
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check(
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'a sprite whose frame was sliced away falls back to its plain colour',
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nearestColour(fallback) === 'plain',
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JSON.stringify({ fallback, read: nearestColour(fallback) }),
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);
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}
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}
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