feat(js): m11 pong capstone (model, rules, view, app, page) and polling smoke test

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
This commit is contained in:
Lucas Winther
2026-10-28 23:59:25 +01:00
co-authored by Claude Sonnet 5.5
parent fd7c5f2acf
commit 1d1d918805
16 changed files with 3090 additions and 3 deletions
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{
"function": "pongKey",
"cases": [
{
"name": "ArrowUp-down-presses-up",
"args": [
true,
"ArrowUp"
],
"expected": {
"tag": "Press",
"key": "Up"
}
},
{
"name": "ArrowUp-up-releases-up",
"args": [
false,
"ArrowUp"
],
"expected": {
"tag": "Release",
"key": "Up"
}
},
{
"name": "w-down-presses-up",
"args": [
true,
"w"
],
"expected": {
"tag": "Press",
"key": "Up"
}
},
{
"name": "w-up-releases-up",
"args": [
false,
"w"
],
"expected": {
"tag": "Release",
"key": "Up"
}
},
{
"name": "ArrowDown-down-presses-down",
"args": [
true,
"ArrowDown"
],
"expected": {
"tag": "Press",
"key": "Down"
}
},
{
"name": "ArrowDown-up-releases-down",
"args": [
false,
"ArrowDown"
],
"expected": {
"tag": "Release",
"key": "Down"
}
},
{
"name": "s-down-presses-down",
"args": [
true,
"s"
],
"expected": {
"tag": "Press",
"key": "Down"
}
},
{
"name": "s-up-releases-down",
"args": [
false,
"s"
],
"expected": {
"tag": "Release",
"key": "Down"
}
},
{
"name": "r-down-restarts",
"args": [
true,
"r"
],
"expected": {
"tag": "Restart"
}
},
{
"name": "r-up-does-nothing",
"args": [
false,
"r"
],
"expected": null
},
{
"name": "other-key-down-is-ignored",
"args": [
true,
"x"
],
"expected": null
},
{
"name": "other-key-up-is-ignored",
"args": [
false,
"x"
],
"expected": null
},
{
"name": "space-is-ignored",
"args": [
true,
" "
],
"expected": null
},
{
"name": "constructor-is-not-a-key",
"args": [
true,
"constructor"
],
"expected": null
},
{
"name": "toString-is-not-a-key",
"args": [
false,
"toString"
],
"expected": null
}
]
}
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{
"function": "pongView",
"cases": [
{
"name": "new-match",
"args": [
{
"ball": {
"x": 40,
"y": 25
},
"vel": {
"dx": 1,
"dy": 1
},
"player": 21,
"cpu": 21,
"held": {
"up": false,
"down": false
},
"score": {
"player": 0,
"cpu": 0
},
"status": "Playing",
"seed": 0,
"frame": 0
}
],
"expected": [
{
"tag": "Rect",
"x": 0,
"y": 0,
"w": 640,
"h": 400,
"color": "#111111"
},
{
"tag": "Rect",
"x": 16,
"y": 168,
"w": 8,
"h": 64,
"color": "#ffffff"
},
{
"tag": "Rect",
"x": 616,
"y": 168,
"w": 8,
"h": 64,
"color": "#ffffff"
},
{
"tag": "Rect",
"x": 320,
"y": 200,
"w": 8,
"h": 8,
"color": "#ffeb3b"
},
{
"tag": "Text",
"x": 320,
"y": 30,
"text": "0 0",
"color": "#ffffff",
"size": 24,
"align": "center"
}
]
},
{
"name": "paddles-and-ball-move-with-the-state",
"args": [
{
"ball": {
"x": 10,
"y": 5
},
"vel": {
"dx": 1,
"dy": 1
},
"player": 0,
"cpu": 42,
"held": {
"up": false,
"down": false
},
"score": {
"player": 3,
"cpu": 2
},
"status": "Playing",
"seed": 0,
"frame": 0
}
],
"expected": [
{
"tag": "Rect",
"x": 0,
"y": 0,
"w": 640,
"h": 400,
"color": "#111111"
},
{
"tag": "Rect",
"x": 16,
