// test/render/impostor-bounds.test.js — impostor boxes and slot clipping (GitHub #542, reported by @ImPQlc): on quality // 高 with many units on the field (round 7 on), 野鬃's flag while idling, 浊心斯卡蒂's head in her S3 flight and 隐现's // pistol were cut, offset or left stray pixels. A unit's impostor slot was sized from the pose it showed when it first // became an impostor (plus a margin, render/units.js _impBox); a later pose past it was cut at the slot's edge and painted // into the neighbouring slots, whose erasers covered only their own slot (render/impostor.js), so what fell outside every // slot stayed and what fell into another unit's slot showed on that unit until it was redrawn. // Now every clip a unit plays is measured once per skeleton (render/spine.js clipBounds; sampled within a frame budget by // stepClipBounds), the box covers them (units.js impostorBox — a clip too large for it is drawn directly while it plays), // and the atlas draws each slot's skeleton inside a box masked by the slot rectangle (a scissor rect). The setup pose is // never shown (a model frozen before its first update is posed at its clip's first frame), so the box leaves it out. // Synthetic Spine 3.8 skeletons (@pixi-spine/runtime-3.8) and the headless fake PIXI (test/render/fakepixi.js); the three // reported operators through the real runtime: test/render/impostor-bounds-models.test.js. import { test, describe, before, after } from 'node:test'; import assert from 'node:assert/strict'; import path from 'node:path'; import { createRequire } from 'node:module'; import { fileURLToPath } from 'node:url'; import { installFakePixi, fakeViewCtx } from './fakepixi.js'; import { presetCamera } from '../../public/js/render/projection.js'; const ROOT = path.resolve(path.dirname(fileURLToPath(import.meta.url)), '../..'); const rt = createRequire(path.join(ROOT, 'package.json'))('@pixi-spine/runtime-3.8'); let fake, spine, units, ImpostorAtlas; before(async () => { fake = installFakePixi(); spine = await import('../../public/js/render/spine.js'); units = await import('../../public/js/render/units.js'); ({ ImpostorAtlas } = await import('../../public/js/render/impostor.js')); }); after(() => fake.restore()); /** * A synthetic skeleton: a 100 × 200 body on the root (setup x −50…50, y −200…0 in pixi-spine's y-down world), a 50 × 50 * flag on the 'arm' bone at x 100 (75…125), a 'flash' slot that is empty in the setup pose, and a 'ghost' slot drawn at * alpha 0. Clips: 'Wave' (the arm out to x + 300 at 0.5 s and back), 'Flash' (the flash shown 0.50–0.55 s only, at * x 900), 'Ghost' (the ghost bone moved far out: never drawn), 'Still'. */ function skeleton() { const data = new rt.SkeletonData(); const bone = (i, name, parent) => { const b = new rt.BoneData(i, name, parent); data.bones.push(b); return b; }; const root = bone(0, 'root', null), arm = bone(1, 'arm', root), ghostBone = bone(2, 'ghost', root); const slot = (i, name, b, att) => { const s = new rt.SlotData(i, name, b); s.attachmentName = att; data.slots.push(s); return s; }; slot(0, 'body', root, 'body'); slot(1, 'flag', arm, 'flag'); slot(2, 'flash', root, null); slot(3, 'ghost', ghostBone, 'ghost').color.a = 0; const skin = new rt.Skin('default'); const region = (name, w, h, x, y) => { const a = new rt.RegionAttachment(name); a.width = w; a.height = h; a.x = x; a.y = y; return a; }; skin.setAttachment(0, 'body', region('body', 