Files
feuerwerk/tests/core/raycast.test.ts
T
adminandClaude Opus 5 ffdf0a8ddb
game-maker / gate (push) Successful in 2m4s
game-maker / suite (push) Successful in 7m26s
The new node "Raycast all" answers with every collider along the ray instead of only the nearest one: it carries the same inputs and settings as Raycast (Ignore owner, Hit triggers, Layers from #158) plus "max hits" where 0 means all, and it hands back parallel lists sorted by distance - objects, colliders, points x/y, normals x/y, distances - next to count, so index i of every list speaks about the same hit; a collider counts once no matter how many convex parts its shape is built from, while a tilemap counts per cell it is hit in, and the filter sits in Solids.raycastAll like the one of #158, the one path the editor run and Play both take, so all 12 new unit tests run through describe.each against both systems; the node needed the value system to learn something it could not do - a graph list carried numbers, text, booleans and bundles but no object handles, asList turned an object into its name, so objects/colliders would have been lists of names, which loses the object when two carry the same name, and collider children usually do; Value now knows a travelling list that may hold handles and "Item at" gives such an item out as an object, ready for Destroy, Apply force or Name of, while the single door into a stored file - writeTyped/asTypeOf - runs the list through the new storedList() so every object becomes its name again and nothing living reaches a project file, which is its own unit test over JSON.stringify; three list nodes follow the handles: "Index of" compares objects by identity because a name is not the object of that name, "Set item" and "Fill" write an object as an object, and "Join text" prints the names instead of the innards; this decision was mine to make because the question ran into the MCP timeout - the alternative was a list of names plus "Object by name", which is the smaller change but lossy; 4 new e2e checks in the new block 43e (shield and floor in one go reading 2 and "145, 280", the second object answering to its name, which only a real object in a list can do, "max hits" 1 stopping at the nearest, and the node showing the row) and 18 new unit tests, 12 in raycast.test.ts, 4 on the value system and 2 in the node catalog; two counter-checks hold: not counting tilemap cells one by one drops 2 unit tests, and answering with the nearest hit only drops module 43 with 2 FAILs; one finding on the way - the node read "maxHits" while every other input carries a spoken label, because int() took the key as its label, so it has a third parameter now, and the e2e check caught that, no unit test did (#157)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-20 18:54:12 +02:00

519 lines
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import { beforeAll, describe, expect, it } from 'vitest';
import { CreateAssetCommand, SetAssetPropertyCommand } from '../../src/core/commands/assetCommands';
import { AddColliderCommand } from '../../src/core/commands/colliderCommands';
import { SetOverrideCommand } from '../../src/core/commands/sceneObjectCommands';
import { PaintTilesCommand } from '../../src/core/commands/tilemapCommands';
import type { TilemapAsset } from '../../src/core/model/Asset';
import {
ALL_LAYERS,
COLLIDES_WITH_KEY,
COLLISION_LAYER_KEY,
maskWith,
} from '../../src/core/model/collisionLayers';
import { IDENTITY, type Mat } from '../../src/core/model/matrix';
import type { PropertyValue, Vec2 } from '../../src/core/model/Properties';
import { findAsset } from '../../src/core/model/Project';
