import { launch, CDP } from './cdpshot.mjs'; const sleep = (ms) => new Promise((r) => setTimeout(r, ms)); const { url: wsUrl, kill } = await launch('http://localhost:8080/index.html', undefined, 1280, 720, 5000); const cdp = new CDP(wsUrl); await cdp.open(); await cdp.send('Runtime.enable'); const ev = async (expression) => { const r = await cdp.send('Runtime.evaluate', { expression, returnByValue: true, awaitPromise: true }); if (r.exceptionDetails) throw new Error('eval: ' + (r.exceptionDetails.exception?.description ?? r.exceptionDetails.text)); return r.result?.value; }; let menuUp = false; for (let i = 0; i < 120 && !menuUp; i++) { await sleep(500); menuUp = await ev(`!!(window.game && window.game.scene.isActive('MenuScene'))`); } if (!menuUp) throw new Error('no menu'); await sleep(4200); const mb = await ev(`(() => { const m = window.game.scene.getScene('MenuScene'); return [m.newGameBtn.x, m.newGameBtn.y]; })()`); const toClient = (x, y) => `(() => { const c = window.game.canvas; const r = c.getBoundingClientRect(); const z = r.width / c.width; return [r.left + ${x} * z, r.top + ${y} * z]; })()`; async function click(cx, cy) { await cdp.send('Input.dispatchMouseEvent', { type: 'mouseMoved', x: cx, y: cy }); await sleep(80); await cdp.send('Input.dispatchMouseEvent', { type: 'mousePressed', x: cx, y: cy, button: 'left', clickCount: 1 }); await sleep(100); await cdp.send('Input.dispatchMouseEvent', { type: 'mouseReleased', x: cx, y: cy, button: 'left', clickCount: 1 }); await sleep(80); } await click(...(await ev(toClient(mb[0], mb[1])))); let gameUp = false; for (let i = 0; i < 240 && !gameUp; i++) { await sleep(500); gameUp = await ev(`!!(window.game && window.game.scene.isActive('GameScene') && window.game.scene.getScene('GameScene').ship)`); } if (!gameUp) throw new Error('no game'); await sleep(1000); console.log(await ev(`(() => { const gs = window.game.scene.getScene('GameScene'); const s = gs.actionBar.slots.find((x) => x.id === 'menu'); const inp = s.panel.input; const ha = inp.hitArea; return { panelPos: [s.panel.x, s.panel.y], slotPos: [s.slot.x, s.slot.y], scrollFactor: [s.panel.scrollFactorX, s.panel.scrollFactorY], enabled: inp.enabled, interactive: !!inp, hitArea: ha ? { x: ha.x, y: ha.y, w: ha.width, h: ha.height } : null, styleBW: gs.actionBar.style.bw, styleBH: gs.actionBar.style.bh, activePointers: window.game.input.activePointer ? { x: window.game.input.activePointer.x, y: window.game.input.activePointer.y } : null, worldPoint: null, }; })()`)); // Now hover via CDP mouse move to the slot and see if pointerover fires await ev(`(() => { const gs = window.game.scene.getScene('GameScene'); const s = gs.actionBar.slots.find((x) => x.id === 'menu'); window.__over = 0; s.panel.on('pointerover', () => window.__over++); window.__down = 0; s.panel.on('pointerdown', () => window.__down++); return true; })()`); const [cx, cy] = await ev(toClient(1143.33, 680)); await cdp.send('Input.dispatchMouseEvent', { type: 'mouseMoved', x: cx, y: cy }); await sleep(300); console.log('hover count:', await ev(`window.__over`)); // check the pointer world coords phaser sees await cdp.send('Input.dispatchMouseEvent', { type: 'mouseMoved', x: cx - 5, y: cy }); await cdp.send('Input.dispatchMouseEvent', { type: 'mouseMoved', x: cx, y: cy }); await sleep(200); console.log('phaser pointer:', await ev(`(() => { const p = window.game.input.activePointer; return { x: p.x, y: p.y, worldX: p.worldX, worldY: p.worldY, position: [p.position.x, p.position.y] }; })()`)); // hit test manually console.log(await ev(`(() => { const gs = window.game.scene.getScene('GameScene'); const s = gs.actionBar.slots.find((x) => x.id === 'menu'); const p = window.game.input.activePointer; try { return { hit: s.panel.input.hitTest(p) }; } catch(e) { return 'ERR ' + e.message; } })()`)); cdp.close(); kill();