100, 200, 0, 100)); skin.setAttachment(1, 'flag', region('flag', 50, 50, 100, 0)); skin.setAttachment(2, 'flash', region('flash', 20, 20, 900, 0)); skin.setAttachment(3, 'ghost', region('ghost', 10, 10, 0, 0)); data.skins.push(skin); data.defaultSkin = skin; const wave = new rt.TranslateTimeline(3); wave.boneIndex = 1; wave.setFrame(0, 0, 0, 0); wave.setFrame(1, 0.5, 300, 0); wave.setFrame(2, 1, 0, 0); const flash = new rt.AttachmentTimeline(3); flash.slotIndex = 2; flash.setFrame(0, 0, null); flash.setFrame(1, 0.5, 'flash'); flash.setFrame(2, 0.55, null); const ghost = new rt.TranslateTimeline(2); ghost.boneIndex = 2; ghost.setFrame(0, 0, 5000, 0); ghost.setFrame(1, 1, 5000, 0); data.animations.push(new rt.Animation('Wave', [wave], 1), new rt.Animation('Flash', [flash], 1), new rt.Animation('Ghost', [ghost], 1), new rt.Animation('Still', [], 0)); return data; } const near = (a, b, msg) => { for (let i = 0; i < 4; i++) assert.ok(Math.abs(a[i] - b[i]) < 1e-3, `${msg}: [${a}] vs [${b}]`); }; /** Sample every queued clip now. */ const drain = () => { while (spine.pendingClipBounds()) spine.stepClipBounds(Infinity); spine.stepClipBounds(Infinity); }; describe('clip bounds (render/spine.js): what a skeleton draws, measured once per skeleton data', () => { test('a clip by every pose it samples — a short-lived attachment counts, an invisible slot does not', () => { const data = skeleton(); const rec = spine.requestClipBounds(data, rt.Skeleton, ['Wave', 'Flash', 'Ghost', 'Still', 'Nope']); assert.equal(rec.failed, false); assert.equal(rec.setup, undefined, 'no setup pose: no model shows it'); drain(); near(rec.rects.get('Wave'), [-50, -200, 425, 25], 'Wave: the flag 300 units out at 0.5 s'); near(rec.rects.get('Flash'), [-50, -200, 910, 25], 'Flash: shown for 0.05 s of its 1 s, still measured (49 poses)'); near(rec.rects.get('Ghost'), [-50, -200, 125, 25], 'Ghost: a bone moved 5000 units out with an alpha-0 slot adds nothing'); near(rec.rects.get('Still'), [-50, -200, 125, 25], 'Still: a 0-s clip is its single pose (the body and the flag)'); assert.equal(rec.rects.get('Nope'), null, 'a clip the skeleton does not have'); assert.equal(rec.skel, null, 'the scratch skeleton is dropped once its clips are sampled'); // the same data again: nothing new to sample spine.requestClipBounds(data, rt.Skeleton, ['Wave', 'Flash']); assert.equal(spine.pendingClipBounds(), 0); }); test('the queue samples pose by pose within the frame budget — a clip resumes on the next call —, oldest request first', () => { const a = skeleton(), b = skeleton(); const recA = spine.requestClipBounds(a, rt.Skeleton, ['Wave', 'Still']); spine.requestClipBounds(b, rt.Skeleton, ['Still']); assert.equal(spine.pendingClipBounds(), 3); // a spent budget still poses once per call: 'Wave' (1 s: 48 + 1 poses) takes 49 calls let calls = 0, finished = 0; while (!finished) { finished = spine.stepClipBounds(0); calls++; } assert.equal(calls, spine.CLIP_SAMPLE_MAX + 1); near(recA.rects.get('Wave'), [-50, -200, 425, 25], 'Wave across 49 calls'); assert.equal(spine.pendingClipBounds(), 2); assert.equal(spine.stepClipBounds(0), 1, 'Still: one pose'); assert.equal(spine.stepClipBounds(0), 1, 'then the next skeleton\'s'); assert.equal(spine.pendingClipBounds(), 0); assert.equal(spine.stepClipBounds(), 0, 'an empty queue costs nothing'); }); test('a record leaves the queue when its last actor is destroyed — pending clips, the clip in progress and its scratch skeleton —; a later actor queues them again', () => { const data = skeleton(); /** A SpineActor stand-in on the real runtime skeleton (clipBounds / destroy are the real methods). */ const actor = () => Object.assign(Object.create(spine.SpineActor.prototype), { spine: { spineData: data, skeleton: new rt.Skeleton(data), destroy() {} } }); const a = actor(), b = actor(); assert.equal(a.clipBounds(['Wave', 'Flash']), null, 'queued'); assert.equal(b.clipBounds(['Wave', 'Flash']), null); spine.stepClipBounds(0); // one pose of Wave: a clip in progress const rec = spine.requestClipBounds(data, rt.Skeleton, []); assert.ok(rec.job && rec.skel, 'sampling Wave on its scratch skeleton'); a.destroy(); assert.equal(spine.pendingClipBounds(), 2, 'b still uses the skeleton: still queued'); b.destroy(); // e.g. the battlefield torn down with its units assert.equal(spine.pendingClipBounds(), 0, 'nothing left to sample'); assert.ok(rec.job === null && rec.todo.length === 0 && rec.skel === null, 'no clip in progress, no todo, no scratch skeleton held'); const c = actor(); // the same skeleton in the next scene assert.equal(c.clipBounds(['Wave', 'Flash']), null, 'queued again (no todo left behind to block it)'); assert.equal(spine.pendingClipBounds(), 2); drain(); near(c.clipBounds(['Wave', 'Flash']).get('Wave'), [-50, -200, 425, 25], 'measured'); c.destroy(); }); test('a clip whose sampling throws is recorded as not measurable (false), never as drawing nothing', () => { const data = skeleton(); const wave = data.findAnimation('Wave'); const apply = wave.apply.bind(wave); wave.apply = (skel, last, t, ...rest) => { if (t > 0.5) throw new Error('a broken timeline'); return apply(skel, last, t, ...rest); }; const rec = spine.requestClipBounds(data, rt.Skeleton, ['Wave', 'Still']); drain(); assert.equal(rec.rects.get('Wave'), false, 'not measurable'); near(rec.rects.get('Still'), [-50, -200, 125, 25], 'the other clip is measured'); assert.equal(rec.rects.get('Nope'), undefined); const b = units.impostorBox([-50, -200, 125, 25], [['Wave', false, false], ['Still', rec.rects.get('Still'), false]]); assert.deepEqual([...b.over], ['Wave'], 'drawn directly while it plays'); }); test('SpineActor.clipBounds: null while queued, then a Map clip → rect; false for a runtime that cannot be posed', () => { const data = skeleton(); const stand = { spine: { spineData: data, skeleton: new rt.Skeleton(data) } }; const clipBounds = spine.SpineActor.prototype.clipBounds; assert.equal(clipBounds.call(stand, ['Wave', 'Still']), null, 'queued, not sampled yet'); drain(); const b = clipBounds.call(stand, ['Wave', 'Still']); assert.deepEqual([...b.keys()], ['Wave', 'Still']); near(b.get('Wave'), [-50, -200, 425, 25], 'Wave'); // the fake PIXI's Spine has a plain-object skeleton: no runtime to pose const actor = new spine.SpineActor({ animations: [{ name: 'Idle' }] }, { anims: { idle: 'Idle' }, animations: { Idle: 1 } }); assert.equal(actor.clipBounds(['Idle']), false); }); }); describe('a model frozen before its first update shows its clip\'s first frame, never its setup pose (render/spine.js)', () => { const ENTRY = { anims: { idle: 'Idle', die: 'Die', stun: null }, animations: { Idle: 1, Die: 0.8 } }; /** An actor on the fake PIXI whose skeleton updates are recorded (the dt of each pixi-spine update). */ function actor(data, entry) { const