Files
feuerwerk/tools/e2e/43-queries.mjs
T
adminandClaude Opus 5.5 2da07599d8
game-maker / gate (push) Successful in 3m6s
game-maker / suite (push) Successful in 16m6s
Let Get position give only the local x and y
Get world position now covers the world coordinates. Two nodes that
both offer world x and y made it unclear which one to take. No project
uses the world outputs of Get position any more.

- Get position drops its world x and world y outputs and its
  description points to Get world position.
- Old snapshots with edges on those outputs still load. The edges hang
  on ghost ports and the node warns about them.
- The unit tests in hierarchy and raycast and the graphs in e2e 43 use
  Get world position where they read the world coordinates.

Tests:
- node-catalog, hierarchy, raycast: 3 files, 417 tests, all green
- e2e 43 on melektaus-atx: ALL PASSED, 17 checks

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-04 19:13:58 +02:00

446 lines
19 KiB
JavaScript
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
import { edge, node } from '../lib/builders.mjs';
import { inView, LANES, MAKE_OBJECT } from './lib/scaffold.mjs';
/**
* What a game asks the collision about, and platforms one jumps through: one-way colliders (#155),
* the Raycast node (#153) and On collision stay with an interval and contact data (#149). What only a
* running editor shows: the switch in the inspector, the engine and Move landing on a platform and
* passing it from below, the ray drawn in the Scene tab by the editor run, and a stay that fires on
* its own clock.
*/
const FALL = 300;
/** Falls with Move and "Collide with solids"; 1.5 s after it starts it drops through one-way platforms. */
const dropGraph = {
nodes: [
node('qd-update', 'OnUpdate', 0, 0),
node('qd-owner', 'Owner', 0, 160),
node('qd-move', 'Move', 300, 0, { dy: 1, scale: FALL, collide: true }),
node('qd-timer', 'OnTimer', 0, 320, { interval: 1.5 }),
node('qd-drop', 'IgnoreOneWay', 300, 320, { seconds: 0.3 }),
],
edges: [
edge('qd-e1', 'qd-update', 'exec', 'qd-move', 'exec'),
edge('qd-e2', 'qd-update', 'dt', 'qd-move', 'dt'),
edge('qd-e3', 'qd-owner', 'object', 'qd-move', 'object'),
edge('qd-e4', 'qd-timer', 'exec', 'qd-drop', 'exec'),
edge('qd-e5', 'qd-owner', 'object', 'qd-drop', 'object'),
],
};
/** Shoots its owner – a dynamic body below the platform – straight up in On start. */
const jumpGraph = {
nodes: [
node('qj-start', 'OnStart', 0, 0),
node('qj-owner', 'Owner', 0, 160),
node('qj-shoot', 'SetVelocity', 300, 0, { x: 0, y: -700 }),
],
edges: [
edge('qj-e1', 'qj-start', 'exec', 'qj-shoot', 'exec'),
edge('qj-e2', 'qj-owner', 'object', 'qj-shoot', 'object'),
],
};
/** Casts a ray straight down from its owner every frame. */
const eyeGraph = {
nodes: [
node('qe-update', 'OnUpdate', 0, 0),
node('qe-owner', 'Owner', 0, 160),
node('qe-where', 'GetWorldPosition', 250, 160),
node('qe-ray', 'Raycast', 500, 0, { dirX: 0, dirY: 1, length: 500 }),
],
edges: [
edge('qe-e1', 'qe-update', 'exec', 'qe-ray', 'exec'),
edge('qe-e2', 'qe-owner', 'object', 'qe-where', 'object'),
edge('qe-e3', 'qe-where', 'x', 'qe-ray', 'fromX'),
edge('qe-e4', 'qe-where', 'y', 'qe-ray', 'fromY'),
],
};
/** Casts downwards like `eyeGraph` and logs how far it reached, so the answer needs no drawing. */
const layerEyeGraph = {
nodes: [
...eyeGraph.nodes,
node('qe-log', 'Log', 750, 0),
node('qe-timer', 'OnTimer', 0, 320, { interval: 0.2 }),
],
edges: [
...eyeGraph.edges.filter((e) => e.from.node !== 'qe-update'),
edge('qe-e5', 'qe-timer', 'exec', 'qe-ray', 'exec'),
edge('qe-e6', 'qe-ray', 'exec', 'qe-log', 'exec'),
edge('qe-e7', 'qe-ray', 'distance', 'qe-log', 'message'),
],
};
/**
* Casts downwards like `layerEyeGraph`, but with `Raycast all` (#157): logs how many it met, the
* distances as one line, the name of the object behind the second hit – which only a live object in
* the list can answer – and what a second cast with "max hits" 1 comes back with.
