The issue asked for three nodes: Set layer, Set collides with and Layer of. A probe showed that the finding behind the first two is outdated. The Properties node of type Collider already writes both settings while the game runs, and both collision systems see the change at once. As agreed, only Layer of is built, and writing stays with Properties. - Layer of is a data node with the input object and the outputs name and number. The name is what the project calls the layer. - NodeContext.collisionLayerOf answers the number, and the new field collisionLayers on GraphLookup brings the names to the node. - layerHolderOf in solids.ts says whose layer counts. An object stands for its first collider child, a collider or tilemap for itself. - Decided here: a collider that is switched off counts too, because its layer is set either way. - Decided here: without a collider the name is empty and the number is -1. - The node is a read, not a run, so it answers at the moment it is asked. Right after a Set in the same flow it names the new layer. - The output number was not asked for. It fits the layer port of Properties as it is. Changing the layer during a run had no test at all so far. Five tests now hold it in both systems. Tests: - Gate: 198 files, 2929 tests (2914 + 15), exit 0 - e2e 1-6: 285 checks passed (06: +2 for block 6z-x) - Five unit tests for the change during a run: a mover is blocked, passes and is blocked again, a ray with a layer filter follows the change, and a dynamic body falls through the ground in Play - Six unit tests for Layer of, three against each system, and four cases in the node catalog - 6z-x finds the node in the palette, checks its ports and logs "Ghost" and "1" for the owner's collider in a Play run - Two counter-probes for the change during a run fail 1 and 4 tests, and only new ones, so those places were unguarded before - Six counter-probes for Layer of fail 2 to 3 tests each. All eight ran on stein2, not in the container. - The browser counter-probe fails 6z-x with "Layer 1" and "1" - The e2e sum of 1619 is calculated (1617 measured in CI run 276, plus 2). Neither the full suite nor the smokes ran for this state. - Not looked at in the browser: that the layer port of Properties shows the same picker as the inspector. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
378 lines
16 KiB
TypeScript
378 lines
16 KiB
TypeScript
import { beforeAll, describe, expect, it } from 'vitest';
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import { AddColliderCommand, AddRigidbodyCommand } from '../../src/core/commands/colliderCommands';
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import { SetCollisionLayersCommand } from '../../src/core/commands/projectCommands';
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import { PlaceAssetCommand, SetOverrideCommand } from '../../src/core/commands/sceneObjectCommands';
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import type { DeclaredPort, GraphNode } from '../../src/core/graph';
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import { OBJECT_TYPE_PARAM } from '../../src/core/graph/propertyPorts';
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import {
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ALL_LAYERS,
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COLLIDES_WITH_KEY,
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COLLISION_LAYER_KEY,
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collisionFilterOf,
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collisionLayersOf,
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interactionGroups,
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layerMaskOf,
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layerName,
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layersMeet,
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maskHas,
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maskLabel,
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maskWith,
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MAX_COLLISION_LAYERS,
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} from '../../src/core/model/collisionLayers';
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import { findAsset } from '../../src/core/model/Project';
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import type { PropertyValue, Vec2 } from '../../src/core/model/Properties';
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import { loadPhysics } from '../../src/runtime/physics/engine';
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import {
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COLLISION_SYSTEMS,
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graphEditor,
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makeBehavior,
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makeSpriteScene,
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place,
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type SceneFixture,
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startWorld,
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} from '../helpers';
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beforeAll(async () => {
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await loadPhysics();
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});
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/** A collider on layer `layer` that collides only with the layers in `meets`. */
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const on = (layer: number, meets: number[]): Record<string, PropertyValue> => ({
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[COLLISION_LAYER_KEY]: layer,
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[COLLIDES_WITH_KEY]: meets.reduce((mask, l) => maskWith(mask, l, true), 0),
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});
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describe('collision layers: the rule itself (#152)', () => {
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it('a bag without the two keys is layer 0 against every layer – no old project changes', () => {
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const old = collisionFilterOf({ width: 100 });
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expect(old).toEqual({ layer: 0, mask: ALL_LAYERS });
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expect(layersMeet(old, old)).toBe(true);
