feat: player entity with WASD movement, tile collision, camera follow (Phase 4.1)
Player spawns at walkable tile near map center. WASD controls movement (150px/s, normalized diagonal). Tile collision with wall-sliding prevents walking through acid pools, crystals, geysers. Camera follows player with smooth lerp. 39 new tests (134 total). Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
@@ -65,6 +65,11 @@ export class PhaserBridge {
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}
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}
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/** Get the Phaser sprite for an entity (undefined if not yet rendered) */
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getSprite(eid: number): Phaser.GameObjects.Arc | undefined {
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return this.spriteMap.get(eid);
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}
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/** Current number of rendered entities */
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get entityCount(): number {
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return this.spriteMap.size;
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@@ -34,3 +34,8 @@ export const Health = {
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export const ChemicalComposition = {
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primaryElement: [] as number[], // atomic number (e.g. 11 for Na)
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};
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/** Tag component — marks entity as the player (no data, identity only) */
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export const PlayerTag = {
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_tag: [] as number[],
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};
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128
src/player/collision.ts
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128
src/player/collision.ts
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@@ -0,0 +1,128 @@
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/**
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* Tile Collision System
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*
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* Checks player position against tile grid after movement.
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* Supports wall-sliding: if full movement is blocked, tries
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* X-only or Y-only to let player slide along walls.
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*/
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import { query } from 'bitecs';
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import type { World } from '../ecs/world';
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import { Position, Velocity, PlayerTag } from '../ecs/components';
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import type { TileGrid } from '../world/types';
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import { PLAYER_COLLISION_RADIUS } from './types';
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/**
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* Check if a pixel position falls on a walkable tile.
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* Returns false for out-of-bounds positions.
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*/
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export function isTileWalkable(
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px: number,
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py: number,
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grid: TileGrid,
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tileSize: number,
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walkable: Set<number>,
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): boolean {
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const tx = Math.floor(px / tileSize);
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const ty = Math.floor(py / tileSize);
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if (ty < 0 || ty >= grid.length || tx < 0 || tx >= (grid[0]?.length ?? 0)) {
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return false;
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}
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return walkable.has(grid[ty][tx]);
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}
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/**
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* Check if a circular area (4 corners of bounding box) is on walkable tiles.
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* Uses AABB corners, not true circle — good enough for small radii.
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*/
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export function isAreaWalkable(
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x: number,
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y: number,
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radius: number,
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grid: TileGrid,
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tileSize: number,
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walkable: Set<number>,
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): boolean {
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return (
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isTileWalkable(x - radius, y - radius, grid, tileSize, walkable) &&
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isTileWalkable(x + radius, y - radius, grid, tileSize, walkable) &&
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isTileWalkable(x - radius, y + radius, grid, tileSize, walkable) &&
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isTileWalkable(x + radius, y + radius, grid, tileSize, walkable)
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);
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}
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/**
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* Resolve position after movement with wall-sliding.
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*
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* Priority: full move → X-slide → Y-slide → stay put.
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* This gives natural wall-sliding behavior.
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*/
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export function resolveCollision(
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newX: number,
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newY: number,
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prevX: number,
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prevY: number,
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radius: number,
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grid: TileGrid,
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tileSize: number,
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walkable: Set<number>,
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): { x: number; y: number } {
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// Full movement valid
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if (isAreaWalkable(newX, newY, radius, grid, tileSize, walkable)) {
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return { x: newX, y: newY };
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}
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// X-only: slide along Y wall
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if (isAreaWalkable(newX, prevY, radius, grid, tileSize, walkable)) {
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return { x: newX, y: prevY };
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}
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// Y-only: slide along X wall
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if (isAreaWalkable(prevX, newY, radius, grid, tileSize, walkable)) {
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return { x: prevX, y: newY };
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}
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// Can't move at all
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return { x: prevX, y: prevY };
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}
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/**
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* Build a Set of walkable tile IDs from tile data.
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* Used to quickly check if a tile allows movement.
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*/
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export function buildWalkableSet(
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tiles: ReadonlyArray<{ id: number; walkable: boolean }>,
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): Set<number> {
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const set = new Set<number>();
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for (const tile of tiles) {
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if (tile.walkable) set.add(tile.id);
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}
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return set;
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}
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/**
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* ECS system: resolve tile collisions for player entities.
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*
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* Runs AFTER movementSystem. Reconstructs pre-movement position
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* from current position and velocity, then resolves collision.