"y": 0,
"w": 8,
"h": 64,
"color": "#ffffff"
},
{
"tag": "Rect",
"x": 616,
"y": 336,
"w": 8,
"h": 64,
"color": "#ffffff"
},
{
"tag": "Rect",
"x": 80,
"y": 40,
"w": 8,
"h": 8,
"color": "#ffeb3b"
},
{
"tag": "Text",
"x": 320,
"y": 30,
"text": "3 2",
"color": "#ffffff",
"size": 24,
"align": "center"
}
]
},
{
"name": "player-wins",
"args": [
{
"ball": {
"x": 40,
"y": 25
},
"vel": {
"dx": 1,
"dy": 1
},
"player": 21,
"cpu": 21,
"held": {
"up": false,
"down": false
},
"score": {
"player": 5,
"cpu": 3
},
"status": "Over",
"seed": 0,
"frame": 0
}
],
"expected": [
{
"tag": "Rect",
"x": 0,
"y": 0,
"w": 640,
"h": 400,
"color": "#111111"
},
{
"tag": "Rect",
"x": 16,
"y": 168,
"w": 8,
"h": 64,
"color": "#ffffff"
},
{
"tag": "Rect",
"x": 616,
"y": 168,
"w": 8,
"h": 64,
"color": "#ffffff"
},
{
"tag": "Rect",
"x": 320,
"y": 200,
"w": 8,
"h": 8,
"color": "#ffeb3b"
},
{
"tag": "Text",
"x": 320,
"y": 30,
"text": "5 3",
"color": "#ffffff",
"size": 24,
"align": "center"
},
{
"tag": "Text",
"x": 320,
"y": 200,
"text": "You Win!",
"color": "#ffffff",
"size": 32,
"align": "center"
},
{
"tag": "Text",
"x": 320,
"y": 230,
"text": "Press R to restart",
"color": "#ffffff",
"size": 16,
"align": "center"
}
]
},
{
"name": "cpu-wins",
"args": [
{
"ball": {
"x": 40,
"y": 25
},
"vel": {
"dx": 1,
"dy": 1
},
"player": 21,
"cpu": 21,
"held": {
"up": false,
"down": false
},
"score": {
"player": 2,
"cpu": 5
},
"status": "Over",
"seed": 0,
"frame": 0
}
],
"expected": [
{
"tag": "Rect",
"x": 0,
"y": 0,
"w": 640,
"h": 400,
"color": "#111111"
},
{
"tag": "Rect",
"x": 16,
"y": 168,
"w": 8,
"h": 64,
"color": "#ffffff"
},
{
"tag": "Rect",
"x": 616,
"y": 168,
"w": 8,
"h": 64,
"color": "#ffffff"
},
{
"tag": "Rect",
"x": 320,
"y": 200,
"w": 8,
"h": 8,
"color": "#ffeb3b"
},
{
"tag": "Text",
"x": 320,
"y": 30,
"text": "2 5",
"color": "#ffffff",
"size": 24,
"align": "center"
},
{
"tag": "Text",
"x": 320,
"y": 200,
"text": "CPU Wins",
"color": "#ffffff",
"size": 32,
"align": "center"
},
{
"tag": "Text",
"x": 320,
"y": 230,
"text": "Press R to restart",
"color": "#ffffff",
"size": 16,
"align": "center"
}
]
}
]
}
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<!doctype html>
<html lang="en">
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1">
<title>Pure Pong</title>
<link rel="icon" href="data:,">
<style>
body { margin: 0; min-height: 100vh; display: flex; flex-direction: column; align-items: center;
justify-content: center; gap: 12px; background: #1b1b1b; color: #ddd; font: 14px system-ui, sans-serif; }
h1 { margin: 0; font-size: 20px; }
canvas { background: #111111; border: 2px solid #333; }
p { margin: 0; color: #999; }
</style>
</head>
<body>
<h1>Pure Pong</h1>
<canvas id="game" width="640" height="400"></canvas>
<p>Up/Down arrows (or W/S) move your paddle. First to 5 wins. R restarts.</p>
<script type="module" src="src/pong/main.js"></script>
</body>
</html>
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// m11 pong app: the same wiring as app.js (streams in, drawings out), reusing the course's modules.
