A song could only be heard in its tab. Now a game plays it through Play song and ends it through Stop song, with its tracks as they are set. A playing pattern or song also no longer undoes the pause of the toolbar. - Play song plays from the start of the song and then round the loop of its ruler, so an intro is heard once. Without loop it plays once to its end. Inputs are song, volume, fade in, loop (on by default) and detached (off by default). It gives out playback. - Stop song stops one song, every song for none, or one playback by its number, over its fade out. Stop sound with no sound named stops songs too. Stop pattern with no pattern named stops only patterns. - Songs play side by side, as patterns do. They are owned like a sound, so leaving the scene ends one unless it is detached. Pause game and the time scale leave the music alone. - Each playing is heard through a master of its own, silent until its first note. The fades move it, and a song's tracks sit inside it on buses of their own. They go once the playing and its voices have. - Notes and clips are struck the same way in the editor and the game (strikeNote, playClip). What a sequence needs comes from one place (core/music/needs). Findings: - Reading the audio clock resumed a suspended context. A playing pattern read it every 25 ms and so undid the toolbar's pause. The library now leaves a context alone while the toolbar holds it. - A pattern played once to its end asked the list of playings about its voices, and that list asked the pattern again. Once its last voice was gone this ran until the stack overflowed. The scheduler of a playing now asks only after voices. - e2e 64 reads the playings through __gm.sound.playbacks() now. Tests: - song-play.test.ts (new): 8 tests, node catalog +8 cases - sound-library.test.ts: 66 tests, 4 new - e2e 64 (melektaus-atx): 23 of 23 checks passed - e2e 65 (melektaus-atx): ALL PASSED, 22 checks (+4) - Gate (melektaus-atx): CHECK EXIT 0, 251 files, 3903 tests - Counter-checks: the old way of asking after voices, a clock read that wakes a held context, and a start after a fade out began each fail 1 test Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
403 lines
16 KiB
TypeScript
403 lines
16 KiB
TypeScript
/**
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* Objects that travel through a `Load scene` (#165). A top-level object with "Keep on scene load"
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* moves into the next scene as it is – its children, its running behaviors, how its body moves –
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* while the scene itself is built as it is stored, whatever an earlier visit left of it.
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*/
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import { beforeAll, describe, expect, it } from 'vitest';
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import {
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AddAnimationTrackCommand,
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SetAnimationKeyCommand,
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SetAnimationRootCommand,
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} from '../../src/core/commands/animationCommands';
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import { CreateAssetCommand } from '../../src/core/commands/assetCommands';
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import { AddColliderCommand, AddRigidbodyCommand } from '../../src/core/commands/colliderCommands';
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import { CreateContainerCommand } from '../../src/core/commands/containerCommands';
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import { PlaceAssetCommand, SetOverrideCommand } from '../../src/core/commands/sceneObjectCommands';
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import { findScene } from '../../src/core/model/Project';
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import type { PropertyValue } from '../../src/core/model/Properties';
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import { KEEP_ON_SCENE_LOAD_KEY, schemaFor } from '../../src/core/properties/PropertySchema';
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import { GameRun } from '../../src/runtime/GameRun';
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import { keptEntities } from '../../src/runtime/keptObjects';
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import { loadPhysics, readyPhysics } from '../../src/runtime/physics/engine';
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import type { AudioSink } from '../../src/runtime/systems/Audio';
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import { Input } from '../../src/runtime/systems/Input';
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import { graphEditor, makeBehavior, makeSpriteScene, place, type SceneFixture } from '../helpers';
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beforeAll(async () => {
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await loadPhysics();
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});
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type Fixture = SceneFixture & { otherId: string };
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/** The sprite scene plus a second, empty one. */
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function twoScenes(): Fixture {
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const f = makeSpriteScene('Box');
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const second = new CreateAssetCommand('scene', 'Level 2');
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f.stack.execute(second);
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return { ...f, otherId: second.asset.id };
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}
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function placeIn(f: Fixture, sceneId: string, assetId: string, x: number, parentId = ''): string {
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const command = new PlaceAssetCommand(sceneId, assetId, { x, y: 0 }, parentId);
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f.stack.execute(command);
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return command.objectId;
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}
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function set(f: Fixture, sceneId: string, objectId: string, key: string, value: PropertyValue): void {