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*/
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export function tileCollisionSystem(
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world: World,
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deltaMs: number,
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grid: TileGrid,
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tileSize: number,
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walkable: Set<number>,
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): void {
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const dt = deltaMs / 1000;
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for (const eid of query(world, [Position, Velocity, PlayerTag])) {
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const curX = Position.x[eid];
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const curY = Position.y[eid];
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// Reconstruct pre-movement position (movementSystem did: pos += vel * dt)
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const prevX = curX - Velocity.vx[eid] * dt;
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const prevY = curY - Velocity.vy[eid] * dt;
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const resolved = resolveCollision(
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curX, curY, prevX, prevY,
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PLAYER_COLLISION_RADIUS, grid, tileSize, walkable,
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);
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Position.x[eid] = resolved.x;
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Position.y[eid] = resolved.y;
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}
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}
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31
src/player/factory.ts
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31
src/player/factory.ts
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@@ -0,0 +1,31 @@
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/**
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* Player Entity Factory
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*
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* Creates the player entity with all required components:
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* Position, Velocity, SpriteRef, Health, PlayerTag.
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*/
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import { addComponent } from 'bitecs';
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import type { World } from '../ecs/world';
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import { PlayerTag } from '../ecs/components';
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import { createGameEntity } from '../ecs/factory';
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import { PLAYER_COLOR, PLAYER_RADIUS, PLAYER_HEALTH } from './types';
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/**
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* Create the player entity at the given position.
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* @returns entity ID (eid)
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*/
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export function createPlayerEntity(
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world: World,
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x: number,
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y: number,
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): number {
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const eid = createGameEntity(world, {
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position: { x, y },
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velocity: { vx: 0, vy: 0 },
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health: { current: PLAYER_HEALTH, max: PLAYER_HEALTH },
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sprite: { color: PLAYER_COLOR, radius: PLAYER_RADIUS },
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});
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addComponent(world, eid, PlayerTag);
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return eid;
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}
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48
src/player/input.ts
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48
src/player/input.ts
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@@ -0,0 +1,48 @@
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/**
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* Player Input System
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*
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* Reads InputState → sets player entity Velocity.
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* Diagonal movement is normalized to prevent faster diagonal speed.
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*/
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import { query } from 'bitecs';
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import type { World } from '../ecs/world';
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import { Velocity, PlayerTag } from '../ecs/components';
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import type { InputState } from './types';
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import { PLAYER_SPEED } from './types';
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/**
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* Calculate velocity vector from input state (pure function).
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* Diagonal movement is normalized so magnitude = speed.
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*/
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export function calculatePlayerVelocity(
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input: InputState,
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speed: number,
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): { vx: number; vy: number } {
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const { moveX, moveY } = input;
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if (moveX === 0 && moveY === 0) {
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return { vx: 0, vy: 0 };
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}
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// Normalize diagonal so total speed stays constant
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const isDiagonal = moveX !== 0 && moveY !== 0;
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const factor = isDiagonal ? 1 / Math.SQRT2 : 1;
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return {
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vx: moveX * speed * factor,
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vy: moveY * speed * factor,
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};
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}
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/**
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* ECS system: set player entity velocity from input.
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* Only affects entities with PlayerTag + Velocity.
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*/
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export function playerInputSystem(world: World, input: InputState): void {
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const vel = calculatePlayerVelocity(input, PLAYER_SPEED);
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for (const eid of query(world, [Velocity, PlayerTag])) {
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Velocity.vx[eid] = vel.vx;
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Velocity.vy[eid] = vel.vy;
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}
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}
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51
src/player/spawn.ts
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51
src/player/spawn.ts
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@@ -0,0 +1,51 @@
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/**
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* Player Spawn Position
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*
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* Finds a walkable tile near the center of the map.
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* Spirals outward from center to find the nearest valid spawn.
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*/
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import type { TileGrid } from '../world/types';
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/**
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* Find a walkable spawn position, starting from map center.
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* Returns pixel coordinates (center of tile) or null if no walkable tile exists.
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*/
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export function findSpawnPosition(
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grid: TileGrid,
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tileSize: number,
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walkable: Set<number>,
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): { x: number; y: number } | null {
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const height = grid.length;
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if (height === 0) return null;
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const width = grid[0].length;
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if (width === 0) return null;
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const centerY = Math.floor(height / 2);
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const centerX = Math.floor(width / 2);
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// Spiral outward from center
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const maxRadius = Math.max(width, height);
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for (let r = 0; r <= maxRadius; r++) {
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for (let dy = -r; dy <= r; dy++) {
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for (let dx = -r; dx <= r; dx++) {
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// Only check perimeter of ring (interior was checked in smaller radius)
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if (r > 0 && Math.abs(dx) < r && Math.abs(dy) < r) continue;
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const ty = centerY + dy;
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const tx = centerX + dx;
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if (ty >= 0 && ty < height && tx >= 0 && tx < width) {
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if (walkable.has(grid[ty][tx])) {
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return {
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x: tx * tileSize + tileSize / 2,
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y: ty * tileSize + tileSize / 2,
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};
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}
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}
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}
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}
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}
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return null;
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}
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33
src/player/types.ts
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33
src/player/types.ts
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@@ -0,0 +1,33 @@
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/**
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* Player Types & Constants
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*
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* InputState represents the current frame's player input.
