PropertyValue was number | string | boolean | list. A struct joins it, which costs two things the typechecker found rather than I did. An object on a data edge used to mean a live entity, so asEntity would have taken a struct for one and asString would have read .name off it. EntityHandle now carries a symbol brand – a symbol so no field name can impersonate it, and it never serializes, which suits a thing that exists only while the game runs. It is built in exactly one place. String(value) would have written a struct as [object Object] at 39 call sites. They go through textOf(), which is identical for primitives. normalizeGraph dropped everything but primitives from node params, so the List node lost its value on every save ([3,1,4] round-tripped to undefined). Variables were spared: they have a schema, params have none.
230 lines
8.1 KiB
TypeScript
230 lines
8.1 KiB
TypeScript
import { CreateAssetCommand } from '../src/core/commands/assetCommands';
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import { CommandStack } from '../src/core/commands/CommandStack';
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import { AddNodeCommand, ConnectCommand } from '../src/core/commands/graphCommands';
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import { PlaceAssetCommand } from '../src/core/commands/sceneObjectCommands';
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import { AddVariableCommand } from '../src/core/commands/variableCommands';
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import {
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ENTITY_HANDLE,
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type EntityHandle,
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type GraphNode,
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type NodeContext,
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type PointerState,
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type Value,
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requireNodeDef,
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} from '../src/core/graph';
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import type { BehaviorAsset, SceneAsset } from '../src/core/model/Asset';
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import { findObject, worldPosition } from '../src/core/model/hierarchy';
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import { resolvedHolder } from '../src/core/model/instance';
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import type { Position, PropertyBag, Vec2 } from '../src/core/model/Properties';
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import { createEmptyProject, findScene, type Project } from '../src/core/model/Project';
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import type { SceneObject } from '../src/core/model/SceneObject';
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import { deserializeProject, serializeProject } from '../src/core/store/serialize';
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import { BehaviorSystem } from '../src/runtime/systems/BehaviorSystem';
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import { CollisionSystem } from '../src/runtime/systems/CollisionSystem';
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import { Input } from '../src/runtime/systems/Input';
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import { World } from '../src/runtime/World';
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export interface ProjectFixture {
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project: Project;
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stack: CommandStack;
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}
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export interface SceneFixture extends ProjectFixture {
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sceneId: string;
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spriteId: string;
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/** The scene asset, looked up fresh (undo may replace it). */
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sceneOf(): SceneAsset;
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/** The scene with the content of placed containers resolved in – what the editor shows. */
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viewOf(): SceneAsset;
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object(id: string): SceneObject;
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/** World position of a scene object, ancestors included. */
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world(id: string): Position;
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}
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/** An empty project with an undo stack. */
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export function makeProject(): ProjectFixture {
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const project = createEmptyProject('p', 'P');
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return { project, stack: new CommandStack(project) };
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}
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/** A project with a scene "Level" and a 100×100 sprite (named "Box" unless told otherwise), plus lookups into the scene. */
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export function makeSpriteScene(spriteName = 'Box'): SceneFixture {
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const fixture = makeProject();
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const scene = new CreateAssetCommand('scene', 'Level');
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const sprite = new CreateAssetCommand('sprite', spriteName);
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fixture.stack.execute(scene);
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fixture.stack.execute(sprite);
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const sceneOf = () => findScene(fixture.project, scene.asset.id)!;
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const viewOf = () => resolvedHolder(fixture.project, sceneOf()) as SceneAsset;
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const object = (id: string) => findObject(viewOf(), id)!;
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return {
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...fixture,
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sceneId: scene.asset.id,
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spriteId: sprite.asset.id,
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sceneOf,
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viewOf,
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object,
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world: (id) => worldPosition(viewOf(), object(id)),
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};
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}
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/** Places an asset into the fixture's scene at a world position (optionally below a parent) and returns the new object's id. */
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export function place(
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fixture: SceneFixture,
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assetId: string,
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position: Vec2 | Position,
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parentId = '',
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): string {
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const command = new PlaceAssetCommand(fixture.sceneId, assetId, position, parentId);
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fixture.stack.execute(command);
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return command.objectId;
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}
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/** Adds a behavior asset declaring the given number variables. */
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export function makeBehavior(
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fixture: ProjectFixture,
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name = 'B',
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variables: readonly string[] = [],
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): BehaviorAsset {
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const command = new CreateAssetCommand('behavior', name);
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fixture.stack.execute(command);
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for (const key of variables) fixture.stack.execute(new AddVariableCommand(command.asset.id, key, 'number'));
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return command.asset as BehaviorAsset;
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}
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export type Edge = readonly [from: GraphNode, fromPort: string, to: GraphNode, toPort: string];
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export interface GraphEditor {
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/** Adds a node with inline params (graph coordinates do not matter to tests). */
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addNode(type: string, params?: PropertyBag): GraphNode;
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connect(from: GraphNode, fromPort: string, to: GraphNode, toPort: string): void;
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wire(edges: readonly Edge[]): void;
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}
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/** Command-driven editing of one behavior's graph, the way the editor does it. */
