Let Spawn take an asset over an edge and find a child by name (#237)
An asset could only be picked as a setting on the Spawn node. It could not be wired in, held in a variable or put into a list. Finding an object below the own one needed a scene-wide search by name. - "Asset" is now a kind like Animation or Sound: port, variable, list item and a new "Asset" literal node, with its own cube icon. - Spawn and Is asset have an `asset` input. It uses the key of the old setting, so a saved asset reads as the value of the input and older projects keep spawning without a migration. - New node "Child by name" searches below an object level by level. A child wins over a grandchild of the same name. Nothing found or no object gives null. Tests: - ./check.sh: 168 files, 2453 tests, CHECK EXIT 0. - 9 new unit tests in tests/core/asset-kind.test.ts, catalog cases for Spawn, Is asset, Child by name and the literal. - e2e 6z-ii (2 checks): node rows and a real drag of the literal onto `asset`. e2e 6: 119 checks passed. Spawn checks in 3 and 9 passed. - Counter-checks: depth-first search fails 1, Spawn reading only the old setting fails 3, runtime ignoring the parent fails 1. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -43,7 +43,7 @@ npm run build # writes dist/ and regenerates index.html; the folder is wh
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The browser suite and the three example games need a machine with a GPU:
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```bash
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node tools/seed-e2e.mjs && node tools/e2e.mjs # the editor, 1401 checks (GM_STEPS=20 for one step)
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node tools/seed-e2e.mjs && node tools/e2e.mjs # the editor, 1403 checks (GM_STEPS=20 for one step)
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# every tool signs in first – see the Accounts page
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node tools/seed-jumprun.mjs && node tools/smoke-jumprun.mjs
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node tools/seed-tetris.mjs && node tools/smoke-tetris.mjs
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@@ -142,6 +142,8 @@ export interface NodeContext {
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time: number;
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dt: number;
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findByName(name: string): EntityHandle | null;
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/** The nearest object called `name` below `parent` – a child before a grandchild; null for none. */
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childByName(parent: EntityHandle, name: string): EntityHandle | null;
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isKeyDown(key: string): boolean;
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pointer: PointerState;
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/**
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@@ -1,20 +1,20 @@
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import type { NodeDef } from '../../NodeRegistry';
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import { asEntity, asNumber } from '../../values';
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import { assetParam, exec, num, obj } from '../shared';
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import { asEntity, asNumber, asString } from '../../values';
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import { assetPort, exec, num, obj } from '../shared';
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import { textOf } from '../../../model/Properties';
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export const Spawn: NodeDef = {
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type: 'Spawn',
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label: 'Spawn',
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category: 'action',
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description:
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'Creates a new instance of an asset in the running scene at (x, y, z) – local to the parent when one is ' +
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'connected, world coordinates otherwise. Outputs the new object.',
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inputs: [exec(), num('x'), num('y'), num('z'), obj('parent')],
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'connected, world coordinates otherwise. The asset is picked on the node or arrives over an edge, from ' +
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'an Asset literal, a variable or a list item. Outputs the new object.',
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inputs: [exec(), assetPort(), num('x'), num('y'), num('z'), obj('parent')],
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outputs: [exec(), obj('object')],
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params: [assetParam],
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run: (ctx, inputs, params) => {
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const assetId = textOf(params.asset ?? '');
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params: [],
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run: (ctx, inputs) => {
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const assetId = asString(inputs.asset);
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const position = { x: asNumber(inputs.x), y: asNumber(inputs.y), z: asNumber(inputs.z) };
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const spawned = assetId ? ctx.spawn(assetId, position, asEntity(inputs.parent)) : null;
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if (!spawned) ctx.log(assetId ? `Spawn: asset ${assetId} not found` : 'Spawn: no asset selected');
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@@ -0,0 +1,20 @@
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import type { NodeDef } from '../../NodeRegistry';
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import { asEntity, asString } from '../../values';
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import { obj, str } from '../shared';
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export const ChildByName: NodeDef = {
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type: 'ChildByName',
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label: 'Child by name',
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category: 'data',
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description:
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'Finds an object by its name below the given one – among its children, their children and so on. ' +
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'The nearest level wins; within a level, the first in hierarchy order. Nothing when none is called so.',
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inputs: [obj('object'), str('name')],
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outputs: [obj('child')],
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params: [],
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run: (ctx, inputs) => {
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const parent = asEntity(inputs.object);