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* Constants define player attributes (speed, size, health, color).
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*/
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/** Keyboard/gamepad state for current frame */
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export interface InputState {
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/** Horizontal axis: -1 (left), 0 (none), +1 (right) */
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moveX: number;
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/** Vertical axis: -1 (up), 0 (none), +1 (down) */
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moveY: number;
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/** Interact key (E) pressed */
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interact: boolean;
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}
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// === Player Constants ===
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/** Movement speed in pixels per second */
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export const PLAYER_SPEED = 150;
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/** Collision radius in pixels (smaller than visual for forgiving feel) */
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export const PLAYER_COLLISION_RADIUS = 6;
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/** Starting and maximum health */
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export const PLAYER_HEALTH = 100;
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/** Visual color (bright cyan — stands out on dark biome) */
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export const PLAYER_COLOR = 0x00e5ff;
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/** Visual radius in pixels */
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export const PLAYER_RADIUS = 10;
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@@ -30,7 +30,7 @@ export class BootScene extends Phaser.Scene {
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// Version
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this.add
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.text(cx, cy + 80, 'v0.2.0 — Phase 2: ECS Foundation', {
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.text(cx, cy + 80, 'v0.4.0 — Phase 4: Player Systems', {
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fontSize: '12px',
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color: '#333333',
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fontFamily: 'monospace',
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@@ -1,5 +1,6 @@
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import Phaser from 'phaser';
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import { createGameWorld, updateTime, type GameWorld } from '../ecs/world';
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import { Position } from '../ecs/components';
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import { movementSystem } from '../ecs/systems/movement';
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import { healthSystem } from '../ecs/systems/health';
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import { removeGameEntity } from '../ecs/factory';
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@@ -8,23 +9,40 @@ import biomeDataArray from '../data/biomes.json';
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import type { BiomeData } from '../world/types';
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import { generateWorld } from '../world/generator';
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import { createWorldTilemap } from '../world/tilemap';
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import { setupCamera, updateCamera, type CameraKeys } from '../world/camera';
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import { setupPlayerCamera } from '../world/camera';
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import { Minimap } from '../world/minimap';
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import { playerInputSystem } from '../player/input';
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import { tileCollisionSystem, buildWalkableSet } from '../player/collision';
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import { findSpawnPosition } from '../player/spawn';
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import { createPlayerEntity } from '../player/factory';
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import type { InputState } from '../player/types';
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export class GameScene extends Phaser.Scene {
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private gameWorld!: GameWorld;
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private bridge!: PhaserBridge;
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private cameraKeys!: CameraKeys;
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private minimap!: Minimap;
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private statsText!: Phaser.GameObjects.Text;
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private worldSeed!: number;
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// Player state
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private playerEid!: number;
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private walkableSet!: Set<number>;
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private worldGrid!: number[][];
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private tileSize!: number;
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private keys!: {
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W: Phaser.Input.Keyboard.Key;
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A: Phaser.Input.Keyboard.Key;
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S: Phaser.Input.Keyboard.Key;
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D: Phaser.Input.Keyboard.Key;
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E: Phaser.Input.Keyboard.Key;
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};
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constructor() {
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super({ key: 'GameScene' });
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}
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create(): void {
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// 1. Initialize ECS (needed for future entity systems)
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// 1. Initialize ECS
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this.gameWorld = createGameWorld();
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this.bridge = new PhaserBridge(this);
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@@ -36,15 +54,45 @@ export class GameScene extends Phaser.Scene {
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// 3. Create tilemap
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createWorldTilemap(this, worldData);
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// 4. Camera with bounds and WASD controls
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// 4. Build walkable set + store world data for collision
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this.walkableSet = buildWalkableSet(biome.tiles);
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this.worldGrid = worldData.grid;
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this.tileSize = biome.tileSize;
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// 5. Create player at spawn position