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f.stack.execute(new SetOverrideCommand(sceneId, objectId, key, value));
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}
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function keep(f: Fixture, sceneId: string, objectId: string): void {
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set(f, sceneId, objectId, KEEP_ON_SCENE_LOAD_KEY, true);
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}
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function start(f: Fixture, audio?: AudioSink) {
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const stoppedOwners: string[] = [];
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const sink: AudioSink = audio ?? {
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play: () => 0,
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playNote: () => 0,
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playSequence: () => 0,
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stopSequence: () => {},
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playClip: () => 0,
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stopPlayback: () => {},
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release: () => {},
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tune: () => {},
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length: () => 0,
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stop: () => {},
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tail: () => 0,
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stopVoice: () => {},
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stopOwner: (owner: string) => stoppedOwners.push(owner),
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};
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const run = GameRun.start(f.project, f.sceneId, new Input(), {
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audio: sink,
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physics: readyPhysics()!,
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clock: { scale: 1 },
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saves: { read: () => ({}), write: () => {} },
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});
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const frames = (count: number) => {
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for (let i = 0; i < count; i++) run.tick(1 / 60, 1 / 60);
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};
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const names = () => run.world.entities.map((e) => e.name);
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return { run, frames, names, stoppedOwners };
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}
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/** A behavior that says `start` and `destroy` in the log, placed below `ownerId`. */
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function brainBelow(f: Fixture, ownerId: string): string {
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const behavior = makeBehavior(f, 'Brain', ['count']);
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const edit = graphEditor(f, behavior);
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edit.connect(edit.addNode('OnStart'), 'exec', edit.addNode('Log', { message: 'start' }), 'exec');
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edit.connect(edit.addNode('OnDestroy'), 'exec', edit.addNode('Log', { message: 'destroy' }), 'exec');
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return place(f, behavior.id, { x: 0, y: 0 }, ownerId);
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}
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describe('Keep on scene load', () => {
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it('is a switch every placeable object has, off unless set', () => {
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for (const type of ['sprite', 'behavior', 'container', 'camera'] as const)
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expect(schemaFor(type).find((d) => d.key === KEEP_ON_SCENE_LOAD_KEY)?.default).toBe(false);
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expect(schemaFor('scene').some((d) => d.key === KEEP_ON_SCENE_LOAD_KEY)).toBe(false);
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});
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it('takes the object into the next scene as the same entity, where the run left it', () => {
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const f = twoScenes();
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const hero = place(f, f.spriteId, { x: 10, y: 0 });
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const hat = place(f, f.spriteId, { x: 1, y: 2 }, hero);
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const other = place(f, f.spriteId, { x: 50, y: 0 });
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keep(f, f.sceneId, hero);
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const { run } = start(f);
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const before = run.world.findByObjectId(hero)!;
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const child = run.world.findByObjectId(hat)!;
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before.x = 77;
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before.props.rotation = 45;
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run.loadScene(f.otherId);
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expect(run.world.sceneId).toBe(f.otherId);
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expect(run.world.findByObjectId(hero)).toBe(before);
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expect(run.world.findByObjectId(hat)).toBe(child);
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expect(child.parent).toBe(before);
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expect(run.world.findByObjectId(other)).toBeUndefined();
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expect([before.x, before.props.rotation]).toEqual([77, 45]);
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// The new scene holds the objects now, and the next write-back says where the run has them –
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// and that the scene is another one, which is what brings the panels up to date.