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expect(layersMeet(old, collisionFilterOf(on(3, [0, 3])))).toBe(true);
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});
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it('is symmetric: one side alone allowing the other is not enough', () => {
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const player = collisionFilterOf(on(1, [0, 1, 2]));
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const shot = collisionFilterOf(on(2, [0]));
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expect(maskHas(player.mask, shot.layer)).toBe(true);
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expect(maskHas(shot.mask, player.layer)).toBe(false);
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expect(layersMeet(player, shot)).toBe(false);
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expect(layersMeet(shot, player)).toBe(false);
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});
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it('a layer collides with itself only while its own mask names it', () => {
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const enemy = collisionFilterOf(on(2, [0, 2]));
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expect(layersMeet(enemy, enemy)).toBe(true);
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const loner = collisionFilterOf(on(2, [0]));
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expect(layersMeet(loner, loner)).toBe(false);
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});
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it('an unreadable layer is 0 and an unreadable mask is every layer', () => {
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expect(collisionFilterOf({ [COLLISION_LAYER_KEY]: 'nope' })).toEqual({ layer: 0, mask: ALL_LAYERS });
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// `null` is what JSON writes for a value it cannot hold, and `Number(null)` is 0 – which as a
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// mask would mean "collides with nothing". It has to read as "not set" instead.
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expect(layerMaskOf(null)).toBe(ALL_LAYERS);
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expect(layerMaskOf(0)).toBe(0);
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// Out of range in either direction folds back onto layer 0 rather than onto a bit that is not there.
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expect(collisionFilterOf({ [COLLISION_LAYER_KEY]: MAX_COLLISION_LAYERS }).layer).toBe(0);
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expect(collisionFilterOf({ [COLLISION_LAYER_KEY]: -3 }).layer).toBe(0);
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});
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it('the Rapier group is membership in the high bits and the mask in the low ones', () => {
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expect(interactionGroups({ layer: 0, mask: ALL_LAYERS })).toBe(0x0001ffff);
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expect(interactionGroups({ layer: 3, mask: 0b101 })).toBe(0x00080005);
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// Rapier meets a pair exactly when both groups pass, which is what `layersMeet` says.
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const a = { layer: 1, mask: maskWith(0, 2, true) };
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const b = { layer: 2, mask: maskWith(0, 1, true) };
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const passes = (x: number, y: number) => ((x >>> 16) & (y & 0xffff)) !== 0;
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const ga = interactionGroups(a);
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const gb = interactionGroups(b);
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expect(passes(ga, gb) && passes(gb, ga)).toBe(layersMeet(a, b));
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});
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it('reads the project list off crude input and always has layer 0', () => {
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expect(collisionLayersOf(null)).toEqual(['Default']);
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expect(collisionLayersOf({ collisionLayers: [] })).toEqual(['Default']);
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expect(collisionLayersOf({ collisionLayers: 'Player' })).toEqual(['Default']);
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expect(collisionLayersOf({ collisionLayers: ['Ground', 7, ''] })).toEqual([
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'Ground',
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'Layer 1',
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'Layer 2',
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]);
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expect(collisionLayersOf({ collisionLayers: Array(30).fill('x') })).toHaveLength(MAX_COLLISION_LAYERS);
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});
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it('names a layer the project does not have by its number', () => {
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expect(layerName(['Ground', 'Player'], 1)).toBe('Player');
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expect(layerName(['Ground'], 4)).toBe('Layer 4');
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});
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it('says on the button what the mask holds', () => {
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const names = ['Default', 'Player', 'Enemy', 'Shots'];
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expect(maskLabel(ALL_LAYERS, names)).toBe('All layers');
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expect(maskLabel(0, names)).toBe('Nothing');
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expect(maskLabel(maskWith(0, 1, true), names)).toBe('Player');
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expect(maskLabel(maskWith(maskWith(0, 0, true), 2, true), names)).toBe('Default, Enemy');
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expect(maskLabel(0b0111, names)).toBe('3 layers');
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});
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});
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describe('the project owns the list of layers (#152)', () => {