import { TILE_SOLID_KEY } from '../../src/core/model/tile';
import { TILEMAP_COLUMNS_KEY, TILEMAP_ROWS_KEY } from '../../src/core/model/tilemap';
import { colliderShape, type ColliderShape } from '../../src/core/properties/collider';
import { RAY_LAYERS_PARAM } from '../../src/core/graph/nodes/action/Raycast';
import { rayCast } from '../../src/core/properties/ray';
import { loadPhysics } from '../../src/runtime/physics/engine';
import { RAY_SHOWN } from '../../src/runtime/World';
import {
COLLISION_SYSTEMS,
graphEditor,
makeBehavior,
makeSpriteScene,
place,
type SceneFixture,
startWorld,
} from '../helpers';
beforeAll(async () => {
await loadPhysics();
});
const P = (...xy: number[]) =>
Array.from({ length: xy.length / 2 }, (_, i) => ({ x: xy[2 * i]!, y: xy[2 * i + 1]! }));
const turned = (degrees: number, x = 0, y = 0): Mat => {
const a = (degrees * Math.PI) / 180;
return { a: Math.cos(a), b: Math.sin(a), c: -Math.sin(a), d: Math.cos(a), tx: x, ty: y };
};
const shape = (props: Record<string, PropertyValue>, m: Mat = IDENTITY): ColliderShape =>
colliderShape(props, m);
const RIGHT = { x: 1, y: 0 };
const DOWN = { x: 0, y: 1 };
describe('where a ray meets a shape (#153)', () => {
it('meets a box on the face it comes in through, from every side', () => {
const box = shape({ width: 40, height: 20 });
expect(rayCast(box, { x: -100, y: 5 }, RIGHT, 1000)).toEqual({ distance: 80, normal: { x: -1, y: 0 } });
expect(rayCast(box, { x: 3, y: -50 }, DOWN, 1000)).toEqual({ distance: 40, normal: { x: 0, y: -1 } });
expect(rayCast(box, { x: 100, y: 0 }, { x: -1, y: 0 }, 1000)).toEqual({
distance: 80,
normal: { x: 1, y: 0 },
});
expect(rayCast(box, { x: 0, y: 60 }, { x: 0, y: -1 }, 1000)).toEqual({
distance: 50,
normal: { x: 0, y: 1 },
});
});
it('meets a turned box on its slanted face', () => {
const box = shape({ width: 40, height: 40 }, turned(45));
const hit = rayCast(box, { x: -100, y: 0 }, RIGHT, 1000)!;
// The corner of the diamond points left, at x = −20·√2.
expect(hit.distance).toBeCloseTo(100 - 20 * Math.SQRT2, 9);
expect(Math.abs(hit.normal.y)).toBeCloseTo(Math.SQRT1_2, 9);
expect(hit.normal.x).toBeCloseTo(-Math.SQRT1_2, 9);
});
it('meets a circle where it is round, off-centre too', () => {
const circle = shape({ shape: 'circle', radius: 10 });
expect(rayCast(circle, { x: -50, y: 0 }, RIGHT, 1000)).toEqual({ distance: 40, normal: { x: -1, y: 0 } });
const hit = rayCast(circle, { x: -50, y: 6 }, RIGHT, 1000)!;
expect(hit.distance).toBeCloseTo(50 - 8, 9);
expect(hit.normal.x).toBeCloseTo(-0.8, 9);
expect(hit.normal.y).toBeCloseTo(0.6, 9);
});
it('meets a capsule on its flat side and on its round end', () => {
const capsule = shape({ shape: 'capsule', width: 20, height: 60 }); // round ends at y = ±20, radius 10
expect(rayCast(capsule, { x: -50, y: 0 }, RIGHT, 1000)).toEqual({
distance: 40,
normal: { x: -1, y: 0 },
});
expect(rayCast(capsule, { x: 0, y: -100 }, DOWN, 1000)).toEqual({
distance: 70,
normal: { x: 0, y: -1 },
});
const hit = rayCast(capsule, { x: 6, y: -100 }, DOWN, 1000)!;
expect(hit.distance).toBeCloseTo(100 - 20 - 8, 9);
expect(hit.normal.x).toBeCloseTo(0.6, 9);
});
it('goes down into the notch of a concave polygon and meets its inner floor, not the hull', () => {
const u = shape({
shape: 'polygon',
points: P(-60, -50, -40, -50, -40, 30, 40, 30, 40, -50, 60, -50, 60, 50, -60, 50),
});
expect(rayCast(u, { x: 0, y: -100 }, DOWN, 1000)).toEqual({ distance: 130, normal: { x: 0, y: -1 } });
expect(rayCast(u, { x: -50, y: -100 }, DOWN, 1000)).toEqual({ distance: 50, normal: { x: 0, y: -1 } });
});