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const name = asString(inputs.name);
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return { outputs: { child: parent ? ctx.childByName(parent, name) : null } };
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},
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};
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@@ -1,18 +1,17 @@
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import type { NodeDef } from '../../NodeRegistry';
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import { asEntity } from '../../values';
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import { assetParam, bool, obj } from '../shared';
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import { asEntity, asString } from '../../values';
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import { assetPort, bool, obj } from '../shared';
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import { textOf } from '../../../model/Properties';
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export const IsAsset: NodeDef = {
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type: 'IsAsset',
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label: 'Is asset',
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category: 'data',
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description: 'Whether an object is an instance of the chosen asset – the way to tell what you collided with.',
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inputs: [obj('object')],
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inputs: [obj('object'), assetPort()],
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outputs: [bool('result')],
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params: [assetParam],
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run: (_ctx, inputs, params) => {
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const assetId = textOf(params.asset ?? '');
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params: [],
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run: (_ctx, inputs) => {
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const assetId = asString(inputs.asset);
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return { outputs: { result: Boolean(assetId) && asEntity(inputs.object)?.assetId === assetId } };
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},
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};
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@@ -50,6 +50,11 @@ export const AnimationLiteral = literal(
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'animation',
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'A constant animation, for a "Play animation", "Pause animation" or "Stop animation" to work on.',
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);
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export const AssetLiteral = literal(
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'Asset',
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'asset',
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'A constant placeable asset, for a "Spawn" to place or an "Is asset" to compare with.',
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);
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export const ListLiteral = literal(
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'List',
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'list',
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@@ -38,6 +38,7 @@ import { FindText } from './data/FindText';
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import { FirstNotEmpty } from './data/FirstNotEmpty';
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import { Floor } from './data/Floor';
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import { GetPosition } from './data/GetPosition';
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import { ChildByName } from './data/ChildByName';
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import { IsAsset } from './data/IsAsset';
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import { IsEnabled } from './data/IsEnabled';
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import { IsHovered } from './data/IsHovered';
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@@ -48,6 +49,7 @@ import { KeyIsDown } from './data/KeyIsDown';
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import { Length } from './data/Length';
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import {
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AnimationLiteral,
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AssetLiteral,
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BooleanLiteral,
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ListLiteral,
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NumberLiteral,
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@@ -160,6 +162,7 @@ export const BUILT_IN_NODES: readonly NodeDef[] = [
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Owner,
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Parent,
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ObjectByName,
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ChildByName,
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NameOf,
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IsAsset,
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IsEnabled,
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@@ -173,6 +176,7 @@ export const BUILT_IN_NODES: readonly NodeDef[] = [
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SoundLiteral,
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SceneLiteral,
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AnimationLiteral,
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AssetLiteral,
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Add,
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Subtract,
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Multiply,
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@@ -49,6 +49,12 @@ export const keyParam: PropertyDef = { key: 'key', label: 'Key', kind: 'key', de
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/** No `assetTypes`: any placeable asset is a valid answer here. */
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export const assetParam: PropertyDef = { key: 'asset', label: 'Asset', kind: 'asset', default: '' };
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/**
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* The `asset` input of `Spawn` and `Is asset`; unconnected, it shows the asset picker. The key is the
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* one the setting had before it became a port, so a saved pick is the inline value now.
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*/
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export const assetPort = (): PortDef => ({ key: 'asset', label: 'asset', type: 'string', field: assetParam });
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/**
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* The `sound` input of the two sound nodes; unconnected, it shows the sound picker – the way
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* `machinePort` shows the machine picker. A `Sound` literal is what feeds it through an edge.
