- NumberField takes a decimals option (default 3); frame rects and the slice dialog use 0, matching their integer model. - Button truncates its label to the drawn width; Dropdown reserves the chevron slot. NodeView reuses the shared truncate(). - Setting scaleMode leaves the style's shared resource id in place, so the old GPU sampler stayed in use until a reload. Call style.update(). - Graph gets a header bar like the Texture tab: GraphEditor is now the frame, the former editor is GraphCanvas. A selection the tab does not concern no longer unloads the behavior. - New e2e step 14 guards text overflow across all widgets. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
212 lines
9.0 KiB
JavaScript
212 lines
9.0 KiB
JavaScript
/**
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* Uploading a picture and wearing it. Runs last because it adds an asset and repaints the
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* scene; the checks that count assets live in earlier steps.
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*
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* The image is built in the page and handed over as a paste, which is a real user gesture and
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* exercises the whole chain: decode → upload → the server storing it under its content hash →
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* the asset → the renderer. Nothing here is stubbed.
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*/
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/** Paints a four-quadrant PNG in the page and pastes it. The quadrants make the mapping readable. */
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const PASTE_IMAGE = `(async () => {
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const canvas = document.createElement('canvas');
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canvas.width = 64;
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canvas.height = 48;
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const g = canvas.getContext('2d');
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g.fillStyle = '#e63c3c'; g.fillRect(0, 0, 32, 24);
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g.fillStyle = '#3cc85a'; g.fillRect(32, 0, 32, 24);
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g.fillStyle = '#466ef0'; g.fillRect(0, 24, 32, 24);
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g.fillStyle = '#f5f5f5'; g.fillRect(32, 24, 32, 24);
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const blob = await new Promise((resolve) => canvas.toBlob(resolve, 'image/png'));
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const transfer = new DataTransfer();
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transfer.items.add(new File([blob], 'pasted.png', { type: 'image/png' }));
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window.dispatchEvent(new ClipboardEvent('paste', { clipboardData: transfer, bubbles: true }));
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})()`;
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/** How far apart two `#rrggbb` colours are, summed over the channels. */
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function colourDistance(a, b) {
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const channels = (hex) => [1, 3, 5].map((i) => parseInt(hex.slice(i, i + 2), 16));
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const [ar, ag, ab] = channels(a);
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const [br, bg, bb] = channels(b);
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return Math.abs(ar - br) + Math.abs(ag - bg) + Math.abs(ab - bb);
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}
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export async function textures(t) {
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const { check, sleep, json, evaluate, shot, mutate, press } = t;
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// The previous step leaves a picker open and a text field focused. Both matter here: paste is
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// deliberately ignored while an input has focus, so that Ctrl+V inside a field still edits
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// text. Closing and blurring is what clicking the canvas would do.
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await press('Escape');
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await evaluate('document.activeElement instanceof HTMLElement && document.activeElement.blur()');
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await sleep(200);
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// 19. Pasting an image imports it: uploaded, stored under its hash, and made an asset.
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await evaluate(PASTE_IMAGE);
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await sleep(2500);
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const imported = await json(
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"__gm.state.project.assets.filter((a) => a.type === 'texture').map((a) => ({ id: a.id, name: a.name, file: a.file, w: a.width, h: a.height }))",
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);
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check('pasting an image creates a texture asset', imported.length === 1, JSON.stringify(imported));
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const texture = imported[0] ?? {};
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check(
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'the file is named after its content hash',
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/^[a-f0-9]{64}\.png$/.test(texture.file ?? ''),
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String(texture.file),
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);
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check(
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'the pixel size comes back from the server',
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texture.w === 64 && texture.h === 48,
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JSON.stringify({ w: texture.w, h: texture.h }),
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);
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// 19a. Importing the same picture again is a no-op with an explanation: the server hands back
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// the file it already has (the name is the hash), so the existing asset is reused rather
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// than a second one made for the same bytes.
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await evaluate(PASTE_IMAGE);
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await sleep(2500);
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const again = await json(
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"__gm.state.project.assets.filter((a) => a.type === 'texture').map((a) => a.file)",
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);
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check(
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'the same image imported twice stays one asset on one file',
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again.length === 1,
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JSON.stringify(again),
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);
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check(
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'and the notice says it was already there',
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(await json('__gm.state.notice')) === 'That image is already in the project.',
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JSON.stringify(await json('__gm.state.notice')),
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);
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// 19b. The picture is actually drawn – a sprite wearing it is no longer one flat colour.
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//
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// On a sprite of its own, deliberately: eleven steps of edits have been through the fixture's
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// objects by now (resized, re-parented, cloned forty times, covered by colliders and gizmos),
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// and a colour read off the screen must not depend on any of that. This one is white (so the
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// picture shows its own colours instead of a tint), large enough that a quarter-width sample
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// sits far from every quadrant border, and on top of everything else.
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// Both are clones of things that already exist rather than hand-written literals: a scene
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// object has fields a literal keeps forgetting (`editorOffset` was the one that bit here –
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// the position went NaN and the object was culled without an error).