*/
const allEyeGraph = {
nodes: [
node('qa-timer', 'OnTimer', 0, 320, { interval: 0.2 }),
node('qa-owner', 'Owner', 0, 160),
node('qa-where', 'GetWorldPosition', 250, 160),
node('qa-ray', 'RaycastAll', 500, 0, { dirX: 0, dirY: 1, length: 500 }),
node('qa-count', 'Log', 750, 0),
node('qa-distances', 'Log', 1000, 0),
node('qa-second', 'ItemAt', 750, 300, { index: 1 }),
node('qa-name', 'NameOf', 1000, 300),
node('qa-log-name', 'Log', 1250, 0),
node('qa-one', 'RaycastAll', 500, 500, { dirX: 0, dirY: 1, length: 500, maxHits: 1 }),
node('qa-log-one', 'Log', 1500, 0),
],
edges: [
edge('qa-e1', 'qa-timer', 'exec', 'qa-ray', 'exec'),
edge('qa-e2', 'qa-owner', 'object', 'qa-where', 'object'),
edge('qa-e3', 'qa-where', 'x', 'qa-ray', 'fromX'),
edge('qa-e4', 'qa-where', 'y', 'qa-ray', 'fromY'),
edge('qa-e5', 'qa-ray', 'exec', 'qa-count', 'exec'),
edge('qa-e6', 'qa-ray', 'count', 'qa-count', 'message'),
edge('qa-e7', 'qa-count', 'exec', 'qa-distances', 'exec'),
edge('qa-e8', 'qa-ray', 'distances', 'qa-distances', 'message'),
edge('qa-e9', 'qa-ray', 'objects', 'qa-second', 'list'),
edge('qa-e10', 'qa-second', 'item', 'qa-name', 'object'),
edge('qa-e11', 'qa-distances', 'exec', 'qa-log-name', 'exec'),
edge('qa-e12', 'qa-name', 'name', 'qa-log-name', 'message'),
edge('qa-e13', 'qa-log-name', 'exec', 'qa-one', 'exec'),
edge('qa-e14', 'qa-where', 'x', 'qa-one', 'fromX'),
edge('qa-e15', 'qa-where', 'y', 'qa-one', 'fromY'),
edge('qa-e16', 'qa-one', 'exec', 'qa-log-one', 'exec'),
edge('qa-e17', 'qa-one', 'distances', 'qa-log-one', 'message'),
],
};
/** Logs how its owner touches the ground (normal y, then impulse) each half second it stays on it. */
const STAY = 0.5;
const feelGraph = {
nodes: [
node('qf-stay', 'OnCollisionStay', 0, 0, { interval: STAY }),
node('qf-log-n', 'Log', 300, 0),
node('qf-log-i', 'Log', 550, 0),
],
edges: [
edge('qf-e1', 'qf-stay', 'exec', 'qf-log-n', 'exec'),
edge('qf-e2', 'qf-stay', 'normalY', 'qf-log-n', 'message'),
edge('qf-e3', 'qf-log-n', 'exec', 'qf-log-i', 'exec'),
edge('qf-e4', 'qf-stay', 'impulse', 'qf-log-i', 'message'),
],
};
export async function queries(t) {
const {
check,
json,
evaluate,
mutate,
select,
click,
object,
settle,
sleep,
play,
stop,
shot,
consoleLog,
} = t;
const Y = LANES.queries;
const GROUND_TOP = Y + 280;
const PLATFORM_TOP = Y + 95;
const setup = (body) =>
mutate(`
const scene = __gm.state.activeScene;
const assets = __gm.state.project.assets;
${MAKE_OBJECT}
const collider = (id, props) =>
assets.push({ id, type: 'collider', name: id, props: { shape: 'box', width: 40, height: 40, radius: 20, isTrigger: false, ...props } });
const behavior = (id, name, graph) => {
const asset = structuredClone(assets.find((a) => a.id === 'mover'));
Object.assign(asset, { id, name, props: { enabled: true, runInEditor: false }, variables: [], graph });