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@@ -142,6 +142,22 @@ export const KINDS = [
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field: true,
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port: true,
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},
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/**
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* An asset's id, `''` = none – what `Spawn` places. Declared by a user it offers every placeable
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* asset; a schema row narrows that with `assetTypes`. Ids are not validated on load, so it can dangle.
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*/
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{
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kind: 'asset',
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label: 'Asset',
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travels: 'string',
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empty: '',
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coerce: text,
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tagged: true,
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reference: true,
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variable: true,
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field: true,
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port: true,
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},
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{ kind: 'object', label: 'Object', travels: 'object', port: true },
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{ kind: 'list', label: 'List', travels: 'list', variable: true, port: true },
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{ kind: 'struct', label: 'Struct', travels: 'struct', variable: true, port: true },
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@@ -149,8 +165,6 @@ export const KINDS = [
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{ kind: 'enum', label: 'Choice', travels: 'string', empty: '', coerce: text },
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/** A keyboard key name (`KeyboardEvent.key`), captured by pressing it. */
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{ kind: 'key', label: 'Key', travels: 'string', empty: '', coerce: text },
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/** An asset id, `''` = none. Ids are not validated on load, so a reference can dangle. */
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{ kind: 'asset', label: 'Asset', travels: 'string', empty: '', coerce: text, reference: true },
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/** One collision layer by number (#152); the names come from the project, not from the row. */
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{ kind: 'layer', label: 'Layer', travels: 'number', empty: 0, coerce: numberOf },
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/** A set of collision layers as the 16 bits of a mask (#152). */
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@@ -0,0 +1,4 @@
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<svg xmlns="http://www.w3.org/2000/svg" id="kind-asset" viewBox="-8 -8 16 16" width="16" height="16">
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<path d="M0 -5.5 L5 -3 L5 3 L0 5.5 L-5 3 L-5 -3 Z" fill="none" stroke="currentColor" stroke-width="1.2" />
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<path d="M-5 -3 L0 -0.5 L5 -3 M0 -0.5 L0 5.5" fill="none" stroke="currentColor" stroke-width="1.2" />
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</svg>
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|
After Width: | Height: | Size: 322 B |
@@ -9,6 +9,7 @@ import arrowOut from './icons/arrow-out.svg?raw';
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import fitHeight from './icons/fit-height.svg?raw';
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import fitWidth from './icons/fit-width.svg?raw';
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import animation from './icons/kind-animation.svg?raw';
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import asset from './icons/kind-asset.svg?raw';
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import boolean from './icons/kind-boolean.svg?raw';
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import color from './icons/kind-color.svg?raw';
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import list from './icons/kind-list.svg?raw';
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@@ -23,6 +24,7 @@ import reset from './icons/reset.svg?raw';
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/** Kinds shown as a picture; the rest keep their mark in letters (`#`, `Aa`). */
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export const KIND_ICON_SVG: Partial<Record<Kind, string>> = {
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animation,
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asset,
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boolean,
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color,
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list,
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@@ -410,6 +410,19 @@ export class World {
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return this.entities.find((e) => e.name === name);
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}
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/** The nearest entity with that name below `parent`, level by level – a child before a grandchild. */
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childByName(parent: Entity, name: string): Entity | undefined {
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for (
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let level = this.childrenOf(parent);
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level.length > 0;
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level = level.flatMap((e) => this.childrenOf(e))
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) {
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const found = level.find((e) => e.name === name);
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if (found) return found;
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}
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return undefined;
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}
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/**
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* The camera the game is seen through: of the cameras that are switched on (itself and every
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* parent, see `properties/enabled.ts`) the first one in hierarchy order. Undefined while none
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@@ -662,6 +662,10 @@ export class BehaviorSystem implements System {
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time: world.time,
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dt,
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findByName: (name) => world.findByName(name) ?? null,
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childByName: (parent, name) => {
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const found = resolve(parent);
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return (found && world.childByName(found, name)) ?? null;
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},
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isKeyDown: (key) => this.input.isDown(key),
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pointer: world.pointer,
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hitTest: (target, x, y) => {
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@@ -0,0 +1,159 @@
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/**
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* An asset as a value (#237): Spawn and Is asset take it on a port, fed by the Asset literal, an Asset
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* variable or a list item – and a pick saved before the setting became a port still spawns. Plus
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* Child by name, which finds the nearest object of a name below another.