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expect(run.world.syncToModel().structure).toBe(true);
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const stored = findScene(f.project, f.otherId)!.objects;
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expect(stored.map((o) => o.id)).toEqual([hero, hat]);
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expect(stored[0]!.position.x).toBe(77);
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expect(stored[0]!.overrides.rotation).toBe(45);
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});
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it('keeps only top-level objects: a switch further down keeps nothing', () => {
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const f = twoScenes();
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const parent = place(f, f.spriteId, { x: 0, y: 0 });
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const child = place(f, f.spriteId, { x: 0, y: 0 }, parent);
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set(f, f.sceneId, child, KEEP_ON_SCENE_LOAD_KEY, true);
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const { run } = start(f);
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expect(keptEntities(run.world.entities)).toEqual([]);
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run.loadScene(f.otherId);
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expect(run.world.entities).toEqual([]);
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});
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it('parents what it brings as the run has it, written back or not', () => {
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const f = twoScenes();
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const hero = place(f, f.spriteId, { x: 0, y: 0 });
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const arm = place(f, f.spriteId, { x: 5, y: 0 }, hero);
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const hand = place(f, f.spriteId, { x: 5, y: 0 }, arm);
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keep(f, f.sceneId, hero);
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const { run } = start(f);
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const top = run.world.findByObjectId(hero)!;
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// A released game never writes the run back, so the scene still says the hand hangs on the arm.
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run.world.removeKeepingChildren(run.world.findByObjectId(arm)!);
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run.loadScene(f.otherId);
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expect(run.world.entities.map((e) => e.objectId)).toEqual([hero, hand]);
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expect(run.world.findByObjectId(hand)!.parent).toBe(top);
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});
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it('carries a running behavior on: no second On start, no On destroy, its values and sounds stay', () => {
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const f = twoScenes();
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const hero = place(f, f.spriteId, { x: 0, y: 0 });
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const brain = brainBelow(f, hero);
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const lost = brainBelow(f, place(f, f.spriteId, { x: 0, y: 0 }));
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keep(f, f.sceneId, hero);
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const { run, frames, stoppedOwners } = start(f);
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frames(1);
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const first = run.world;
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const entity = first.findByObjectId(brain)!;
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entity.props.count = 5;
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expect(first.log).toEqual(['start', 'start']);
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run.loadScene(f.otherId);
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frames(2);
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// The behavior left behind said goodbye in its own world, the kept one said nothing anywhere.
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expect(first.log).toEqual(['start', 'start', 'destroy']);
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expect(run.world.log).toEqual([]);
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expect(run.behaviors.runningIds()).toEqual([brain]);
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expect(run.world.findByObjectId(brain)!.props.count).toBe(5);
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expect(stoppedOwners).toEqual([first.findByObjectId(lost)?.id ?? `e-${lost}`]);
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});
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it('times the trace of a carried behavior by the world it runs in now', () => {
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const f = twoScenes();
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const hero = place(f, f.spriteId, { x: 0, y: 0 });
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const behavior = makeBehavior(f, 'Ticker');
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const edit = graphEditor(f, behavior);
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const update = edit.addNode('OnUpdate');
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edit.connect(update, 'exec', edit.addNode('Log', { message: 'tick' }), 'exec');
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place(f, behavior.id, { x: 0, y: 0 }, hero);
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keep(f, f.sceneId, hero);
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const { run, frames } = start(f);
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frames(30);
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run.loadScene(f.otherId);
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frames(1);
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const seen = run.behaviors.traceFor(behavior.id).nodes.get(update.id)!;
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expect(seen).toBeLessThanOrEqual(run.world.time);
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expect(run.world.log).toEqual(['tick']);
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});
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it('lets a dynamic body move on as it moved', () => {
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const f = twoScenes();
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const ball = place(f, f.spriteId, { x: 0, y: 0 });
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f.stack.execute(new AddColliderCommand(f.sceneId, ball));
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f.stack.execute(new AddRigidbodyCommand(f.sceneId, ball));
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keep(f, f.sceneId, ball);
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const { run, frames } = start(f);
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const entity = run.world.findByObjectId(ball)!;
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frames(30);
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const y = entity.y;
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frames(1);
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const falling = entity.y - y;
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expect(falling).toBeGreaterThan(1);
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run.loadScene(f.otherId);
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// The picture is drawn between the last two steps, so the first frame of a new engine stands still.
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frames(1);
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const arrived = entity.y;
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frames(1);
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// From rest it would fall a fraction of a unit by now, not as far as it did before the swap.