it('a polygon square answers exactly as the box it stands for, for 900 rays in every direction', () => {
const box = shape({ width: 40, height: 30 }, turned(20, 5, -3));
const square = shape(
{ shape: 'polygon', points: P(-20, -15, 20, -15, 20, 15, -20, 15) },
turned(20, 5, -3),
);
let seed = 7;
const random = () => ((seed = (seed * 16807) % 2147483647) / 2147483647) * 2 - 1;
let hits = 0;
for (let i = 0; i < 900; i++) {
const from = { x: random() * 80, y: random() * 80 };
const a = random() * Math.PI;
const dir = { x: Math.cos(a), y: Math.sin(a) };
const p = rayCast(box, from, dir, 200);
const q = rayCast(square, from, dir, 200);
expect(q === null, `ray ${i}`).toBe(p === null);
if (!p || !q) continue;
hits++;
expect(q.distance, `ray ${i}`).toBeCloseTo(p.distance, 9);
expect(q.normal.x, `ray ${i}`).toBeCloseTo(p.normal.x, 9);
expect(q.normal.y, `ray ${i}`).toBeCloseTo(p.normal.y, 9);
}
expect(hits).toBeGreaterThan(80);
});
it('a ray starting inside a shape does not meet it; one on its outline meets it at 0 going in, not going out', () => {
const box = shape({ width: 40, height: 20 });
expect(rayCast(box, { x: 0, y: 0 }, RIGHT, 1000)).toBeNull();
expect(rayCast(shape({ shape: 'circle', radius: 10 }), { x: 2, y: 0 }, RIGHT, 1000)).toBeNull();
expect(rayCast(box, { x: -20, y: 0 }, RIGHT, 1000)).toEqual({ distance: 0, normal: { x: -1, y: 0 } });
expect(rayCast(box, { x: -20, y: 0 }, { x: -1, y: 0 }, 1000)).toBeNull();
});
it('inside a shape made of parts the ray does not stop at a seam between them', () => {
// Inside the capsule's straight part but outside its end circle: upwards it would enter the circle.
const capsule = shape({ shape: 'capsule', width: 20, height: 60 });
expect(rayCast(capsule, { x: 9, y: -12 }, { x: 0, y: -1 }, 1000)).toBeNull();
// Along the bottom bar of the U, across the seams of its convex pieces.
const u = shape({
shape: 'polygon',
points: P(-60, -50, -40, -50, -40, 30, 40, 30, 40, -50, 60, -50, 60, 50, -60, 50),
});
expect(rayCast(u, { x: -55, y: 40 }, RIGHT, 1000)).toBeNull();
});
it('a ray grazing a corner meets it; one passing by or falling short does not', () => {
const box = shape({ width: 40, height: 20 });
expect(rayCast(box, { x: -100, y: -10 }, RIGHT, 1000)?.distance).toBeCloseTo(80, 12);
expect(rayCast(box, { x: -100, y: -10.001 }, RIGHT, 1000)).toBeNull();
expect(rayCast(box, { x: -100, y: 0 }, RIGHT, 79.9)).toBeNull();
expect(rayCast(box, { x: -100, y: 0 }, RIGHT, 80)?.distance).toBe(80);
});
});
/** A scene of objects with one collider each; `add` returns the object and collider ids. */
function scene() {
const f = makeSpriteScene('Thing');
const add = (at: Vec2, collider: Record<string, PropertyValue>, parent?: string) => {
const id = place(f, f.spriteId, at, parent);
const command = new AddColliderCommand(f.sceneId, id);
f.stack.execute(command);
for (const [key, value] of Object.entries(collider))
f.stack.execute(new SetOverrideCommand(f.sceneId, command.objectId, key, value));
return { id, collider: command.objectId };
};
return { ...f, add };
}
function run(f: SceneFixture, physics: boolean) {
const started = startWorld(f, { physics, collisions: true, behaviors: true });
const entity = (id: string) => started.world.findByObjectId(id)!;
const cast = (
from: Vec2,
dir: Vec2,
length = 1000,
ignore: string | null = null,
triggers = false,
layers = ALL_LAYERS,
) =>
started.collisions.raycast(started.world, from, dir, length, {
ignore: ignore ? entity(ignore) : null,
triggers,
layers,
});
const castAll = (
from: Vec2,
dir: Vec2,
length = 1000,
{ ignore = null as string | null, triggers = false, layers = ALL_LAYERS, maxHits = 0 } = {},
) =>
started.collisions.raycastAll(