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it('a new project has one layer, and setting them is one undo step', () => {
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const f = makeSpriteScene('Thing');
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expect(f.project.collisionLayers).toEqual(['Default']);
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f.stack.execute(new SetCollisionLayersCommand(['Ground', 'Player']));
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expect(f.project.collisionLayers).toEqual(['Ground', 'Player']);
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f.stack.undo();
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expect(f.project.collisionLayers).toEqual(['Default']);
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f.stack.redo();
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expect(f.project.collisionLayers).toEqual(['Ground', 'Player']);
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});
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it('a nameless layer is stored under its number rather than blank', () => {
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const f = makeSpriteScene('Thing');
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f.stack.execute(new SetCollisionLayersCommand(['Ground', '']));
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expect(f.project.collisionLayers).toEqual(['Ground', 'Layer 1']);
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});
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});
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/** A scene of objects with one collider each; `add` sets the collider's (and rigidbody's) properties. */
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function scene() {
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const f = makeSpriteScene('Thing');
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const add = (at: Vec2, collider: Record<string, PropertyValue>, body?: Record<string, PropertyValue>) => {
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const id = place(f, f.spriteId, at);
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const command = new AddColliderCommand(f.sceneId, id);
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f.stack.execute(command);
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for (const [key, value] of Object.entries(collider))
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f.stack.execute(new SetOverrideCommand(f.sceneId, command.objectId, key, value));
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if (body) {
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const rigidbody = new AddRigidbodyCommand(f.sceneId, id);
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f.stack.execute(rigidbody);
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for (const [key, value] of Object.entries(body))
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f.stack.execute(new SetOverrideCommand(f.sceneId, rigidbody.objectId, key, value));
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}
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return id;
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};
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return { ...f, add };
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}
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function run(f: SceneFixture, physics: boolean) {
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const started = startWorld(f, { physics, collisions: true });
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const entity = (id: string) => started.world.findByObjectId(id)!;
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const move = (id: string, dx: number, dy: number) =>
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started.collisions.moveAndSlide(started.world, entity(id), dx, dy);
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return { ...started, entity, move };
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}
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/** A wall 8 wide and 200 tall at x = 0; the mover starts left of it and walks right. */
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const WALL = { width: 8, height: 200 };
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describe.each(COLLISION_SYSTEMS)('$system: layers filter both systems alike (#152)', ({ physics }) => {
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it('a mover whose mask leaves out the wall walks straight through it', () => {
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const s = scene();
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s.add({ x: 0, y: 0 }, { ...WALL, ...on(1, [1]) });
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const walker = s.add({ x: -100, y: 0 }, { width: 20, height: 20, ...on(2, [2]) });
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const r = run(s, physics);
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for (let i = 0; i < 20; i++) expect(r.move(walker, 10, 0).hit).toBe(false);
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expect(r.entity(walker).x).toBeCloseTo(100, 9);
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});
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it('the same pair on layers that meet stops flush at the wall', () => {
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const s = scene();
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s.add({ x: 0, y: 0 }, { ...WALL, ...on(1, [1, 2]) });
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const walker = s.add({ x: -100, y: 0 }, { width: 20, height: 20, ...on(2, [1, 2]) });
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const r = run(s, physics);
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for (let i = 0; i < 20; i++) r.move(walker, 10, 0);
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expect(r.entity(walker).x).toBeCloseTo(-14, 9);
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});
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it('one side alone allowing the other is not enough to be stopped', () => {
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const s = scene();
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// The wall would meet the walker, the walker does not meet the wall: symmetric, so it passes.