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const spawn = findSpawnPosition(worldData.grid, biome.tileSize, this.walkableSet);
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const spawnX = spawn?.x ?? (biome.mapWidth * biome.tileSize) / 2;
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const spawnY = spawn?.y ?? (biome.mapHeight * biome.tileSize) / 2;
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this.playerEid = createPlayerEntity(this.gameWorld.world, spawnX, spawnY);
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// 6. Camera — follow player, zoom via scroll wheel
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const worldPixelW = biome.mapWidth * biome.tileSize;
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const worldPixelH = biome.mapHeight * biome.tileSize;
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this.cameraKeys = setupCamera(this, worldPixelW, worldPixelH);
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setupPlayerCamera(this, worldPixelW, worldPixelH);
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// 5. Minimap
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// Sync bridge to create player sprite, then attach camera follow
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this.bridge.sync(this.gameWorld.world);
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const playerSprite = this.bridge.getSprite(this.playerEid);
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if (playerSprite) {
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playerSprite.setDepth(10);
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this.cameras.main.startFollow(playerSprite, true, 0.1, 0.1);
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}
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// 7. Keyboard input
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const keyboard = this.input.keyboard;
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if (!keyboard) throw new Error('Keyboard plugin not available');
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this.keys = {
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W: keyboard.addKey('W'),
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A: keyboard.addKey('A'),
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S: keyboard.addKey('S'),
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D: keyboard.addKey('D'),
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E: keyboard.addKey('E'),
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};
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// 8. Minimap
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this.minimap = new Minimap(this, worldData);
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// 6. UI overlay
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// 9. UI stats overlay
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this.statsText = this.add.text(10, 10, '', {
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fontSize: '12px',
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color: '#00ff88',
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@@ -60,24 +108,46 @@ export class GameScene extends Phaser.Scene {
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// 1. Update world time
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updateTime(this.gameWorld, delta);
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// 2. Camera movement
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updateCamera(this, this.cameraKeys, delta);
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// 2. Read keyboard → InputState
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const input: InputState = {
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moveX: (this.keys.D.isDown ? 1 : 0) - (this.keys.A.isDown ? 1 : 0),
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moveY: (this.keys.S.isDown ? 1 : 0) - (this.keys.W.isDown ? 1 : 0),
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interact: this.keys.E.isDown,
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};
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// 3. ECS systems (no entities yet — future phases will add player, creatures)
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// 3. Player input → velocity
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playerInputSystem(this.gameWorld.world, input);
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// 4. Movement (all entities)
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movementSystem(this.gameWorld.world, delta);
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// 5. Tile collision (player only)
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tileCollisionSystem(
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this.gameWorld.world,
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delta,
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this.worldGrid,
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this.tileSize,
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this.walkableSet,
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);
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// 6. Health / death
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const dead = healthSystem(this.gameWorld.world);
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for (const eid of dead) {
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removeGameEntity(this.gameWorld.world, eid);
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}
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// 7. Render sync
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this.bridge.sync(this.gameWorld.world);
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||||
|
||||
// 4. Minimap viewport
|
||||
// 8. Minimap viewport
|
||||
this.minimap.update(this.cameras.main);
|
||||
|
||||
// 5. Stats
|
||||
// 9. Stats
|
||||
const fps = delta > 0 ? Math.round(1000 / delta) : 0;
|
||||
const px = Math.round(Position.x[this.playerEid]);
|
||||
const py = Math.round(Position.y[this.playerEid]);
|
||||
this.statsText.setText(
|
||||
`seed: ${this.worldSeed} | ${fps} fps | WASD move, scroll zoom`,
|
||||
`seed: ${this.worldSeed} | ${fps} fps | pos: ${px},${py} | WASD move, E interact, scroll zoom`,
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -67,3 +67,29 @@ export function updateCamera(
|
||||
if (keys.up.isDown) camera.scrollY -= speed * dt;
|
||||
if (keys.down.isDown) camera.scrollY += speed * dt;
|
||||
}
|
||||
|
||||
/**
|
||||
* Set up camera for player-follow mode.
|
||||
* No WASD movement — camera follows the player entity.
|
||||
* Zoom via mouse wheel, bounds clamped to world size.
|
||||
*/
|
||||
export function setupPlayerCamera(
|
||||
scene: Phaser.Scene,
|
||||
worldPixelWidth: number,
|
||||
worldPixelHeight: number,
|
||||
): void {
|
||||
const camera = scene.cameras.main;
|
||||
camera.setBounds(0, 0, worldPixelWidth, worldPixelHeight);
|
||||
camera.setZoom(2); // closer view for gameplay
|
||||
|
||||
// Mouse wheel zoom (0.5x – 3x)
|
||||
scene.input.on('wheel', (
|
||||
_pointer: unknown,
|
||||
_gameObjects: unknown,
|
||||
_deltaX: number,
|
||||
deltaY: number,
|
||||
) => {
|
||||
const newZoom = Phaser.Math.Clamp(camera.zoom - deltaY * 0.001, 0.5, 3);
|
||||
camera.setZoom(newZoom);
|
||||
});
|
||||
}
|
||||
|
||||
409
tests/player.test.ts
Normal file
409
tests/player.test.ts
Normal file
@@ -0,0 +1,409 @@
|
||||
/**
|
||||
* Player Systems Tests — Phase 4.1
|
||||
*
|
||||
* Tests pure logic functions: input → velocity, tile collision,
|
||||
* spawn position finding, and player entity creation.