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expect(entity.y - arrived).toBeGreaterThan(falling * 0.9);
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});
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it('lets an animation play on from where it is', () => {
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const f = twoScenes();
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const hero = place(f, f.spriteId, { x: 0, y: 0 });
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const walk = new CreateAssetCommand('animation', 'Walk', { fps: 10, playback: 'once' });
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f.stack.execute(walk);
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f.stack.execute(new SetAnimationRootCommand(walk.asset.id, f.spriteId));
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const row = new AddAnimationTrackCommand(walk.asset.id, '', 'x');
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f.stack.execute(row);
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f.stack.execute(new SetAnimationKeyCommand(walk.asset.id, row.trackId, 0, 0));
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f.stack.execute(new SetAnimationKeyCommand(walk.asset.id, row.trackId, 10, 100));
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const behavior = makeBehavior(f, 'Walker');
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const edit = graphEditor(f, behavior);
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const play = edit.addNode('PlayAnimation', { animation: walk.asset.id });
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edit.wire([
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[edit.addNode('OnStart'), 'exec', play, 'exec'],
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[edit.addNode('Owner'), 'object', play, 'object'],
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]);
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place(f, behavior.id, { x: 0, y: 0 }, hero);
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keep(f, f.sceneId, hero);
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const { run, frames } = start(f);
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const entity = run.world.findByObjectId(hero)!;
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frames(19);
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const half = entity.x;
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expect(half).toBeGreaterThan(20);
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expect(half).toBeLessThan(40);
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run.loadScene(f.otherId);
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frames(18);
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// 0.3 s more of the same second: it went on from where it was instead of starting over or stopping.
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expect(entity.x).toBeCloseTo(half + 30, 5);
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expect(entity.animations).toHaveLength(1);
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});
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it('finds collisions anew: two kept objects that were touching get their Enter again', () => {
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const f = twoScenes();
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const ids = [0, 1].map(() => {
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const id = place(f, f.spriteId, { x: 0, y: 0 });
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f.stack.execute(new AddColliderCommand(f.sceneId, id));
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keep(f, f.sceneId, id);
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return id;
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});
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const behavior = makeBehavior(f, 'Feeler');
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const edit = graphEditor(f, behavior);
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edit.connect(edit.addNode('OnCollisionEnter'), 'exec', edit.addNode('Log', { message: 'enter' }), 'exec');
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place(f, behavior.id, { x: 0, y: 0 }, ids[0]);
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const { run, frames } = start(f);
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frames(3);
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expect(run.world.log).toEqual(['enter']);
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run.loadScene(f.otherId);
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frames(3);
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expect(run.world.log).toEqual(['enter']);
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});
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it('wins over what the next scene holds of the same thing, and answers for it', () => {
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const f = twoScenes();
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const hero = place(f, f.spriteId, { x: 10, y: 0 });
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keep(f, f.sceneId, hero);
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const twin = placeIn(f, f.otherId, f.spriteId, 500);
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const twinHat = placeIn(f, f.otherId, f.spriteId, 0, twin);
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keep(f, f.otherId, twin);
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const plain = placeIn(f, f.otherId, f.spriteId, 900);
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const { run } = start(f);
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const entity = run.world.findByObjectId(hero)!;
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run.loadScene(f.otherId);
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// The scene's own kept object of that asset is not built, one that is not kept is.
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expect(run.world.entities.map((e) => e.objectId)).toEqual([plain, hero]);
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expect(entity.x).toBe(10);
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// Whatever in the scene named its own one finds the one that came instead.
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expect(run.world.findByObjectId(twin)).toBe(entity);
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expect(run.world.findByObjectId(twinHat)).toBeUndefined();
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run.world.remove(entity);
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expect(run.world.findByObjectId(twin)).toBeUndefined();
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});
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it('comes back to the scene it left as the one object, not as two', () => {
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const f = twoScenes();
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const hero = place(f, f.spriteId, { x: 10, y: 0 });
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const other = place(f, f.spriteId, { x: 50, y: 0 });
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keep(f, f.sceneId, hero);
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const { run } = start(f);
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const entity = run.world.findByObjectId(hero)!;
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entity.x = 77;
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run.loadScene(f.otherId);
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run.loadScene(f.sceneId);
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expect(run.world.entities.map((e) => e.objectId)).toEqual([other, hero]);
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expect(run.world.findByObjectId(hero)).toBe(entity);
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expect(entity.x).toBe(77);
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// The scene holds it once as well: its own object of that id made way for the one coming back.