assets.push(asset);
};
const put = (id, assetId, parentId, x, y, name, overrides = {}) => {
const o = make(id, assetId, parentId, y, name);
o.position.x = x;
o.overrides = overrides;
scene.objects.push(o);
};
${body}
__gm.state.select(null)`);
const clear = () =>
mutate(`
const p = __gm.state.project;
const scene = __gm.state.activeScene;
scene.objects = scene.objects.filter((o) => !o.id.startsWith('q-'));
p.assets = p.assets.filter((a) => !a.id.startsWith('q-'));
__gm.state.select(null)`);
const sample = async (seconds, ids) => {
await evaluate(`(() => {
const out = (window.__querySamples = []);
const start = performance.now();
const sample = () => {
const w = __gm.world();
if (!w) return;
const y = (id) => w.entities.find((e) => e.objectId === id)?.worldY;
out.push({ t: (performance.now() - start) / 1000, ...Object.fromEntries(${JSON.stringify(ids)}.map((id) => [id, y(id)])) });
if (performance.now() - start < ${seconds * 1000}) requestAnimationFrame(sample);
};
requestAnimationFrame(sample);
})()`);
await sleep(seconds * 1000 + 300);
return json('window.__querySamples');
};
// 43a. A platform one jumps through (#155), switched to one-way in the inspector. A crate falls
// onto it with Move and drops through 1.5 s later; a dynamic crate shot up from below
// passes it and lands on it.
await setup(`
collider('q-col-ground', { width: 800, height: 40 });
collider('q-col-platform', { width: 300, height: 10 });
collider('q-col-box', {});
assets.push({ id: 'q-rb', type: 'rigidbody', name: 'q-rb', props: { bodyType: 'dynamic', mass: 0, fixedRotation: true } });
behavior('q-drop', 'Query drop', ${JSON.stringify(dropGraph)});
behavior('q-jump', 'Query jump', ${JSON.stringify(jumpGraph)});
const box = { width: 40, height: 40 };
put('q-ground', 'crate', '', 0, ${Y + 300}, 'Query ground', { width: 800, height: 40 });
put('q-ground-col', 'q-col-ground', 'q-ground', 0, 0);
put('q-platform', 'crate', '', 0, ${Y + 100}, 'Query platform', { width: 300, height: 10 });
put('q-platform-col', 'q-col-platform', 'q-platform', 0, 0, 'Platform collider');
put('q-dropper', 'crate', '', -100, ${Y}, 'Dropper', box);
put('q-dropper-col', 'q-col-box', 'q-dropper', 0, 0);
put('q-dropper-go', 'q-drop', 'q-dropper', 0, 0);
put('q-jumper', 'crate', '', 100, ${Y + 200}, 'Jumper', box);
put('q-jumper-col', 'q-col-box', 'q-jumper', 0, 0);
put('q-jumper-rb', 'q-rb', 'q-jumper', 0, 0);
put('q-jumper-go', 'q-jump', 'q-jumper', 0, 0);`);
await select({
kind: 'object',
holderId: 'scene1',
objectId: 'q-platform-col',
objectIds: ['q-platform-col'],
});
const toggle = await inView(t, '__gm.inspectorRect()', "__gm.inspectorField('One-way')");
// Side and angle mean nothing on a collider blocking from everywhere, so they wait for the switch (#159).
