A voice used to end the moment its sources did, and Stop sound cut it dead. An echo has to outlive its sound, and a stop must not click. - Delay node: a delay line with a damped feedback loop, added at mix next to the untouched sound. Time 0.01 to 2 s, feedback up to 0.95, damping 20 kHz to 500 Hz evenly in octaves, all fed by parameters and moved by Set sound FX parameters like any other number. - Ping-pong is a setting of the node. It takes the sound into the left of the line and swaps the sides every round. - A voice with an echo rings on for its tail: until the last echo is 60 dB below the sound, from time, feedback and mix (fxTailOf). It stays reachable meanwhile, and a change counts the tail again. - The end of a tail is timed on the audio clock with a silent ConstantSourceNode, so a paused run holds it. Then the voice is disconnected, since an echo is a loop of nodes. - Stop sound fades a voice out in 10 ms instead of cutting it. Let ring fades only its sources and keeps the voice for its echoes. Where the context is suspended it cuts at once. - Stop sound takes a voice. Connected, it stops only that play, and a 0 from a Play sound that played nothing stops nothing. - Play sound hands out tail: length plus the echoes at its start values. - Destroying a behavior and ending a run still cut, echoes included. - No limit on voices. The emit of a sound FX node now also gets the node's settings. Finding: in Chrome every round of a feedback loop comes one render quantum late (128 samples, 2.7 ms at 48 kHz), measured as 0, 128, 256, 384 for the first four echoes. Left so, since a browser without it would then hear the echoes early. Written in the wiki. Tests: - sound-library, soundfx, node-catalog, sounds, keep-on-scene-load: 489 tests green. New: fade on stop, cut while suspended, echo and ping-pong wiring, ringing until the tail, tail counted again, let ring, stop by voice, echo knobs, delay compile, tail sums. - Counter-checks: no tail, a stop without fade, a connected voice 0 read as unconnected. Each fails its tests, files back by cmp. - e2e 34 (melektaus-atx): ALL PASSED, 37 checks. A blip through a ping-pong Delay (0.3 s, 0.5, 0.5) rang 2.97 s, 2.95 s worked out. Let ring kept the voice, a stop after it cut it. Rendered offline with the player's own stageNodes the echoes are 0.25 left, 0.125 right, 0.063 left. 64 stereo voices of it took about 0.3 s for 2 s, so about 400 play at once. - Gate (melektaus-atx): CHECK EXIT 0, 242 test files, 3713 tests. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
427 lines
16 KiB
TypeScript
427 lines
16 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 { AddPortsCommand } from '../src/core/commands/portCommands';
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import { PlaceAssetCommand } from '../src/core/commands/sceneObjectCommands';
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import { requireNodeDef } from '../src/core/commands/require';
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import { AddVariableCommand } from '../src/core/commands/variableCommands';
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import {
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type DeclaredPort,
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emptySharedState,
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ENTITY_HANDLE,
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type EntityHandle,
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type GraphLookup,
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type GraphNode,
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NO_LOOKUP,
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type NodeContext,
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type PointerState,
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type Value,
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type RunResult,
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portKindOf,
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PROPERTIES,
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VARIABLES,
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VARIABLES_PARAM,
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} from '../src/core/graph';
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import type { GraphInterpreter } from '../src/core/graph/GraphInterpreter';
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import type { EaseShare } from '../src/core/model/animation';
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import type { BehaviorAsset, SceneAsset, VariablesAsset } from '../src/core/model/Asset';
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import { findObject } from '../src/core/model/hierarchy';
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import { worldPosition } from '../src/core/properties/transform';
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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 type { AudioSink } from '../src/runtime/systems/Audio';
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import { BehaviorSystem, type TimeScaled } from '../src/runtime/systems/BehaviorSystem';
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import type { SaveArea } from '../src/core/graph/savedValues';
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import { readyPhysics } from '../src/runtime/physics/engine';
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import { PhysicsSystem } from '../src/runtime/physics/PhysicsSystem';
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import { CollisionSystem } from '../src/runtime/systems/CollisionSystem';
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import type { CollisionSource } from '../src/runtime/systems/solids';
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import { AnimationSystem } from '../src/runtime/systems/AnimationSystem';
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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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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(fixture.project, 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 Variables asset declaring the given number variables – what a run shares. */
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export function makeVariables(
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fixture: ProjectFixture,
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name: string,
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keys: readonly string[],
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): VariablesAsset {
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const command = new CreateAssetCommand('variables', name);
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fixture.stack.execute(command);
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for (const key of keys) fixture.stack.execute(new AddVariableCommand(command.asset.id, key, 'number'));
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return command.asset as VariablesAsset;
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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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/** A Variables node naming `keys`, typed by their declaration; `write` sets all of them or the listed. */
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variables(
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keys: readonly string[],
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options?: { write?: boolean | readonly string[]; params?: PropertyBag },