import { initialPong, PongAction } from './model.js'
import { pongUpdate } from './rules.js'
import { pongView } from './view.js'
import { map as mapIO, randomSeed, drawScene } from '../io.js'
import { keyDowns, keyUps, interval, map, filterMap, merge, scan, startWith } from '../stream.js'
export const FRAME_MS_PONG = 30
const keys = {
ArrowUp: 'Up', w: 'Up',
ArrowDown: 'Down', s: 'Down',
}
// hasOwn, not `key in keys`: "constructor" and "toString" are inherited, not keys we mapped.
export const pongKey = (isDown, key) =>
Object.hasOwn(keys, key) ? (isDown ? PongAction.Press : PongAction.Release)(keys[key])
: key === 'r' && isDown ? PongAction.Restart
: null
export const pongActions = merge(
map(interval(FRAME_MS_PONG), () => PongAction.Frame),
merge(
filterMap(keyDowns, (key) => pongKey(true, key)),
filterMap(keyUps, (key) => pongKey(false, key))))
export const pongStates = (seed, actions) =>
startWith(scan(actions, pongUpdate, initialPong(seed)), initialPong(seed))
export const pongMain = mapIO(randomSeed, (seed) =>
map(pongStates(seed, pongActions), (state) => drawScene(pongView(state))))
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import { runApp } from '../runtime.js'
import { browserPlatform } from '../browser.js'
import { pongMain } from './app.js'
runApp(pongMain, browserPlatform(document.getElementById('game'), window))
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// m11 pong model: the same ideas as the snake model, for a different game.
/** @typedef {{ball: {x: number, y: number}, vel: {dx: number, dy: number}, player: number, cpu: number,
* held: {up: boolean, down: boolean}, score: {player: number, cpu: number},
* status: 'Playing'|'Over', seed: number, frame: number}} PongState */
// The court, in cells. `player` and `cpu` are the y of the top cell of each paddle.
export const W = 80
export const H = 50
/** Pixels per cell. */
export const PCELL = 8
/** Paddle height in cells. */
export const PADDLE = 8
/** Column of the player's paddle (left) and the cpu's paddle (right). */
export const PLAYER_X = 2
export const CPU_X = 77
/** Points needed to win the match. */
export const WIN = 5
export const initialPong = (seed) => ({
ball: { x: 40, y: 25 },
vel: { dx: 1, dy: 1 },
player: 21,
cpu: 21,
held: { up: false, down: false },
score: { player: 0, cpu: 0 },
status: 'Playing',
seed,
frame: 0,
})
/** Everything that can happen in a match, as data. */
export const PongAction = {
Press: (key) => ({ tag: 'Press', key }),
Release: (key) => ({ tag: 'Release', key }),
Frame: { tag: 'Frame' },
Restart: { tag: 'Restart' },
}
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// m11 pong rules: one pure `pongUpdate`, built from small steps that each return a new piece of state.
import { H, W, PADDLE, PLAYER_X, CPU_X, WIN, initialPong } from './model.js'
import { nextUint32 } from '../random.js'
export const clamp = (lo, hi, x) => Math.min(hi, Math.max(lo, x))
const clampPaddle = (y) => clamp(0, H - PADDLE, y)
const movePlayer = (state) =>
clampPaddle(state.player + (state.held.down ? 1 : 0) - (state.held.up ? 1 : 0))
// The cpu chases the middle of its paddle toward the ball, one cell every other frame.