const hidden = await json(
"[__gm.inspectorField('Blocks from'), __gm.inspectorField('One-way angle')].every((f) => f === null)",
);
if (toggle) await click(toggle.x, toggle.y);
await settle();
const blocksFrom = await inView(t, '__gm.inspectorRect()', "__gm.inspectorField('Blocks from')");
const angleRow = await inView(t, '__gm.inspectorRect()', "__gm.inspectorField('One-way angle')");
check(
'Blocks from and One-way angle show only once One-way is switched on',
hidden === true && Boolean(blocksFrom) && Boolean(angleRow),
JSON.stringify({ hidden, blocksFrom, angleRow }),
);
check(
"a collider's One-way switch in the inspector turns it one-way, blocking from above",
Boolean(toggle) &&
Boolean(blocksFrom) &&
(await object('q-platform-col'))?.overrides?.oneWay === true &&
(await t.has('Above')),
JSON.stringify({ toggle, blocksFrom, overrides: (await object('q-platform-col'))?.overrides }),
);
await select(null);
await evaluate(`__gm.lookAt(0, ${Y + 150})`);
await settle();
await shot('43-one-way');
await play();
const run = await sample(2.8, ['q-dropper', 'q-jumper']);
await stop();
const at = (seconds) =>
run.reduce((best, s) => (Math.abs(s.t - seconds) < Math.abs(best.t - seconds) ? s : best));
const onPlatform = PLATFORM_TOP - 20;
const onGround = GROUND_TOP - 20;
check(
'Move lands on the one-way platform, and Ignore one-way drops it through onto the ground',
run.length > 60 &&
Math.abs(at(0.7)['q-dropper'] - onPlatform) < 0.01 &&
Math.abs(run.at(-1)['q-dropper'] - onGround) < 0.01,
JSON.stringify({ frames: run.length, early: at(0.7), last: run.at(-1), onPlatform, onGround }),
);
const highest = Math.min(...run.map((s) => s['q-jumper']));
check(
'a dynamic body shot up from below passes through the platform and lands on top of it',
highest < PLATFORM_TOP - 60 && Math.abs(run.at(-1)['q-jumper'] - onPlatform) < 1,
JSON.stringify({ highest, last: run.at(-1)['q-jumper'], onPlatform }),
);
await clear();
// 43b. The Raycast node in the editor run (#153): a crate casting down every frame, the ray drawn
// in the Scene tab to where it meets the ground.
await setup(`
collider('q-col-ground', { width: 800, height: 40 });
collider('q-col-box', {});
behavior('q-eye', 'Query eye', ${JSON.stringify(eyeGraph)});
put('q-ground', 'crate', '', 0, ${Y + 300}, 'Query ground', { width: 800, height: 40 });
put('q-ground-col', 'q-col-ground', 'q-ground', 0, 0);
put('q-eyebox', 'crate', '', 200, ${Y}, 'Eye', { width: 40, height: 40 });
put('q-eyebox-col', 'q-col-box', 'q-eyebox', 0, 0);
put('q-eyebox-go', 'q-eye', 'q-eyebox', 0, 0, 'Eye logic', { runInEditor: true });`);
await evaluate(`__gm.lookAt(0, ${Y + 150})`);
await sleep(500);
const rays = await json('__gm.rays()');
const ray = rays.at(-1);
check(
'the editor run casts the ray and the Scene tab draws it, down to the ground it met',
(await json('__gm.editorRun()')).running === true &&
ray?.hit === true &&
ray.from.x === 200 &&
ray.from.y === Y &&
Math.abs(ray.to.y - GROUND_TOP) < 1e-6,
JSON.stringify({ count: rays.length, ray, groundTop: GROUND_TOP }),
);
await shot('43-ray');
await clear();
await sleep(300);
// 43c. On collision stay with an interval (#149): a crate resting on the ground logs how it touches
// every half second – the normal from the ground towards it, and the impulse holding it up.
