Files
feuerwerk/tools/e2e/03-play.mjs
T
rootandClaude Opus 5 d54a620ebd Add ESLint and Prettier, and close the node test gaps
Tooling:
- Prettier as the single formatting authority (110 columns, single quotes,
  measured against the existing style); Markdown excluded because table-cell
  padding turns the README glossary into 1000-character lines.
- Type-aware ESLint ending in eslint-config-prettier, so a rule always means
  "this is a bug", never "this looks different".
- .editorconfig and an `npm run check` that runs typecheck, lint, format and
  tests in one go.

Findings fixed on the first run: three more duplicate imports, four
String(unknown) calls (parameter types narrowed instead of casts), two dead
initialisers, two redundant casts, a console.log for a real error. Two
warnings were false here and are disabled with a reason in place.

Tests 132 -> 269:
- node-catalog.test.ts covers every node with a run(), with a guard that fails
  when a new node has no row.
- behavior-events.test.ts covers the ten event nodes through a running World,
  checking timing rather than existence.
- Input's state machine (press/release/releaseAll) is reachable without DOM
  events now; the DOM handlers are thin adapters.

Compare fell back to == without a configured operator although the schema
default is <; aligned.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-08 10:02:22 +02:00

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const FIXTURE_IDS = ['o1', 'o2', 'o3', 'o4', 'o5', 'oc1', 'oc2'];
/**
* Play mode: the camera frame is rendered, the Mover behavior moves its owner on the arrow
* keys, Esc stops without touching the model. Then editing while playing (moves, delete, undo
* and Spawn reach the world at once; Stop discards all of it), culling, and a scene without a
* camera.
*/
export async function play(t) {
const {
check,
sleep,
evaluate,
json,
shot,
clickText,
press,
holdKey,
undo,
state,
object,
objects,
world,
entity,
select,
mutate,
stop,
} = t;
const gameInfo = () => json('__gm.gameInfo()');
const play = t.play;
// 7. Play: both crates lie inside the 640×360 frame at the origin; the behavior symbol is
// editor-only. The "Mover" behavior owns the red crate: holding ArrowRight moves it in the
// world (Axis input × speed × dt), Esc stops without touching the model.
await clickText('Renamed crate');
const xBeforePlay = (await object('o2')).position.x;
await play();
let s = await state();
check('play mode entered', s.mode === 'play', JSON.stringify(s));
let info = await gameInfo();
check(
'play renders the camera frame with both crates',
info.rendering && info.visibleItems === 2,
JSON.stringify(info),
);
await shot('08-playing');
await holdKey('ArrowRight', 400);
const movedCrate = await entity('o1');
check(
'behavior graph moved its owner while ArrowRight was held',
movedCrate.x > -150 + 30,
`world x=${movedCrate.x}`,
);
await holdKey('ArrowLeft', 250);
const afterLeft = await entity('o1');
check(
'ArrowLeft (axis x = −1) moved the owner back left',
afterLeft.x < movedCrate.x,
`world x=${afterLeft.x}`,
);
await stop();
s = await state();
check('escape stopped play', s.mode === 'edit', JSON.stringify(s));
await shot('09-stopped');
const o2AfterPlay = (await object('o2')).position.x;
const o1AfterPlay = (await object('o1')).position.x;
check(
'play did not write back to the model',
o2AfterPlay === xBeforePlay && o1AfterPlay === -150,
`${o2AfterPlay} vs ${xBeforePlay}, o1=${o1AfterPlay}`,
);
// 7a. Editing while playing: Play opens the Game tab, the panels stay open and edit a runtime
// copy. Moving the blue crate (model hook + preview, as a scrub does) and deleting it with
// the Delete key change the world at once, undo brings it back, Esc restores the saved model.
await play();