const moveCpu = (state, frame) =>
frame % 2 === 0 ? clampPaddle(state.cpu + Math.sign(state.ball.y - PADDLE / 2 - state.cpu)) : state.cpu
const hits = (paddle, y) => paddle <= y && y < paddle + PADDLE
// Where the ball goes next, given the paddles' new positions. `scorer` says who got the point, if anyone.
const moveBall = (state, player, cpu) => {
const { ball, vel } = state
const wall = ball.y + vel.dy < 0 || ball.y + vel.dy >= H
const dy = wall ? -vel.dy : vel.dy
const ny = ball.y + dy
const nx = ball.x + vel.dx
const bounce =
(nx === PLAYER_X && vel.dx < 0 && hits(player, ny)) ||
(nx === CPU_X && vel.dx > 0 && hits(cpu, ny))
return {
ball: { x: bounce ? ball.x : nx, y: ny },
vel: { dx: bounce ? -vel.dx : vel.dx, dy },
scorer: nx < 0 ? 'cpu' : nx >= W ? 'player' : null,
}
}
// After a point the ball restarts in the middle, heading toward whoever conceded; the seed picks up or down.
const serve = (state, scorer) => {
const [r, seed] = nextUint32(state.seed)
const score = { ...state.score, [scorer]: state.score[scorer] + 1 }
return {
...state,
ball: { x: 40, y: 25 },
vel: { dx: scorer === 'cpu' ? -1 : 1, dy: r % 2 === 0 ? 1 : -1 },
score,
seed,
status: score[scorer] >= WIN ? 'Over' : 'Playing',
}
}
const frame = (state) => {
if (state.status !== 'Playing') return state
const n = state.frame + 1
const player = movePlayer(state)
const cpu = moveCpu(state, n)
const { scorer, ...moved } = moveBall(state, player, cpu)
const next = { ...state, ...moved, player, cpu, frame: n }
return scorer === null ? next : serve(next, scorer)
}
export const pongUpdate = (state, action) => {
switch (action.tag) {
case 'Press': return { ...state, held: { ...state.held, [action.key.toLowerCase()]: true } }
case 'Release': return { ...state, held: { ...state.held, [action.key.toLowerCase()]: false } }
case 'Restart': return initialPong(state.seed)
case 'Frame': return frame(state)
default: return state
}
}
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// m11 pong view: the same Scene shapes as the snake view, so the same drawScene and runtime draw it.
import { PCELL, PADDLE, PLAYER_X, CPU_X } from './model.js'
const rect = (x, y, w, h, color) => ({ tag: 'Rect', x, y, w, h, color })
const text = (x, y, str, size) => ({ tag: 'Text', x, y, text: str, color: '#ffffff', size, align: 'center' })
const paddle = (column, y) => rect(column * PCELL, y * PCELL, PCELL, PADDLE * PCELL, '#ffffff')
const overlay = (state) =>
state.status === 'Over'
? [
text(320, 200, state.score.player > state.score.cpu ? 'You Win!' : 'CPU Wins', 32),
text(320, 230, 'Press R to restart', 16),
]
: []
export const pongView = (state) => [
rect(0, 0, 640, 400, '#111111'),
paddle(PLAYER_X, state.player),
paddle(CPU_X, state.cpu),
rect(state.ball.x * PCELL, state.ball.y * PCELL, PCELL, PCELL, '#ffeb3b'),
text(320, 30, `${state.score.player} ${state.score.cpu}`, 24),
...overlay(state),
]
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import { todo } from '../todo.js'
import { pure } from '../io.js'
/** Milliseconds between frames of the match. */
export const FRAME_MS_PONG = 30
/**
* Translate a key event into a `PongAction`, or `null`. `isDown` is true for a key press, false for a release.
* `ArrowUp`/`w` -> `Press('Up')` / `Release('Up')`, `ArrowDown`/`s` -> `Press('Down')` / `Release('Down')`,
* `r` -> `Restart` (on press only; releasing `r` does nothing). Any other key -> `null`.
*/
export const pongKey = (isDown, key) => todo('m11')
/**
* Everything that can happen in a match: `Frame` every FRAME_MS_PONG (from `interval`), merged with the
* `pongKey(true, key)` of every key press and the `pongKey(false, key)` of every key release.
