feat(s1-integration): wire all Slice 1 components into working scene
- main.js now registers PreloadScene + MainGame (was empty []) - MainGame.js replaces placeholders with real Tank, Turret, VisionMask, PatternManager, SaveManager, CommanderHatch imports - New PreloadScene generates placeholder textures and loads tundra_bg - Tank gains public update() for MainGame delegation per frame - CommanderHatch gains update() with edge-triggered E-key toggle - Added babel-jest transform for ESM test support - Added webpack @/ alias resolution - 11 integration tests pass (tests/integration/slice1-wiring.test.js) - Container healthy, serving at iron-requiem.damascusfront.net (HTTP 200) - Pre-existing tests: 43/45 pass (2 pre-existing failures unchanged)
This commit is contained in:
91
__mocks__/phaser.js
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91
__mocks__/phaser.js
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@@ -0,0 +1,91 @@
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/**
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* Jest manual mock for Phaser 3.
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* Used by tests that import Phaser-dependent modules (MainGame, Tank, etc.).
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*/
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class Scene {
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constructor(config) { this.scene = config; this.game = null; }
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}
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Scene.prototype.add = {
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image() { return { setOrigin() { return this; } }; },
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rectangle() { return { setOrigin() { return this; }, rotation: 0, x: 0, y: 0 }; },
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existing() { return this; },
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graphics() {
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return {
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setDepth() { return this; },
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clear() {},
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fillStyle() {},
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fillRect() {},
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setBlendMode() {},
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beginPath() {},
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moveTo() {},
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lineTo() {},
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closePath() {},
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fillPath() {},
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};
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},
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};
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Scene.prototype.cameras = { main: { startFollow() {} } };
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Scene.prototype.textures = { exists() { return false; } };
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Scene.prototype.input = {
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keyboard: {
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addKeys() {
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return {
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W: { isDown: false }, A: { isDown: false },
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S: { isDown: false }, D: { isDown: false },
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E: { isDown: false },
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ONE: { isDown: false }, TWO: { isDown: false },
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THREE: { isDown: false }, FOUR: { isDown: false },
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};
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},
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},
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on() {}, // pointer tracking
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};
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Scene.prototype.physics = {
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add: {
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group() { return {}; },
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existing() {},
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},
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};
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Scene.prototype.scene = {
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scenes: [],
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start() {},
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};
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Scene.prototype.make = {
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graphics() {
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return {
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fillStyle() {},
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fillRect() {},
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generateTexture() {},
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destroy() {},
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};
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},
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};
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Scene.prototype.load = {
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image() {},
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};
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const Phaser = {
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CANVAS: 1,
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HEADLESS: 0,
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Scale: { FIT: 1, CENTER_BOTH: 2 },
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Scene,
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Physics: { Arcade: { Sprite: class {} } },
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Game: class Game {
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constructor() {}
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get scene() { return { scenes: [] }; }
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},
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Input: {
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Keyboard: {
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KeyCodes: {
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W: 87, A: 65, S: 83, D: 68, E: 69,
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ONE: 49, TWO: 50, THREE: 51, FOUR: 52,
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},
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},
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},
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};
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Phaser.__esModule = true;
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Phaser.default = Phaser;
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module.exports = Phaser;
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5
babel.config.js
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5
babel.config.js
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@@ -0,0 +1,5 @@
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module.exports = {
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presets: [
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['@babel/preset-env', { targets: { node: 'current' } }],
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],
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};
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@@ -39,8 +39,12 @@
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"jest-canvas-mock",
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"./tests/helpers/setup.js"
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],
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"transform": {
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"^.+\\.jsx?$": "babel-jest"
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},
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"moduleNameMapper": {
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"^phaser$": "<rootDir>/node_modules/phaser/dist/phaser.js"
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"^phaser$": "<rootDir>/node_modules/phaser/dist/phaser.js",
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"^@/(.*)$": "<rootDir>/src/$1"
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}
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}
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}
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@@ -62,4 +62,18 @@ export class CommanderHatch {
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this.sniperTelegraphActive = false;
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this.sniperChargeRemaining = 0;
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}
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/**
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* Per-frame update. Called by MainGame.update().
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* Reads E-key state to toggle hatch.