check('play opens the Game tab', (await evaluate('__gm.tab()')) === 'game');
check(
'panels stay visible while playing',
Boolean(await evaluate(`__gm.locate('INSPECTOR')`)) &&
(await evaluate('__gm.hierarchyExpandAll(); __gm.hierarchyOrder().length')) === 7,
);
await select({ kind: 'object', sceneId: 'scene1', objectId: 'o2' });
await mutate(`__gm.state.activeScene.objects.find(o => o.id === 'o2').position.x = 400`);
let liveO2 = await entity('o2');
check(
'an edit while playing moves the entity in the world',
liveO2 && liveO2.x === 400,
JSON.stringify(liveO2),
);
await shot('08b-editing-while-playing');
await press('Delete');
await sleep(150);
const liveIds = (await world()).entities.map((e) => e.objectId);
check(
'Delete while playing removes the entity and its collider child from the world',
!liveIds.includes('o2') && !liveIds.includes('oc2') && liveIds.length === 5,
JSON.stringify(liveIds),
);
await undo();
liveO2 = await entity('o2');
check(
'undo while playing brings the entity back into the world',
liveO2 && liveO2.x === 400,
JSON.stringify(liveO2),
);
// 7a-ii. Spawning: the "Spawner" behavior places a Crate at (0, 150) on Space. The new object
// shows up in the runtime scene (hierarchy), in the world and in the Game view at once;
// Stop discards it with the rest of the runtime copy.
const visibleBeforeSpawn = (await gameInfo()).visibleItems;
await press('Space');
await sleep(200);
const spawnedObjects = await objects();
const spawned = spawnedObjects.find((o) => !FIXTURE_IDS.includes(o.id));
check(
'Spawn node adds a crate object to the runtime scene at (0, 150)',
spawned &&
spawned.assetId === 'crate' &&
spawned.parentId === '' &&
spawned.position.x === 0 &&
spawned.position.y === 150 &&
spawnedObjects.length === 8,
JSON.stringify(spawned),
);
const spawnWorld = await world();
check(
'the spawned entity lives in the world and its name reached the Log node',
spawnWorld.entities.length === 8 && spawnWorld.log.includes('Crate'),
JSON.stringify({ n: spawnWorld.entities.length, log: spawnWorld.log }),
);
check(
'hierarchy lists the spawned object',
(await evaluate('__gm.hierarchyExpandAll(); __gm.hierarchyOrder().length')) === 8,
);
info = await gameInfo();
check(
'the Game view renders the spawned crate',
info.visibleItems === visibleBeforeSpawn + 1,
`${JSON.stringify(info)} before=${visibleBeforeSpawn}`,
);
await shot('08c-spawned');
await stop();
const o2AfterEdit = (await object('o2')).position.x;
check(
'stop restores the saved model untouched by play-mode edits (spawned object gone)',
o2AfterEdit === xBeforePlay && (await objects()).length === 7,
`x=${o2AfterEdit}`,
);
check('stop returns to the Scene tab', (await evaluate('__gm.tab()')) === 'scene');
// 7b. Culling: move the blue crate far outside the camera frame → only one item visible.
await mutate(`__gm.state.activeScene.objects.find(o => o.id === 'o2').position.x = 5000`);
await play();
info = await gameInfo();
check('objects outside the camera frame are culled', info.visibleItems === 1, JSON.stringify(info));
await stop();
await mutate(`__gm.state.activeScene.objects.find(o => o.id === 'o2').position.x = ${xBeforePlay}`);
// 7c. Without a camera nothing is rendered: delete the camera object, play, then undo.
await select({ kind: 'object', sceneId: 'scene1', objectId: 'o3' });
await press('Delete');
await sleep(200);
check('camera object deleted', (await objects()).length === 6);
await play();
info = await gameInfo();
s = await state();
check(
'play without camera renders nothing',
s.mode === 'play' && !info.rendering && info.visibleItems === 0,
JSON.stringify(info),
);
check('play without camera shows a notice', s.notice.includes('no camera'), s.notice);
await shot('10-play-no-camera');
await stop();
await undo();
check('undo restored the camera object', (await objects()).length === 7);
}