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| 1 | +/** |
| 2 | + * TheMindScene overlay button browser tests -- verify that game-over overlay |
| 3 | + * buttons respond to real pointer events routed through Phaser's input |
| 4 | + * pipeline, and that scene.restart() works correctly after clicking |
| 5 | + * "Try Again". |
| 6 | + * |
| 7 | + * These tests run inside a real Chromium browser via Vitest browser mode |
| 8 | + * and Playwright. They dispatch actual DOM MouseEvents on the canvas |
| 9 | + * element so the full Phaser input system (hit-testing, depth sorting, |
| 10 | + * topOnly filtering) is exercised. |
| 11 | + * |
| 12 | + * NOTE: Each test boots a fresh Phaser game which creates a WebGL context. |
| 13 | + * Browsers limit concurrent WebGL contexts (~8-16). We keep total boots |
| 14 | + * per file <= 4 to stay well within that budget. |
| 15 | + */ |
| 16 | + |
| 17 | +import { describe, it, expect, afterEach } from 'vitest'; |
| 18 | +import Phaser from 'phaser'; |
| 19 | + |
| 20 | +// ── Helpers ───────────────────────────────────────────────── |
| 21 | + |
| 22 | +async function bootGame(): Promise<Phaser.Game> { |
| 23 | + let container = document.getElementById('game-container'); |
| 24 | + if (container) container.remove(); |
| 25 | + container = document.createElement('div'); |
| 26 | + container.id = 'game-container'; |
| 27 | + document.body.appendChild(container); |
| 28 | + |
| 29 | + const { createTheMindGame } = await import( |
| 30 | + '../../example-games/the-mind/createTheMindGame' |
| 31 | + ); |
| 32 | + const game = createTheMindGame(); |
| 33 | + await waitForScene(game, 'TheMindScene', 10_000); |
| 34 | + return game; |
| 35 | +} |
| 36 | + |
| 37 | +function waitForScene( |
| 38 | + game: Phaser.Game, |
| 39 | + sceneKey: string, |
| 40 | + timeoutMs: number, |
| 41 | +): Promise<void> { |
| 42 | + return new Promise((resolve, reject) => { |
| 43 | + const start = Date.now(); |
| 44 | + const check = () => { |
| 45 | + const scene = game.scene.getScene(sceneKey); |
| 46 | + if ( |
| 47 | + scene && |
| 48 | + (scene as Phaser.Scene & { sys: Phaser.Scenes.Systems }).sys.isActive() |
| 49 | + ) { |
| 50 | + resolve(); |
| 51 | + return; |
| 52 | + } |
| 53 | + if (Date.now() - start > timeoutMs) { |
| 54 | + reject( |
| 55 | + new Error( |
| 56 | + `Scene "${sceneKey}" did not become active within ${timeoutMs}ms`, |
| 57 | + ), |
| 58 | + ); |
| 59 | + return; |
| 60 | + } |
| 61 | + requestAnimationFrame(check); |
| 62 | + }; |
| 63 | + check(); |
| 64 | + }); |
| 65 | +} |
| 66 | + |
| 67 | +function destroyGame(game: Phaser.Game | null): void { |
| 68 | + if (game) game.destroy(true, false); |
| 69 | + const container = document.getElementById('game-container'); |
| 70 | + if (container) container.remove(); |
| 71 | +} |
| 72 | + |
| 73 | +function waitFrames(n: number): Promise<void> { |
| 74 | + return new Promise((resolve) => { |
| 75 | + let count = 0; |
| 76 | + const step = () => { |
| 77 | + count++; |
| 78 | + if (count >= n) { |
| 79 | + resolve(); |
| 80 | + } else { |
| 81 | + requestAnimationFrame(step); |
| 82 | + } |
| 83 | + }; |
| 84 | + requestAnimationFrame(step); |
| 85 | + }); |
| 86 | +} |
| 87 | + |
| 88 | +/** |
| 89 | + * Get scene private properties via type-safe cast. |
| 90 | + */ |
| 91 | +function getSceneInternals(scene: Phaser.Scene) { |
| 92 | + // eslint-disable-next-line @typescript-eslint/no-explicit-any |
| 93 | + return scene as any; |
| 94 | +} |
| 95 | + |
| 96 | +/** |
| 97 | + * Dispatch a real DOM MouseEvent on the game canvas at the given |
| 98 | + * game-world coordinates. This routes through Phaser's full input |
| 99 | + * pipeline: InputManager -> InputPlugin -> hit-test -> sortGameObjects. |
| 100 | + * |
| 101 | + * IMPORTANT: Phaser 3.x listens for 'mousedown'/'mouseup' (NOT |
| 102 | + * 'pointerdown'/'pointerup'). Synthetic `dispatchEvent(new PointerEvent(...))` |
| 103 | + * does NOT trigger the browser's automatic mousedown compatibility event, |
| 104 | + * so we must dispatch MouseEvent directly. |
| 105 | + */ |
| 106 | +function clickAtGameCoords( |
| 107 | + game: Phaser.Game, |
| 108 | + gameX: number, |
| 109 | + gameY: number, |
| 110 | +): void { |
| 111 | + const canvas = game.canvas; |
| 112 | + const scale = game.scale; |
| 113 | + |
| 114 | + // Ensure ScaleManager bounds are up to date before computing coords |
| 115 | + scale.refresh(); |
| 116 | + |
| 117 | + const pageX = |
| 118 | + gameX / scale.displayScale.x + scale.canvasBounds.left; |
| 119 | + const pageY = |
| 120 | + gameY / scale.displayScale.y + scale.canvasBounds.top; |
| 121 | + |
| 122 | + const eventInit: MouseEventInit = { |
| 123 | + clientX: pageX, |
| 124 | + clientY: pageY, |
| 125 | + screenX: pageX, |
