Files
feuerwerk/tools/e2e/10-text-and-enabled.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

66 lines
3.3 KiB
JavaScript

/** Text assets rendered in the scene, and the enabled switch in the editor and in the running game. */
export async function textAndEnabled(t) {
const { check, sleep, evaluate, json, shot, click, clickText, mutate, object, play, stop } = t;
const has = (text) => evaluate(`Boolean(__gm.locate(${JSON.stringify(text)}))`);
// 17. Text assets: created through the + menu, placed, and rendered as real text in the scene.
await clickText('+');
await clickText('Text');
await sleep(100);
const textAssetId = await evaluate(`(__gm.state.project.assets.find(a => a.type === 'text') || {}).id`);
check('+ menu creates a text asset', Boolean(textAssetId));
await mutate(`
const id = ${JSON.stringify(textAssetId)};
__gm.state.project.assets.find(a => a.id === id).props.text = 'Hello world';
// On the camera so the game view really renders it (outside the frame it would be culled).
const cam = __gm.state.activeScene.objects.find(o => o.id === 'o3').position;
__gm.state.activeScene.objects.push({ id: 'otext', assetId: id, name: '', position: { x: cam.x, y: cam.y, z: 5 }, editorOffset: { x: 0, y: 0 }, overrides: {}, parentId: '', templateId: '' });
__gm.state.select({ kind: 'object', sceneId: 'scene1', objectIds: ['otext'], objectId: 'otext' })`);
await sleep(100);
check('a placed text object draws its content in the scene', await has('Hello world'));
await shot('29-text-object');
// 17a. The enabled switch: every object has it, switching it off is a normal override, and a
// switched-off object disappears from the scene view too (it stays in the hierarchy).
const enabledRow = await evaluate(`__gm.locate('Enabled')`);
check('the inspector shows the Enabled switch for a scene object', Boolean(enabledRow));
const visibleBefore = (await json('__gm.viewportInfo()')).visibleItems;
// The checkbox sits right of the 64 px label column; locate() gives the label's text centre.
await click(enabledRow.x + 55, enabledRow.y);
await sleep(100);
const textObject = await object('otext');
check(
'clicking it writes an override instead of changing the asset',
textObject.overrides.enabled === false,
JSON.stringify(textObject.overrides),
);
check(
'a switched-off object is not drawn in the scene view',
!(await json('__gm.drawOrder()')).includes('otext'),
);
const visibleAfter = (await json('__gm.viewportInfo()')).visibleItems;
check(
'the scene view renders one item less',
visibleAfter === visibleBefore - 1,
`${visibleBefore} → ${visibleAfter}`,
);
check('it stays selectable in the hierarchy, so its switch stays reachable', await has('Enabled'));
await shot('30-disabled');
// 17b. In the running game a switched-off object does not exist: it is not rendered, and
// switching it back on brings it back.
await play();
await sleep(200);
const offItems = (await json('__gm.gameInfo()')).visibleItems;
await mutate(`__gm.state.activeScene.objects.find(o => o.id === 'otext').overrides.enabled = true`);
await sleep(200);
const onItems = (await json('__gm.gameInfo()')).visibleItems;
check(
'the game renders one item more once the object is switched on',
onItems === offItems + 1,
`${offItems} → ${onItems}`,
);
await stop();
check('stop leaves the play-mode switch behind', (await object('otext')).overrides.enabled === false);
}