*/
export const pongActions = { step: () => todo('m11') }
/** Fold the actions into a stream of states: start from `initialPong(seed)`, `pongUpdate` for each action, emit the initial state first. */
export const pongStates = (seed, actions) => todo('m11')
/** The whole program as a value, like `main`: ask for a seed, turn the stream of states into a stream of drawings of `pongView`. */
export const pongMain = pure({ step: () => todo('m11') })
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import { runApp } from '../runtime.js'
import { browserPlatform } from '../browser.js'
import { pongMain } from './app.js'
runApp(pongMain, browserPlatform(document.getElementById('game'), window))
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import { todo } from '../todo.js'
/** @typedef {{ball: {x: number, y: number}, vel: {dx: number, dy: number}, player: number, cpu: number,
* held: {up: boolean, down: boolean}, score: {player: number, cpu: number},
* status: 'Playing'|'Over', seed: number, frame: number}} PongState */
// The court, in cells. `player` and `cpu` are the y of the top cell of each paddle.
export const W = 80
export const H = 50
/** Pixels per cell. */
export const PCELL = 8
/** Paddle height in cells. */
export const PADDLE = 8
/** Column of the player's paddle (left) and the cpu's paddle (right). */
export const PLAYER_X = 2
export const CPU_X = 77
/** Points needed to win the match. */
export const WIN = 5
/**
* A fresh match: ball at (40,25) moving (dx 1, dy 1), both paddles at y 21, no keys held,
* score 0 to 0, status 'Playing', the given seed, frame 0.
*/
export const initialPong = (seed) => todo('m11')
/**
* Everything that can happen in a match, as data:
* `Press(key)` / `Release(key)` for key 'Up' or 'Down' (`{tag, key}`), and `Frame` / `Restart` (`{tag}`).
* The getters only exist so the stub compiles; replace them with plain values.
*/
export const PongAction = {
Press: (key) => todo('m11'),
Release: (key) => todo('m11'),
get Frame() { return todo('m11') },
get Restart() { return todo('m11') },
}
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import { todo } from '../todo.js'
/** Keep `x` inside `[lo, hi]`. */
export const clamp = (lo, hi, x) => todo('m11')
/**
* The one function that says how a match changes: `(state, action) -> state`.
*
* - `Press(key)` / `Release(key)`: set `held.up` or `held.down` (even when the match is over).
* - `Restart`: `initialPong(state.seed)`.
* - `Frame`: unchanged unless status is 'Playing'. Otherwise, in this order:
* 1. `frame + 1`.
* 2. The player moves one cell down for `held.down` and one up for `held.up` (both cancel out),
* kept within `[0, H - PADDLE]`.
* 3. When the new `frame` is even, the cpu moves one cell toward `ball.y - PADDLE / 2` (it stays put when it is
* already there), kept within `[0, H - PADDLE]`. It looks at the ball before the ball moves.
* 4. The ball moves vertically: `ny = y + dy`; if `ny < 0 || ny >= H` then `dy` flips and `ny = y + dy`.
* 5. Horizontally: `nx = x + dx`. It bounces (`dx` flips, `nx = x`) when `nx === PLAYER_X`, `dx < 0` and
* `player <= ny < player + PADDLE` (using the player's new position), or when `nx === CPU_X`, `dx > 0` and
* `cpu <= ny < cpu + PADDLE`.
* 6. If `nx < 0` the cpu scores; if `nx >= W` the player scores. A point serves a new ball: position (40,25),
* `dx` toward the side that conceded (cpu scored -> -1, player scored -> +1), `dy = 1` when
* `nextUint32(seed)` is even and `-1` otherwise, and the seed advances.
* 7. A score of `WIN` ends the match: status 'Over'.