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*/
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import { describe, expect, it } from 'vitest';
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import { CreateAssetCommand } from '../../src/core/commands/assetCommands';
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import { AddVariableCommand } from '../../src/core/commands/variableCommands';
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import { isKindWith, VARIABLE_KINDS } from '../../src/core/properties/kinds';
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import { tagged } from '../../src/core/model/Properties';
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import {
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makeBehavior,
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graphEditor,
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makeSpriteScene,
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place,
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roundTrip,
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startWorld,
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type SceneFixture,
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} from '../helpers';
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function sprite(f: SceneFixture, name: string): string {
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const command = new CreateAssetCommand('sprite', name);
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f.stack.execute(command);
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return command.asset.id;
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}
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describe('the asset kind', () => {
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it('can be declared, picked and tagged in a list', () => {
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expect(VARIABLE_KINDS).toContain('asset');
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for (const role of ['field', 'port', 'tagged', 'reference']) expect(isKindWith(role, 'asset')).toBe(true);
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});
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it('keeps an Asset variable and its value through saving', () => {
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const f = makeSpriteScene('Crate');
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const behavior = makeBehavior(f, 'Spawner');
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f.stack.execute(new AddVariableCommand(behavior.id, 'what', 'asset'));
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behavior.props.what = f.spriteId;
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const loaded = roundTrip(f.project).assets.find((a) => a.id === behavior.id)!;
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expect(loaded.type === 'behavior' && loaded.variables.find((v) => v.key === 'what')?.kind).toBe('asset');
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expect(loaded.props.what).toBe(f.spriteId);
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});
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});
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describe('Spawn with an asset input', () => {
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const spawnedOf = (f: SceneFixture, world: ReturnType<typeof startWorld>['world']) =>
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world.entities.filter((e) => e.assetId === f.spriteId).length;
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it('places the asset an Asset literal hands it over an edge', () => {
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const f = makeSpriteScene('Crate');
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const behavior = makeBehavior(f, 'Spawner');
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const edit = graphEditor(f, behavior);
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const start = edit.addNode('OnStart');
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const literal = edit.addNode('Asset', { value: f.spriteId });
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const spawn = edit.addNode('Spawn');
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edit.wire([
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[start, 'exec', spawn, 'exec'],
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[literal, 'value', spawn, 'asset'],
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]);
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place(f, behavior.id, { x: 0, y: 0 });
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const run = startWorld(f, { behaviors: true });
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run.frame();
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expect(spawnedOf(f, run.world)).toBe(1);
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});
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it('places the asset a list item tagged $asset names', () => {
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const f = makeSpriteScene('Crate');
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const behavior = makeBehavior(f, 'Spawner');
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const edit = graphEditor(f, behavior);
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const start = edit.addNode('OnStart');
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const list = edit.addNode('List', { value: [tagged('asset', f.spriteId)] });
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const item = edit.addNode('ItemAt');
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const spawn = edit.addNode('Spawn');
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edit.wire([
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[start, 'exec', spawn, 'exec'],
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[list, 'value', item, 'list'],
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[item, 'item', spawn, 'asset'],
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]);
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place(f, behavior.id, { x: 0, y: 0 });
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const run = startWorld(f, { behaviors: true });
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run.frame();
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expect(spawnedOf(f, run.world)).toBe(1);
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});
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it('still spawns what a project saved before the pick became a port', () => {
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const f = makeSpriteScene('Crate');
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const behavior = makeBehavior(f, 'Spawner');
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const edit = graphEditor(f, behavior);
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const start = edit.addNode('OnStart');
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// The old setting and the new inline value share the key `asset`.