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): GraphNode;
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/** A Properties node with `params` (its type) declaring `ports`. */
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properties(ports: readonly DeclaredPort[], 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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variables(keys, { write = false, params = {} } = {}) {
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const command = new AddNodeCommand(behavior.id, VARIABLES, 0, 0, params);
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stack.execute(command);
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const writes = (key: string) => write === true || (Array.isArray(write) && write.includes(key));
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const ports = keys.map((key): DeclaredPort => {
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// A node pointed at a Variables asset declares that asset's variables, not the behavior's.
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const source = fixture.project.assets.find((a) => a.id === params[VARIABLES_PARAM]);
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const declarations = source?.type === 'variables' ? source.variables : behavior.variables;
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const declared = declarations.find((v) => v.key === key);
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const kind = declared ? portKindOf(declared) : 'number';
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return writes(key) ? { key, kind, write: true } : { key, kind };
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});
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if (ports.length > 0) stack.execute(new AddPortsCommand(behavior.id, command.node.id, ports));
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return command.node;
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},
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properties(ports, params = {}) {
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const command = new AddNodeCommand(behavior.id, PROPERTIES, 0, 0, params);
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stack.execute(command);
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if (ports.length > 0) stack.execute(new AddPortsCommand(behavior.id, command.node.id, ports));
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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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wheel: 0,
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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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/** `changes` records the state moves the context was told about, in the order they were reported. */
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export type FakeContext = NodeContext & {
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logs: string[];
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stopped: boolean;
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changes: { machineId: string; from: string; to: string }[];
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/** What the context was asked to play and to silence, in order – nothing here makes a noise. */
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played: {
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assetId: string;
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volume: number;
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loop: boolean | undefined;
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detached: boolean;
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fx: string;
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fxParams: Readonly<Record<string, number>>;
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}[];
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silenced: string[];
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tuned: { voice: number; fxParams: Readonly<Record<string, number>>; time: number; ease: EaseShare }[];
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/** The scenes the context was asked to load, in order. */
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loaded: string[];
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/** The time scale and the pause the context holds, as the game nodes left them. */
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scale: number;
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paused: boolean;
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};
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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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states: {},
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shared: emptySharedState(),
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changes: [],
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stateChanged: (machineId, from, to) => ctx.changes.push({ machineId, from, to }),
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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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isAlive: () => true,
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findReferenced: () => null,
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childByName: () => null,
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objects: () => [],
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isKeyDown: () => false,
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wasKeyPressed: () => false,
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wasKeyReleased: () => false,
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pointer: { ...NO_POINTER },
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pointerThrough: () => ({ x: 0, y: 0, inside: false }),
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hitTest: () => false,
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isTouching: () => false,
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raycast: () => null,
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raycastAll: () => [],
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collisionLayerOf: () => null,
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renderLayerOf: () => null,
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ignoreOneWay: () => {},
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isTilemap: () => false,
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tileAt: () => null,
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setTile: () => 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, hit: false, normal: { x: 0, y: 0 } };
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},
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log: (message) => logs.push(message),
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played: [],
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silenced: [],
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loaded: [],
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// The number of a voice is how many have been played: unique, and never 0.
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playSound: (assetId, volume, loop, detached, fx, fxParams) =>
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ctx.played.push({ assetId, volume, loop, detached, fx, fxParams }),
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// Every sound lasts a quarter of a second, as if it had been loaded.