started.world,
from,
dir,
length,
{ ignore: ignore ? entity(ignore) : null, triggers, layers },
maxHits,
);
return { ...started, entity, cast, castAll };
}
describe.each(COLLISION_SYSTEMS)('$system: a ray through the world (#153)', ({ physics }) => {
it('meets the nearest collider, and says which one, where and how far', () => {
const s = scene();
const far = s.add({ x: 300, y: 0 }, { width: 20, height: 100 });
const near = s.add({ x: 100, y: 0 }, { shape: 'circle', radius: 10 });
const r = run(s, physics);
expect(r.cast({ x: 0, y: 0 }, RIGHT)).toEqual({
collider: r.entity(near.collider),
point: { x: 90, y: 0 },
normal: { x: -1, y: 0 },
distance: 90,
});
expect(r.cast({ x: 0, y: 30 }, RIGHT)?.collider).toBe(r.entity(far.collider));
expect(r.cast({ x: 0, y: 30 }, RIGHT, 200)).toBeNull();
});
it('passes triggers unless asked, and what it ignores – with everything parented below it', () => {
const s = scene();
const trigger = s.add({ x: 50, y: 0 }, { width: 10, height: 100, isTrigger: true });
const owner = s.add({ x: 100, y: 0 }, { width: 10, height: 100 });
const child = s.add({ x: 150, y: 0 }, { width: 10, height: 100 }, owner.id);
const wall = s.add({ x: 300, y: 0 }, { width: 10, height: 100 });
const r = run(s, physics);
expect(r.cast({ x: 0, y: 0 }, RIGHT)?.collider).toBe(r.entity(owner.collider));
expect(r.cast({ x: 0, y: 0 }, RIGHT, 1000, null, true)?.collider).toBe(r.entity(trigger.collider));
expect(r.cast({ x: 0, y: 0 }, RIGHT, 1000, owner.id)?.collider).toBe(r.entity(wall.collider));
expect(r.cast({ x: 200, y: 0 }, { x: -1, y: 0 }, 1000, owner.id)).toBeNull();
expect(r.cast({ x: 120, y: 0 }, RIGHT)?.collider).toBe(r.entity(child.collider));
});
it('meets a one-way platform only from the side it blocks from (#155)', () => {
const s = scene();
s.add({ x: 0, y: 104 }, { width: 200, height: 8, oneWay: true });
const r = run(s, physics);
expect(r.cast({ x: 0, y: 0 }, DOWN)).toMatchObject({ distance: 100, normal: { x: 0, y: -1 } });
expect(r.cast({ x: 0, y: 200 }, { x: 0, y: -1 })).toBeNull();
expect(r.cast({ x: -300, y: 104 }, RIGHT)).toBeNull();
});
it('meets the cells of a tilemap, the map being the collider', () => {
const s = scene();
const wall = new CreateAssetCommand('tile', 'Wall');
const map = new CreateAssetCommand('tilemap', 'Ground');
s.stack.execute(wall);
s.stack.execute(map);
s.stack.execute(new SetAssetPropertyCommand(wall.asset.id, TILE_SOLID_KEY, true));
s.stack.execute(new SetAssetPropertyCommand(map.asset.id, TILEMAP_COLUMNS_KEY, 10));
s.stack.execute(new SetAssetPropertyCommand(map.asset.id, TILEMAP_ROWS_KEY, 10));
const mapObject = place(s, map.asset.id, { x: 0, y: 0 });
const layer = (findAsset(s.project, map.asset.id) as TilemapAsset).layers[0]!.id;
// Cells of 48, centred: the bottom row's top face is at 4·48 = 192, a pillar in column 7 from row 5.
const cells = [
...Array.from({ length: 10 }, (_, x) => ({ x, y: 9, tileId: wall.asset.id })),
...[5, 6, 7, 8].map((y) => ({ x: 7, y, tileId: wall.asset.id })),
];
s.stack.execute(new PaintTilesCommand(map.asset.id, layer, cells));
const r = run(s, physics);
expect(r.cast({ x: 0, y: 0 }, DOWN)).toEqual({
collider: r.entity(mapObject),
point: { x: 0, y: 192 },
normal: { x: 0, y: -1 },
distance: 192,
});
expect(r.cast({ x: 0, y: 100 }, RIGHT)).toMatchObject({
point: { x: 96, y: 100 },
normal: { x: -1, y: 0 },
});
});
it('passes what sits on a layer it does not look at, and meets the next one behind it (#158)', () => {
const s = scene();
// Near sits on layer 1, far on layer 0; the near one also collides with nothing at all, which
// is a collider's own business and must not decide what a ray may see.