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s.add({ x: 0, y: 0 }, { ...WALL, ...on(1, [1, 2]) });
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const walker = s.add({ x: -100, y: 0 }, { width: 20, height: 20, ...on(2, [2]) });
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const r = run(s, physics);
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for (let i = 0; i < 20; i++) r.move(walker, 10, 0);
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expect(r.entity(walker).x).toBeCloseTo(100, 9);
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});
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it('two overlapping colliders on layers that do not meet report no collision', () => {
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const s = scene();
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s.add({ x: 0, y: 0 }, { width: 40, height: 40, ...on(1, [1]) });
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s.add({ x: 0, y: 0 }, { width: 40, height: 40, ...on(2, [2]) });
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const r = run(s, physics);
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r.frame();
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r.frame();
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expect(r.collisions.enters).toHaveLength(0);
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expect(r.collisions.stays).toHaveLength(0);
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});
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it('the same two, once their masks name each other, do report it', () => {
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const s = scene();
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s.add({ x: 0, y: 0 }, { width: 40, height: 40, ...on(1, [2]) });
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s.add({ x: 0, y: 0 }, { width: 40, height: 40, ...on(2, [1]) });
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const r = run(s, physics);
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r.frame();
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expect(r.collisions.enters).toHaveLength(1);
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});
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});
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/**
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* A wall and a walker left of it, both on layer 0 against every layer. The walker's behavior moves
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* its collider to layer 3, colliding only with layer 3, on `g`, and back on `b` – with a Properties
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* node of type Collider, the way a graph changes a layer (#211).
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*/
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function ghostScene() {
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const s = scene();
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s.add({ x: 0, y: 0 }, WALL);
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const walker = s.add({ x: -100, y: 0 }, { width: 20, height: 20 });
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const collider = s.viewOf().objects.find((o) => o.parentId === walker)!;
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const behavior = makeBehavior(s, 'Ghost');
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const edit = graphEditor(s, behavior);
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const child = edit.addNode('ChildByName', { name: findAsset(s.project, collider.assetId)!.name });
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edit.connect(edit.addNode('Owner'), 'object', child, 'object');
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const ports = [COLLISION_LAYER_KEY, COLLIDES_WITH_KEY].map((key): DeclaredPort => ({
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key,
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kind: 'number',
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write: true,
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}));
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const setter = (filter: Record<string, PropertyValue>) => {
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const set = edit.properties(ports, { [OBJECT_TYPE_PARAM]: 'collider', ...filter });
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edit.connect(child, 'child', set, 'object');
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return set;
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};
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const press = (key: string, filter: Record<string, PropertyValue>) =>
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edit.connect(edit.addNode('OnKeyDown', { key }), 'exec', setter(filter), 'exec');
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press('g', on(3, [3]));
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press('b', on(0, [0]));
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// `Layer of` (#211): asked of the walker on `l`, on `p` before and after moving it in one pulse,
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// and on `c` of the collider itself and of the behavior, which has no collider.
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const layerOf = (source: GraphNode, port: string) => {
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const node = edit.addNode('LayerOf');
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edit.connect(source, port, node, 'object');
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return node;
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};
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const log = (from: GraphNode, source: GraphNode, port: string) => {
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const node = edit.addNode('Log');
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edit.connect(source, port, node, 'message');
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edit.connect(from, 'exec', node, 'exec');
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return node;
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};
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const ofWalker = layerOf(edit.addNode('Owner'), 'object');
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const ofCollider = layerOf(child, 'child');
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const ofBehavior = layerOf(edit.addNode('Self'), 'object');
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log(log(edit.addNode('OnKeyDown', { key: 'l' }), ofWalker, 'name'), ofWalker, 'number');
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const moved = setter(on(3, [3]));
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edit.connect(log(edit.addNode('OnKeyDown', { key: 'p' }), ofWalker, 'name'), 'exec', moved, 'exec');
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log(moved, ofWalker, 'name');
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const fromC = log(edit.addNode('OnKeyDown', { key: 'c' }), ofCollider, 'number');
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log(log(fromC, ofBehavior, 'name'), ofBehavior, 'number');
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s.stack.execute(new PlaceAssetCommand(s.sceneId, behavior.id, { x: 0, y: 0 }, walker));
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return { ...s, walker, colliderId: collider.id };
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}
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describe.each(COLLISION_SYSTEMS)(
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'$system: a graph changes the layer during the run (#211)',
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({ physics }) => {
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const start = () => {
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const s = ghostScene();