|
||||
*/
|
||||
|
||||
import { describe, it, expect } from 'vitest';
|
||||
import { createWorld, addEntity, addComponent, query } from 'bitecs';
|
||||
import { Position, Velocity, PlayerTag, Health, SpriteRef } from '../src/ecs/components';
|
||||
import { calculatePlayerVelocity, playerInputSystem } from '../src/player/input';
|
||||
import { PLAYER_SPEED, PLAYER_COLLISION_RADIUS } from '../src/player/types';
|
||||
import {
|
||||
isTileWalkable,
|
||||
isAreaWalkable,
|
||||
resolveCollision,
|
||||
buildWalkableSet,
|
||||
tileCollisionSystem,
|
||||
} from '../src/player/collision';
|
||||
import { findSpawnPosition } from '../src/player/spawn';
|
||||
import { createPlayerEntity } from '../src/player/factory';
|
||||
import type { InputState } from '../src/player/types';
|
||||
|
||||
// === Helpers ===
|
||||
|
||||
function makeInput(moveX = 0, moveY = 0, interact = false): InputState {
|
||||
return { moveX, moveY, interact };
|
||||
}
|
||||
|
||||
// === Input: calculatePlayerVelocity ===
|
||||
|
||||
describe('calculatePlayerVelocity', () => {
|
||||
it('moves right when moveX = 1', () => {
|
||||
const v = calculatePlayerVelocity(makeInput(1, 0), PLAYER_SPEED);
|
||||
expect(v.vx).toBe(PLAYER_SPEED);
|
||||
expect(v.vy).toBe(0);
|
||||
});
|
||||
|
||||
it('moves left when moveX = -1', () => {
|
||||
const v = calculatePlayerVelocity(makeInput(-1, 0), PLAYER_SPEED);
|
||||
expect(v.vx).toBe(-PLAYER_SPEED);
|
||||
expect(v.vy).toBe(0);
|
||||
});
|
||||
|
||||
it('moves down when moveY = 1', () => {
|
||||
const v = calculatePlayerVelocity(makeInput(0, 1), PLAYER_SPEED);
|
||||
expect(v.vx).toBe(0);
|
||||
expect(v.vy).toBe(PLAYER_SPEED);
|
||||
});
|
||||
|
||||
it('moves up when moveY = -1', () => {
|
||||
const v = calculatePlayerVelocity(makeInput(0, -1), PLAYER_SPEED);
|
||||
expect(v.vx).toBe(0);
|
||||
expect(v.vy).toBe(-PLAYER_SPEED);
|
||||
});
|
||||
|
||||
it('stops when no input', () => {
|
||||
const v = calculatePlayerVelocity(makeInput(0, 0), PLAYER_SPEED);
|
||||
expect(v.vx).toBe(0);
|
||||
expect(v.vy).toBe(0);
|
||||
});
|
||||
|
||||
it('normalizes diagonal movement to same speed', () => {
|
||||
const v = calculatePlayerVelocity(makeInput(1, 1), PLAYER_SPEED);
|
||||
const mag = Math.sqrt(v.vx * v.vx + v.vy * v.vy);
|
||||
expect(mag).toBeCloseTo(PLAYER_SPEED);
|
||||
});
|
||||
|
||||
it('normalizes all four diagonal directions', () => {
|
||||
for (const [mx, my] of [[-1, -1], [-1, 1], [1, -1], [1, 1]]) {
|
||||
const v = calculatePlayerVelocity(makeInput(mx, my), PLAYER_SPEED);
|
||||
const mag = Math.sqrt(v.vx * v.vx + v.vy * v.vy);
|
||||
expect(mag).toBeCloseTo(PLAYER_SPEED);
|
||||
}
|
||||
});
|
||||
|
||||
it('diagonal components are equal in magnitude', () => {
|
||||
const v = calculatePlayerVelocity(makeInput(1, -1), PLAYER_SPEED);
|
||||
expect(Math.abs(v.vx)).toBeCloseTo(Math.abs(v.vy));
|
||||
});
|
||||
});
|
||||
|
||||
// === Input: playerInputSystem ===
|
||||
|
||||
describe('playerInputSystem', () => {
|
||||
it('sets player velocity from input', () => {
|
||||
const world = createWorld();
|
||||
const eid = addEntity(world);
|
||||
addComponent(world, eid, Position);
|
||||
addComponent(world, eid, Velocity);
|
||||
addComponent(world, eid, PlayerTag);
|
||||
|
||||
playerInputSystem(world, makeInput(1, 0));
|
||||
|
||||
expect(Velocity.vx[eid]).toBe(PLAYER_SPEED);
|
||||
expect(Velocity.vy[eid]).toBe(0);
|
||||
});
|
||||
|
||||
it('does not affect non-player entities', () => {
|
||||
const world = createWorld();
|
||||
|
||||
// Player
|
||||
const player = addEntity(world);
|
||||
addComponent(world, player, Position);
|
||||
addComponent(world, player, Velocity);
|
||||
addComponent(world, player, PlayerTag);
|
||||
|