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const spawn = edit.addNode('Spawn', { asset: f.spriteId });
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edit.wire([[start, 'exec', spawn, 'exec']]);
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place(f, behavior.id, { x: 0, y: 0 });
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const loaded = { ...f, project: roundTrip(f.project) };
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const run = startWorld(loaded, { behaviors: true });
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run.frame();
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expect(spawnedOf(loaded, run.world)).toBe(1);
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});
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});
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describe('Child by name', () => {
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/**
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* Hitbox (top level, first in the scene) · Player › Weapon › Hitbox · Player › Weapon › Tag ·
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* Player › Tag (placed after the deeper one).
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*/
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function scene() {
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const f = makeSpriteScene('Player');
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const hitbox = sprite(f, 'Hitbox');
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const weapon = sprite(f, 'Weapon');
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const tag = sprite(f, 'Tag');
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const loose = place(f, hitbox, { x: 0, y: 0 });
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const player = place(f, f.spriteId, { x: 0, y: 0 });
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const blade = place(f, weapon, { x: 0, y: 0 }, player);
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const inner = place(f, hitbox, { x: 0, y: 0 }, blade);
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const deepTag = place(f, tag, { x: 0, y: 0 }, blade);
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const nearTag = place(f, tag, { x: 0, y: 0 }, player);
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return { f, loose, player, inner, deepTag, nearTag };
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}
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it('finds a grandchild below the object, not a namesake elsewhere', () => {
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const { f, loose, player, inner } = scene();
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const { world } = startWorld(f);
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const found = world.childByName(world.findByObjectId(player)!, 'Hitbox');
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expect(found?.objectId).toBe(inner);
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expect(world.findByName('Hitbox')?.objectId).toBe(loose);
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});
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it('takes a child before a grandchild of the same name', () => {
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const { f, player, nearTag } = scene();
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const { world } = startWorld(f);
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expect(world.childByName(world.findByObjectId(player)!, 'Tag')?.objectId).toBe(nearTag);
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||||
});
|
||||
|
||||
it('finds nothing above or beside the object', () => {
|
||||
const { f, inner } = scene();
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const { world } = startWorld(f);
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expect(world.childByName(world.findByObjectId(inner)!, 'Player')).toBeUndefined();
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expect(world.childByName(world.findByObjectId(inner)!, 'Hitbox')).toBeUndefined();
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||||
});
|
||||
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||||
it('hands the found child on in a running graph', () => {
|
||||
const { f, loose, player, inner } = scene();
|
||||
const behavior = makeBehavior(f, 'Cleaner');
|
||||
const edit = graphEditor(f, behavior);
|
||||
const start = edit.addNode('OnStart');
|
||||
const owner = edit.addNode('Owner');
|
||||
const child = edit.addNode('ChildByName', { name: 'Hitbox' });
|
||||
const destroy = edit.addNode('Destroy');
|
||||
edit.wire([
|
||||
[start, 'exec', destroy, 'exec'],
|
||||
[owner, 'object', child, 'object'],
|
||||
[child, 'child', destroy, 'object'],
|
||||
]);
|
||||
place(f, behavior.id, { x: 0, y: 0 }, player);
|
||||
const run = startWorld(f, { behaviors: true });
|
||||
run.frame();
|
||||
expect(run.world.findByObjectId(inner)).toBeUndefined();
|
||||
expect(run.world.findByObjectId(loose)).toBeDefined();
|
||||
});
|
||||
});
|
||||
@@ -120,11 +120,13 @@ describe('assetRefChoices', () => {
|
||||
});
|
||||
});
|
||||
|
||||
describe('node asset params', () => {
|
||||
// An asset param uses the asset kind, never an enum with empty options filled in by the inspector.
|
||||
describe('node asset inputs', () => {
|
||||
// An asset input's field uses the asset kind, never an enum with empty options filled in by the inspector.
