Issue #193 asked where friction, bounciness and density of a tile live. Tiles had a fixed surface (friction 0.5, bounciness 0) and a collider could not use the outline drawn on a texture frame (#141). Both gaps are closed here. - A collider has a fifth shape "Frame collision" with a Frame row. The frame is picked like a sprite's texture and stored as the value 'frame'. - The shape is linked, not copied. Redrawing the outline in the texture tab changes every collider using that frame, in the editor and on the next play. - The frame centre sits on the collider origin, one image pixel is one unit. The shape turns, scales and mirrors like any other. - Every outline ring blocks. Each ring is split into convex parts the same way a polygon is. - Without a frame, with a whole texture or with a frame that has no outline, the collider is drawn red as a box and blocks nothing. - Move, Rapier, raycast, detection, hit test, drawing and footprint all resolve the frame. At runtime an entity looks the frame up live in the current project. - A tile has Friction and Bounciness next to Solid and One-way. The rows only show when Solid is on. Defaults and mixing rules match the collider. Density is left out because a tilemap never moves. - Tilemap cells are grouped by surface as well as by one-way angle. Ice and stone never merge into one rectangle, and every cell brings its surface to Move and Rapier. Findings: - A tile with a collision scale below 1 is no longer flush with a neighbour of another surface. It is inset there like at an open side, the same as next to one-way tiles today. - A bounce test first measured 0.84. The ball had landed on the hero at the origin, not on the tile. On the tile it measures 0.993. Tests: - ./check.sh: 130 files, 1931 tests, exit 0 (was 129 / 1917). - 14 new unit tests in tests/core/surface.test.ts. The Move tests run against the editor run and the physics system. - 3 new e2e checks: 40l (surface rows follow Solid), 42e (collider has frame size, a walker climbs the slope in the frame). - GM_STEPS=1-8,39-43 freshly seeded: ALL PASSED, 376 checks. - Three counter-probes bite: Move ignores the tile surface (2 fail), Rapier ignores it (1 fails), frame shape falls back to a box (5 fail). - Check sum 1198 is computed (1195 + 3), the full run belongs to CI. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
425 lines
19 KiB
JavaScript
425 lines
19 KiB
JavaScript
import { edge, node } from '../lib/builders.mjs';
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import { LANES, MAKE_OBJECT } from './lib/scaffold.mjs';
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/**
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* Capsules and polygons (#151), and the collision outline of a frame that a tile blocks with
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* (#141). What only a running editor can show: the corners of a polygon collider are edited on
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* its outline in the scene, the engine lets a capsule slide down a polygon ramp, the Texture tab
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* draws a frame's outline with clicks, and a painted map blocks with that outline in the game – as
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* does a collider that wears the frame's outline (#193).
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*/
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/** A 32 × 32 picture, pasted like a file: the texture the outline is drawn on. */
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const PASTE_PICTURE = `(async () => {
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const canvas = document.createElement('canvas');
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canvas.width = 32;
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canvas.height = 32;
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const g = canvas.getContext('2d');
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g.fillStyle = '#3c9a4a'; g.fillRect(0, 0, 32, 32);
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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], 'wedge.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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/** Walks its owner right and a little down, colliding with solids: 2 and 0.6 a frame at 60 fps. */
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const climbGraph = {
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nodes: [
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node('sc-update', 'OnUpdate', 0, 0),
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node('sc-owner', 'Owner', 0, 160),
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node('sc-move', 'Move', 300, 0, { dx: 1, dy: 0.3, scale: 120, collide: true }),
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],
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edges: [
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edge('sc-e1', 'sc-update', 'exec', 'sc-move', 'exec'),
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edge('sc-e2', 'sc-update', 'dt', 'sc-move', 'dt'),
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edge('sc-e3', 'sc-owner', 'object', 'sc-move', 'object'),
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],
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};
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const TRIANGLE = [
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{ x: 0, y: -80 },
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{ x: 80, y: 80 },
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{ x: -80, y: 80 },
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];
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const TAN30 = Math.tan(Math.PI / 6);
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/** A ramp falling right at 30°; its top face runs through the object's origin. */
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const RAMP = [
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{ x: -200, y: -200 * TAN30 },
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{ x: 200, y: 200 * TAN30 },
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{ x: 200, y: 150 },
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{ x: -200, y: 150 },
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];
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const distance = (a, b) => Math.hypot(a.x - b.x, a.y - b.y);
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export async function shapes(t) {
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const { check, json, evaluate, mutate, select, click, doubleClick, drag, clickText, undo } = t;
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const { object, settle, sleep, play, stop, shot, showTab, press } = t;
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const Y = LANES.shapes;
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const put = `
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const put = (id, assetId, parentId, x, y, name, overrides = {}) => {
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const o = make(id, assetId, parentId, y, name);
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o.position.x = x;
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o.overrides = overrides;
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scene.objects.push(o);
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};`;
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// 42a. A polygon collider on a crate, selected: a handle on each corner. A corner is dragged, a
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// press on an edge puts a corner there, a double-click takes it away – one undo step each.
