Files
feuerwerk/tools/e2e/04-assets.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

46 lines
2.0 KiB
JavaScript

/** The asset panel: placing from the context menu, creating through "+", and resetting an asset value. */
export async function assets(t) {
const { check, sleep, evaluate, json, shot, click, clickText, undo, select, objects, asset } = t;
// 8. Context menu on the Crate asset → menu shows "Place in scene".
await clickText('Crate', 'right');
check('asset context menu opens', Boolean(await evaluate(`__gm.locate('Place in scene')`)));
await shot('11-context-menu');
await clickText('Place in scene');
await sleep(100);
const count = (await objects()).length;
check('placing from the menu adds an object', count === 8, `objects=${count}`);
// 9. Create a new asset through the + menu.
await clickText('+');
await clickText('Sprite');
await sleep(100);
const names = await json('__gm.state.project.assets.map(a => a.name)');
check('+ menu creates a sprite asset', names.includes('Sprite'), JSON.stringify(names));
await shot('12-new-asset');
// 12. Asset defaults: the Crate asset has height 60 (schema default 100), width and color at
// their defaults → exactly one reset button is visible. Clicking it puts height back to
// 100 and hides the button; undo brings 60 back.
await select({ kind: 'asset', assetId: 'crate' });
await sleep(200);
const resetButton = await evaluate(`__gm.locate('↺')`);
check('asset inspector shows a reset for the non-default height', Boolean(resetButton));
await click(resetButton.x, resetButton.y);
await sleep(100);
check(
'reset puts the asset property back to its default',
(await asset('crate')).props.height === 100,
`height=${(await asset('crate')).props.height}`,
);
check('reset button hidden once the value is at default', !(await evaluate(`__gm.locate('↺')`)));
await shot('15-asset-reset');
await undo();
check(
'undo restores the asset value',
(await asset('crate')).props.height === 60,
`height=${(await asset('crate')).props.height}`,
);
check('reset button visible again after undo', Boolean(await evaluate(`__gm.locate('↺')`)));
}