Files
feuerwerk/tests/core/serialize.test.ts
T
adminandClaude Opus 5.5 b2326085ed
game-maker / gate (push) Successful in 3m2s
game-maker / suite (push) Successful in 14m26s
Show each camera only its layers and lay overlay cameras on top (#302)
A camera could only show the whole scene, so a HUD drawn in the world
would run through a camera shader (#299) with everything else. Render
layers say which cameras see an object, and overlay cameras draw their
own picture over the main one.

- The project has a list of up to 16 render layers, edited in Project
  settings next to the collision layers. It is a list of its own, read
  by the same rules (`layerNamesOf`).
- Sprites, texts, tilemaps, particle sources and containers carry a row
  `Render layer` under their switches. Its default `Inherit` takes the
  parent's layer, at the top the first one.
- A camera has `Sees` (all layers by default) and `Overlay`. The main
  camera is the first one switched on without Overlay, so two plain
  cameras still draw through the first one only.
- Every view through a camera keeps only what that camera sees and lays
  one see-through view per overlay camera over itself. That view is a
  `WorldViewport` of its own, handed its view and frame from below.
- An overlay is fitted into the main camera's whole picture without
  distortion. One of the same size and zoom covers it exactly.
- `z` sorts within one camera only. The pictures lie on top of each
  other as a whole, which is what a shader per camera (#299) needs.
- The Game tab's preview now collects the scene once per redraw. Before
  it collected it twice, with the cameras it would have been five times.
- `SetCollisionLayersCommand` became `SetLayerNamesCommand`, which
  takes the list it sets.

Follow-ups: #304 (the mouse through a chosen camera) and #305 (change
the render layer at run time).

Tests:
- Gate: 226 files, 3487 tests (3480 + 7)
- e2e 63 (new): 4 checks. A green overlay sprite at z -10 covers a
  red main sprite at z 1000, in the preview and in the running game.
  A `UI` sprite in front of the main camera and a `Default` one in
  front of the overlay stay away. Without Overlay the second camera
  draws nothing. The settings dialog adds a render layer at the end.
- Counter-checks: inheriting from parents switched off fails 1 unit
  test. Overlays never drawn fails the two overlay checks in e2e 63.
- e2e total 1720 (1716 + 4), computed.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-03 15:32:52 +02:00

