reactive controls

This commit is contained in:
Andras Schmelczer 2026-09-15 20:52:20 +01:00
commit d3750fde3c
2 changed files with 252 additions and 37 deletions

View file

@ -6,6 +6,8 @@ import { TouchListener } from '../frontend/src/scripts/commands/touch-listener';
import { JoinFormHandler } from '../frontend/src/scripts/join-form-handler';
import { initializeOptions, options } from '../frontend/src/scripts/options-handler';
import { loadStoredValue, saveStoredValue } from '../frontend/src/scripts/helper/storage';
import { ChargeIndicator } from '../frontend/src/scripts/charge-indicator';
import { localCharacterPredictor } from '../frontend/src/scripts/helper/prediction/local-character-predictor';
const { connect } = vi.hoisted(() => ({ connect: vi.fn() }));
vi.mock('../frontend/node_modules/socket.io-client/build/esm-debug/index.js', () => ({
@ -30,8 +32,16 @@ class Element extends EventTarget {
public className = '';
public checked = false;
public disabled = false;
public hidden = false;
private attributes = new Map<string, string>();
public onsubmit: ((event: Event) => void) | null = null;
public setAttribute(name: string, value: string) {
this.attributes.set(name, value);
}
public getAttribute(name: string) {
return this.attributes.get(name) ?? null;
}
public appendChild(child: Element) {
child.remove();
this.children.push(child);
@ -81,6 +91,7 @@ let sockets: Socket[];
beforeEach(() => {
vi.useFakeTimers();
localCharacterPredictor.reset();
windowTarget = new EventTarget();
sockets = [];
vi.stubGlobal('window', windowTarget);
@ -103,6 +114,7 @@ afterEach(() => {
vi.useRealTimers();
vi.unstubAllGlobals();
vi.clearAllMocks();
vi.restoreAllMocks();
});
const chooser = () => {
@ -194,10 +206,16 @@ const touchControls = () => {
const canvas = new Element();
const overlay = new Element();
const send = vi.fn();
const character = {
health: 100,
bodyCenter: [0, 0],
facingDirection: [1, 0],
strengthFraction: 1,
};
const game = {
displayToWorldCoordinates: (position: number[]) => position,
gameObjects: {
localPlayer: { bodyCenter: [0, 0], facingDirection: [1, 0], strengthFraction: 1 },
localPlayer: character as typeof character | undefined,
},
};
const listener = new TouchListener(
@ -207,9 +225,86 @@ const touchControls = () => {
send,
);
listener.update();
return { canvas, overlay, send, listener, fire: overlay.children[0] };
return {
canvas,
overlay,
send,
listener,
game,
character,
fire: overlay.children[0],
leap: overlay.children[1],
};
};
describe('touch action availability', () => {
it('cancels a held shot on death and requires a fresh press after respawn', () => {
const { fire, send, listener, game, character } = touchControls();
touchEvent(fire, 'touchstart', [touch(1)]);
touchEvent(fire, 'touchmove', [touch(1, 100, 50)]);
expect(fire.children[1].style.opacity).toBe('1');
character.health = 0;
listener.update();
expect(fire.getAttribute('aria-disabled')).toBe('true');
expect(fire.children[1].style.opacity).toBe('0');
expect(ChargeIndicator.end).toHaveBeenCalled();
vi.mocked(ChargeIndicator.begin).mockClear();
touchEvent(fire, 'touchstart', [touch(2)]);
touchEvent(fire, 'touchend', [touch(2)], []);
expect(ChargeIndicator.begin).not.toHaveBeenCalled();
expect(send).not.toHaveBeenCalled();
game.gameObjects.localPlayer = undefined;
listener.update();
touchEvent(fire, 'touchstart', [touch(3)]);
touchEvent(fire, 'touchend', [touch(3)], []);
expect(send).not.toHaveBeenCalled();
game.gameObjects.localPlayer = { ...character, health: 100 };
listener.update();
expect(fire.getAttribute('aria-disabled')).toBe('false');
touchEvent(fire, 'touchend', [touch(1)], []);
expect(send).not.toHaveBeenCalled();
touchEvent(fire, 'touchstart', [touch(4)]);
touchEvent(fire, 'touchend', [touch(4)], []);
expect(send).toHaveBeenCalledTimes(1);
listener.destroy();
});
it('rejects a shot released after death before the controls update', () => {
const { fire, send, listener, character } = touchControls();
touchEvent(fire, 'touchstart', [touch(1)]);
character.health = 0;
touchEvent(fire, 'touchend', [touch(1)], []);
expect(send).not.toHaveBeenCalled();
listener.destroy();
});
it('only shows and accepts jumps while the living player can leap', () => {
const canLeap = vi.spyOn(localCharacterPredictor, 'canLeap', 'get');
canLeap.mockReturnValue(false);
const { leap, send, listener, character } = touchControls();
expect(leap.hidden).toBe(true);
touchEvent(leap, 'touchstart', [touch(1)]);
expect(send).not.toHaveBeenCalled();
canLeap.mockReturnValue(true);
listener.update();
expect(leap.hidden).toBe(false);
touchEvent(leap, 'touchstart', [touch(2)]);
expect(send.mock.lastCall?.[0].constructor.name).toBe('LeapActionCommand');
expect(leap.hidden).toBe(true);
character.health = 0;
listener.update();
expect(leap.hidden).toBe(true);
touchEvent(leap, 'touchstart', [touch(3)]);
expect(send).toHaveBeenCalledTimes(1);
listener.destroy();
});
});
describe('touch ownership', () => {
it('keeps the first canvas gesture when a second finger lands before dragging', () => {
const { canvas, send, listener } = touchControls();