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await mutate(`
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const scene = __gm.state.activeScene;
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const assets = __gm.state.project.assets;
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${MAKE_OBJECT}
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${put}
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assets.push({ id: 'sh-col-poly', type: 'collider', name: 'sh-col-poly',
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props: { shape: 'polygon', points: ${JSON.stringify(TRIANGLE)}, isTrigger: false } });
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put('sh-poly', 'crate', '', 0, ${Y}, 'Polygon crate', { width: 160, height: 160 });
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put('sh-poly-col', 'sh-col-poly', 'sh-poly', 0, 0, 'Polygon collider');
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__gm.state.select(null)`);
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await evaluate(`__gm.lookAt(0, ${Y})`);
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await select({ kind: 'object', holderId: 'scene1', objectId: 'sh-poly-col', objectIds: ['sh-poly-col'] });
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await settle();
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const corners = async () => (await json('__gm.polygonCorners()'))?.corners ?? [];
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const points = async () => (await object('sh-poly-col'))?.overrides?.points;
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const start = await corners();
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check(
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'a selected polygon collider shows a handle on each of its corners',
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start.length === 3 && start[0].y < start[1].y && start[1].x > start[2].x,
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JSON.stringify(start),
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);
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const zoom = distance(start[0], start[1]) / distance(TRIANGLE[0], TRIANGLE[1]);
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await drag(start[1].x, start[1].y, start[1].x + 40, start[1].y);
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const dragged = await points();
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check(
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"dragging a corner moves it in the collider's own units, and one undo puts it back",
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dragged?.length === 3 &&
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Math.abs(dragged[1].x - (80 + 40 / zoom)) <= 1 &&
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dragged[1].y === 80 &&
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(await undo(), (await points()) === undefined),
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JSON.stringify({ dragged, zoom }),
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);
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const [a, b] = await corners();
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await click((a.x + b.x) / 2, (a.y + b.y) / 2);
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const inserted = await points();
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check(
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'a press on an edge puts a corner there',
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inserted?.length === 4 && Math.abs(inserted[1].x - 40) <= 1 && Math.abs(inserted[1].y) <= 1,
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JSON.stringify(inserted),
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);
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await shot('42-polygon-corners');
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const fourth = (await corners())[1];
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await doubleClick(fourth.x, fourth.y);
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check(
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'a double-click on a corner takes it away again',
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JSON.stringify(await points()) === JSON.stringify(TRIANGLE),
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JSON.stringify(await points()),
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);
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const clearShapes = () =>
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mutate(`
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const p = __gm.state.project;
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const scene = __gm.state.activeScene;
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scene.objects = scene.objects.filter((o) => !o.id.startsWith('sh-'));
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p.assets = p.assets.filter((a) => !a.id.startsWith('sh-'));
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__gm.state.select(null)`);
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await clearShapes();
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// Every step clears its objects, so each has the lane to itself.
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const RAMP_Y = Y + 100;
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// 42b. The engine with the new shapes: a capsule with a rigidbody (no turning) falls onto a
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// polygon ramp and slides down it, on the surface and never into it.