|
||||
it('use the asset kind and offer every placeable asset', () => {
|
||||
const params = BUILT_IN_NODES.flatMap((def) => def.params).filter((p) => p.key === 'asset');
|
||||
expect(params.length).toBeGreaterThan(0);
|
||||
const params = BUILT_IN_NODES.flatMap((def) => def.inputs)
|
||||
.filter((p) => p.key === 'asset')
|
||||
.map((p) => p.field!);
|
||||
expect(params.map((p) => p.key)).toEqual(['asset', 'asset']);
|
||||
for (const param of params) {
|
||||
expect(param.kind).toBe('asset');
|
||||
expect(param.kind === 'asset' && param.assetTypes).toBeUndefined();
|
||||
|
||||
@@ -423,6 +423,23 @@ const CASES: Record<string, Case[]> = {
|
||||
},
|
||||
{ name: 'an unknown name is null', inputs: { name: 'Ghost' }, outputs: { object: null } },
|
||||
],
|
||||
ChildByName: [
|
||||
{
|
||||
name: 'asks the context below the object it is given',
|
||||
inputs: { object: fakeEntity('Player'), name: 'Hitbox' },
|
||||
context: {
|
||||
childByName: (parent, name) =>
|
||||
parent.name === 'Player' && name === 'Hitbox' ? fakeEntity('Hitbox') : null,
|
||||
},
|
||||
outputs: { child: fakeEntity('Hitbox') },
|
||||
},
|
||||
{
|
||||
name: 'an unknown name is null',
|
||||
inputs: { object: fakeEntity('Player'), name: 'Ghost' },
|
||||
outputs: { child: null },
|
||||
},
|
||||
{ name: 'no object is null', inputs: { object: null, name: 'Hitbox' }, outputs: { child: null } },
|
||||
],
|
||||
NameOf: [
|
||||
{ name: 'reads the name', inputs: { object: fakeEntity('Coin') }, outputs: { name: 'Coin' } },
|
||||
{ name: 'no object is the empty name', inputs: { object: null }, outputs: { name: '' } },
|
||||
@@ -430,10 +447,14 @@ const CASES: Record<string, Case[]> = {
|
||||
IsAsset: [
|
||||
{
|
||||
name: 'matches the asset id',
|
||||
inputs: { object: fakeEntity('Coin', 0, 'coin') },
|
||||
params: { asset: 'coin' },
|
||||
inputs: { object: fakeEntity('Coin', 0, 'coin'), asset: 'coin' },
|
||||
outputs: { result: true },
|
||||
},
|
||||
{
|
||||
name: 'another asset does not match',
|
||||
inputs: { object: fakeEntity('Coin', 0, 'coin'), asset: 'gem' },
|
||||
outputs: { result: false },
|
||||
},
|
||||
{
|
||||
name: 'no asset chosen never matches',
|
||||
inputs: { object: fakeEntity('Coin', 0, 'coin') },
|
||||
@@ -504,6 +525,10 @@ const CASES: Record<string, Case[]> = {
|
||||
{ name: 'outputs the id it was set to', params: { value: 'anim-1' }, outputs: { value: 'anim-1' } },
|
||||
{ name: 'unset is no animation', outputs: { value: '' } },
|
||||
],
|
||||
Asset: [
|
||||
{ name: 'outputs the id it was set to', params: { value: 'crate' }, outputs: { value: 'crate' } },
|
||||
{ name: 'unset is no asset', outputs: { value: '' } },
|
||||
],
|
||||
Add: [
|
||||
{ name: 'adds', inputs: { a: 2, b: 3 }, outputs: { result: 5 } },
|
||||
{ name: 'numeric text is coerced', inputs: { a: '2', b: 3 }, outputs: { result: 5 } },
|
||||
@@ -1322,6 +1347,22 @@ const CASES: Record<string, Case[]> = {
|
||||
],
|
||||
Tile: [{ name: 'hands out the tile chosen', params: { value: 'door' }, outputs: { value: 'door' } }],
|
||||
Spawn: [
|
||||
{
|
||||