*/
export const pongUpdate = (state, action) => todo('m11')
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import { todo } from '../todo.js'
/**
* Describe the match as shapes, drawn in order (all text is '#ffffff', align 'center'):
* background Rect(0,0,640,400,'#111111'); player paddle Rect(PLAYER_X*8, player*8, 8, 64, '#ffffff'), then the
* cpu paddle the same way at CPU_X; ball Rect(x*8, y*8, 8, 8, '#ffeb3b');
* score Text(320, 30, '<player> <cpu>' (three spaces), size 24).
* When Over: Text(320, 200, 'You Win!' if the player has more points, else 'CPU Wins', size 32) and
* Text(320, 230, 'Press R to restart', size 16).
*/
export const pongView = (state) => todo('m11')
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import test from 'node:test'
import assert from 'node:assert/strict'
import { W, H, PCELL, PADDLE, PLAYER_X, CPU_X, WIN, initialPong, PongAction } from '../src/pong/model.js'
import { pongUpdate, clamp } from '../src/pong/rules.js'
import { pongView } from '../src/pong/view.js'
import { pongKey, FRAME_MS_PONG, pongActions, pongStates, pongMain } from '../src/pong/app.js'
import { run } from '../src/stream.js'
import { trace } from '../src/io.js'
import { loadFixture, freeze } from './helpers.js'
const fixtureTests = (name, f) => {
const fx = loadFixture(name)
fx.cases.forEach((c) =>
test(`m11 ${fx.function}: ${c.name}`, () => assert.deepStrictEqual(f(...freeze(c.args)), c.expected)))
}
fixtureTests('m11-pong-update', pongUpdate)
fixtureTests('m11-pong-view', pongView)
fixtureTests('m11-pong-key', pongKey)
const time = (t) => ({ tag: 'Time', t })
const down = (key) => ({ tag: 'KeyDown', key })
const up = (key) => ({ tag: 'KeyUp', key })
test('m11 the court is 80 by 50 cells of 8 pixels, with 8-cell paddles', () =>
assert.deepStrictEqual([W, H, PCELL, PADDLE, PLAYER_X, CPU_X, WIN], [80, 50, 8, 8, 2, 77, 5]))
test('m11 initialPong puts the ball in the middle, both paddles centred, and nobody ahead', () =>
assert.deepStrictEqual(initialPong(5), {
ball: { x: 40, y: 25 }, vel: { dx: 1, dy: 1 }, player: 21, cpu: 21,
held: { up: false, down: false }, score: { player: 0, cpu: 0 }, status: 'Playing', seed: 5, frame: 0,
}))
test('m11 PongAction builds Press and Release with a key, and has Frame and Restart as plain values', () =>
assert.deepStrictEqual(
[PongAction.Press('Up'), PongAction.Release('Down'), PongAction.Frame, PongAction.Restart],
[{ tag: 'Press', key: 'Up' }, { tag: 'Release', key: 'Down' }, { tag: 'Frame' }, { tag: 'Restart' }]))
test('m11 clamp keeps a number inside [lo, hi]', () =>
assert.deepStrictEqual([clamp(0, 42, -1), clamp(0, 42, 17), clamp(0, 42, 43)], [0, 17, 42]))
test('m11 pongUpdate does not modify the state it is given', () => {
const s = freeze(initialPong(0))
assert.doesNotThrow(() => pongUpdate(s, PongAction.Frame))
})
// 3000 frames with no one touching the keys: the ball must always stay on the court and the match must end.