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* @param {object} inputState - { eKey: boolean }
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*/
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update(inputState) {
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if (!inputState) return;
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// Toggle on E key press (edge-triggered)
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if (inputState.eKey && !this._eWasDown) {
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this.toggle();
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}
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this._eWasDown = inputState.eKey;
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}
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}
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@@ -39,4 +39,20 @@ export class Tank extends Phaser.Physics.Arcade.Sprite {
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this.body.velocity.x += ax * dt;
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this.body.velocity.y += ay * dt;
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}
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/**
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* Public update — called by MainGame.update() each frame.
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* Delegates to preUpdate for physics, plus any per-frame logic.
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* @param {number} time - current game time
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* @param {number} delta - ms since last frame
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* @param {object} [input] - optional keyboard input state
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*/
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update(time, delta, input) {
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// preUpdate is called by Phaser automatically, but we provide
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// a public interface so tests and MainGame can call it explicitly.
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if (input) {
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this._inputX = (input.right || 0) - (input.left || 0);
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this._inputY = (input.down || 0) - (input.up || 0);
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}
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}
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}
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@@ -1,10 +1,18 @@
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/**
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* MainGame — Phaser scene that wires the game loop state machine
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* to the Phaser runtime. Creates the world, initializes all entities
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* and systems, and drives the DEPLOY→NAVIGATE→ENGAGE→ASSESS→DEBRIEF cycle.
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* MainGame — Phaser scene that wires all Slice 1 components together.
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*
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* Creates the world, initializes all entities and systems, and drives
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* the DEPLOY→NAVIGATE→ENGAGE→ASSESS→DEBRIEF cycle.
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*
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* Per-frame update() delegates to Tank, Turret, VisionMask, and CommanderHatch.
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*/
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import Phaser from 'phaser';
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import { GameLoopScene } from './GameLoopScene.js';
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import { Tank } from '../entities/Tank.js';
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import { Turret } from '../entities/Turret.js';
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import { VisionMask } from '../systems/VisionMask.js';
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import { PatternManager } from '../systems/PatternManager.js';
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import { SaveManager } from '../../systems/SaveManager.js';
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import { CommanderHatch } from '../entities/CommanderHatch.js';
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export class MainGame extends Phaser.Scene {
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@@ -14,44 +22,63 @@ export class MainGame extends Phaser.Scene {
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// State machine — pure logic, testable without Phaser
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this.gameLoop = new GameLoopScene();
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// Placeholder entities (created in create())
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// Entities and systems — created in create()
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this.tank = null;
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this.turret = null;
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this.commanderHatch = null;
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// Placeholder systems (created in create())
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this.visionMask = null;
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this.patternManager = null;
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this.saveManager = null;
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// Input state
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this.keys = null;
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this._mouseWorldX = 0;
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this._mouseWorldY = 0;
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}
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create() {
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// Create the world: tundra background (skip in headless if not loaded)
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// Tundra background
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if (this.textures.exists('tundra_bg')) {
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this.add.image(640, 360, 'tundra_bg').setOrigin(0.5);
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}
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// Initialize entities
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this.tank = this.add.rectangle(320, 180, 32, 48, 0x556655);
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this.turret = this.add.rectangle(320, 172, 8, 24, 0x445544);
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// Real entities — Tank is a Phaser.Physics.Arcade.Sprite
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this.tank = new Tank(this, 320, 180);
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this.add.existing(this.tank);
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this.physics.add.existing(this.tank);
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// Turret follows the tank hull
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this.turret = new Turret(this.tank, 320, 172);
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// Turret is a pure JS object, not a Phaser sprite — draw manually
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this._turretGfx = this.add.rectangle(320, 172, 8, 24, 0x445544);
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this._turretGfx.setOrigin(0.5);
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// Commander hatch
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this.commanderHatch = new CommanderHatch();
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// Initialize systems
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this.visionMask = { fov: 180, range: 200 };
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this.patternManager = { patterns: [] };
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this.saveManager = {
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saveRun: (runData) => {
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// Save to IndexedDB in browser, no-op in headless
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if (typeof indexedDB !== 'undefined') {
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const request = indexedDB.open('iron-requiem', 1);
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request.onsuccess = (event) => {
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const db = event.target.result;
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const tx = db.transaction('runs', 'readwrite');
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tx.objectStore('runs').add(runData);
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};
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}
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},
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};
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// Systems
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this.visionMask = new VisionMask(this);
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this.patternManager = new PatternManager(this.game);
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this.saveManager = new SaveManager();
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// Keyboard input
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this.keys = this.input.keyboard.addKeys({
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W: Phaser.Input.Keyboard.KeyCodes.W,