s.add({ x: 100, y: 0 }, { width: 20, height: 100, [COLLISION_LAYER_KEY]: 1, [COLLIDES_WITH_KEY]: 0 });
const far = s.add({ x: 300, y: 0 }, { width: 20, height: 100 });
const r = run(s, physics);
expect(r.cast({ x: 0, y: 0 }, RIGHT)?.distance).toBe(90);
expect(r.cast({ x: 0, y: 0 }, RIGHT, 1000, null, false, maskWith(ALL_LAYERS, 1, false))).toMatchObject({
collider: r.entity(far.collider),
distance: 290,
});
expect(r.cast({ x: 0, y: 0 }, RIGHT, 1000, null, false, 0)).toBeNull();
});
it('a tilemap is met or passed by its own layer, like any collider (#158)', () => {
const s = scene();
const wall = new CreateAssetCommand('tile', 'Wall');
const map = new CreateAssetCommand('tilemap', 'Ground');
s.stack.execute(wall);
s.stack.execute(map);
s.stack.execute(new SetAssetPropertyCommand(wall.asset.id, TILE_SOLID_KEY, true));
s.stack.execute(new SetAssetPropertyCommand(map.asset.id, TILEMAP_COLUMNS_KEY, 10));
s.stack.execute(new SetAssetPropertyCommand(map.asset.id, TILEMAP_ROWS_KEY, 10));
const mapObject = place(s, map.asset.id, { x: 0, y: 0 });
s.stack.execute(new SetOverrideCommand(s.sceneId, mapObject, COLLISION_LAYER_KEY, 2));
const layer = (findAsset(s.project, map.asset.id) as TilemapAsset).layers[0]!.id;
s.stack.execute(
new PaintTilesCommand(
map.asset.id,
layer,
Array.from({ length: 10 }, (_, x) => ({ x, y: 9, tileId: wall.asset.id })),
),
);
const r = run(s, physics);
const down = (layers: number) => r.cast({ x: 0, y: 0 }, DOWN, 1000, null, false, layers);
expect(down(ALL_LAYERS)?.distance).toBe(192);
expect(down(1 << 2)?.collider).toBe(r.entity(mapObject));
expect(down(maskWith(ALL_LAYERS, 2, false))).toBeNull();
});
it('the Raycast node casts from the graph, skips its owner and hands on what it met', () => {
const s = scene();
const hero = s.add({ x: 0, y: 0 }, { width: 20, height: 20 });
s.add({ x: 0, y: 150 }, { width: 200, height: 20 }); // top face at 140
const behavior = makeBehavior(s, 'Eyes');
place(s, behavior.id, { x: 0, y: 0 }, hero.id);
const edit = graphEditor(s, behavior);
const update = edit.addNode('OnUpdate');
const ray = edit.addNode('Raycast', { fromX: 0, fromY: 0, dirX: 0, dirY: 1, length: 500 });
const logHit = edit.addNode('Log');
const logDistance = edit.addNode('Log');
edit.wire([
[update, 'exec', ray, 'exec'],
[ray, 'exec', logHit, 'exec'],
[ray, 'hit', logHit, 'message'],
[logHit, 'exec', logDistance, 'exec'],
[ray, 'distance', logDistance, 'message'],
]);
const r = run(s, physics);
r.frame(1 / 60);
// It starts inside its own hero, which it would not meet anyway; the floor is 140 down.
expect(r.world.log).toEqual(['true', '140']);
expect(r.world.rays).toEqual([{ from: { x: 0, y: 0 }, to: { x: 0, y: 140 }, hit: true, time: 1 / 60 }]);
});
it('the node looks only at the layers its setting names, and at every one without it (#158)', () => {
const cast = (layers?: number) => {
const s = scene();
const hero = s.add({ x: 0, y: 0 }, { width: 20, height: 20 });
s.add({ x: 0, y: 150 }, { width: 200, height: 20, [COLLISION_LAYER_KEY]: 1 }); // top face at 140
s.add({ x: 0, y: 300 }, { width: 200, height: 20 }); // top face at 290, layer 0
const behavior = makeBehavior(s, 'Eyes');
place(s, behavior.id, { x: 0, y: 0 }, hero.id);
const edit = graphEditor(s, behavior);
const update = edit.addNode('OnUpdate');
const params: Record<string, PropertyValue> = { fromX: 0, fromY: 0, dirX: 0, dirY: 1, length: 500 };
if (layers !== undefined) params[RAY_LAYERS_PARAM] = layers;
const ray = edit.addNode('Raycast', params);
const log = edit.addNode('Log');
edit.wire([
[update, 'exec', ray, 'exec'],
[ray, 'exec', log, 'exec'],
[ray, 'distance', log, 'message'],
]);
const r = run(s, physics);
r.frame(1 / 60);
return r.world.log;
};
// A graph from before the setting existed carries no `layers` at all and must answer as it did.
