Behavior lifecycle: On enable, On disable and On destroy events (#42)
game-maker / suite (push) Successful in 7m29s
game-maker / suite (push) Successful in 7m29s
Order per instance: On start -> On enable -> On update ... -> On disable -> On destroy. On enable fires right after On start and whenever the behavior comes back on (itself and its parents); On disable in the frame it goes off, the instance stays frozen. On destroy fires when the entity leaves the world (Destroy node, child of a destroyed object) and when the world is torn down on stop/restart, preceded by On disable if still on. A new On start node added while playing still does not fire for a running instance (kept as is, documented in the wiki). Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
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@@ -0,0 +1,12 @@
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import type { NodeDef } from '../../NodeRegistry';
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import { exec } from '../shared';
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export const OnDestroy: NodeDef = {
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type: 'OnDestroy',
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label: 'On destroy',
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category: 'event',
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description: 'Runs once when the object is destroyed – also when the game stops or restarts.',
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inputs: [],
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outputs: [exec()],
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params: [],
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};
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@@ -0,0 +1,12 @@
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import type { NodeDef } from '../../NodeRegistry';
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import { exec } from '../shared';
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export const OnDisable: NodeDef = {
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type: 'OnDisable',
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label: 'On disable',
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category: 'event',
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description: 'Runs when the behavior is switched off (itself or a parent), and before On destroy.',
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inputs: [],
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outputs: [exec()],
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params: [],
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};
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@@ -0,0 +1,12 @@
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import type { NodeDef } from '../../NodeRegistry';
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import { exec } from '../shared';
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export const OnEnable: NodeDef = {
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type: 'OnEnable',
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label: 'On enable',
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category: 'event',
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description: 'Runs right after On start, and again each time the behavior is switched back on.',
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inputs: [],
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outputs: [exec()],
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params: [],
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};
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@@ -71,6 +71,9 @@ import { OnClick } from './events/OnClick';
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import { OnCollisionEnter } from './events/OnCollisionEnter';
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import { OnCollisionExit } from './events/OnCollisionExit';
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import { OnCollisionStay } from './events/OnCollisionStay';
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import { OnDestroy } from './events/OnDestroy';
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import { OnDisable } from './events/OnDisable';
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import { OnEnable } from './events/OnEnable';
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import { OnKeyDown } from './events/OnKeyDown';
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import { OnKeyHeld } from './events/OnKeyHeld';
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import { OnKeyUp } from './events/OnKeyUp';
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@@ -94,7 +97,10 @@ import { Variables } from './variable/Variables';
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*/
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export const BUILT_IN_NODES: readonly NodeDef[] = [
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OnStart,
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OnEnable,
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OnUpdate,
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OnDisable,
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OnDestroy,
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OnKeyDown,
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OnKeyUp,
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OnKeyHeld,
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@@ -43,6 +43,8 @@ interface Instance {
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values: Map<Graph, Map<string, Produced>>;
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/** Current state per state machine – this instance's alone, like its variables. */
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states: Record<string, string>;
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/** Whether the behavior was effectively on when last looked at; a change fires On enable/On disable. */
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active: boolean;
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}
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/**
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@@ -104,7 +106,9 @@ export class BehaviorSystem implements System {
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this.syncInstances(world);
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}
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/** Tearing the world down (stop, restart) destroys every object, so each instance hears it. */
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stop(): void {
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for (const instance of this.instances) this.finish(instance);
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this.instances = [];
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this.world = null;
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}
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@@ -114,7 +118,7 @@ export class BehaviorSystem implements System {
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* switched on, which is what lets a hidden screen wake up when shown.