test('m11 an idle match stays on the court and ends once someone reaches five', () => {
const states = Array.from({ length: 3000 }).reduce(
(acc) => [...acc, pongUpdate(acc[acc.length - 1], PongAction.Frame)], [initialPong(3)])
assert.ok(states.every((s) => s.ball.y >= 0 && s.ball.y < H && s.ball.x >= 0 && s.ball.x < W))
assert.ok(states.every((s) => s.player >= 0 && s.player <= H - PADDLE && s.cpu >= 0 && s.cpu <= H - PADDLE))
const last = states[states.length - 1]
assert.equal(last.status, 'Over')
assert.equal(Math.max(last.score.player, last.score.cpu), WIN)
})
test('m11 the clock runs every 30 ms', () => assert.equal(FRAME_MS_PONG, 30))
test('m11 pongActions turns the clock into Frames and keys into Press, Release and Restart', () =>
assert.deepStrictEqual(
run(pongActions, freeze([time(30), down('ArrowUp'), up('ArrowUp'), down('s'), down('r'), up('r'), down('x'), time(90)])),
[PongAction.Frame, PongAction.Press('Up'), PongAction.Release('Up'), PongAction.Press('Down'), PongAction.Restart,
PongAction.Frame, PongAction.Frame]))
test('m11 pongStates starts with the new match, then yields one state per action', () => {
const out = run(pongStates(42, pongActions), freeze([time(30), down('w'), time(60)]))
assert.equal(out.length, 4)
assert.deepStrictEqual(out[0], initialPong(42))
assert.deepStrictEqual(out.map((s) => s.frame), [0, 1, 1, 2])
assert.deepStrictEqual(out.map((s) => s.held.up), [false, false, true, true])
assert.deepStrictEqual(out[3].player, 20)
})
test('m11 pongMain asks for a seed, draws the new match first, and then the updated one', () => {
const { ops, result: stream } = trace(pongMain, 42)
assert.deepStrictEqual(ops, [{ tag: 'RandomSeed' }])
const [first, next] = stream.step(time(0))
const [second] = next.step(time(30))
assert.deepStrictEqual(trace(first[0], 0).ops.map((o) => o.shape), pongView(initialPong(42)))
assert.deepStrictEqual(
trace(second[0], 0).ops.map((o) => o.shape),
pongView(pongUpdate(initialPong(42), PongAction.Frame)))
})
+15 -3
View File
@@ -47,6 +47,7 @@ try {
const ws = new WebSocket(target.webSocketDebuggerUrl)
await new Promise((resolve, reject) => { ws.onopen = resolve; ws.onerror = reject })
const errors = []
let loaded = false
const pending = new Map()
let id = 0
const send = (method, params = {}) => new Promise((resolve) => {
@@ -56,6 +57,7 @@ try {
ws.onmessage = ({ data }) => {
const m = JSON.parse(data)
if (m.id && pending.has(m.id)) { pending.get(m.id)(m.result ?? m.error); pending.delete(m.id) }
else if (m.method === 'Page.loadEventFired') loaded = true
else if (m.method === 'Runtime.exceptionThrown') {
const d = m.params.exceptionDetails
errors.push(`exception: ${d.exception?.description ?? d.text}`)
@@ -69,7 +71,7 @@ try {
await send('Log.enable')
await send('Page.enable')
await send('Page.navigate', { url })
await sleep(1000)
for (let i = 0; i < 100 && !loaded; i++) await sleep(100) // wait for the page load event (up to 10s)
// Does the canvas hold at least one pixel that is not the #111111 background (and not transparent)?
const check = `(() => {
@@ -80,8 +82,18 @@ try {
if (d[i + 3] !== 0 && (d[i] !== 0x11 || d[i + 1] !== 0x11 || d[i + 2] !== 0x11)) return 'painted'
return 'blank'
})()`
const res = await send('Runtime.evaluate', { expression: check, returnByValue: true })
const state = res.result?.value ?? `evaluation failed: ${JSON.stringify(res)}`
// Poll instead of sleeping a fixed time: the first frame is drawn on the first animation frame after load.
const probe = async () => {
const res = await send('Runtime.evaluate', { expression: check, returnByValue: true })
return res.result?.value ?? `evaluation failed: ${JSON.stringify(res)}`
}
const poll = async (left) => {
const state = await probe()
if (state === 'painted' || left === 0) return state
await sleep(200)
return poll(left - 1)
}
const state = await poll(25) // every 200 ms, up to 5 s
const problems = [...(state === 'painted' ? [] : [`canvas: ${state}`]), ...errors]
clearTimeout(timer)