||||
// Non-player with existing velocity
|
||||
const other = addEntity(world);
|
||||
addComponent(world, other, Position);
|
||||
addComponent(world, other, Velocity);
|
||||
Velocity.vx[other] = 50;
|
||||
Velocity.vy[other] = -30;
|
||||
|
||||
playerInputSystem(world, makeInput(0, 1));
|
||||
|
||||
expect(Velocity.vx[player]).toBe(0);
|
||||
expect(Velocity.vy[player]).toBe(PLAYER_SPEED);
|
||||
// Non-player unchanged
|
||||
expect(Velocity.vx[other]).toBe(50);
|
||||
expect(Velocity.vy[other]).toBe(-30);
|
||||
});
|
||||
|
||||
it('stops player when input is zero', () => {
|
||||
const world = createWorld();
|
||||
const eid = addEntity(world);
|
||||
addComponent(world, eid, Position);
|
||||
addComponent(world, eid, Velocity);
|
||||
addComponent(world, eid, PlayerTag);
|
||||
Velocity.vx[eid] = 999;
|
||||
Velocity.vy[eid] = 999;
|
||||
|
||||
playerInputSystem(world, makeInput(0, 0));
|
||||
|
||||
expect(Velocity.vx[eid]).toBe(0);
|
||||
expect(Velocity.vy[eid]).toBe(0);
|
||||
});
|
||||
});
|
||||
|
||||
// === Collision: isTileWalkable ===
|
||||
|
||||
describe('isTileWalkable', () => {
|
||||
const grid = [[0, 0, 0], [0, 3, 0], [0, 0, 0]];
|
||||
const walkable = new Set([0]);
|
||||
const ts = 32;
|
||||
|
||||
it('returns true for walkable tile', () => {
|
||||
expect(isTileWalkable(16, 16, grid, ts, walkable)).toBe(true);
|
||||
});
|
||||
|
||||
it('returns false for non-walkable tile', () => {
|
||||
expect(isTileWalkable(48, 48, grid, ts, walkable)).toBe(false);
|
||||
});
|
||||
|
||||
it('returns false for negative coordinates', () => {
|
||||
expect(isTileWalkable(-1, 16, grid, ts, walkable)).toBe(false);
|
||||
expect(isTileWalkable(16, -1, grid, ts, walkable)).toBe(false);
|
||||
});
|
||||
|
||||
it('returns false for out-of-bounds coordinates', () => {
|
||||
expect(isTileWalkable(96, 16, grid, ts, walkable)).toBe(false);
|
||||
expect(isTileWalkable(16, 96, grid, ts, walkable)).toBe(false);
|
||||
});
|
||||
|
||||
it('handles tile edge boundaries', () => {
|
||||
expect(isTileWalkable(31.9, 16, grid, ts, walkable)).toBe(true); // still tile 0
|
||||
expect(isTileWalkable(32, 16, grid, ts, walkable)).toBe(true); // tile 1 column, row 0 = walkable
|
||||
});
|
||||
});
|
||||
|
||||
// === Collision: isAreaWalkable ===
|
||||
|
||||
describe('isAreaWalkable', () => {
|
||||
const grid = [[0, 0, 0], [0, 3, 0], [0, 0, 0]];
|
||||
const walkable = new Set([0]);
|
||||
const ts = 32;
|
||||
const r = 6;
|
||||
|
||||
it('returns true when area is fully on walkable tiles', () => {
|
||||
expect(isAreaWalkable(16, 16, r, grid, ts, walkable)).toBe(true);
|
||||
});
|
||||
|
||||
it('returns false when area overlaps non-walkable tile', () => {
|
||||
// (26, 26) with r=6 → corner at (32, 32) enters tile (1,1) which is non-walkable
|
||||
expect(isAreaWalkable(26, 26, r, grid, ts, walkable)).toBe(false);
|
||||
});
|
||||
|
||||
it('returns true when near wall but not overlapping', () => {
|
||||
// (24, 16) with r=6 → rightmost point at 30, still in tile 0 column
|
||||
expect(isAreaWalkable(24, 16, r, grid, ts, walkable)).toBe(true);
|
||||
});
|
||||
});
|
||||
|
||||
// === Collision: resolveCollision ===
|
||||
|
||||
describe('resolveCollision', () => {
|
||||
const ts = 32;
|
||||
const r = 6;
|
||||
const walkable = new Set([0]);
|
||||
|
||||
it('allows movement to valid position', () => {
|
||||
const grid = [[0, 0, 0], [0, 0, 0], [0, 0, 0]];
|
||||
const result = resolveCollision(48, 48, 16, 16, r, grid, ts, walkable);
|
||||
expect(result).toEqual({ x: 48, y: 48 });
|
||||
});
|
||||
|
||||
it('blocks movement into non-walkable tile (slides X when Y row is clear)', () => {
|
||||
// Center tile non-walkable but row 0 at X=48 is walkable → slides X
|
