/** * Dev-only smoke test: boots the game directly into the GameScene * (skipping the menu), so the flight scene can be screenshotted/checked * without clicking "New Game". * * python3 -m http.server 8080 * firefox --headless --screenshot shot.png \ * --window-size=1280,720 http://localhost:8080/dev/test-game.html * * Dev hooks (URL params, dev only — ignored by the game itself): * ?ship=, teleport the ship to a world position after boot * (screenshots of far-off states — e.g. the off-screen * compass arrows pointing back at the home world). * ?near= fly the ship to (edge-to-edge) from the first * system planet — screenshots the discovery moment * (rim ping + toast) with the world in view. * ?thrusttest=1 run the Shift+click THROTTLE LOCK flow end-to-end in * the live scene (synthetic pointerdowns with * pointer.event.shiftKey set) and paint the verdict * on the canvas (window.__thrustResult for CDP). * ?tethers=x,y,level;x,y,level add dev tethers (union-boundary tests) * ?homeLevel= set the home tether's level (bigger/smaller range) * ?seed= use a DETERMINISTIC dev galaxy (same seed ⇒ same * system, planets, asteroid clusters) — reproducible shots * ?report=1 paint console errors (or "SMOKE OK") on the canvas */ import Phaser from '../js/vendor/phaser.js'; import { config } from '../js/config/Config.js'; import { ConfigLoader } from '../js/config/ConfigLoader.js'; import { createGameConfig } from '../js/config/GameConfig.js'; import { GameScene } from '../js/scenes/GameScene.js'; const data = await ConfigLoader.load(); config.init(data); const gameConfig = createGameConfig(); const params = typeof location !== 'undefined' ? new URLSearchParams(location.search) : null; const shipParam = params ? params.get('ship') : null; const nearParam = params ? params.get('near') : null; const tethersParam = params ? params.get('tethers') : null; const homeLevelParam = params ? params.get('homeLevel') : null; const seedParam = params ? params.get('seed') : null; // Deterministic dev galaxy for reproducible screenshots (GameScene. // ensureGalaxy reads this when the registry is empty). if (seedParam && typeof globalThis !== 'undefined') globalThis.__ORBIT_DEV_SEED = seedParam; // Dev: capture console errors + uncaught exceptions for ?report=1. const __errors = []; if (typeof window !== 'undefined') { const origErr = console.error.bind(console); console.error = (...a) => { __errors.push(a.map(String).join(' ')); origErr(...a); }; window.addEventListener('error', (e) => __errors.push(String(e.message))); } gameConfig.scene = [GameScene]; const game = new Phaser.Game(gameConfig); window.game = game; console.info('smoke: game booted into GameScene'); if (shipParam) { const [sx, sy] = shipParam.split(',').map(Number); if (Number.isFinite(sx) && Number.isFinite(sy)) { setTimeout(() => { const s = game.scene.getScene('GameScene'); s.ship.setPosition(sx, sy); s.cameras.main.setScroll(sx - s.scale.width / 2, sy - s.scale.height / 2); console.info(`smoke: ship teleported to (${sx}, ${sy})`); }, 500); } } if (tethersParam || homeLevelParam) { setTimeout(() => { const s = game.scene.getScene('GameScene'); if (homeLevelParam) { const home = s.tetherField.tethers[0]; if (home) s.tetherField.setLevel(home.id, Number(homeLevelParam) || 1); } if (tethersParam) { tethersParam.split(';').forEach((triple, i) => { const [tx, ty, tl] = triple.split(',').map(Number); if (Number.isFinite(tx) && Number.isFinite(ty)) { s.tetherField.add('dev' + i, tx, ty, Number.isFinite(tl) ? tl : 1, 'dev'); } }); } console.info(`smoke: dev tethers ready (homeLevel=${homeLevelParam ?? '—'}, extra=${tethersParam ?? '—'})`); }, 600); } if (params && params.get('report') === '1') { // After boot, paint any captured console errors onto the canvas so a // headless screenshot shows whether the scene is healthy. setTimeout(() => { const s = game.scene.getScene('GameScene'); if (!s) return; const msg = __errors.length === 0 ? 'SMOKE OK — no console errors' : __errors.slice(0, 3).join('\n'); s.add.text(16, 690, msg, { fontFamily: 'monospace', fontSize: '12px', color: __errors.length === 0 ? '#7ce8a4' : '#ff2d6f', align: 'left', }).setOrigin(0, 1).setScrollFactor(0).setDepth(9000); }, 3000); } if (params && params.get('thrusttest') === '1') { // The Shift+click THROTTLE LOCK, end-to-end in the LIVE scene: fire // synthetic pointerdown events through the scene's own input handler // (pointer.event carries the shiftKey, as a real press would), then // check the ship (a) keeps flying the committed heading PAST the // click point, (b) a plain click steers it to a stop there, and // (c) thrusting INTO an obstacle stops it dead on the rim. const sleep = (ms) => new