a = new spine.SpineActor(data, entry); const posed = []; a.spine.update = (dt) => posed.push(dt); return { a, posed }; } test('stunned without a stun clip before any update: posed once at t = 0 of its clip, then the pose holds', () => { const { a, posed } = actor({ animations: [{ name: 'Idle' }, { name: 'Die' }] }, ENTRY); a.setBase('stun'); assert.equal(a.frozen, true); a.update(0.1); assert.deepEqual(posed, [0]); assert.equal(a.spine.state.tracks[0].animation.name, 'Idle'); a.update(0.1); a.update(0.1); assert.deepEqual(posed, [0], 'held'); assert.equal(a.poseHeld(), true); a.setBase('idle'); // the stun ends: animated again a.update(0.1); assert.deepEqual(posed, [0, 0.1]); }); test('a first update that throws is tried again: the frozen model is posed once an update succeeds', () => { const { a, posed } = actor({ animations: [{ name: 'Idle' }, { name: 'Die' }] }, ENTRY); let broken = true; a.spine.update = (dt) => { posed.push(dt); if (broken) { broken = false; throw new Error('a broken skeleton'); } }; a.setBase('stun'); a.update(0.1); // throws inside pixi-spine (caught): not posed yet a.update(0.1); // tried again at the clip's first frame: posed a.update(0.1); // held assert.deepEqual(posed, [0, 0]); }); test('stunned after it was posed: the pose it had holds (unchanged)', () => { const { a, posed } = actor({ animations: [{ name: 'Idle' }, { name: 'Die' }] }, ENTRY); a.update(0.2); a.setBase('stun'); a.update(0.1); a.update(0.1); assert.deepEqual(posed, [0.2]); }); test('dead without a death or idle clip: frozen, and posed once at t = 0 of the clip it had (its first)', () => { const { a, posed } = actor({ animations: [{ name: 'Attack' }, { name: 'Move' }] }, { anims: { attack: { begin: null, loop: 'Attack', end: null } }, animations: { Attack: 1, Move: 1 } }); assert.equal(a.die(), 0, 'no death clip'); assert.equal(a.frozen, true, 'no idle clip either: frozen'); a.update(0.5); a.update(0.5); assert.deepEqual(posed, [0]); assert.equal(a.spine.state.tracks[0].animation.name, 'Attack'); }); }); describe('impostor box (render/units.js impostorBox, playedClips)', () => { test('playedClips: every role of the entry and of its forms; one-off = deploy, begin / end of skills, stun, move; a shared name loops', () => { const anims = { idle: 'Idle', deploy: 'Start', die: 'Die', attack: { begin: 'Attack_Begin', loop: 'Attack_Loop', end: 'Attack_End' }, skill: { begin: 'Skill_2_Begin', loop: 'Skill_2_Loop', end: 'Skill_2_End', idle: 'Skill_2_Idle' }, skills: { 0: { begin: 'Skill_1_Begin', loop: 'Skill_1_Loop', end: null, idle: null }, 1: { begin: 'Skill_2_Begin', loop: 'Skill_2_Loop', end: 'Skill_2_End', idle: 'Skill_2_Idle' } }, move: { begin: 'Move_Begin', loop: 'Move_Loop', end: 'Move_End' }, run: { loop: 'Run_Loop' }, stun: { begin: 'Stun_Begin', loop: 'Stun', end: null }, attackDown: { loop: 'Attack_Down' }, }; const m = units.playedClips(anims, units.FORMS.char_4016_kazema); const once = [...m].filter(([, o]) => o).map(([n]) => n).sort(); const loops = [...m].filter(([, o]) => !o).map(([n]) => n).sort(); assert.deepEqual(once, ['Move_Begin', 'Move_End', 'Skill_1_Begin', 'Skill_2_Begin', 'Skill_2_End', 'Start', 'Start_B', 'Stun_Begin']); assert.deepEqual(loops, ['Attack_B', 'Attack_Begin', 'Attack_End', 'Attack_Loop', 'Die', 'Die_B', 'Idle', 'Idle_B', 'Move_Loop', 'Run_Loop', 'Skill_1_Loop', 'Skill_2_Idle', 'Skill_2_Loop', 'Stun']); assert.ok(!m.has('Attack_Down'), 