const logFrom = consoleLog.length;
await setup(`
collider('q-col-ground', { width: 800, height: 40 });
collider('q-col-box', {});
assets.push({ id: 'q-rb', type: 'rigidbody', name: 'q-rb', props: { bodyType: 'dynamic', mass: 0, fixedRotation: true } });
behavior('q-feel', 'Query feel', ${JSON.stringify(feelGraph)});
put('q-ground', 'crate', '', 0, ${Y + 300}, 'Query ground', { width: 800, height: 40 });
put('q-ground-col', 'q-col-ground', 'q-ground', 0, 0);
put('q-rest', 'crate', '', -300, ${Y + 220}, 'Rester', { width: 40, height: 40 });
put('q-rest-col', 'q-col-box', 'q-rest', 0, 0);
put('q-rest-rb', 'q-rb', 'q-rest', 0, 0);
put('q-rest-go', 'q-feel', 'q-rest', 0, 0, 'Feel');`);
await play();
await sleep(2200);
await stop();
const logged = consoleLog
.slice(logFrom)
.filter((line) => line.startsWith('[behavior Feel]'))
.map((line) => Number(line.split(']').pop()));
const pairs = Array.from({ length: Math.floor(logged.length / 2) }, (_, i) =>
logged.slice(2 * i, 2 * i + 2),
);
check(
'On collision stay with an interval fires every half second, with the normal and the impulse of the contact',
pairs.length >= 2 && pairs.length <= 4 && pairs.every(([ny, impulse]) => ny === -1 && impulse > 0),
JSON.stringify({ pairs, interval: STAY }),
);
await clear();
// 43d. Which layers a ray looks at (#158). A shield on a layer of its own stands between the
// caster and the ground: with every layer picked the ray stops at the shield, and once that
// layer is unticked in the node's "Layers" setting it goes straight through to the ground.
const SHIELD_TOP = Y + 145;
const reached = () => {
const seen = consoleLog.filter((line) => line.startsWith('[behavior Eye logic]'));
return seen.length === 0 ? null : Number(seen.at(-1).split(']').pop());
};
await setup(`
if (__gm.state.project.collisionLayers.length < 2) __gm.state.project.collisionLayers = ['Default', 'Shots'];
collider('q-col-ground', { width: 800, height: 40 });
collider('q-col-shield', { width: 300, height: 10, layer: 1 });
collider('q-col-box', {});
behavior('q-eye', 'Query eye', ${JSON.stringify(layerEyeGraph)});
put('q-ground', 'crate', '', 0, ${Y + 300}, 'Query ground', { width: 800, height: 40 });
put('q-ground-col', 'q-col-ground', 'q-ground', 0, 0);
put('q-shield', 'crate', '', 0, ${Y + 150}, 'Shield', { width: 300, height: 10 });
put('q-shield-col', 'q-col-shield', 'q-shield', 0, 0);
put('q-eyebox', 'crate', '', 0, ${Y}, 'Eye', { width: 40, height: 40 });
put('q-eyebox-col', 'q-col-box', 'q-eyebox', 0, 0);
put('q-eyebox-go', 'q-eye', 'q-eyebox', 0, 0, 'Eye logic', { runInEditor: true });`);
await evaluate(`__gm.lookAt(0, ${Y + 150})`);
await sleep(500);
const blocked = reached();
check(
'a ray looking at every layer stops at the shield, whatever layer it is on',
blocked === SHIELD_TOP - Y,
JSON.stringify({ reached: blocked, toShield: SHIELD_TOP - Y, toGround: GROUND_TOP - Y }),
);
await select({ kind: 'node', assetId: 'q-eye', nodeId: 'qe-ray', nodeIds: ['qe-ray'] });
const layersRow = await inView(t, '__gm.inspectorRect()', "__gm.inspectorField('Layers')");
check(
'the Raycast node carries a Layers setting, reading as every layer',
Boolean(layersRow) && (await t.has('All layers')),
JSON.stringify({ layersRow, allLayers: await t.has('All layers') }),
);
await click(layersRow.x, layersRow.y);
const layerTicks = await t.menuTicked();