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*/
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private syncInstances(world: World): void {
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this.instances = this.instances.filter((i) => world.entities.includes(i.entity));
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this.reap(world);
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for (const entity of world.entities) {
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if (
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entity.type !== 'behavior' ||
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@@ -137,19 +141,58 @@ export class BehaviorSystem implements System {
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byNode.set(id, { time: world.time, values: produced });
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},
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} satisfies TraceListener;
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const instance: Instance = { entity, interpreter, trace, values, states: {} };
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const instance: Instance = { entity, interpreter, trace, values, states: {}, active: true };
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this.instances.push(instance);
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this.run(instance, (i, ctx) => i.fire('OnStart', ctx), 0);
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this.run(
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instance,
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(i, ctx) => {
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i.fire('OnStart', ctx);
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i.fire('OnEnable', ctx);
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},
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0,
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);
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}
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}
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/** Instances whose entity left the world get their last events and are dropped. */
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private reap(world: World): void {
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const gone = this.instances.filter((i) => !world.entities.includes(i.entity));
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if (gone.length === 0) return;
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this.instances = this.instances.filter((i) => !gone.includes(i));
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for (const instance of gone) this.finish(instance);
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}
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private finish(instance: Instance): void {
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this.run(
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instance,
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(i, ctx) => {
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if (instance.active) i.fire('OnDisable', ctx);
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instance.active = false;
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i.fire('OnDestroy', ctx);
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},
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0,
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);
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}
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/**
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* Follows the effective switch – off when the behavior or a parent is off, or when "run in editor"
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* was taken back while running – and fires the edge it just crossed.
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*/
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private switched(instance: Instance): boolean {
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const on = isHandleEnabled(instance.entity) && this.shouldRun(instance.entity);
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if (on !== instance.active) {
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instance.active = on;
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this.run(instance, (i, ctx) => i.fire(on ? 'OnEnable' : 'OnDisable', ctx), 0);
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}
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return on;
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}
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update(world: World, dt: number): void {
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this.syncInstances(world);
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const keyOf = (node: { params: PropertyBag }) => textOf(node.params.key ?? '');
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for (const instance of this.instances) {
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if (!world.entities.includes(instance.entity)) continue; // destroyed during play
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if (!isHandleEnabled(instance.entity)) continue; // switched off (itself or a parent)
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if (!this.shouldRun(instance.entity)) continue; // "run in editor" taken back while running
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if (!world.entities.includes(instance.entity)) continue; // destroyed this frame, reaped below
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if (!this.switched(instance)) continue;
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this.run(
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instance,
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(i, ctx) => {
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@@ -180,6 +223,7 @@ export class BehaviorSystem implements System {
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dt,
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);
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}
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this.reap(world);
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}
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/**
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@@ -323,3 +323,105 @@ describe('a switched-off behavior receives no events', () => {
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expect(world.log).toEqual(['down', 'tick', 'tick']);
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});
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});
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/** Every lifecycle event logs its own name, so `world.log` reads as the order they fired in. */
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function lifecycle(): ReturnType<typeof scene> {
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const f = scene();
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for (const event of ['OnStart', 'OnEnable', 'OnUpdate', 'OnDisable', 'OnDestroy'])
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logOn(f, event, {}, event.slice(2).toLowerCase());
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return f;
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}
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describe('lifecycle events', () => {
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it('fires On start, then On enable, then the first On update', () => {
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const { world, frame } = startWorld(lifecycle(), { behaviors: true });
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frame();
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expect(world.log).toEqual(['start', 'enable', 'update']);
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});
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it('fires On disable when switched off and On enable – not On start – when switched back on', () => {
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const f = lifecycle();
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const { world, frame } = startWorld(f, { behaviors: true });
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const logic = world.entities.find((e) => e.name === 'Logic')!;
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frame();
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logic.props.enabled = false;
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frame();
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frame();
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expect(world.log).toEqual(['start', 'enable', 'update', 'disable']);
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logic.props.enabled = true;
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frame();
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expect(world.log).toEqual(['start', 'enable', 'update', 'disable', 'enable', 'update']);
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});
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it('treats a parent being switched off the same way', () => {
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const f = lifecycle();
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const { world, frame } = startWorld(f, { behaviors: true });
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const box = world.findByObjectId(f.box)!;
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frame();
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box.props.enabled = false;
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frame();
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expect(world.log).toEqual(['start', 'enable', 'update', 'disable']);
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box.props.enabled = true;
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frame();
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expect(world.log.slice(4)).toEqual(['enable', 'update']);
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});
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it('fires On disable then On destroy when the owner is destroyed, in the same frame', () => {
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const f = lifecycle();
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// `On key down → Destroy(Owner)`: the behavior destroys the box it hangs below, itself included.