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await mutate(`
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const project = __gm.state.project;
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const sprite = structuredClone(project.assets.find((a) => a.type === 'sprite'));
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sprite.id = 'tex-sprite';
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sprite.name = 'Textured';
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sprite.props = { ...sprite.props, width: 160, height: 120, color: 0xffffff, texture: ${JSON.stringify(texture.id)} };
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project.assets.push(sprite);
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const scene = __gm.state.activeScene;
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const object = structuredClone(scene.objects.find((o) => o.id === 'o1'));
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object.id = 'otex';
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object.name = 'Textured';
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object.assetId = 'tex-sprite';
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object.templateId = '';
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object.overrides = {};
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object.position = { ...object.position, z: 900 };
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scene.objects.push(object);
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__gm.state.select(null)`);
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await sleep(1200);
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const box = await json("__gm.objectRect('otex')");
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check('the textured sprite is on screen', Boolean(box) && box.w > 8, JSON.stringify(box));
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if (box) {
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// The quadrants sit at the corners of the sprite's box; sample well inside each one.
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const at = async (fx, fy) =>
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json(`__gm.pixelAt(${Math.round(box.x + fx * box.w)}, ${Math.round(box.y + fy * box.h)})`);
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const [topLeft, topRight, bottomLeft, bottomRight] = [
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await at(-0.3, -0.3),
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await at(0.3, -0.3),
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await at(-0.3, 0.3),
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await at(0.3, 0.3),
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];
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const sampled = { topLeft, topRight, bottomLeft, bottomRight };
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check(
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'each quadrant of the picture lands where the picture has it',
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colourDistance(topLeft, '#e63c3c') < 60 &&
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colourDistance(topRight, '#3cc85a') < 60 &&
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colourDistance(bottomLeft, '#466ef0') < 60 &&
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colourDistance(bottomRight, '#f5f5f5') < 60,
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JSON.stringify(sampled),
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);
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check(
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'the sprite is a picture rather than one flat colour',
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new Set(Object.values(sampled)).size === 4,
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JSON.stringify(sampled),
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);
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await shot('32-textured-sprite');
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// 19b-i. Switching the Filter property takes effect at once, without a reload.
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//
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// Read off the screen rather than off `scaleMode`, because the property was always assigned
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// correctly – what used to survive the change was the GPU sampler behind it. The measurement
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// is what "smooth" means: across the red/green border, nearest sampling shows only the two
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// pure colours, linear sampling blends them into something that is neither.
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const enlarge = (w, h) => `
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const sprite = __gm.state.project.assets.find((a) => a.id === 'tex-sprite');
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sprite.props.width = ${w};
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sprite.props.height = ${h}`;
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await mutate(enlarge(320, 240));
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await sleep(600);
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const wide = await json("__gm.objectRect('otex')");
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// Sampled in the upper half so the line crosses only the red/green border, not the corner
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// where all four quadrants meet.
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const acrossBorder = async () => {
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const y = Math.round(wide.y - wide.h * 0.25);
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const points = [];
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for (let dx = -2; dx <= 2; dx++) {
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points.push(await json(`__gm.pixelAt(${Math.round(wide.x + dx)}, ${y})`));
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}
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return points;
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};
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const setFilter = (value) =>
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mutate(
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`__gm.state.project.assets.find((a) => a.id === ${JSON.stringify(texture.id)}).props.filter = ${JSON.stringify(value)}`,
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);
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await setFilter('nearest');
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await sleep(600);
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const hard = await acrossBorder();
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const pure = (c) => colourDistance(c, '#e63c3c') < 60 || colourDistance(c, '#3cc85a') < 60;
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check(
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'pixel-art filtering keeps the border between two quadrants hard',
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hard.every(pure),
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JSON.stringify(hard),
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);
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await setFilter('linear');
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await sleep(600);
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const soft = await acrossBorder();
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check(
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'switching the filter back to smooth blends the border without a reload',
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soft.some((c) => !pure(c)),
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JSON.stringify({ nearest: hard, linear: soft }),
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);
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await shot('33-texture-filter-smooth');
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await mutate(enlarge(160, 120));
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await sleep(400);
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// 19c. The colour multiplies the picture, so a tinted white quadrant stops being white.
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await mutate("__gm.state.project.assets.find((a) => a.id === 'tex-sprite').props.color = 0x3366ff");
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await sleep(600);
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const tinted = await at(0.3, 0.3);
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check(
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'the sprite colour tints the picture',
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colourDistance(tinted, '#f5f5f5') > 100 && colourDistance(tinted, '#3366ff') < 90,
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JSON.stringify({ was: bottomRight, tinted }),
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);
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// 19d. A reference that no longer resolves falls back to the plain colour instead of failing.
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await mutate("__gm.state.project.assets.find((a) => a.id === 'tex-sprite').props.texture = 'gone'");
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await sleep(600);
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const fallback = await at(0.3, 0.3);
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check(
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'a dangling texture falls back to the plain colour',
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colourDistance(fallback, '#3366ff') < 60,
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JSON.stringify({ fallback }),
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);
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}
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}
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