Files
aego/app/docsview/motion_workflow_test.go
sanspie a46347e2c6
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editor: add art studio and stage 12.5 workflows
2026-11-08 18:47:57 +03:00

129 lines
3.9 KiB
Go

//go:build aego_editor
package docsview
import (
"encoding/json"
"strings"
"testing"
"aego/app/playground"
"aego/core/mathx"
"aego/modules/gameplay"
"aego/modules/render2d"
"aego/platform"
"aego/platform/headless"
"aego/platform/input"
"aego/scene"
)
func TestMotionTryMovesRealBodyAndResets(t *testing.T) {
p, err := playground.New()
if err != nil {
t.Fatal(err)
}
e, ok := p.Docs().Get("gameplay.Motion2D")
if !ok || e.Demo == nil {
t.Fatal("Motion component contract is absent")
}
code, err := p.TryCode(e.TryScript)
if err != nil {
t.Fatal(err)
}
a := newHeadless(t)
req, err := json.Marshal(map[string]any{"scene": e.Try, "select": e.TrySelect, "code": code, "prefabs": e.TryPrefabs, "artifacts": e.TryArtifacts})
if err != nil {
t.Fatal(err)
}
if r := a.Call("load", req); r.Error != "" {
t.Fatal(r.Error)
}
if err := a.Step(10); err != nil {
t.Fatal(err)
}
state := func() (*gameplay.Motion2D, *render2d.SpriteRenderer, mathx.Vec2) {
t.Helper()
sc := a.session.Controller().Scene()
h := sc.Find(sc.Root(), "Motion marker")
motion, ok := scene.Get[gameplay.Motion2D](sc, h)
if !ok {
t.Fatal("Motion 2D is absent")
}
sprite, ok := scene.Get[render2d.SpriteRenderer](sc, h)
if !ok {
t.Fatal("motion marker sprite is absent")
}
return motion, sprite, sc.WorldPosition(h)
}
motion, sprite, origin := state()
idleColor := sprite.Tint
if motion.MaxSpeed != 0 || motion.Velocity.X != 0 {
t.Fatalf("zero speed did not stop the actual body: %+v", motion)
}
if r := a.Call("set", []byte(`{"component":"gameplay.Motion2D","field":"MaxSpeed","value":6}`)); r.Error != "" {
t.Fatal(r.Error)
}
if err := a.Step(30); err != nil {
t.Fatal(err)
}
motion, sprite, moved := state()
if motion.MaxSpeed != 6 || motion.Velocity.X < 5 || moved.X <= origin.X+0.5 || sprite.Tint == idleColor {
t.Fatalf("Motion did not accelerate and move the real body: velocity=%v origin=%v moved=%v tint=%v", motion.Velocity, origin, moved, sprite.Tint)
}
if r := a.Call("reset", nil); r.Error != "" {
t.Fatal(r.Error)
}
if err := a.Step(10); err != nil {
t.Fatal(err)
}
motion, sprite, reset := state()
if motion.MaxSpeed != 0 || motion.Velocity.X != 0 || reset != origin || sprite.Tint != idleColor {
t.Fatalf("Reset did not restore the stationary body: velocity=%v position=%v tint=%v", motion.Velocity, reset, sprite.Tint)
}
if messages := errorsOf(a); len(messages) != 0 {
t.Fatalf("Motion Try runtime errors: %v", messages)
}
}
func TestMotionGuidesKeepOriginalKeyboardScene(t *testing.T) {
p, err := playground.New()
if err != nil {
t.Fatal(err)
}
for _, id := range []string{"gameplay", "gameplay/motion"} {
e, ok := p.Docs().Get(id)
if !ok || !strings.Contains(e.Try, `name="Slope"`) || !strings.Contains(e.TryScript, "input.KeyD") {
t.Fatalf("%s lost its original lift, slope or keyboard example", id)
}
code, err := p.TryCode(e.TryScript)
if err != nil {
t.Fatal(err)
}
a := newHeadless(t)
req, err := json.Marshal(map[string]any{"scene": e.Try, "select": e.TrySelect, "code": code, "prefabs": e.TryPrefabs, "artifacts": e.TryArtifacts})
if err != nil {
t.Fatal(err)
}
if r := a.Call("load", req); r.Error != "" {
t.Fatal(r.Error)
}
if err := a.Step(30); err != nil {
t.Fatal(err)
}
sc := a.session.Controller().Scene()
player := sc.Find(sc.Root(), "Player")
origin := sc.WorldPosition(player)
a.session.Controller().SetCapture(true, mathx.Vec2{}, mathx.Vec2{X: 960, Y: 540})
a.e.Platform().(*headless.Platform).Push(platform.Event{Kind: platform.EvKeyDown, Key: input.KeyEvent{Scan: input.KeyD}})
if err := a.Step(30); err != nil {
t.Fatal(err)
}
if moved := sc.WorldPosition(player); moved.X <= origin.X+0.1 {
t.Fatalf("%s D-key input did not move the guide player: %v -> %v", id, origin, moved)
}
if messages := errorsOf(a); len(messages) != 0 {
t.Fatalf("%s guide runtime errors: %v", id, messages)
}
}
}