Promise((r) => setTimeout(r, ms)); const until = async (fn, ms = 25000) => { const t0 = Date.now(); for (;;) { const v = fn(); if (v) return v; if (Date.now() - t0 > ms) return null; await sleep(200); } }; const fire = (s, wx, wy, shift) => { const pointer = s.input.activePointer; pointer.event = { shiftKey: !!shift }; // the DOM press (with modifiers) pointer.x = 100; pointer.y = 100; // screen space (clear of deck/panels) pointer.worldX = wx; pointer.worldY = wy; pointer.downElement = s.game.canvas; s.input.emit('pointerdown', pointer, []); }; const stopAim = (s, wx, wy) => { let aim = { x: wx, y: wy }; for (const sol of s.solids) aim = sol.aimPoint(aim.x, aim.y, s.ship.radius); return s.tetherField.clampPoint(aim.x, aim.y); }; setTimeout(async () => { const s = game.scene.getScene('GameScene'); const report = (ok, details) => { window.__thrustResult = { ok, details }; if (!s) return; const text = `THRUST TEST ${ok ? 'PASS \u2714' : 'FAIL \u2718'}\n${details.join('\n')}`; s.add.text(16, 690, text, { fontFamily: 'monospace', fontSize: '14px', color: ok ? '#7ce8a4' : '#ff2d6f', align: 'left', }).setOrigin(0, 1).setScrollFactor(0).setDepth(9000); }; try { const d = []; // Wait for the scene to finish create() (asset preload first — // the videos in particular can be slow in headless). const ready = await until(() => (s && s.ship && s.input && s.input.activePointer && s.tetherField ? s : null)); if (!ready) { report(false, ['scene never became ready (ship/input/tether missing)']); return; } // Park the ship at a known spot, clear of the central body. const px = s.planet.radius + 320; s.ship.setPosition(px, 0); s.ship.stop(); s.cameras.main.setScroll(px - s.scale.width / 2, -s.scale.height / 2); await sleep(400); const sx = s.ship.x; // 1) Shift+click 500 px ahead — the ship must KEEP FLYING that // way, past the click point, at full throttle. const thrustPoint = { x: sx + 500, y: 0 }; if (s.rockAt(thrustPoint.x, thrustPoint.y)) { report(false, ['SKIP: thrust click point is on a rock']); return; } if (s.worldObjectAt(thrustPoint.x, thrustPoint.y)) { report(false, ['SKIP: thrust click point is on a world']); return; } fire(s, thrustPoint.x, thrustPoint.y, true); await sleep(2500); const past = s.ship.x - thrustPoint.x; d.push(`thrust: state=${s.ship.state} x=${s.ship.x.toFixed(1)} (past click by ${past.toFixed(1)} px, speed=${s.ship.body.velocity.length().toFixed(0)})`); const thrustOk = s.ship.state === 'thrust' && past > 80 && s.ship.y < 2 && s.ship.y > -2; // 2) Plain click somewhere else — the ship must fly THERE and // stop (the hold ends exactly like a normal re-target). const stopPoint = { x: s.ship.x - 300, y: s.ship.y + 380 }; const aim = stopAim(s, stopPoint.x, stopPoint.y); fire(s, stopPoint.x, stopPoint.y, false); await sleep(5000); const dist = Math.hypot(s.ship.x - aim.x, s.ship.y - aim.y); d.push(`steer-back: state=${s.ship.state} dist=${dist.toFixed(1)} px speed=${s.ship.body.velocity.length().toFixed(1)}`); const steerOk = s.ship.state === 'normal' && dist < 20 && s.ship.body.velocity.length() < 5; // 3) Shift+click INTO the planet — the ship must run in and STOP // dead on its rim (contact ends the hold; the world wins). const rim = s.planet.minCenterDistance(s.ship.radius); s.ship.setPosition(rim + 400, 0); s.ship.stop(); await sleep(300); fire(s, s.ship.x - 200, 0, true); // straight at the planet await sleep(3000); const rimGap = Math.hypot(s.ship.x - s.planet.x, s.ship.y - s.planet.y) - rim; d.push(`hit-stop: state=${s.ship.state} rim-gap=${rimGap.toFixed(1)} px speed=${s.ship.body.velocity.length().toFixed(1)}`); const hitOk = s.ship.state === 'normal' && Math.abs(rimGap) < 4 && s.ship.body.velocity.length() < 1; report(thrustOk && steerOk && hitOk, d); } catch (err) { report(false, ['EXCEPTION: ' + String(err?.stack ?? err)]); } }, 300); // Watchdog: a verdict MUST land — never let the poller time out silent. setTimeout(() => { if (!window.__thrustResult) window.__thrustResult = { ok: false, details: ['watchdog: no verdict within 40 s'] }; }, 40000); } if (nearParam) { const px = Number(nearParam) || 400; setTimeout(() => { const s = game.scene.getScene('GameScene'); const p = s.systemPlanets[0]; if (!p) return; // Place the ship on the planet→origin axis, `px` (edge-to-edge) off // the rim — inside the discovery distance, with the world in view. const ang = Math.atan2(-p.y, -p.x); const sx = p.x + Math.cos(ang) * (p.radius + px); const sy = p.y + Math.sin(ang) * (p.radius + px); s.ship.setPosition(sx, sy); s.cameras.main.setScroll(sx - s.scale.width / 2, sy - s.scale.height / 2); console.info(`smoke: ship parked ${px}px off ${p.discoveryName}'s rim`); }, 500); }