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expect(findScene(f.project, f.sceneId)!.objects.map((o) => o.id)).toEqual([other, hero]);
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// Loading the scene it is in keeps it just the same.
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run.loadScene(f.sceneId);
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expect(run.world.entities.map((e) => e.objectId)).toEqual([other, hero]);
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expect(run.world.findByObjectId(hero)).toBe(entity);
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});
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it('keeps an object the run itself switched to kept, and it too comes back as the one object', () => {
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const f = twoScenes();
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const hero = place(f, f.spriteId, { x: 10, y: 0 });
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const { run } = start(f);
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const entity = run.world.findByObjectId(hero)!;
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// What a `Properties` node set to "Set" does; the scene's own object never hears of it.
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entity.props[KEEP_ON_SCENE_LOAD_KEY] = true;
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run.loadScene(f.otherId);
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run.loadScene(f.sceneId);
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expect(run.world.entities).toEqual([entity]);
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expect(findScene(f.project, f.sceneId)!.objects.map((o) => o.id)).toEqual([hero]);
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});
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it('takes a placed container along with its content', () => {
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const f = twoScenes();
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const a = place(f, f.spriteId, { x: 0, y: 0 });
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const b = place(f, f.spriteId, { x: 20, y: 0 });
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const create = new CreateContainerCommand(f.sceneId, [a, b]);
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f.stack.execute(create);
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const placed = findScene(f.project, f.sceneId)!.objects[0]!;
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keep(f, f.sceneId, placed.id);
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const { run } = start(f);
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const before = [...run.world.entities];
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expect(before).toHaveLength(3);
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run.loadScene(f.otherId);
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expect(run.world.entities).toEqual(before);
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expect(run.world.entities.slice(1).every((e) => e.parent === before[0])).toBe(true);
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});
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});
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describe('Load scene builds the scene as it is stored', () => {
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it('whatever the run did in it on an earlier visit', () => {
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const f = twoScenes();
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const moved = place(f, f.spriteId, { x: 10, y: 0 });
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const destroyed = place(f, f.spriteId, { x: 20, y: 0 });
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const { run } = start(f);
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run.world.findByObjectId(moved)!.x = 99;
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run.world.remove(run.world.findByObjectId(destroyed)!);
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run.world.spawn(f.spriteId, { x: 0, y: 0, z: 0 }, null);
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run.world.syncToModel();
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expect(findScene(f.project, f.sceneId)!.objects).toHaveLength(2);
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run.loadScene(f.sceneId);
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expect(run.world.entities.map((e) => [e.objectId, e.x])).toEqual([
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[moved, 10],
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[destroyed, 20],
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]);
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run.world.findByObjectId(moved)!.x = 55;
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run.world.syncToModel();
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run.loadScene(f.otherId);
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run.loadScene(f.sceneId);
|
||
expect(run.world.findByObjectId(moved)!.x).toBe(10);
|
||
});
|
||
|
||
it('and the end of a run gives every scene back what it held before', () => {
|
||
const f = twoScenes();
|
||
const a = place(f, f.spriteId, { x: 0, y: 0 });
|
||
const hero = place(f, f.spriteId, { x: 20, y: 0 });
|
||
f.stack.execute(new CreateContainerCommand(f.sceneId, [a]));
|
||
keep(f, f.sceneId, hero);
|
||
placeIn(f, f.otherId, f.spriteId, 5);
|
||
const before = structuredClone([f.sceneId, f.otherId].map((id) => findScene(f.project, id)!.objects));
|
||
const { run } = start(f);
|
||
run.world.spawn(f.spriteId, { x: 0, y: 0, z: 0 }, null);
|
||
run.loadScene(f.otherId);
|
||
run.world.syncToModel();
|
||
expect(findScene(f.project, f.otherId)!.objects).toHaveLength(2);
|
||
|
||
run.end();
|
||
|
||
expect([f.sceneId, f.otherId].map((id) => findScene(f.project, id)!.objects)).toEqual(before);
|
||
expect(findScene(f.project, f.sceneId)!.groups).toBeUndefined();
|
||
});
|
||
});
|