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const edit = graphEditor(f, f.behavior);
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const key = edit.addNode('OnKeyDown', { key: 'x' });
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const owner = edit.addNode('Owner');
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const destroy = edit.addNode('Destroy');
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edit.wire([
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[key, 'exec', destroy, 'exec'],
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[owner, 'object', destroy, 'object'],
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]);
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const { world, input, frame, behaviors } = startWorld(f, { behaviors: true });
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frame();
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expect(behaviors!.runningIds()).toHaveLength(1);
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input.press('x');
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frame();
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// The frame that destroys it still runs to its end – the farewell comes after this frame's update.
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expect(world.log).toEqual(['start', 'enable', 'update', 'update', 'disable', 'destroy']);
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expect(behaviors!.runningIds()).toEqual([]);
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expect(world.entities.some((e) => e.name === 'Logic')).toBe(false);
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frame();
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expect(world.log).toHaveLength(6);
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});
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it('skips On disable for a behavior destroyed while it was off', () => {
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const f = lifecycle();
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const { world, frame } = startWorld(f, { behaviors: true });
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const logic = world.entities.find((e) => e.name === 'Logic')!;
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logic.props.enabled = false;
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frame();
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world.remove(logic);
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frame();
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expect(world.log).toEqual(['start', 'enable', 'disable', 'destroy']);
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});
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it('runs On disable and On destroy for every instance when the world is torn down', () => {
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const f = lifecycle();
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place(f, f.behavior.id, { x: 0, y: 0 });
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const { world, frame } = startWorld(f, { behaviors: true });
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frame();
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world.destroy();
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expect(world.log).toEqual([
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'start',
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'enable',
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'start',
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'enable',
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'update',
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'update',
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'disable',
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'destroy',
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'disable',
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'destroy',
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]);
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});
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});
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@@ -677,7 +677,10 @@ function eqNamesakes(): Record<string, Value> {
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const EVENT_NODES: Record<string, string> = {
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BehaviorStart: 'nested-behavior.test.ts',
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OnStart: 'graph.test.ts',
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OnEnable: 'behavior-events.test.ts',
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OnUpdate: 'graph.test.ts',
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OnDisable: 'behavior-events.test.ts',
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OnDestroy: 'behavior-events.test.ts',
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OnKeyDown: 'behavior-events.test.ts',
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OnKeyUp: 'behavior-events.test.ts',
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OnKeyHeld: 'behavior-events.test.ts',
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+6
-2
@@ -239,6 +239,7 @@ export interface WorldOptions {
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export interface StartedWorld {
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world: World;
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collisions: CollisionSystem | null;
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behaviors: BehaviorSystem | null;
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/** Feed keys with `input.press('a')`; `frame()` clears the edges the way the editor does. */
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input: Input;
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/** One tick plus the end-of-frame bookkeeping the editor's play loop performs. */
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@@ -258,11 +259,14 @@ export function startWorld(fixture: SceneFixture, options: WorldOptions = {}): S
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const animations = options.animations ? new AnimationSystem() : null;
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if (collisions) world.addSystem(collisions);
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if (animations) world.addSystem(animations);
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if (options.behaviors)
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world.addSystem(new BehaviorSystem(fixture.project, input, { collisions, animations }));
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const behaviors = options.behaviors
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? new BehaviorSystem(fixture.project, input, { collisions, animations })
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: null;
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if (behaviors) world.addSystem(behaviors);
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return {
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world,
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collisions,
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behaviors,
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input,
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frame(dt = 1 / 60) {
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world.tick(dt);
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