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await mutate(`
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const scene = __gm.state.activeScene;
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const assets = __gm.state.project.assets;
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${MAKE_OBJECT}
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${put}
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assets.push({ id: 'sh-col-ramp', type: 'collider', name: 'sh-col-ramp',
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props: { shape: 'polygon', points: ${JSON.stringify(RAMP)}, isTrigger: false } });
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assets.push({ id: 'sh-col-capsule', type: 'collider', name: 'sh-col-capsule',
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props: { shape: 'capsule', width: 20, height: 40, friction: 0, isTrigger: false } });
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assets.push({ id: 'sh-rb', type: 'rigidbody', name: 'sh-rb',
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props: { bodyType: 'dynamic', mass: 0, fixedRotation: true } });
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put('sh-ramp', 'crate', '', 0, ${RAMP_Y}, 'Ramp', { width: 20, height: 20 });
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put('sh-ramp-col', 'sh-col-ramp', 'sh-ramp', 0, 0);
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put('sh-capsule', 'crate', '', -150, ${RAMP_Y - 200}, 'Capsule', { width: 20, height: 40 });
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put('sh-capsule-col', 'sh-col-capsule', 'sh-capsule', 0, 0);
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put('sh-capsule-rb', 'sh-rb', 'sh-capsule', 0, 0);
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__gm.state.select(null)`);
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await evaluate(`__gm.lookAt(0, ${RAMP_Y - 100})`);
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await settle();
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await shot('42-capsule-ramp');
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await play();
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await evaluate(`(() => {
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const out = (window.__shapeSamples = []);
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const begin = performance.now();
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const sample = () => {
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const w = __gm.world();
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if (!w) return;
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const e = w.entities.find((x) => x.objectId === 'sh-capsule');
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out.push({ x: e?.worldX, y: e?.worldY });
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if (performance.now() - begin < 2500) requestAnimationFrame(sample);
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};
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requestAnimationFrame(sample);
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})()`);
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await sleep(2800);
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const samples = await json('window.__shapeSamples');
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await stop();
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// The lower round end's centre is 10 above the capsule's centre; its distance to the ramp's face
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// (through (0, RAMP_Y), normal (sin 30°, −cos 30°)) is what keeps it on the surface.
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const n = { x: 0.5, y: -Math.cos(Math.PI / 6) };
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const gap = (s) => (s.x - 0) * n.x + (s.y + 10 - RAMP_Y) * n.y - 10;
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// Only while it is over the ramp, which ends at x = 200: past it the capsule falls free.
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const landed = samples.filter((s) => s.x < 190 && gap(s) < 1);
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check(
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'a capsule falls onto a polygon ramp and slides down it on the surface',
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samples.length > 60 &&
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landed.length > 30 &&
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Math.max(...landed.map((s) => s.x)) > -150 + 60 &&
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// The landing sinks it in a little (measured 0.9 at ~6 a frame); the engine pushes it back out.
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landed.every((s) => gap(s) > -2) &&
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landed.slice(30).every((s) => Math.abs(gap(s)) < 0.1),
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JSON.stringify({
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frames: samples.length,
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landed: landed.length,
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furthest: Math.max(...landed.map((s) => s.x)),
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deepest: Math.min(...landed.map(gap)),
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settled: Math.max(...landed.slice(30).map((s) => Math.abs(gap(s)))),
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}),
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);
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await clearShapes();
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// 42c. The Texture tab draws a frame's collision outline (#141): with "Collision" on, three
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// clicks in the selected frame are three corners; a corner drags; undo takes the drag back.
