120 lines
4.9 KiB
JavaScript
120 lines
4.9 KiB
JavaScript
/**
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* Dev-only smoke test: boots the game directly into the GameScene
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* (skipping the menu), so the flight scene can be screenshotted/checked
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* without clicking "New Game".
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*
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* python3 -m http.server 8080
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* firefox --headless --screenshot shot.png \
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* --window-size=1280,720 http://localhost:8080/dev/test-game.html
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*
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* Dev hooks (URL params, dev only — ignored by the game itself):
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* ?ship=<x>,<y> teleport the ship to a world position after boot
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* (screenshots of far-off states — e.g. the off-screen
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* compass arrows pointing back at the home world).
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* ?near=<px> fly the ship to <px> (edge-to-edge) from the first
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* system planet — screenshots the discovery moment
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* (rim ping + toast) with the world in view.
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* ?tethers=x,y,level;x,y,level add dev tethers (union-boundary tests)
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* ?homeLevel=<n> set the home tether's level (bigger/smaller range)
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* ?seed=<seed> use a DETERMINISTIC dev galaxy (same seed ⇒ same
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* system, planets, asteroid clusters) — reproducible shots
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* ?report=1 paint console errors (or "SMOKE OK") on the canvas
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*/
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import Phaser from '../js/vendor/phaser.js';
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import { config } from '../js/config/Config.js';
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import { ConfigLoader } from '../js/config/ConfigLoader.js';
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import { createGameConfig } from '../js/config/GameConfig.js';
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import { GameScene } from '../js/scenes/GameScene.js';
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const data = await ConfigLoader.load();
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config.init(data);
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const gameConfig = createGameConfig();
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const params = typeof location !== 'undefined' ? new URLSearchParams(location.search) : null;
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const shipParam = params ? params.get('ship') : null;
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const nearParam = params ? params.get('near') : null;
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const tethersParam = params ? params.get('tethers') : null;
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const homeLevelParam = params ? params.get('homeLevel') : null;
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const seedParam = params ? params.get('seed') : null;
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// Deterministic dev galaxy for reproducible screenshots (GameScene.
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// ensureGalaxy reads this when the registry is empty).
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if (seedParam && typeof globalThis !== 'undefined') globalThis.__ORBIT_DEV_SEED = seedParam;
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// Dev: capture console errors + uncaught exceptions for ?report=1.
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const __errors = [];
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if (typeof window !== 'undefined') {
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const origErr = console.error.bind(console);
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console.error = (...a) => { __errors.push(a.map(String).join(' ')); origErr(...a); };
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window.addEventListener('error', (e) => __errors.push(String(e.message)));
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}
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gameConfig.scene = [GameScene];
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const game = new Phaser.Game(gameConfig);
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window.game = game;
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console.info('smoke: game booted into GameScene');
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if (shipParam) {
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const [sx, sy] = shipParam.split(',').map(Number);
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if (Number.isFinite(sx) && Number.isFinite(sy)) {
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setTimeout(() => {
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const s = game.scene.getScene('GameScene');
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s.ship.setPosition(sx, sy);
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s.cameras.main.setScroll(sx - s.scale.width / 2, sy - s.scale.height / 2);
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console.info(`smoke: ship teleported to (${sx}, ${sy})`);
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}, 500);
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}
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}
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if (tethersParam || homeLevelParam) {
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setTimeout(() => {
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const s = game.scene.getScene('GameScene');
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if (homeLevelParam) {
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const home = s.tetherField.tethers[0];
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if (home) s.tetherField.setLevel(home.id, Number(homeLevelParam) || 1);
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}
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if (tethersParam) {
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tethersParam.split(';').forEach((triple, i) => {
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const [tx, ty, tl] = triple.split(',').map(Number);
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if (Number.isFinite(tx) && Number.isFinite(ty)) {
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s.tetherField.add('dev' + i, tx, ty, Number.isFinite(tl) ? tl : 1, 'dev');
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}
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});
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}
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console.info(`smoke: dev tethers ready (homeLevel=${homeLevelParam ?? '—'}, extra=${tethersParam ?? '—'})`);
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}, 600);
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}
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if (params && params.get('report') === '1') {
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// After boot, paint any captured console errors onto the canvas so a
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// headless screenshot shows whether the scene is healthy.
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setTimeout(() => {
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const s = game.scene.getScene('GameScene');
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if (!s) return;
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const msg = __errors.length === 0
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? 'SMOKE OK — no console errors'
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: __errors.slice(0, 3).join('\n');
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s.add.text(16, 690, msg, {
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fontFamily: 'monospace',
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fontSize: '12px',
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color: __errors.length === 0 ? '#7ce8a4' : '#ff2d6f',
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align: 'left',
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}).setOrigin(0, 1).setScrollFactor(0).setDepth(9000);
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}, 3000);
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}
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if (nearParam) {
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const px = Number(nearParam) || 400;
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setTimeout(() => {
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const s = game.scene.getScene('GameScene');
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const p = s.systemPlanets[0];
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if (!p) return;
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// Place the ship on the planet→origin axis, `px` (edge-to-edge) off
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// the rim — inside the discovery distance, with the world in view.
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const ang = Math.atan2(-p.y, -p.x);
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const sx = p.x + Math.cos(ang) * (p.radius + px);
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const sy = p.y + Math.sin(ang) * (p.radius + px);
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s.ship.setPosition(sx, sy);
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s.cameras.main.setScroll(sx - s.scale.width / 2, sy - s.scale.height / 2);
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console.info(`smoke: ship parked ${px}px off ${p.discoveryName}'s rim`);
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}, 500);
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}
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