expect(cast()).toEqual(['140']);
expect(cast(ALL_LAYERS)).toEqual(['140']);
expect(cast(maskWith(ALL_LAYERS, 1, false))).toEqual(['290']);
expect(cast(0)).toEqual(['0']);
});
});
describe.each(COLLISION_SYSTEMS)('$system: every hit on the line (#157)', ({ physics }) => {
it('gives them nearest first, and the nearest of them is what a plain raycast says', () => {
const s = scene();
const far = s.add({ x: 300, y: 0 }, { width: 20, height: 100 }); // near face at 290
const near = s.add({ x: 100, y: 0 }, { shape: 'circle', radius: 10 }); // near face at 90
const middle = s.add({ x: 200, y: 0 }, { width: 20, height: 100 }); // near face at 190
const r = run(s, physics);
const hits = r.castAll({ x: 0, y: 0 }, RIGHT);
expect(hits.map((hit) => hit.distance)).toEqual([90, 190, 290]);
expect(hits.map((hit) => hit.collider)).toEqual([
r.entity(near.collider),
r.entity(middle.collider),
r.entity(far.collider),
]);
expect(hits[0]).toEqual(r.cast({ x: 0, y: 0 }, RIGHT));
// Every hit is where it says it is, with the face's normal pointing back at the ray.
expect(hits[1]).toMatchObject({ point: { x: 190, y: 0 }, normal: { x: -1, y: 0 } });
expect(r.castAll({ x: 0, y: 0 }, RIGHT, 200).map((hit) => hit.distance)).toEqual([90, 190]);
expect(r.castAll({ x: 0, y: -300 }, RIGHT)).toEqual([]);
});
it('counts a collider once however many convex pieces it is made of', () => {
const s = scene();
// A U on its side: the ray down the middle enters the left arm, the notch and the right arm.
const u = s.add(
{ x: 0, y: 0 },
{ shape: 'polygon', points: P(-60, -50, -40, -50, -40, 30, 40, 30, 40, -50, 60, -50, 60, 50, -60, 50) },
);
const r = run(s, physics);
const hits = r.castAll({ x: 0, y: -100 }, DOWN);
expect(hits).toHaveLength(1);
expect(hits[0]).toMatchObject({ collider: r.entity(u.collider), distance: 130 });
});
it('keeps the filters of a plain cast: the owner, triggers and the layers (#158)', () => {
const s = scene();
const owner = s.add({ x: 100, y: 0 }, { width: 10, height: 100 });
const trigger = s.add({ x: 150, y: 0 }, { width: 10, height: 100, isTrigger: true });
const hidden = s.add({ x: 200, y: 0 }, { width: 10, height: 100, [COLLISION_LAYER_KEY]: 1 });
const wall = s.add({ x: 300, y: 0 }, { width: 10, height: 100 });
const r = run(s, physics);
const ids = (hits: { collider: unknown }[]) => hits.map((hit) => hit.collider);
expect(ids(r.castAll({ x: 0, y: 0 }, RIGHT))).toEqual([
r.entity(owner.collider),
r.entity(hidden.collider),
r.entity(wall.collider),
]);
expect(ids(r.castAll({ x: 0, y: 0 }, RIGHT, 1000, { triggers: true }))).toContain(
r.entity(trigger.collider),
);
expect(ids(r.castAll({ x: 0, y: 0 }, RIGHT, 1000, { ignore: owner.id }))).toEqual([
r.entity(hidden.collider),
r.entity(wall.collider),
]);
expect(ids(r.castAll({ x: 0, y: 0 }, RIGHT, 1000, { layers: maskWith(ALL_LAYERS, 1, false) }))).toEqual([
r.entity(owner.collider),
r.entity(wall.collider),
]);
});
it('meets a tilemap once per cell the ray goes through, the map being the collider each time', () => {
const s = scene();
const wall = new CreateAssetCommand('tile', 'Wall');
const map = new CreateAssetCommand('tilemap', 'Ground');
s.stack.execute(wall);
s.stack.execute(map);
s.stack.execute(new SetAssetPropertyCommand(wall.asset.id, TILE_SOLID_KEY, true));
s.stack.execute(new SetAssetPropertyCommand(map.asset.id, TILEMAP_COLUMNS_KEY, 10));
s.stack.execute(new SetAssetPropertyCommand(map.asset.id, TILEMAP_ROWS_KEY, 10));
const mapObject = place(s, map.asset.id, { x: 0, y: 0 });
const layer = (findAsset(s.project, map.asset.id) as TilemapAsset).layers[0]!.id;
// Cells of 48, centred: a lone cell in row 5 (top face at 0) and one in row 9 (top face at 192).