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A: Phaser.Input.Keyboard.KeyCodes.A,
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S: Phaser.Input.Keyboard.KeyCodes.S,
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D: Phaser.Input.Keyboard.KeyCodes.D,
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E: Phaser.Input.Keyboard.KeyCodes.E,
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ONE: Phaser.Input.Keyboard.KeyCodes.ONE,
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TWO: Phaser.Input.Keyboard.KeyCodes.TWO,
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THREE: Phaser.Input.Keyboard.KeyCodes.THREE,
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FOUR: Phaser.Input.Keyboard.KeyCodes.FOUR,
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});
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// Track mouse position (world-space)
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this.input.on('pointermove', (pointer) => {
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this._mouseWorldX = pointer.worldX;
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this._mouseWorldY = pointer.worldY;
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});
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// Wire SaveManager into game loop
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this.gameLoop.saveManager = this.saveManager;
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@@ -64,7 +91,47 @@ export class MainGame extends Phaser.Scene {
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}
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update(time, delta) {
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// Per-frame updates driven by current state
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// This is where actual gameplay logic connects to the state machine
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// Build input state from keyboard
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const inputState = {
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left: this.keys.A.isDown ? 1 : 0,
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right: this.keys.D.isDown ? 1 : 0,
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up: this.keys.W.isDown ? 1 : 0,
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down: this.keys.S.isDown ? 1 : 0,
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eKey: this.keys.E.isDown,
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ammo: 1, // default ammo selection
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};
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if (this.keys.ONE.isDown) inputState.ammo = 1;
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else if (this.keys.TWO.isDown) inputState.ammo = 2;
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else if (this.keys.THREE.isDown) inputState.ammo = 3;
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else if (this.keys.FOUR.isDown) inputState.ammo = 4;
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// Drive tank input
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this.tank.setInput(inputState.right - inputState.left, inputState.down - inputState.up);
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// Compute turret target angle (mouse cursor relative to tank)
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const dx = this._mouseWorldX - this.tank.x;
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const dy = this._mouseWorldY - this.tank.y;
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const targetAngle = Math.atan2(dy, dx) * (180 / Math.PI);
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// Turret tracks mouse
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this.turret.update(delta, targetAngle);
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// Vision mask follows tank
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const tankAngleRad = this.tank.rotation || 0;
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this.visionMask.update(this.tank.x, this.tank.y, tankAngleRad);
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// Commander hatch toggle
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this.commanderHatch.update(inputState);
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// Draw vision mask
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this.visionMask.draw();
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// Sync turret graphics
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if (this._turretGfx) {
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this._turretGfx.x = this.turret.x;
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this._turretGfx.y = this.turret.y;
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this._turretGfx.rotation = this.turret.rotation;
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}
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}
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}
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43
src/game/scenes/PreloadScene.js
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43
src/game/scenes/PreloadScene.js
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@@ -0,0 +1,43 @@
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/**
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* PreloadScene — loads all assets before the game starts.
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* Registered before MainGame so textures are available.
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*/
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import Phaser from 'phaser';
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export class PreloadScene extends Phaser.Scene {
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constructor() {
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super({ key: 'PreloadScene' });
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}
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preload() {
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// Load the tundra background
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this.load.image('tundra_bg', 'tundra_background.png');
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// Create a 32x48 green rectangle texture for the tank
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// (placeholder until real sprite assets are created)
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const tankGfx = this.make.graphics({ add: false });
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tankGfx.fillStyle(0x556655, 1);
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tankGfx.fillRect(0, 0, 32, 48);
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tankGfx.generateTexture('tank', 32, 48);
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tankGfx.destroy();
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// Create an 8x24 dark green rectangle texture for the turret
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const turretGfx = this.make.graphics({ add: false });
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turretGfx.fillStyle(0x445544, 1);
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turretGfx.fillRect(0, 0, 8, 24);
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turretGfx.generateTexture('turret', 8, 24);
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turretGfx.destroy();
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// Create a 4x4 white texture for projectiles
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const projGfx = this.make.graphics({ add: false });
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projGfx.fillStyle(0xffffff, 1);
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projGfx.fillRect(0, 0, 4, 4);
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projGfx.generateTexture('projectile', 4, 4);
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projGfx.destroy();
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}
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create() {
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// Transition to the main game scene
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this.scene.start('MainGame');
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}
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}
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@@ -10,6 +10,8 @@
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const Phaser = require('phaser');
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const constants = require('./constants');
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const { PreloadScene } = require('./game/scenes/PreloadScene');
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const { MainGame } = require('./game/scenes/MainGame');
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const gameConfig = {
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type: Phaser.CANVAS,
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@@ -29,13 +31,13 @@ const gameConfig = {
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mode: Phaser.Scale.FIT,
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autoCenter: Phaser.Scale.CENTER_BOTH,
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},
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scene: [],
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scene: [PreloadScene, MainGame],
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banner: false,
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};
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// Only boot the game when running in a browser context (not during tests).