'attackDown is no clip the renderer plays'); // a name that is the deploy clip and the idle clip loops assert.equal(units.playedClips({ idle: 'Idle', deploy: 'Idle' }).get('Idle'), false); assert.equal(units.playedClips(null).size, 0); }); const box = (b) => [b.x0, b.y0, b.x0 + b.w, b.y0 + b.h]; const inside = (outer, r) => outer[0] <= r[0] && outer[1] <= r[1] && outer[2] >= r[2] && outer[3] >= r[3]; test('the idle clip always; then each clip while the box stays within 5× (looping) / 2× (one-off) of that core', () => { const idle = [-150, -380, 120, 10]; // the core: 270 × 390 const clips = [ ['Attack', [-150, -420, 400, 10], false], // 550 × 430 = 2.2 × the core: looping, taken ['Skill', [-300, -500, 120, 10], false], // with the attack 700 × 510 = 3.4 ×: taken ['Start', [-100, -1800, 100, 0], true], // a drop from above: 1810 tall, one-off, 12 ×: drawn directly ['Die', [-120, -200, 90, 5], false], // inside the box anyway ['Huge', [-3000, -400, 3000, 0], false], // a screen-wide effect: past 5 ×, left out ['Gone', null, true], // draws nothing ]; const b = units.impostorBox(idle, clips); const r = box(b); assert.ok(inside(r, idle), 'never smaller than the idle clip'); for (const n of ['Attack', 'Skill', 'Die']) assert.ok(inside(r, clips.find((c) => c[0] === n)[1]), `${n} inside the box`); assert.deepEqual([...b.over].sort(), ['Huge', 'Start'], 'the clips drawn directly while they play'); // padding: 3 % of the longer side (700) + 8 units on every side const pad = 0.03 * 700 + 8; near(r, [-300 - pad, -500 - pad, 400 + pad, 10 + pad], 'padded box'); }); test('a one-off clip fits under the 2× limit, a looping one up to 5×; a clip inside the box is never left out', () => { const core = [-100, -100, 100, 100]; // area 40000 const once = units.impostorBox(core, [['Begin', [-100, -260, 100, 100], true]]); // 1.8 × assert.equal(once.over.size, 0); const tooBig = units.impostorBox(core, [['Begin', [-100, -340, 100, 100], true]]); // 2.2 × assert.deepEqual([...tooBig.over], ['Begin']); const loop = units.impostorBox(core, [['Loop', [-100, -800, 100, 100], false]]); // 4.5 × assert.equal(loop.over.size, 0); const loopTooBig = units.impostorBox(core, [['Loop', [-100, -1000, 100, 100], false]]); // 5.5 × assert.deepEqual([...loopTooBig.over], ['Loop']); // ordered by the area they add: Begin first (left out at 3 ×), then the loop, whose box covers Begin after all const both = units.impostorBox(core, [['Begin', [-100, -500, 100, 100], true], ['Loop', [-100, -660, 100, 100], false]]); assert.equal(both.over.size, 0, 'Begin lies inside the box the loop made'); }); test('without an idle clip that draws anything the looping clips make the core; nothing drawn → null', () => { const b = units.impostorBox(null, [['Attack', [-10, -50, 30, 0], false], ['Start', [-10, -900, 10, 0], true]]); assert.deepEqual([...b.over], ['Start']); assert.ok(b.w > 40 && b.h > 50 && b.h < 100); assert.equal(units.impostorBox(null, [['Start', null, true]]), null); assert.equal(units.impostorBox([NaN, 0, 1, 1], []), null); }); }); describe('impostor atlas (render/impostor.js): every slot is cleared and clipped to itself', () => { /** An atlas on the fake PIXI with a renderer that records what each page render contained. */ function atlas() { const renders = []; const R = { resolution: 1, render: (obj, o) => renders.push({ clear: o.clear, boxes: obj.children[1].children.filter((b) => b.visible).length }) }; return { imp: new ImpostorAtlas(R), renders }; } test('a slot owns an eraser and a box masked by exactly its rectangle (PIXI draws a rectangle mask as a scissor rect)', () => { const { imp } = atlas(); const drawn = []; const drawRect = fake.P.Graphics.prototype.drawRect; fake.P.Graphics.prototype.drawRect = function (x, y, w, h) { drawn.push(this); this.rect = [x, y, w, h]; return this; }; try { const a = imp.alloc(100, 110), b = imp.alloc(60, 40); for (const s of [a, b]) { assert.deepEqual(s.mask.rect, [s.x, s.y, s.w, s.h], 'mask = the slot'); assert.equal(s.box.mask, s.mask); assert.equal(s.mask.parent, s.box, 'the mask lives in the box (its transform follows the page)'); assert.deepEqual([s.eraser.x, s.eraser.y, s.eraser.width, s.eraser.height], [s.x, s.y, s.w, s.h], 'the eraser clears all of it'); assert.equal(s.box.visible, false, 'nothing drawn until queued'); } assert.equal(drawn.length, 2); } finally { fake.P.Graphics.prototype.drawRect = drawRect; } }); test('a queued skeleton is drawn inside its slot box, then parked; freeing a slot never destroys a skeleton queued in it', () => { const { imp, renders } = atlas(); const s = imp.alloc(100, 110), t = imp.alloc(100, 110); const body = new fake.P.Container(), other = new fake.P.Container(); imp.park(body); imp.park(other); imp.draw(s, body, { a: 0.3, d: 0.3, tx: 40, ty: 90 }); assert.equal(body.parent, s.box); assert.ok(s.box.visible && s.eraser.visible && !t.box.visible); assert.deepEqual([body.x, body.y], [s.x + 40, s.y + 90]); imp.flush(); assert.deepEqual(renders, [{ clear: true, boxes: 1 }], 'one render of the page: the queued slot only'); assert.equal(body.parent, imp.parked); assert.ok(!s.box.visible && !s.eraser.visible && !body.visible); imp.draw(t, other, { a: 1, d: 1, tx: 0, ty: 0 }); imp.free(t); // its unit left impostor mode before the flush assert.ok(!other.destroyed && other.parent === imp.parked, 'the skeleton went back to the lot'); assert.ok(t.box.destroyed, 'the box and its mask are gone'); imp.flush(); assert.deepEqual(renders.at(-1), { clear: false, boxes: 0 }, 'later passes do not clear the page'); }); }); describe('UnitView impostor mode (render/units.js)', () => { const tick = () => new Promise((r) => setImmediate(r)); const cam = () => presetCamera('normal', { width: 1280, height: 720 }); const ENTRY = { skel: '/s/op.skel', atlas: '/s/op.atlas', textures: ['/s/op.png'], anims: { idle: 'Idle', deploy: 'Start', die: 'Die', attack: { begin: null, loop: 'Attack', end: null } }, animations: { Idle: 1, Start: 1, Die: 0.8, Attack: 1 } }; const DATA = { animations: [{ name: 'Idle' }, { name: 'Start' }, { name: 'Die' }, { name: 'Attack' }] }; const MEASURED = new Map([['Idle', [-70, -210, 70, 0]], ['Attack', [-70, -230, 180, 0]], ['Start', [-70, -1800, 70, 0]], ['Die', [-120, -150, 90, 0]]]); /** * An operator in a crowd (impostor interval 2) with a recording fake atlas; `bounds()` = what clipBounds answers; * `flags` = its unit flags while the model loads (UF.STUNNED: the model is built for a stunned unit). */ async function operator(bounds, flags = 0) { let frame = 0; const log = { alloc: 0, free: 0, draw: 0 }; const atlas = { alloc: (w, h, o) => { log.alloc++; return { w, h, tex: new fake.P.Texture(), clip: !!o?.clip }; }, free() { log.free++; }, park(o) { o.visible = false; }, unpark(o) { o.visible = true; }, draw() { log.draw++; }, }; const