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export function graphEditor(fixture: ProjectFixture, behavior: BehaviorAsset): GraphEditor {
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const { stack } = fixture;
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const connect: GraphEditor['connect'] = (from, fromPort, to, toPort) => {
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stack.execute(
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new ConnectCommand(behavior.id, { node: from.id, port: fromPort }, { node: to.id, port: toPort }),
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);
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};
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return {
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addNode(type, params = {}) {
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const command = new AddNodeCommand(behavior.id, type, 0, 0, params);
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stack.execute(command);
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return command.node;
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},
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connect,
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wire(edges) {
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for (const [from, fromPort, to, toPort] of edges) connect(from, fromPort, to, toPort);
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},
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};
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}
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export const NO_POINTER: PointerState = {
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x: 0,
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y: 0,
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inside: false,
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down: false,
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pressed: false,
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released: false,
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};
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/** A top-level entity handle named after itself, with empty props. */
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export function fakeEntity(name: string, x = 0, assetId = `asset-${name}`): EntityHandle {
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return { [ENTITY_HANDLE]: true, id: name, assetId, name, x, y: 0, z: 0, props: {}, parent: null };
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}
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/** An entity handle "h" carrying the given props, optionally below a parent. */
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export function fakeHandle(props: PropertyBag, parent: EntityHandle | null = null): EntityHandle {
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return { [ENTITY_HANDLE]: true, id: 'h', assetId: 'a', name: 'h', x: 0, y: 0, z: 0, props, parent };
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}
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export type FakeContext = NodeContext & { logs: string[]; stopped: boolean };
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/** A NodeContext double: self/owner handles, `speed = 100`, dt 0.5, moves applied directly, `log` and `stop` recorded. */
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export function fakeContext(overrides: Partial<NodeContext> = {}): FakeContext {
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const logs: string[] = [];
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const ctx: FakeContext = {
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self: fakeEntity('self'),
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owner: fakeEntity('owner'),
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variables: { speed: 100 },
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time: 0,
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dt: 0.5,
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logs,
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stopped: false,
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findByName: () => null,
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isKeyDown: () => false,
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pointer: { ...NO_POINTER },
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hitTest: () => false,
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isTouching: () => false,
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moveAndSlide: (target, dx, dy) => {
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target.x += dx;
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target.y += dy;
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return { blockedX: false, blockedY: false };
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},
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log: (message) => logs.push(message),
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spawn: () => null,
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destroy: () => {},
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stop: () => {
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ctx.stopped = true;
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},
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restart: () => {},
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...overrides,
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};
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return ctx;
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}
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/** Runs one node definition in isolation and returns its data outputs. */
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export function runNode(
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type: string,
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inputs: Record<string, Value>,
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params: PropertyBag = {},
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ctx: NodeContext = fakeContext(),
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): Record<string, Value> {
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return requireNodeDef(type).run!(ctx, inputs, params).outputs ?? {};
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}
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export interface WorldOptions {
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collisions?: boolean;
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behaviors?: boolean;
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}
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export interface StartedWorld {
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world: World;
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collisions: CollisionSystem | null;
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/** Feed keys with `input.press('a')`; `frame()` clears the edges the way the editor does. */
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input: Input;
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/** One tick plus the end-of-frame bookkeeping the editor's play loop performs. */
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frame(dt?: number): void;
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}
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/** Instantiates the fixture's scene, optionally with a CollisionSystem and a BehaviorSystem (fed by those collisions). */
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export function startWorld(
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fixture: SceneFixture,
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options: WorldOptions & { collisions: true },
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): StartedWorld & { collisions: CollisionSystem };
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export function startWorld(fixture: SceneFixture, options?: WorldOptions): StartedWorld;
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export function startWorld(fixture: SceneFixture, options: WorldOptions = {}): StartedWorld {
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const world = World.instantiate(fixture.project, fixture.sceneId);
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const collisions = options.collisions ? new CollisionSystem() : null;
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const input = new Input();
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if (collisions) world.addSystem(collisions);
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if (options.behaviors) world.addSystem(new BehaviorSystem(fixture.project, input, collisions));
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return {
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world,
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collisions,
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input,
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frame(dt = 1 / 60) {
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world.tick(dt);
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input.endFrame();
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},
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};
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}
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/** The project as it comes back after being saved and loaded again. */
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export function roundTrip(project: Project): Project {
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return deserializeProject(serializeProject(project));
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}
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