Key is down says whether a key is held. To act once on a press, a graph had only the events On key down and On key up. A behavior that is called by another one and reads its input as data had to keep the state of the last frame in a variable of its own. - Key was pressed is true for the one frame in which the key goes down, the frame On key down fires in. Key was released is the same for the frame the key comes up. - Both sit next to Key is down in the palette and have the key as their only setting. - NodeContext gains wasKeyPressed and wasKeyReleased. The behavior context answers them from justPressed and justReleased of the input, through keyName, so a key saved as "A" meets the key "a". - No repeat. On key down may fire again while a key stays held, a held key is pressed once here. - When the window loses the keyboard, every held key counts as released in that frame, as On key up has it. - The engine prompt of the benchmark names the two nodes. Tests: - Gate on melektaus-atx right before this commit: 213 files, 3278 tests (3264 + 14), exit 0. - e2e 18,20,43 on melektaus-atx: 57 checks, all pass. - Ten unit tests in key-edges.test.ts on a real world, four cases in the node catalog. - Eight counter-probes all fail their tests. One did not at first (the case of the key saved on the node), a test was added. - No e2e check of its own, the sum stays 1676. The nodes were not looked at in the browser, neither in the palette nor with a real keyboard. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
183 lines
5.5 KiB
TypeScript
183 lines
5.5 KiB
TypeScript
/**
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* `Key was pressed` and `Key was released` answer the edges `On key down` and `On key up` fire on,
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* as values a flow can ask for. Driven through a real world, so the frame they hold for is the
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* one the run really ends.
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*/
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import { describe, expect, it } from 'vitest';
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import type { BehaviorAsset } from '../../src/core/model/Asset';
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import { graphEditor, makeBehavior, makeSpriteScene, place, startWorld, type SceneFixture } from '../helpers';
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function scene(): SceneFixture & { behavior: BehaviorAsset } {
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const f = makeSpriteScene('Box');
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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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return { ...f, behavior };
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}
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/** Wires `On update → Branch(<node>.<port>) → Log(message)`: one log entry per frame the node says yes. */
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function logWhile(
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f: SceneFixture & { behavior: BehaviorAsset },
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type: string,
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port: string,
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key: string,
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message: string,
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): void {
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const edit = graphEditor(f, f.behavior);
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const update = edit.addNode('OnUpdate');
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const asked = edit.addNode(type, { key });
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const branch = edit.addNode('Branch');
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const log = edit.addNode('Log', { message });
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edit.connect(update, 'exec', branch, 'exec');
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edit.connect(asked, port, branch, 'condition');
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edit.connect(branch, 'then', log, 'exec');
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}
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describe('Key was pressed', () => {
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it('is true in the frame the key goes down and in no other', () => {
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const f = scene();
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logWhile(f, 'KeyWasPressed', 'pressed', 'a', 'pressed');
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const { world, input, frame } = startWorld(f, { behaviors: true });
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frame();
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expect(world.log).toEqual([]);
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input.press('a');
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frame();
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expect(world.log).toEqual(['pressed']);
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frame();
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frame();
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expect(world.log).toEqual(['pressed']);
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});
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it("does not count the browser's own repeat of a held key as a new press", () => {
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const f = scene();
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logWhile(f, 'KeyWasPressed', 'pressed', 'a', 'pressed');
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const { world, input, frame } = startWorld(f, { behaviors: true });
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input.press('a');
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frame();
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input.press('a');
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frame();
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expect(world.log).toEqual(['pressed']);
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input.release('a');
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input.press('a');
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frame();
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expect(world.log).toEqual(['pressed', 'pressed']);
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});
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it('answers in the same frame as On key down', () => {
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const f = scene();
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logWhile(f, 'KeyWasPressed', 'pressed', 'a', 'value');
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const edit = graphEditor(f, f.behavior);
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edit.connect(
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edit.addNode('OnKeyDown', { key: 'a' }),
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'exec',
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edit.addNode('Log', { message: 'event' }),
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'exec',
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);
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const { world, input, frame } = startWorld(f, { behaviors: true });
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input.press('a');
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frame();
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expect([...world.log].sort()).toEqual(['event', 'value']);
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frame();
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expect(world.log).toHaveLength(2);
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});
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it('takes "a" and "A" for one key and leaves another key alone', () => {
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const f = scene();
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logWhile(f, 'KeyWasPressed', 'pressed', 'a', 'pressed');
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const { world, input, frame } = startWorld(f, { behaviors: true });
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input.press('b');
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frame();
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expect(world.log).toEqual([]);
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input.press('A');
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frame();
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expect(world.log).toEqual(['pressed']);
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});
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it('reads the key on the node the same way, whichever case it was saved in', () => {
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const f = scene();
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logWhile(f, 'KeyWasPressed', 'pressed', 'A', 'pressed');
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logWhile(f, 'KeyWasReleased', 'released', 'A', 'released');
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const { world, input, frame } = startWorld(f, { behaviors: true });
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input.press('a');
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frame();
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input.release('a');
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frame();
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expect(world.log).toEqual(['pressed', 'released']);
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});
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it('stays false while the key is only released', () => {
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const f = scene();
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logWhile(f, 'KeyWasPressed', 'pressed', 'a', 'pressed');
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const { world, input, frame } = startWorld(f, { behaviors: true });
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input.press('a');
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frame();
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input.release('a');
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frame();
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expect(world.log).toEqual(['pressed']);
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});
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});
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describe('Key was released', () => {
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it('is true in the frame the key comes up and in no other', () => {
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const f = scene();
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logWhile(f, 'KeyWasReleased', 'released', 'a', 'released');
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const { world, input, frame } = startWorld(f, { behaviors: true });
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input.press('a');
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frame();
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frame();
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expect(world.log).toEqual([]);
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input.release('a');
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frame();
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expect(world.log).toEqual(['released']);
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frame();
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expect(world.log).toEqual(['released']);
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});
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it('stays false for a key that was never down', () => {
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const f = scene();
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logWhile(f, 'KeyWasReleased', 'released', 'a', 'released');
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const { world, input, frame } = startWorld(f, { behaviors: true });
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input.release('a');
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frame();
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expect(world.log).toEqual([]);
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});
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it('sees a press and a release inside one frame as both', () => {
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const f = scene();
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logWhile(f, 'KeyWasPressed', 'pressed', 'a', 'pressed');
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logWhile(f, 'KeyWasReleased', 'released', 'a', 'released');
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const { world, input, frame } = startWorld(f, { behaviors: true });
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input.press('a');
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input.release('a');
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frame();
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expect([...world.log].sort()).toEqual(['pressed', 'released']);
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});
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it('is true for every held key when the window loses the keyboard', () => {
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const f = scene();
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logWhile(f, 'KeyWasReleased', 'released', 'a', 'released');
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const { world, input, frame } = startWorld(f, { behaviors: true });
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input.press('a');
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frame();
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input.releaseAll();
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frame();
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expect(world.log).toEqual(['released']);
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});
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});
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