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await evaluate('document.activeElement instanceof HTMLElement && document.activeElement.blur()');
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await evaluate(PASTE_PICTURE);
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await sleep(2500);
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const texture = await json(
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"(() => { const a = __gm.state.project.assets.filter((a) => a.type === 'texture').at(-1);" +
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' return a ? { id: a.id, w: a.width, h: a.height } : null; })()',
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);
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check(
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'the picture is imported at its own size',
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texture?.w === 32 && texture?.h === 32,
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JSON.stringify(texture),
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);
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await mutate(`
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const texture = __gm.state.project.assets.find((a) => a.id === ${JSON.stringify(texture?.id)});
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texture.frames.push({ id: 'sh-frame', name: 'Wedge', x: 0, y: 0, w: 32, h: 32 });`);
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await select({ kind: 'frame', assetId: texture?.id, frameId: 'sh-frame' });
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await showTab('texture');
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await settle();
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await clickText('Collision');
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const outline = () =>
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json(
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`__gm.state.project.assets.find((a) => a.id === ${JSON.stringify(texture?.id)})` +
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`.frames.find((f) => f.id === 'sh-frame').collision ?? null`,
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);
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for (const [x, y] of [
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[0, 32],
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[32, 0],
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[32, 32],
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]) {
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const at = await json(`__gm.texture.pointAt(${x}, ${y})`);
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await click(at.x, at.y);
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}
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const drawn = await outline();
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check(
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'with Collision on, clicks in the selected frame draw its outline corner by corner',
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(await json('__gm.texture.collisionMode()')) === true &&
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JSON.stringify(drawn) ===
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JSON.stringify([
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[
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{ x: 0, y: 32 },
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{ x: 32, y: 0 },
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{ x: 32, y: 32 },
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],
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]),
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JSON.stringify(drawn),
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);
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const from = await json('__gm.texture.pointAt(32, 0)');
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const to = await json('__gm.texture.pointAt(16, 0)');
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await drag(from.x, from.y, to.x, to.y);
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const moved = await outline();
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await shot('42-texture-outline');
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await undo();
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check(
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'a corner of the outline drags, and one undo puts it back',
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moved?.[0]?.[1]?.x === 16 && moved[0][1].y === 0 && (await outline())?.[0]?.[1]?.x === 32,
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JSON.stringify({ moved, after: await outline() }),
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);
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// A frame holds several outlines: Ctrl+click starts a second one, and Delete takes the active
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// outline away whole – not the frame, which Delete removes outside the mode.
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for (const [i, [x, y]] of [
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[2, 2],
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[10, 2],
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[2, 10],
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].entries()) {
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const at = await json(`__gm.texture.pointAt(${x}, ${y})`);
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await click(at.x, at.y, 'left', i === 0 ? { ctrl: true } : {});
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}
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const two = await outline();
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await shot('42-texture-two-outlines');
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await press('Delete');
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const left = await outline();
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check(
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'Ctrl+click starts a second outline in the frame, and Delete removes only that one',
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two?.length === 2 &&
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JSON.stringify(two[1]) ===
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JSON.stringify([
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{ x: 2, y: 2 },
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{ x: 10, y: 2 },
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{ x: 2, y: 10 },
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]) &&
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left?.length === 1 &&
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left[0].length === 3 &&
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(await json(
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`__gm.state.project.assets.find((a) => a.id === ${JSON.stringify(texture?.id)}).frames.some((f) => f.id === 'sh-frame')`,
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)) === true,
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JSON.stringify({ two, left }),
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);
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await clickText('Collision');
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await showTab('scene');
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await settle();
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// 42d. A plain tile of that frame blocks with the outline: a wedge on a floor of plain solid
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// tiles. The scene view outlines it, and a walker whose Move collides climbs over it.
