The Container tab reuses SceneViewport against any object holder, so a container template is edited exactly like a scene. Right-click no longer changes the selection, which previously made nesting impossible: opening the menu on a container loaded it, and "Place in container" then targeted itself. Template edits (move, rename, override) now reach already-placed instances per slot, through a shared templateSync used by both the apply path and the plain object commands. Copies the user has touched keep their own value. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
114 lines
5.3 KiB
JavaScript
114 lines
5.3 KiB
JavaScript
/**
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* The ↔ / ↕ buttons beside a sprite's Width and Height: fit that side to the proportions of the
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* picture the sprite wears, and not exist at all while it wears none.
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*
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* Runs on the sheet the texture steps imported (64 × 48) and adds a frame with a deliberately
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* different shape, which is what makes "sheet or frame?" a question the numbers can answer.
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*/
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/** The rows are read as numbers, so a float from a division needs a tolerance. */
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const near = (value, expected) => Math.abs(value - expected) < 0.01;
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const spriteProp = (key) => `__gm.state.project.assets.find((a) => a.id === 'tex-sprite').props.${key}`;
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export async function aspect(t) {
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const { check, sleep, json, evaluate, shot, clickText, press, undo, mutate, select } = t;
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await press('Escape');
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await evaluate('document.activeElement instanceof HTMLElement && document.activeElement.blur()');
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const sheet = await json("(__gm.state.project.assets.find((a) => a.type === 'texture') ?? {}).id ?? ''");
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check('the imported sheet is still there', sheet !== '', sheet);
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// 26. A sprite wearing nothing has nothing to be proportional to, so the buttons are absent.
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// Edited as an asset: one base value per row instead of an override, so the numbers below
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// say what they mean.
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await mutate(`
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const props = __gm.state.project.assets.find((a) => a.id === 'tex-sprite').props;
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props.texture = '';
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props.width = 100;
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props.height = 100`);
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await select({ kind: 'asset', assetId: 'tex-sprite' });
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await sleep(600);
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check('the sprite asset is in the inspector', Boolean(await json("__gm.locate('Width')")));
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check(
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'no texture, no aspect buttons',
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(await json("__gm.locate('↔')")) === null && (await json("__gm.locate('↕')")) === null,
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);
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await shot('40-aspect-without-a-texture');
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// 27. Wearing the 64 x 48 sheet, a 100 x 100 sprite is out of proportion – both appear.
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await mutate(`${spriteProp('texture')} = ${JSON.stringify(sheet)}`);
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await sleep(500);
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check(
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'assigning a texture brings both buttons out',
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Boolean(await json("__gm.locate('↔')")) && Boolean(await json("__gm.locate('↕')")),
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);
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await shot('41-aspect-buttons');
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// 28. ↔ moves the width only, to the sheet's ratio: 100 x 64/48.
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await clickText('↔');
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await sleep(500);
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const fitted = { w: await json(spriteProp('width')), h: await json(spriteProp('height')) };
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check(
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'↔ sets the width from the height and the sheet ratio',
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near(fitted.w, (100 * 64) / 48) && fitted.h === 100,
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JSON.stringify(fitted),
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);
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check(
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'and both buttons go once the sprite is proportional',
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(await json("__gm.locate('↔')")) === null && (await json("__gm.locate('↕')")) === null,
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);
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await shot('42-aspect-fitted');
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// 28a. One command, so it is one undo step – and the buttons come back with the old shape.
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await undo();
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await sleep(500);
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check('undo takes the width back', (await json(spriteProp('width'))) === 100);
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check('and the buttons return with it', Boolean(await json("__gm.locate('↔')")));
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await t.redo();
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await sleep(500);
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// 29. A frame is the picture the sprite wears, not the sheet it was cut from: 40 x 10 against
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// the sheet's 64 x 48, so the two ratios cannot be confused for one another.
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await mutate(`
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const asset = __gm.state.project.assets.find((a) => a.id === ${JSON.stringify(sheet)});
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asset.frames.push({ id: 'aspect-frame', name: 'Wide', x: 0, y: 0, w: 40, h: 10 });
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${spriteProp('texture')} = 'aspect-frame'`);
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await sleep(500);
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check('a frame of another shape brings the buttons back', Boolean(await json("__gm.locate('↕')")));
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const before = await json(spriteProp('width'));
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await clickText('↕');
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await sleep(500);
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const framed = { w: await json(spriteProp('width')), h: await json(spriteProp('height')) };
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check(
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'↕ sets the height from the frame ratio, not the sheet it belongs to',
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near(framed.h, (before * 10) / 40) && framed.w === before,
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JSON.stringify({ framed, sheetWouldGive: (before * 48) / 64 }),
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);
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check(
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'and the buttons go again',
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(await json("__gm.locate('↔')")) === null && (await json("__gm.locate('↕')")) === null,
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);
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// 30. The same rows on a placed object write an override rather than the asset value.
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await mutate(`${spriteProp('texture')} = ${JSON.stringify(sheet)}`);
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await select({ kind: 'object', holderId: 'scene1', objectIds: ['otex'], objectId: 'otex' });
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await sleep(600);
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await mutate("__gm.state.activeScene.objects.find((o) => o.id === 'otex').overrides.height = 90");
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await sleep(400);
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check('the object row offers the fit as well', Boolean(await json("__gm.locate('↔')")));
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// The crowded case: an overridden, out-of-proportion row carries ↕ next to ↑ and ↺.
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check('and shows it beside the override buttons', (await json('__gm.textOverflows()')).length === 0);
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await shot('43-aspect-beside-the-override-buttons');
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await clickText('↔');
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await sleep(500);
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const override = await json("__gm.state.activeScene.objects.find((o) => o.id === 'otex').overrides");
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check(
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'fitting a scene object writes an override, leaving the asset alone',
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near(override.width, (90 * 64) / 48) && near(await json(spriteProp('width')), framed.w),
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JSON.stringify({ override, asset: await json(spriteProp('width')) }),
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);
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await shot('44-aspect-on-an-object');
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}
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