||||
const grid = [[0, 0, 0], [0, 3, 0], [0, 0, 0]];
|
||||
const result = resolveCollision(48, 48, 16, 16, r, grid, ts, walkable);
|
||||
expect(result).toEqual({ x: 48, y: 16 }); // slides along X
|
||||
});
|
||||
|
||||
it('fully blocks when both axes lead to non-walkable', () => {
|
||||
// "+" shaped wall: column 1 and row 1 are non-walkable
|
||||
const grid = [[0, 3, 0], [3, 3, 3], [0, 3, 0]];
|
||||
const result = resolveCollision(48, 48, 16, 16, r, grid, ts, walkable);
|
||||
expect(result).toEqual({ x: 16, y: 16 }); // can't move at all
|
||||
});
|
||||
|
||||
it('wall-slides along X when Y is blocked', () => {
|
||||
// Top row is wall, rows 1-2 walkable
|
||||
const grid = [[3, 3, 3], [0, 0, 0], [0, 0, 0]];
|
||||
// From (48, 48) try to go to (60, 22) — Y into wall, X along wall
|
||||
// Full: blocked (y-r=16 hits row 0)
|
||||
// X-only: (60, 48) → all in row 1 → valid
|
||||
const result = resolveCollision(60, 22, 48, 48, r, grid, ts, walkable);
|
||||
expect(result).toEqual({ x: 60, y: 48 });
|
||||
});
|
||||
|
||||
it('wall-slides along Y when X is blocked', () => {
|
||||
// Left column is wall, columns 1-2 walkable
|
||||
const grid = [[3, 0, 0], [3, 0, 0], [3, 0, 0]];
|
||||
// From (48, 48) try to go to (22, 60) — X into wall, Y along wall
|
||||
// Full: blocked (x-r=16 hits col 0)
|
||||
// X-only: (22, 48) → blocked
|
||||
// Y-only: (48, 60) → all in col 1 → valid
|
||||
const result = resolveCollision(22, 60, 48, 48, r, grid, ts, walkable);
|
||||
expect(result).toEqual({ x: 48, y: 60 });
|
||||
});
|
||||
|
||||
it('reverts completely when both axes blocked', () => {
|
||||
// Only center tile walkable, rest walls
|
||||
const grid = [[3, 3, 3], [3, 0, 3], [3, 3, 3]];
|
||||
// From (48, 48) try to go to (80, 80) — off walkable area
|
||||
const result = resolveCollision(80, 80, 48, 48, r, grid, ts, walkable);
|
||||
expect(result).toEqual({ x: 48, y: 48 });
|
||||
});
|
||||
|
||||
it('blocks out-of-bounds movement', () => {
|
||||
const grid = [[0, 0], [0, 0]];
|
||||
const result = resolveCollision(-5, 16, 16, 16, r, grid, ts, walkable);
|
||||
expect(result).toEqual({ x: 16, y: 16 });
|
||||
});
|
||||
});
|
||||
|
||||
// === Collision: tileCollisionSystem ===
|
||||
|
||||
describe('tileCollisionSystem', () => {
|
||||
it('corrects player position after invalid movement', () => {
|
||||
const world = createWorld();
|
||||
const eid = addEntity(world);
|
||||
addComponent(world, eid, Position);
|
||||
addComponent(world, eid, Velocity);
|
||||
addComponent(world, eid, PlayerTag);
|
||||
|
||||
// Player at (48, 48) with velocity that would move into wall
|
||||
// After movementSystem: Position was updated. We simulate the post-movement state.
|
||||
Velocity.vx[eid] = 150; // moving right
|
||||
Velocity.vy[eid] = 0;
|
||||
// After 0.2s movement: moved 30px right to x=78 which is in tile (2,1)
|
||||
Position.x[eid] = 78;
|
||||
Position.y[eid] = 48;
|
||||
|
||||
// Grid where tile (2,1) is non-walkable
|
||||
const grid = [[0, 0, 3], [0, 0, 3], [0, 0, 3]];
|
||||
const walkable = new Set([0]);
|
||||
|
||||
tileCollisionSystem(world, 200, grid, 32, walkable);
|
||||
|
||||
// Should revert X (back to 48)
|
||||
expect(Position.x[eid]).toBe(48);
|
||||
expect(Position.y[eid]).toBe(48);
|
||||
});
|
||||
});
|
||||
|
||||
// === Collision: buildWalkableSet ===
|
||||
|
||||
describe('buildWalkableSet', () => {
|
||||
it('includes walkable tiles', () => {
|
||||
const tiles = [
|
||||
{ id: 0, walkable: true },
|
||||
{ id: 1, walkable: true },
|
||||
{ id: 3, walkable: false },
|
||||
];
|
||||
const set = buildWalkableSet(tiles);
|
||||
expect(set.has(0)).toBe(true);
|
||||
expect(set.has(1)).toBe(true);
|
||||
expect(set.has(3)).toBe(false);
|