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import { describe, expect, it } from 'vitest';
import {
CreateAssetCommand,
SetAssetPropertyCommand,
SetMachineScopeCommand,
} from '../../src/core/commands/assetCommands';
import { SetOverrideCommand } from '../../src/core/commands/sceneObjectCommands';
import { AddVariableCommand } from '../../src/core/commands/variableCommands';
import { pluginsOf } from '../../src/core/store/projectPlugins';
import { deserializeProject, serializeProject } from '../../src/core/store/serialize';
import { makeBehavior, makeSpriteScene, place, roundTrip } from '../helpers';
describe('serialize', () => {
it('round-trips a project', () => {
const f = makeSpriteScene();
const box = place(f, f.spriteId, { x: 7, y: 8 });
f.stack.execute(new SetOverrideCommand(f.sceneId, box, 'width', 33));
expect(roundTrip(f.project)).toEqual(f.project);
});
/**
* Which plugins the project switches on (#119). The editor reads them off the raw file before it
* deserializes anything, so `pluginsOf` is what both sides use and both have to agree.
*/
it('reads the plugins of a project the same way before and after deserializing', () => {
const raw = { id: 'p', name: 'P', plugins: ['b.js', 'a.js', 'a.js', '', 7] };
expect(pluginsOf(raw)).toEqual(['a.js', 'b.js']);
expect(deserializeProject(raw).plugins).toEqual(['a.js', 'b.js']);
// A project written before there was such a field, and anything that is not a list of names.
expect(pluginsOf({ id: 'p' })).toEqual([]);
expect(pluginsOf({ plugins: 'demo.js' })).toEqual([]);
expect(pluginsOf(null)).toEqual([]);
expect(deserializeProject({ id: 'p' }).plugins).toEqual([]);
});
/** A behavior's own rows are not the common ones: coercing against those alone dropped the value. */
it('keeps a behavior running in the editor across a save', () => {
const f = makeSpriteScene();
const behavior = makeBehavior(f, 'B');
f.stack.execute(new SetAssetPropertyCommand(behavior.id, 'runInEditor', true));
const loaded = roundTrip(f.project).assets.find((a) => a.id === behavior.id)!;
expect(loaded.props.runInEditor).toBe(true);
});
/** The declarations of a Variables asset and their starting values are the whole asset. */
it('round-trips a Variables asset and the scope of a state machine', () => {
const f = makeSpriteScene();
const shared = new CreateAssetCommand('variables', 'Score');
f.stack.execute(shared);
f.stack.execute(new AddVariableCommand(shared.asset.id, 'score', 'number'));
f.stack.execute(new SetAssetPropertyCommand(shared.asset.id, 'score', 7));
const machine = new CreateAssetCommand('statemachine', 'M');
f.stack.execute(machine);
f.stack.execute(new SetMachineScopeCommand(machine.asset.id, 'global'));
expect(roundTrip(f.project)).toEqual(f.project);
});
/** `local` is the absence of the field, so a project made before scopes existed saves back byte-alike. */
it('writes no scope for a local machine and reads an unknown one as local', () => {
const f = makeSpriteScene();
makeBehavior(f, 'B', ['score']);
f.stack.execute(new CreateAssetCommand('statemachine', 'M'));
expect(JSON.stringify(serializeProject(f.project))).not.toContain('scope');
const loaded = deserializeProject({
assets: [{ id: 'm1', type: 'statemachine', name: 'M', scope: 'planet' }],
});
const machine = loaded.assets[0]!;
if (machine.type !== 'statemachine') throw new Error('wrong types');
expect(machine.scope).toBeUndefined();
});
/** #41: the borders are part of the frame, and a frame nobody sliced still saves without them. */
it('round-trips the nine-slice of a frame and repairs an impossible one', () => {
const file = `${'ab'.repeat(32)}.png`;
const loaded = deserializeProject({
assets: [
{
id: 't1',
type: 'texture',
name: 'Sheet',
file,
width: 64,
height: 64,
frames: [
{
id: 'f1',
name: 'Button',
x: 0,
y: 0,
w: 24,
h: 24,
border: { left: 8, right: 8 },
fill: 'stretch',
},
{ id: 'f2', name: 'Plain', x: 24, y: 0, w: 24, h: 24 },
{
id: 'f3',
name: 'Greedy',
x: 0,
y: 24,
w: 8,
h: 8,
border: { top: 99, bottom: 99 },
fill: 'wat',
},
],
},
],
});
const texture = loaded.assets[0]!;
if (texture.type !== 'texture') throw new Error('wrong types');
const [sliced, plain, greedy] = texture.frames;
expect(sliced?.border).toEqual({ left: 8, top: 0, right: 8, bottom: 0 });
// Only the fill that is not the default is written; an unknown one reads as the default.
expect(sliced?.fill).toBe('stretch');
expect(plain?.border).toBeUndefined();
expect(plain?.fill).toBeUndefined();
// Measured against the frame, not the image, and never leaving it without a middle.
expect(greedy?.border).toEqual({ left: 0, top: 4, right: 0, bottom: 3 });
expect(greedy?.fill).toBeUndefined();
expect(roundTrip(loaded)).toEqual(loaded);
});
it('repairs broken documents', () => {
const project = deserializeProject(
{
name: 'Broken',
activeSceneId: 'missing',
assets: [
{
id: 's1',
type: 'scene',
name: 'Scene',
props: { backgroundColor: '#000000', junk: 1 },
objects: [
{
id: 'o1',
assetId: 'sp1',
position: { x: '5', y: null },
overrides: { color: '#00ff00', width: -3, foo: 1 },
},
{ id: 'o2', assetId: 'nope', position: {} },
{ id: 'o3', assetId: 's1', position: {} },
],
},
{ id: 'sp1', type: 'sprite', props: { width: 10 } },
// An asset type this build does not know (a newer document, a renamed type). It used to
// be `sound`, which this build does know since #45 – hence a type nothing has claimed.
{ id: 'x', type: 'video' },
{ type: 'camera' },
],
},
'fallback-id',
);
expect(project.id).toBe('fallback-id');
expect(project.activeSceneId).toBe('s1');
expect(project.assets.map((a) => a.id)).toEqual(['s1', 'sp1']);
const scene = project.assets[0]!;
expect(scene.type === 'scene' && scene.props).toEqual({ backgroundColor: 0, gravityX: 0, gravityY: 980 });
const objects = scene.type === 'scene' ? scene.objects : [];
expect(objects).toHaveLength(1);
expect(objects[0]).toEqual({
id: 'o1',
assetId: 'sp1',
name: '',
position: { x: 5, y: 0, z: 0 },
editorOffset: { x: 0, y: 0 },
overrides: { color: 0x00ff00, width: 1 },
parentId: '',
instanceEdits: {},
});
expect(project.assets[1]!.name).toBe('sprite');
expect(project.assets[1]!.props).toEqual({
enabled: true,
keepOnSceneLoad: false,
scale: 1,
rotation: 0,
mirrorX: false,
mirrorY: false,
renderLayer: -1,
width: 10,
height: 100,
color: 0xffffff,
texture: '',
shader: '',
});
});
});