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const MAP_Y = Y; // cell (x, y) spans x·32 − 192 … and y·32 − 64 + MAP_Y …; the floor's top is MAP_Y + 32
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const floor = Object.fromEntries(Array.from({ length: 12 }, (_, x) => [`${x},3`, 'sh-wall']));
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await mutate(`
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const scene = __gm.state.activeScene;
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const assets = __gm.state.project.assets;
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${MAKE_OBJECT}
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${put}
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const behavior = structuredClone(assets.find((a) => a.id === 'mover'));
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Object.assign(behavior, { id: 'sh-climb', name: 'Climb', props: { enabled: true, runInEditor: false }, variables: [], graph: ${JSON.stringify(climbGraph)} });
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assets.push(behavior);
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assets.push({ id: 'sh-wedge', type: 'tile', name: 'Wedge', props: { kind: 'none', solid: true }, pictures: ['sh-frame'] });
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assets.push({ id: 'sh-wall', type: 'tile', name: 'Floor', props: { kind: 'none', solid: true }, pictures: [] });
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assets.push({ id: 'sh-map', type: 'tilemap', name: 'Wedge map', props: { columns: 12, rows: 4, tileSize: 32 },
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layers: [{ id: 'sh-layer', name: 'Layer 1', cells: { ...${JSON.stringify(floor)}, '6,2': 'sh-wedge' } }] });
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assets.push({ id: 'sh-col-walker', type: 'collider', name: 'sh-col-walker',
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props: { shape: 'box', width: 20, height: 20, friction: 0, isTrigger: false } });
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put('sh-map-obj', 'sh-map', '', 0, ${MAP_Y}, 'Wedge map');
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put('sh-walker', 'crate', '', -100, ${MAP_Y + 22}, 'Walker', { width: 20, height: 20 });
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put('sh-walker-col', 'sh-col-walker', 'sh-walker', 0, 0);
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put('sh-walker-climb', 'sh-climb', 'sh-walker', 0, 0, 'Climb');
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__gm.state.select(null)`);
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await evaluate(`__gm.lookAt(0, ${MAP_Y})`);
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await settle();
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const solids = await json(`__gm.tilemap.solids('sh-map-obj')`);
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check(
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'the scene view outlines the wedge cell with its outline, the floor as one rectangle',
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solids?.visible === true &&
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JSON.stringify(solids.rects) === JSON.stringify([{ x: 0, y: 3, w: 12, h: 1 }]) &&
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JSON.stringify(solids.outlines) ===
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JSON.stringify([
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[
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{ x: 6, y: 3 },
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{ x: 7, y: 2 },
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{ x: 7, y: 3 },
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],
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]),
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JSON.stringify(solids),
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);
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// Drawn along the outer edges only (#173): the wedge's foot on the floor is no stroke.
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const cornersOf = (line) => (line?.points ?? []).map((p) => `${p.x},${p.y}`).sort();
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check(
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'the scene view draws the wedge and the floor as one closed outline, without the edge they share',
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solids?.boundary?.length === 1 &&
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solids.boundary[0].closed === true &&
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JSON.stringify(cornersOf(solids.boundary[0])) ===
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JSON.stringify(['0,3', '0,4', '12,3', '12,4', '6,3', '7,2', '7,3'].sort()),
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JSON.stringify(solids?.boundary),
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);
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await shot('42-wedge-map');
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await play();
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await evaluate(`(() => {
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const out = (window.__climb = []);
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const begin = performance.now();
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const sample = () => {
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const w = __gm.world();
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if (!w) return;
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const e = w.entities.find((x) => x.objectId === 'sh-walker');
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out.push({ x: e?.worldX, y: e?.worldY });
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if (performance.now() - begin < 4500) requestAnimationFrame(sample);
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};
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requestAnimationFrame(sample);
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})()`);
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await sleep(4800);
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const climb = await json('window.__climb');
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await stop();
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const highest = Math.min(...climb.map((s) => s.y));
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check(
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"a walker whose Move collides climbs the wedge tile's slope and goes on past it",
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climb.length > 100 && highest < MAP_Y - 10 + 1 && highest > MAP_Y - 10 - 3 && climb.at(-1).x > 45,
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JSON.stringify({ frames: climb.length, highest, top: MAP_Y - 10, last: climb.at(-1) }),
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);
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await clearShapes();
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// 42e. A collider wears the same frame's outline (#193), linked: shape "Frame collision", the frame
|
||
// picked like a texture. It is the frame's size in the scene, and a walker climbs its slope –
|
||
// a box of that size would have stopped it at its side.