||||
});
|
||||
|
||||
it('returns empty set when no walkable tiles', () => {
|
||||
const tiles = [{ id: 0, walkable: false }];
|
||||
const set = buildWalkableSet(tiles);
|
||||
expect(set.size).toBe(0);
|
||||
});
|
||||
});
|
||||
|
||||
// === Spawn Position ===
|
||||
|
||||
describe('findSpawnPosition', () => {
|
||||
const walkable = new Set([0]);
|
||||
const ts = 32;
|
||||
|
||||
it('finds walkable spawn position', () => {
|
||||
const grid = [[3, 3, 3], [3, 0, 3], [3, 3, 3]];
|
||||
const pos = findSpawnPosition(grid, ts, walkable);
|
||||
expect(pos).not.toBeNull();
|
||||
const tx = Math.floor(pos!.x / ts);
|
||||
const ty = Math.floor(pos!.y / ts);
|
||||
expect(walkable.has(grid[ty][tx])).toBe(true);
|
||||
});
|
||||
|
||||
it('prefers center of map', () => {
|
||||
const grid = [
|
||||
[0, 0, 0, 0, 0],
|
||||
[0, 0, 0, 0, 0],
|
||||
[0, 0, 0, 0, 0],
|
||||
[0, 0, 0, 0, 0],
|
||||
[0, 0, 0, 0, 0],
|
||||
];
|
||||
const pos = findSpawnPosition(grid, ts, walkable);
|
||||
expect(pos).not.toBeNull();
|
||||
const tx = Math.floor(pos!.x / ts);
|
||||
const ty = Math.floor(pos!.y / ts);
|
||||
expect(tx).toBe(2);
|
||||
expect(ty).toBe(2);
|
||||
});
|
||||
|
||||
it('returns null for fully non-walkable grid', () => {
|
||||
const grid = [[3, 3], [3, 3]];
|
||||
const pos = findSpawnPosition(grid, ts, walkable);
|
||||
expect(pos).toBeNull();
|
||||
});
|
||||
|
||||
it('spirals outward to find walkable tile', () => {
|
||||
// Center (2,2) is non-walkable, but neighbors are
|
||||
const grid = [
|
||||
[0, 0, 0, 0, 0],
|
||||
[0, 3, 3, 3, 0],
|
||||
[0, 3, 3, 3, 0],
|
||||
[0, 3, 3, 3, 0],
|
||||
[0, 0, 0, 0, 0],
|
||||
];
|
||||
const pos = findSpawnPosition(grid, ts, walkable);
|
||||
expect(pos).not.toBeNull();
|
||||
// Should find one of the ring-1 tiles (first walkable on spiral)
|
||||
const tx = Math.floor(pos!.x / ts);
|
||||
const ty = Math.floor(pos!.y / ts);
|
||||
expect(walkable.has(grid[ty][tx])).toBe(true);
|
||||
});
|
||||
|
||||
it('returns center of tile in pixels', () => {
|
||||
const grid = [[0]];
|
||||
const pos = findSpawnPosition(grid, ts, walkable);
|
||||
expect(pos).toEqual({ x: 16, y: 16 }); // center of tile (0,0) = (16, 16)
|
||||
});
|
||||
});
|
||||
|
||||
// === Player Entity Factory ===
|
||||
|
||||
describe('createPlayerEntity', () => {
|
||||
it('creates entity with correct position', () => {
|
||||
const world = createWorld();
|
||||
const eid = createPlayerEntity(world, 100, 200);
|
||||
expect(Position.x[eid]).toBe(100);
|
||||
expect(Position.y[eid]).toBe(200);
|
||||
});
|
||||
|
||||
it('creates entity with health', () => {
|
||||
const world = createWorld();
|
||||
const eid = createPlayerEntity(world, 0, 0);
|
||||
expect(Health.current[eid]).toBeGreaterThan(0);
|
||||
expect(Health.max[eid]).toBeGreaterThan(0);
|
||||
expect(Health.current[eid]).toBe(Health.max[eid]);
|
||||
});
|
||||
|
||||
it('creates entity with sprite', () => {
|
||||
const world = createWorld();
|
||||
const eid = createPlayerEntity(world, 0, 0);
|
||||
expect(SpriteRef.color[eid]).toBeDefined();
|
||||
expect(SpriteRef.radius[eid]).toBeGreaterThan(0);
|
||||
});
|
||||
|
||||
it('creates entity queryable with PlayerTag', () => {
|
||||
const world = createWorld();
|
||||
const eid = createPlayerEntity(world, 50, 50);
|
||||
const players = query(world, [PlayerTag]);
|
||||
expect(players).toContain(eid);
|
||||
expect(players.length).toBe(1);
|
||||
});
|
||||
|
||||
it('creates entity with velocity component', () => {
|
||||
const world = createWorld();
|
||||
const eid = createPlayerEntity(world, 0, 0);
|
||||
expect(Velocity.vx[eid]).toBe(0);
|
||||
expect(Velocity.vy[eid]).toBe(0);
|
||||
});
|
||||
});
|
||||
Reference in New Issue
Block a user