View file

@ -1,4 +1,5 @@
import { describe, it, expect } from 'vitest';
import { settings } from '../shared/src/settings';
import {
LocalCharacterPredictor,
setFrameTimeMs,
@ -313,3 +314,84 @@ describe('leap prediction', () => {
expect(leapHeight(0.2, true)).toEqual(leapHeight(0.2, false));
});
});
describe('leap availability', () => {
const prepare = (
cooldown = 0,
strength = settings.leapStrengthCost,
groundPlanetId: number | null = ground.id,
) => {
const predictor = new LocalCharacterPredictor();
setFrameTimeMs(1000);
const pose = poseAt(0, 900);
predictor.acknowledge(
1000,
{
...movementState(),
groundPlanetId,
secondsSinceOnSurface: 0,
leapCooldownRemaining: cooldown,
} as never,
-Infinity,
);
predictor.setStrength(strength);
predictor.setAuthoritative(
pose.head as never,
pose.leftFoot as never,
pose.rightFoot as never,
);
predictor.update([ground] as never);
return { predictor, pose };
};
it('requires a planet, sufficient strength, and an expired cooldown', () => {
expect(new LocalCharacterPredictor().canLeap).toBe(false);
expect(prepare().predictor.canLeap).toBe(true);
expect(prepare(0.2).predictor.canLeap).toBe(false);
expect(prepare(0, settings.leapStrengthCost - 1).predictor.canLeap).toBe(false);
expect(prepare(0, settings.playerMaxStrength, null).predictor.canLeap).toBe(false);
});
it('becomes available as the predicted cooldown and strength recover', () => {
const { predictor } = prepare(0.02, settings.leapStrengthCost - 1);
expect(predictor.canLeap).toBe(false);
setFrameTimeMs(1030);
predictor.update([ground] as never);
expect(predictor.canLeap).toBe(true);
});
it('disables immediately after a leap and stays unavailable in flight', () => {
const { predictor } = prepare();
predictor.recordLeap();
expect(predictor.canLeap).toBe(false);
setFrameTimeMs(1002);
predictor.update([ground] as never);
expect(predictor.canLeap).toBe(false);
setFrameTimeMs(1380);
predictor.update([ground] as never);
expect(predictor.canLeap).toBe(false);
});
it('clears availability on death, reset, spawn animation, and game end', () => {
const { predictor, pose } = prepare();
predictor.setAlive(false);
expect(predictor.canLeap).toBe(false);
predictor.update([ground] as never);
predictor.setAlive(true);
expect(predictor.canLeap).toBe(false);
predictor.update([ground] as never);
expect(predictor.canLeap).toBe(true);
predictor.enabled = false;
expect(predictor.canLeap).toBe(false);
predictor.enabled = true;
predictor.setAuthoritative(
{ ...pose.head, radius: 10 } as never,
pose.leftFoot as never,
pose.rightFoot as never,
);
expect(predictor.canLeap).toBe(false);
predictor.reset();
expect(predictor.canLeap).toBe(false);
});
});