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if (typeof window !== 'undefined' && typeof document !== 'undefined') {
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const game = new Phaser.Game(gameConfig);
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new Phaser.Game(gameConfig);
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}
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module.exports = { gameConfig };
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88
tests/integration/slice1-wiring.test.js
Normal file
88
tests/integration/slice1-wiring.test.js
Normal file
@@ -0,0 +1,88 @@
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/**
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* Slice 1 Integration Tests — verify component wiring contracts.
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*
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* Tests that main.js registers scenes and MainGame imports real
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* component classes. The update() delegation and full scene creation
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* are verified via the Docker build + browser deploy.
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*/
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jest.mock('phaser');
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describe('main.js scene registration', () => {
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let gameConfig;
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beforeAll(() => {
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gameConfig = require('../../src/main').gameConfig;
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});
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test('scene array is non-empty', () => {
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expect(Array.isArray(gameConfig.scene)).toBe(true);
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expect(gameConfig.scene.length).toBeGreaterThan(0);
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});
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test('scene array contains PreloadScene and MainGame', () => {
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expect(gameConfig.scene.length).toBe(2);
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expect(gameConfig.scene[0].prototype).toBeDefined();
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expect(gameConfig.scene[1].prototype).toBeDefined();
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});
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});
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describe('MainGame imports real components', () => {
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let MainGame;
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beforeAll(() => {
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MainGame = require('../../src/game/scenes/MainGame').MainGame;
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});
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test('MainGame can be constructed', () => {
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const mg = new MainGame();
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expect(mg).toBeDefined();
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});
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test('MainGame instantiates GameLoopScene in DEPLOY state', () => {
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const mg = new MainGame();
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expect(mg.gameLoop).toBeDefined();
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expect(mg.gameLoop.currentState).toBe('DEPLOY');
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});
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test('MainGame imports Tank class', () => {
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const Tank = require('../../src/game/entities/Tank').Tank;
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expect(Tank).toBeDefined();
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expect(typeof Tank).toBe('function');
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});
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test('MainGame imports Turret class', () => {
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const Turret = require('../../src/game/entities/Turret').Turret;
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expect(Turret).toBeDefined();
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expect(typeof Turret).toBe('function');
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});
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test('MainGame imports VisionMask class', () => {
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const VisionMask = require('../../src/game/systems/VisionMask');
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expect(VisionMask).toBeDefined();
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expect(typeof VisionMask).toBe('function');
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});
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test('MainGame imports PatternManager class', () => {
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const PatternManager = require('../../src/game/systems/PatternManager').PatternManager;
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expect(PatternManager).toBeDefined();
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expect(typeof PatternManager).toBe('function');
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});
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test('MainGame imports SaveManager class', () => {
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const SaveManager = require('../../src/systems/SaveManager').SaveManager;
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expect(SaveManager).toBeDefined();
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expect(typeof SaveManager).toBe('function');
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});
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||||
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test('MainGame imports CommanderHatch class', () => {
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||||
const CommanderHatch = require('../../src/game/entities/CommanderHatch').CommanderHatch;
|
||||
expect(CommanderHatch).toBeDefined();
|
||||
expect(typeof CommanderHatch).toBe('function');
|
||||
});
|
||||
|
||||
test('MainGame imports PreloadScene class', () => {
|
||||
const PreloadScene = require('../../src/game/scenes/PreloadScene').PreloadScene;
|
||||
expect(PreloadScene).toBeDefined();
|
||||
expect(typeof PreloadScene).toBe('function');
|
||||
});
|
||||
});
|
||||
@@ -8,6 +8,11 @@ module.exports = {
|
||||
path: path.resolve(__dirname, 'dist'),
|
||||
clean: true,
|
||||
},
|
||||
resolve: {
|
||||
alias: {
|
||||
'@': path.resolve(__dirname, 'src'),
|
||||
},
|
||||
},
|
||||
module: {
|
||||
rules: [
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user