ctx = fakeViewCtx(fake.P, { cam, frameNo: () => frame, impostors: atlas, impostorInterval: () => 2, renderer: { resolution: 1, render() {} }, assets: { picture: () => null, image: async () => null, spineEntry: () => ENTRY, spine: { acquire: async () => DATA, release() {} } }, }); const v = new units.UnitView(ctx, { id: 1, side: 'ally', kind: 'chess', defId: 'char_x', tier: 3, x: 5, y: 10, maxHp: 1000, dir: 'RIGHT' }); v.flags = flags; await tick(); await tick(); assert.ok(v.spineReady, 'spine ready'); v.actor.clipBounds = (names) => { const b = bounds(); if (b) for (const n of names) assert.ok(b.has(n), `${n} measured`); return b; }; const step = (n = 1) => { for (let i = 0; i < n; i++) { v.update(1 / 60, cam(), frame / 60); frame++; } }; return { v, step, log }; } test('while the model\'s clips are still measured the unit is drawn directly; then an impostor sized from them', async () => { let ready = null; const { v, step, log } = await operator(() => ready); step(4); assert.ok(!v.imp, 'no impostor without a box'); assert.equal(log.draw, 0); assert.equal(v.actor.spine.parent, v.body, 'drawn directly'); ready = MEASURED; step(2); assert.ok(v.imp && log.draw >= 1, 'an impostor once measured'); const b = v._box, r = [b.x0, b.y0, b.x0 + b.w, b.y0 + b.h]; for (const n of ['Idle', 'Attack', 'Die']) { const c = MEASURED.get(n); assert.ok(r[0] <= c[0] && r[1] <= c[1] && r[2] >= c[2] && r[3] >= c[3], `${n} inside the box`); } assert.deepEqual([...b.over], ['Start'], 'the deploy drop is drawn directly while it plays'); }); test('a clip too large for the box is drawn directly while it plays — the slot stays the unit\'s — and redrawn into it after', async () => { const { v, step, log } = await operator(() => MEASURED); step(4); const sprite = v.imp.sprite; assert.ok(v.imp && sprite.visible); const c0 = { ...log }; v.onDeploy(); // b.ev 'deploy': the Start clip step(1); assert.equal(v.imp.bypass, true); assert.equal(sprite.visible, false, 'the impostor sprite hides'); assert.equal(v.actor.spine.parent, v.body, 'the skeleton is drawn in the body'); assert.equal(v.actor.spine.visible, true); step(30); assert.equal(log.draw, c0.draw, 'no atlas redraw while it plays'); assert.equal(log.free, c0.free, 'its slot is kept'); step(40); // the 1-s clip is over: back to the idle assert.equal(v.imp.bypass, false); assert.ok(sprite.visible && v.actor.spine.parent !== v.body, 'the impostor again'); assert.ok(log.draw > c0.draw, 'redrawn into its slot'); assert.equal(log.alloc, c0.alloc, 'the same slot'); }); test('a clip whose sampling threw is drawn directly while it plays — the attack, or even the idle clip —, never cut by the slot', async () => { const broken = new Map(MEASURED).set('Attack', false); const { v, step, log } = await operator(() => broken); step(3); assert.ok(v.imp && v._box.over.has('Attack')); const draws = log.draw; v.actor._play('Attack', false, { mix: 0 }); step(2); assert.equal(v.imp.bypass, true, 'the attack is drawn directly'); assert.equal(log.draw, draws, 'not into the slot'); const idleBroken = new Map(MEASURED).set('Idle', false); const w = (await operator(() => idleBroken)).v; w.update(1 / 60, cam(), 0); assert.ok(w._box.over.has('Idle'), 'an unmeasurable idle clip: drawn directly while it idles'); const b = w._box, c = MEASURED.get('Attack'); assert.ok(b.x0 <= c[0] && b.x0 + b.w >= c[2], 'the box built from the clips that were