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soundLength: () => 0.25,
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// The tail of a voice is its number in tenths of a second, so a test can tell one from another.
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soundTail: (voice) => voice / 10,
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// A voice by its number, and letting ring, are written into the line, so one list says it all.
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stopSound: (assetId, letRing) => ctx.silenced.push(letRing ? `${assetId} (let ring)` : assetId),
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stopVoice: (voice, letRing) => ctx.silenced.push(`voice ${voice}${letRing ? ' (let ring)' : ''}`),
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tuned: [],
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tuneSound: (voice, fxParams, time, ease) => ctx.tuned.push({ voice, fxParams, time, ease }),
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loadScene: (sceneId) => ctx.loaded.push(sceneId),
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spawn: () => null,
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addJoint: () => 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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scale: 1,
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paused: false,
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timeScale: () => ctx.scale,
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setTimeScale: (scale) => {
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ctx.scale = scale;
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},
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isPaused: () => ctx.paused,
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setPaused: (paused) => {
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ctx.paused = paused;
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},
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...overrides,
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};
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return ctx;
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}
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/** Runs a node on its registered definition: the shape it has while sitting in no graph. */
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export function runDef(
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type: string,
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ctx: NodeContext,
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inputs: Record<string, Value>,
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params: PropertyBag = {},
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entry = 'exec',
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lookup: GraphLookup = NO_LOOKUP,
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): RunResult {
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const def = requireNodeDef(type);
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return def.run!(ctx, inputs, params, def, entry, lookup);
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}
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/**
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* Runs every event node of `type` in the graph, in the order the graph holds them, and answers how
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* many ran. A game orders its events across all behaviors instead (#264); a test of one graph does not.
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*/
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export function fire(
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interpreter: GraphInterpreter,
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type: string,
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ctx: NodeContext,
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outputs: Record<string, Value> = {},
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filter?: (node: GraphNode) => boolean,
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): number {
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const nodes = interpreter.eventNodes(type).filter((node) => !filter || filter(node));
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for (const node of nodes) interpreter.pulse(node, ctx, outputs);
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return nodes.length;
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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 runDef(type, 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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/**
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* With `collisions`: the played game's physics engine rather than the editor run's detection
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* (#146). The engine has to be loaded first – `await loadPhysics()` in a `beforeAll`.
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*/
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physics?: boolean;
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animations?: boolean;
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behaviors?: boolean;
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/** Where `Play sound` ends up; without one the run plays to nobody (see `SILENT_AUDIO`). */
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audio?: AudioSink;
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/** The clock `Set time scale` turns; without one the run is treated like the editor run. */
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clock?: TimeScaled;
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/** Where persistent Variables assets keep their values; without one nothing outlives the run. */
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saves?: SaveArea;
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}
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export interface StartedWorld {
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world: World;
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collisions: CollisionSource | null;
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behaviors: BehaviorSystem | 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 collisions, animations and a BehaviorSystem fed by both. */
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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: CollisionSource };
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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
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? options.physics
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? new PhysicsSystem(readyPhysics() ?? fail('load the physics engine before starting a world with it'))
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: new CollisionSystem()
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: null;
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const input = new Input();
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const animations = options.animations ? new AnimationSystem() : null;
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if (collisions) world.addSystem(collisions);
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if (animations) world.addSystem(animations);
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const behaviors = options.behaviors
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? new BehaviorSystem(fixture.project, input, {
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collisions,
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animations,
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audio: options.audio,
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clock: options.clock,
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saves: options.saves,
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})
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: null;
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if (behaviors) world.addSystem(behaviors);
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return {
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world,
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collisions,
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behaviors,
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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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/**
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* Both ways a run detects collisions: the editor run's own and the played game's engine (#146).
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* Everything without a rigidbody must come out the same on either.
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*/
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export const COLLISION_SYSTEMS = [
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{ system: 'CollisionSystem', physics: false },
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{ system: 'PhysicsSystem', physics: true },
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] as const;
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|
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function fail(message: string): never {
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throw new Error(message);
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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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