s.stack.execute(
new PaintTilesCommand(map.asset.id, layer, [
{ x: 5, y: 5, tileId: wall.asset.id },
{ x: 5, y: 9, tileId: wall.asset.id },
]),
);
const r = run(s, physics);
const hits = r.castAll({ x: 0, y: -100 }, DOWN);
expect(hits.map((hit) => hit.distance)).toEqual([100, 292]);
expect(hits.map((hit) => hit.collider)).toEqual([r.entity(mapObject), r.entity(mapObject)]);
});
it('"max hits" keeps that many of the nearest, and 0 keeps them all', () => {
const s = scene();
s.add({ x: 100, y: 0 }, { width: 20, height: 100 });
s.add({ x: 200, y: 0 }, { width: 20, height: 100 });
s.add({ x: 300, y: 0 }, { width: 20, height: 100 });
const r = run(s, physics);
const far = (maxHits: number) =>
r.castAll({ x: 0, y: 0 }, RIGHT, 1000, { maxHits }).map((h) => h.distance);
expect(far(0)).toEqual([90, 190, 290]);
expect(far(2)).toEqual([90, 190]);
expect(far(9)).toEqual([90, 190, 290]);
});
it('the node hands the hits to the graph as lists, and the objects in them are objects', () => {
const s = scene();
const hero = s.add({ x: 0, y: 0 }, { width: 20, height: 20 });
s.add({ x: 0, y: 150 }, { width: 200, height: 20 }); // top face at 140
s.add({ x: 0, y: 300 }, { width: 200, height: 20 }); // top face at 290
const behavior = makeBehavior(s, 'Eyes');
place(s, behavior.id, { x: 0, y: 0 }, hero.id);
const edit = graphEditor(s, behavior);
const update = edit.addNode('OnUpdate');
const ray = edit.addNode('RaycastAll', { fromX: 0, fromY: 0, dirX: 0, dirY: 1, length: 500 });
const logCount = edit.addNode('Log');
const logDistances = edit.addNode('Log');
const second = edit.addNode('ItemAt', { index: 1 });
const where = edit.addNode('GetPosition');
const logSecond = edit.addNode('Log');
edit.wire([
[update, 'exec', ray, 'exec'],
[ray, 'exec', logCount, 'exec'],
[ray, 'count', logCount, 'message'],
[logCount, 'exec', logDistances, 'exec'],
[ray, 'distances', logDistances, 'message'],
[ray, 'objects', second, 'list'],
[second, 'item', where, 'object'],
[logDistances, 'exec', logSecond, 'exec'],
[where, 'worldY', logSecond, 'message'],
]);
const r = run(s, physics);
r.frame(1 / 60);
// It starts inside its own hero, which "Ignore owner" leaves out anyway. The last line is the
// proof that the list holds live objects and not their names: a name has no position (#157).
expect(r.world.log).toEqual(['2', '140, 290', '300']);
// The ray is drawn to the last thing it met, which is how far it looked.
expect(r.world.rays).toEqual([{ from: { x: 0, y: 0 }, to: { x: 0, y: 290 }, hit: true, time: 1 / 60 }]);
});
});
describe('the rays a run remembers for drawing (#153)', () => {
it('keeps those of the last moment only, and a ray that met nothing ends at its length', () => {
const s = scene();
const r = run(s, false);
r.world.noteRay({ x: 0, y: 0 }, { x: 10, y: 0 }, false);
r.frame(RAY_SHOWN / 2);
r.world.noteRay({ x: 0, y: 0 }, { x: 20, y: 0 }, true);
r.frame(RAY_SHOWN);
r.world.noteRay({ x: 0, y: 0 }, { x: 30, y: 0 }, false);
expect(r.world.rays.map((ray) => ray.to.x)).toEqual([20, 30]);
});
});