measured'); const none = new Map([...MEASURED.keys()].map((n) => [n, false])); const z = (await operator(() => none)).v; z.update(1 / 60, cam(), 0); assert.deepEqual([...z._box.over].sort(), ['Attack', 'Die', 'Idle', 'Start'], 'nothing measurable: every clip drawn directly'); }); test('a runtime whose clips cannot be measured keeps the box from the pose shown (the pre-#542 rule)', async () => { const { v, step } = await operator(() => false); step(3); assert.ok(v.imp, 'impostor'); assert.deepEqual([v._box.x0, v._box.y0, v._box.w, v._box.h], [-140, -260, 280, 290], 'fake getLocalBounds (−50, −100, 100 × 100) + the old margins'); assert.equal(v._box.over.size, 0); }); test('built while stunned without a stun clip: posed once at its idle clip\'s first frame — the box\'s core —, then held', async () => { const { v, step, log } = await operator(() => MEASURED, 2); // UF.STUNNED assert.equal(v.actor.frozen, true, 'no stun clip: the pose freezes'); const posed = []; v.actor.spine.update = (dt) => posed.push(dt); step(6); assert.deepEqual(posed, [0], 'one pose at t = 0 of the clip on its track, never the setup pose'); assert.equal(v.actor.spine.state.tracks[0].animation.name, 'Idle'); assert.ok(v.imp && log.draw === 1, 'drawn into its slot once, then held'); const b = v._box, c = MEASURED.get('Idle'); assert.ok(b.x0 <= c[0] && b.y0 <= c[1] && b.x0 + b.w >= c[2] && b.y0 + b.h >= c[3], 'that frame lies inside the box'); }); test('a skeleton without an Idle clip: the clip SpineActor idles on instead (its first) is the box\'s core', async () => { const entry = { ...ENTRY, anims: { attack: { begin: null, loop: 'Attack', end: null } }, animations: { Attack: 1, Move: 1 } }; const ctx = fakeViewCtx(fake.P, { cam, frameNo: () => 0, impostors: { alloc: (w, h) => ({ w, h, tex: new fake.P.Texture(), clip: false }), free() {}, park(o) { o.visible = false; }, unpark(o) { o.visible = true; }, draw() {} }, renderer: { resolution: 1, render() {} }, assets: { picture: () => null, image: async () => null, spineEntry: () => entry, spine: { acquire: async () => ({ animations: [{ name: 'Attack' }, { name: 'Move' }] }), release() {} } }, }); const v = new units.UnitView(ctx, { id: 2, side: 'ally', kind: 'chess', defId: 'char_y', tier: 1, x: 5, y: 10, maxHp: 1000, dir: 'RIGHT' }); await tick(); await tick(); assert.equal(v.actor.spine.state.tracks[0].animation.name, 'Attack', 'SpineActor idles on the first clip'); assert.equal(v._idleClip(), 'Attack'); assert.deepEqual([...v._clipNames()], [['Attack', false]]); }); test('a pen figure (lod idle) needs its idle clip only', async () => { let asked = null; const ctx = fakeViewCtx(fake.P, { cam, frameNo: () => 0, impostors: { alloc: (w, h) => ({ w, h, tex: new fake.P.Texture(), clip: false }), free() {}, park(o) { o.visible = false; }, unpark(o) { o.visible = true; }, draw() {} }, renderer: { resolution: 1, render() {} }, assets: { picture: () => null, image: async () => null, spineEntry: () => ENTRY, spine: { acquire: async () => DATA, release() {} } }, }); const v = new units.UnitView(ctx, { id: 'e:0', side: 'enemy', kind: 'enemy', defId: 'enemy_x', tier: 1, x: 9, y: 15, maxHp: 1, facing: -1 }, { prep: true, lod: 'idle' }); await tick(); await tick(); v.actor.clipBounds = (names) => { asked = names; return MEASURED; }; v.update(1 / 60, cam(), 0); assert.deepEqual(asked, ['Idle']); assert.ok(v.imp && v._box.over.size === 0); }); });