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const started = startWorld(s, { physics, collisions: true, behaviors: true });
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const walker = started.world.findByObjectId(s.walker)!;
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const walk = () => {
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walker.x = -100;
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for (let i = 0; i < 20; i++) started.collisions.moveAndSlide(started.world, walker, 10, 0);
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return walker.x;
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};
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const press = (key: string) => {
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started.input.press(key);
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started.frame();
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started.input.release(key);
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};
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return { ...s, ...started, walk, press };
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};
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it('a blocked mover walks through once its collider left the layer, and is blocked again once back', () => {
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const r = start();
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r.frame();
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expect(r.walk()).toBeCloseTo(-14, 9);
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r.press('g');
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expect(collisionFilterOf(r.world.findByObjectId(r.colliderId)!.props)).toEqual({ layer: 3, mask: 8 });
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expect(r.walk()).toBeCloseTo(100, 9);
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r.press('b');
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expect(r.walk()).toBeCloseTo(-14, 9);
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});
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it('a ray filtered by layers finds the collider on its new layer only', () => {
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const r = start();
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r.frame();
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const seen = (layer: number) =>
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r.collisions.raycast(r.world, { x: -100, y: -50 }, { x: 0, y: 1 }, 200, {
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ignore: null,
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triggers: false,
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layers: maskWith(0, layer, true),
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}) !== null;
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expect([seen(0), seen(3)]).toEqual([true, false]);
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r.press('g');
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expect([seen(0), seen(3)]).toEqual([false, true]);
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});
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it('Layer of names the layer of the object’s collider, already in the pulse that changed it', () => {
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const r = start();
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r.stack.execute(new SetCollisionLayersCommand(['Ground', 'Layer 1', 'Layer 2', 'Ghost']));
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r.frame();
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r.press('l');
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expect(r.world.log).toEqual(['Ground', '0']);
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r.press('p');
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expect(r.world.log.slice(2)).toEqual(['Ground', 'Ghost']);
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r.press('l');
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expect(r.world.log.slice(4)).toEqual(['Ghost', '3']);
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});
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it('Layer of answers for a collider itself, and with no name for an object that has none', () => {
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const r = start();
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r.frame();
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r.press('g');
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r.press('c');
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expect(r.world.log).toEqual(['3', '', '-1']);
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});
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it('Layer of still answers while the collider is switched off', () => {
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const r = start();
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r.frame();
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r.press('g');
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r.world.findByObjectId(r.colliderId)!.props.enabled = false;
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r.press('l');
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expect(r.world.log).toEqual(['Layer 3', '3']);
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});
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},
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);
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describe('a dynamic body falls through a layer it does not meet (#152)', () => {
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it('drops through the ground from the step after a graph took it off the layer (#211)', () => {
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const s = scene();
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s.add({ x: 0, y: 104 }, { width: 400, height: 8 });
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const box = s.add({ x: 0, y: 60 }, { width: 20, height: 20 }, { bodyType: 'dynamic' });
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const r = run(s, true);
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for (let i = 0; i < 90; i++) r.frame(1 / 60);
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expect(r.entity(box).y).toBeCloseTo(90, 0);
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const collider = r.world.entities.find((e) => e.type === 'collider' && e.parent === r.entity(box))!;
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Object.assign(collider.props, on(3, [3]));
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for (let i = 0; i < 60; i++) r.frame(1 / 60);
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expect(r.entity(box).y).toBeGreaterThan(300);
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});
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it('lands on ground that meets it and keeps falling through ground that does not', () => {
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const fall = (groundLayers: number[]) => {
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const s = scene();
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s.add({ x: 0, y: 104 }, { width: 400, height: 8, ...on(1, groundLayers) });
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const box = s.add({ x: 0, y: 0 }, { width: 20, height: 20, ...on(2, [1, 2]) }, { bodyType: 'dynamic' });
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const r = run(s, true);
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for (let i = 0; i < 90; i++) r.frame(1 / 60);
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return r.entity(box).y;
|
||
};
|
||
// Ground that names the box's layer holds it just above its top face at y = 100.
|
||
expect(fall([1, 2])).toBeCloseTo(90, 0);
|
||
// Ground that does not is not there for this box at all: after 1.5 s it is far below.
|
||
expect(fall([1])).toBeGreaterThan(400);
|
||
});
|
||
});
|