name: 'places the asset that arrives on its input, local to the parent',
|
||||
inputs: { asset: 'crate', x: 1, y: 2, z: 3, parent: fakeEntity('Box') },
|
||||
context: {
|
||||
spawn: (assetId, position, parent) =>
|
||||
assetId === 'crate' &&
|
||||
position.x === 1 &&
|
||||
position.y === 2 &&
|
||||
position.z === 3 &&
|
||||
parent?.name === 'Box'
|
||||
? fakeEntity('Crate')
|
||||
: null,
|
||||
},
|
||||
next: 'exec',
|
||||
outputs: { object: fakeEntity('Crate') },
|
||||
},
|
||||
{
|
||||
name: 'no asset chosen logs a hint and continues with no object',
|
||||
next: 'exec',
|
||||
|
||||
@@ -224,6 +224,7 @@ export function fakeContext(overrides: Partial<NodeContext> = {}): FakeContext {
|
||||
logs,
|
||||
stopped: false,
|
||||
findByName: () => null,
|
||||
childByName: () => null,
|
||||
isKeyDown: () => false,
|
||||
pointer: { ...NO_POINTER },
|
||||
hitTest: () => false,
|
||||
|
||||
@@ -1053,6 +1053,51 @@ export async function graph(t) {
|
||||
await mutate(`
|
||||
const p = __gm.state.project;
|
||||
p.assets = p.assets.filter((a) => a.id !== 'picky');
|
||||
`);
|
||||
|
||||
// 6z-ii. An asset is a value (#237): Spawn keeps a pick saved as its old setting as the inline
|
||||
// value of its new `asset` input, an Asset literal plugs into that input, and Child by
|
||||
// name shows its two inputs.
|
||||
await mutate(`
|
||||
const p = __gm.state.project;
|
||||
p.assets.push({
|
||||
id: 'spawny',
|
||||
type: 'behavior',
|
||||
name: 'Spawny',
|
||||
props: { enabled: true, runInEditor: false },
|
||||
variables: [],
|
||||
graph: {
|
||||
nodes: [
|
||||
{ id: 'sp-spawn', type: 'Spawn', x: 300, y: 0, params: { asset: 'crate' } },
|
||||
{ id: 'sp-lit', type: 'Asset', x: 0, y: 0, params: { value: 'crate' } },
|
||||
{ id: 'sp-child', type: 'ChildByName', x: 300, y: 300, params: {} },
|
||||
],
|
||||
edges: [],
|
||||
},
|
||||
});
|
||||
__gm.state.select({ kind: 'asset', assetId: 'spawny' });
|
||||
`);
|
||||
await showTab('graph');
|
||||
const spawnRows = await json(`__gm.graph.nodeInputs('sp-spawn')`);
|
||||
const childRows = await json(`__gm.graph.nodeInputs('sp-child')`);
|
||||
check(
|
||||
'Spawn shows the asset saved before as its input; Child by name shows object and name',
|
||||
JSON.stringify(spawnRows) ===
|
||||
JSON.stringify(['', 'asset Crate', 'x 0', 'y 0', 'z 0', 'parent (null)']) &&
|
||||
JSON.stringify(childRows) === JSON.stringify(['object (null)', 'name (empty)']),
|
||||
JSON.stringify({ spawnRows, childRows }),
|
||||
);
|
||||
await wire('sp-lit', 'value', 'sp-spawn', 'asset');
|
||||
const assetEdge = (await asset('spawny')).graph.edges.find((e) => e.to.node === 'sp-spawn');
|
||||
check(
|
||||
'an Asset literal connects to the asset input of Spawn',
|
||||
assetEdge?.from.node === 'sp-lit' && assetEdge.to.port === 'asset',
|
||||
JSON.stringify(assetEdge ?? null),
|
||||
);
|
||||
await shot('21-asset-input');
|
||||
await mutate(`
|
||||
const p = __gm.state.project;
|
||||
p.assets = p.assets.filter((a) => a.id !== 'spawny');
|
||||
__gm.state.select({ kind: 'asset', assetId: 'mover' });
|
||||
`);
|
||||
|
||||
|
||||
Reference in new issue
Block a user