- Graph: nodes.ts split into nodes/<category>/<Type>.ts (62 files) with shared.ts factories and index.ts registry; NodeContext/values/NodeRegistry separated, writeTyped() replaces duplicated typed writes - Comments: one style (JSDoc on non-obvious exports, // for decisions and traps), wrong/stale comments fixed or removed, ids.ts now real 10 base-36 chars - Core: chainOf, shared worldPosition/editorPosition core, commands/require.ts, commands/naming.ts, util/list.ts, setBagValue/toPosition/propDef; dead code removed (isBehaviorAsset, SCENE_OBJECT_SCHEMA, CommandStack.subscribe, Input.axis, setMode, titleText, World.worldPosition, unused ctor params) - Editor: Inspector split into inspector/ sections, App.ts into Editor.ts + debugHook.ts + shortcuts.ts, Viewport into items.ts + symbols.ts, shared "Add collider" action, unified type labels/swatches - UI toolkit: Widget.trackHover/onPointerRelease, drawControlBox, math helpers, Popup.openBelow, Menu/Dialog/ColorPicker/ListRow in own files, named Theme sizes - Tools: seed-demo/smoke-demo and demo-check project removed, tools/lib (harness, projects, builders), e2e.mjs as runner over tools/e2e/*.mjs sections - Tests: tests/helpers.ts replaces copied fixtures and NodeContext doubles Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
38 lines
2.0 KiB
JavaScript
38 lines
2.0 KiB
JavaScript
/** The asset panel: placing from the context menu, creating through "+", and resetting an asset value. */
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export async function assets(t) {
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const { check, sleep, evaluate, json, shot, click, clickText, undo, select, objects, asset } = t;
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// 8. Context menu on the Crate asset → menu shows "Place in scene".
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await clickText('Crate', 'right');
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check('asset context menu opens', Boolean(await evaluate(`__gm.locate('Place in scene')`)));
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await shot('11-context-menu');
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await clickText('Place in scene');
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await sleep(100);
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const count = (await objects()).length;
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check('placing from the menu adds an object', count === 8, `objects=${count}`);
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// 9. Create a new asset through the + menu.
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await clickText('+');
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await clickText('Sprite');
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await sleep(100);
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const names = await json('__gm.state.project.assets.map(a => a.name)');
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check('+ menu creates a sprite asset', names.includes('Sprite'), JSON.stringify(names));
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await shot('12-new-asset');
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// 12. Asset defaults: the Crate asset has height 60 (schema default 100), width and color at
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// their defaults → exactly one reset button is visible. Clicking it puts height back to
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// 100 and hides the button; undo brings 60 back.
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await select({ kind: 'asset', assetId: 'crate' });
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await sleep(200);
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const resetButton = await evaluate(`__gm.locate('↺')`);
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check('asset inspector shows a reset for the non-default height', Boolean(resetButton));
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await click(resetButton.x, resetButton.y);
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await sleep(100);
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check('reset puts the asset property back to its default', (await asset('crate')).props.height === 100, `height=${(await asset('crate')).props.height}`);
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check('reset button hidden once the value is at default', !(await evaluate(`__gm.locate('↺')`)));
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await shot('15-asset-reset');
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await undo();
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check('undo restores the asset value', (await asset('crate')).props.height === 60, `height=${(await asset('crate')).props.height}`);
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check('reset button visible again after undo', Boolean(await evaluate(`__gm.locate('↺')`)));
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}
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