|
||
const F = Y; // the floor's top face; the wedge stands on it, its slope rising to x = 16
|
||
await mutate(`
|
||
const scene = __gm.state.activeScene;
|
||
const assets = __gm.state.project.assets;
|
||
const texture = assets.find((a) => a.id === ${JSON.stringify(texture?.id)});
|
||
texture.frames.find((f) => f.id === 'sh-frame').collision = [[{ x: 0, y: 32 }, { x: 32, y: 0 }, { x: 32, y: 32 }]];
|
||
${MAKE_OBJECT}
|
||
${put}
|
||
const behavior = structuredClone(assets.find((a) => a.id === 'mover'));
|
||
Object.assign(behavior, { id: 'sh-climb', name: 'Climb', props: { enabled: true, runInEditor: false }, variables: [], graph: ${JSON.stringify(climbGraph)} });
|
||
assets.push(behavior);
|
||
assets.push({ id: 'sh-col-wedge', type: 'collider', name: 'sh-col-wedge',
|
||
props: { shape: 'frame', frame: 'sh-frame', isTrigger: false } });
|
||
assets.push({ id: 'sh-col-floor', type: 'collider', name: 'sh-col-floor',
|
||
props: { shape: 'box', width: 400, height: 32, isTrigger: false } });
|
||
assets.push({ id: 'sh-col-walker', type: 'collider', name: 'sh-col-walker',
|
||
props: { shape: 'box', width: 20, height: 20, friction: 0, isTrigger: false } });
|
||
put('sh-floor', 'crate', '', 0, ${F + 16}, 'Floor', { width: 20, height: 20 });
|
||
put('sh-floor-col', 'sh-col-floor', 'sh-floor', 0, 0);
|
||
put('sh-wedge', 'crate', '', 0, ${F - 16}, 'Wedge', { width: 20, height: 20 });
|
||
put('sh-wedge-col', 'sh-col-wedge', 'sh-wedge', 0, 0);
|
||
put('sh-walker', 'crate', '', -100, ${F - 10}, 'Walker', { width: 20, height: 20 });
|
||
put('sh-walker-col', 'sh-col-walker', 'sh-walker', 0, 0);
|
||
put('sh-walker-climb', 'sh-climb', 'sh-walker', 0, 0, 'Climb');
|
||
__gm.state.select(null)`);
|
||
await evaluate(`__gm.lookAt(0, ${F})`);
|
||
await settle();
|
||
const wedgeRect = await json(`__gm.objectRect('sh-wedge-col')`);
|
||
const floorRect = await json(`__gm.objectRect('sh-floor-col')`);
|
||
check(
|
||
'a collider wearing a frame outline is the size of the frame in the scene, not its own width',
|
||
wedgeRect &&
|
||
floorRect &&
|
||
Math.abs(wedgeRect.w - wedgeRect.h) < 1 &&
|
||
Math.abs(floorRect.w / wedgeRect.w - 400 / 32) < 0.2,
|
||
JSON.stringify({ wedgeRect, floorRect }),
|
||
);
|
||
await shot('42-frame-collider');
|
||
await play();
|
||
await evaluate(`(() => {
|
||
const out = (window.__frameClimb = []);
|
||
const begin = performance.now();
|
||
const sample = () => {
|
||
const w = __gm.world();
|
||
if (!w) return;
|
||
const e = w.entities.find((x) => x.objectId === 'sh-walker');
|
||
out.push({ x: e?.worldX, y: e?.worldY });
|
||
if (performance.now() - begin < 3000) requestAnimationFrame(sample);
|
||
};
|
||
requestAnimationFrame(sample);
|
||
})()`);
|
||
await sleep(3300);
|
||
const frameClimb = await json('window.__frameClimb');
|
||
await stop();
|
||
// Over the wedge's top corner (16, F − 32) the walker's centre stands 10 higher.
|
||
const peak = Math.min(...frameClimb.map((s) => s.y));
|
||
check(
|
||
"a walker whose Move collides climbs the slope drawn in the collider's frame and goes on past it",
|
||
frameClimb.length > 100 && peak < F - 42 + 1 && peak > F - 42 - 3 && frameClimb.at(-1).x > 45,
|
||
JSON.stringify({ frames: frameClimb.length, peak, top: F - 42, last: frameClimb.at(-1) }),
|
||
);
|
||
await clearShapes();
|
||
}
|