const names = await json('__gm.state.project.collisionLayers');
check(
'the setting lists the layers of the project, all of them ticked',
layerTicks.length === names.length && layerTicks.every((row) => row.ticked === true),
JSON.stringify({ layerTicks, names }),
);
const secondLayer = await t.locate(layerTicks[1].label, true);
await click(secondLayer.x, secondLayer.y);
await shot('43-ray-layers');
await t.press('Escape');
await settle();
const settings = await json("__gm.graph.nodeSettings('qe-ray')");
check(
'the node itself spells the mask out by name rather than as the bits it is stored in',
settings.includes(`Layers: ${names[0]}`),
JSON.stringify(settings),
);
await sleep(600);
const through = reached();
check(
"unticking the shield's layer lets the ray pass it and meet the ground behind it",
through === GROUND_TOP - Y,
JSON.stringify({ reached: through, toGround: GROUND_TOP - Y, toShield: SHIELD_TOP - Y }),
);
await select(null);
await clear();
// 43e. Every hit on the line (#157): the same shield and ground, cast through by `Raycast all`.
// What it met comes out as parallel lists – the count, the distances, and the object behind
// the second hit, which only a live object in the list can be asked for.
const lastLines = (n) =>
consoleLog
.filter((line) => line.startsWith('[behavior All eyes]'))
.slice(-n)
.map((line) => line.split(']').pop().trim());
await setup(`
collider('q-col-ground', { width: 800, height: 40 });
collider('q-col-shield', { width: 300, height: 10 });
collider('q-col-box', {});
behavior('q-all', 'Query all', ${JSON.stringify(allEyeGraph)});
put('q-ground', 'crate', '', 0, ${Y + 300}, 'Query ground', { width: 800, height: 40 });
put('q-ground-col', 'q-col-ground', 'q-ground', 0, 0);
put('q-shield', 'crate', '', 0, ${Y + 150}, 'Shield', { width: 300, height: 10 });
put('q-shield-col', 'q-col-shield', 'q-shield', 0, 0);
put('q-eyebox', 'crate', '', 0, ${Y}, 'Eye', { width: 40, height: 40 });
put('q-eyebox-col', 'q-col-box', 'q-eyebox', 0, 0);
put('q-eyebox-go', 'q-all', 'q-eyebox', 0, 0, 'All eyes', { runInEditor: true });`);
await evaluate(`__gm.lookAt(0, ${Y + 150})`);
await sleep(700);
const [count, distances, behind, limited] = lastLines(4);
check(
'Raycast all meets the shield and the ground behind it, nearest first',
count === '2' && distances === `${SHIELD_TOP - Y}, ${GROUND_TOP - Y}`,
JSON.stringify({ count, distances, toShield: SHIELD_TOP - Y, toGround: GROUND_TOP - Y }),
);
check(
'the objects it met are objects, not their names: the second one answers where it is',
behind === 'Query ground',
JSON.stringify({ behind, lines: lastLines(4) }),
);
check(
'"max hits" 1 keeps the nearest of them and stops there',
limited === String(SHIELD_TOP - Y),
JSON.stringify({ limited, toShield: SHIELD_TOP - Y }),
);
await select({ kind: 'node', assetId: 'q-all', nodeId: 'qa-ray', nodeIds: ['qa-ray'] });
await settle();
const allInputs = await json("__gm.graph.nodeInputs('qa-ray')");
const allSettings = await json("__gm.graph.nodeSettings('qa-ray')");
check(
'the node takes a "max hits" of its own and carries the same Layers setting as Raycast (#158)',
allInputs.some((row) => row.startsWith('max hits')) && allSettings.includes('Layers: All layers'),
JSON.stringify({ allInputs, allSettings }),
);
await shot('43-ray-all');
await select(null);
await clear();
}