| 126 | + screenY: pageY, |
| 127 | + bubbles: true, |
| 128 | + cancelable: true, |
| 129 | + button: 0, |
| 130 | + buttons: 1, |
| 131 | + }; |
| 132 | + |
| 133 | + const down = new MouseEvent('mousedown', eventInit); |
| 134 | + Object.defineProperty(down, 'pageX', { value: pageX }); |
| 135 | + Object.defineProperty(down, 'pageY', { value: pageY }); |
| 136 | + canvas.dispatchEvent(down); |
| 137 | + |
| 138 | + const up = new MouseEvent('mouseup', { ...eventInit, buttons: 0 }); |
| 139 | + Object.defineProperty(up, 'pageX', { value: pageX }); |
| 140 | + Object.defineProperty(up, 'pageY', { value: pageY }); |
| 141 | + canvas.dispatchEvent(up); |
| 142 | +} |
| 143 | + |
| 144 | +/** |
| 145 | + * Force the TheMindScene into game-over (loss) state and show the |
| 146 | + * loss overlay. Manipulates session state directly so handleGameOver() |
| 147 | + * sees outcome='loss'. |
| 148 | + */ |
| 149 | +function forceLossOverlay(scene: Phaser.Scene): void { |
| 150 | + const internals = getSceneInternals(scene); |
| 151 | + // Set session to loss state |
| 152 | + internals.session.lives = 0; |
| 153 | + internals.session.outcome = 'loss'; |
| 154 | + // Call handleGameOver which shows the loss overlay |
| 155 | + internals.handleGameOver(); |
| 156 | +} |
| 157 | + |
| 158 | +/** |
| 159 | + * Force the TheMindScene into game-over (win) state and show the |
| 160 | + * win overlay. Manipulates session state directly so handleGameOver() |
| 161 | + * sees outcome='win'. |
| 162 | + */ |
| 163 | +function forceWinOverlay(scene: Phaser.Scene): void { |
| 164 | + const internals = getSceneInternals(scene); |
| 165 | + // Set session to win state |
| 166 | + internals.session.outcome = 'win'; |
| 167 | + // Call handleGameOver which shows the win overlay |
| 168 | + internals.handleGameOver(); |
| 169 | +} |
| 170 | + |
| 171 | +// ── Tests ─────────────────────────────────────────────────── |
| 172 | + |
| 173 | +describe('The Mind overlay button tests', () => { |
| 174 | + let game: Phaser.Game | null = null; |
| 175 | + |
| 176 | + afterEach(() => { |
| 177 | + destroyGame(game); |
| 178 | + game = null; |
| 179 | + }); |
| 180 | + |
| 181 | + it('should show loss overlay buttons that are interactive', async () => { |
| 182 | + game = await bootGame(); |
| 183 | + const scene = game.scene.getScene('TheMindScene')!; |
| 184 | + |
| 185 | + forceLossOverlay(scene); |
| 186 | + await waitFrames(3); |
| 187 | + |
| 188 | + // Find text objects with overlay button labels |
| 189 | + const texts = scene.children.list.filter( |
| 190 | + (child: Phaser.GameObjects.GameObject) => |
| 191 | + child instanceof Phaser.GameObjects.Text, |
| 192 | + ) as Phaser.GameObjects.Text[]; |
| 193 | + |
| 194 | + const tryAgainBtn = texts.find((t) => t.text === '[ Try Again ]'); |
| 195 | + const menuBtn = texts.find((t) => t.text === '[ Menu ]'); |
| 196 | + |
| 197 | + expect(tryAgainBtn).toBeDefined(); |
| 198 | + expect(menuBtn).toBeDefined(); |
| 199 | + expect(tryAgainBtn!.input?.enabled).toBe(true); |
| 200 | + expect(menuBtn!.input?.enabled).toBe(true); |
| 201 | + }); |
| 202 | + |
| 203 | + it('should restart the scene when "Try Again" is clicked via DOM pointer event', async () => { |
| 204 | + game = await bootGame(); |
| 205 | + const scene = game.scene.getScene('TheMindScene')!; |
| 206 | + |
| 207 | + // Record original session to verify it changes after restart |
| 208 | + const originalSession = getSceneInternals(scene).session; |
| 209 | + |
| 210 | + forceLossOverlay(scene); |
| 211 | + // Wait for the overlay to render and Phaser to process the frame |
| 212 | + await waitFrames(5); |
| 213 | + |
| 214 | + // Find the "Try Again" button to get its coordinates |
| 215 | + const texts = scene.children.list.filter( |
| 216 | + (child: Phaser.GameObjects.GameObject) => |
| 217 | + child instanceof Phaser.GameObjects.Text, |
| 218 | + ) as Phaser.GameObjects.Text[]; |
| 219 | + const tryAgainBtn = texts.find((t) => t.text === '[ Try Again ]'); |
| 220 | + expect(tryAgainBtn).toBeDefined(); |
| 221 | + |
| 222 | + // Click at the button's game-world position through the DOM |
| 223 | + clickAtGameCoords(game, tryAgainBtn!.x, tryAgainBtn!.y); |
| 224 | + |
| 225 | + // Wait for restart: Phaser queues scene restart for next frame |
| 226 | + await waitFrames(3); |
| 227 | + // scene.restart() destroys and recreates; wait for re-activation |
| 228 | + await waitForScene(game, 'TheMindScene', 10_000); |
| 229 | + await waitFrames(3); |
| 230 | + |
| 231 | + // Verify: new session was created (different object reference) |
| 232 | + const newScene = game.scene.getScene('TheMindScene')!; |
| 233 | + const newSession = getSceneInternals(newScene).session; |
| 234 | + expect(newSession).not.toBe(originalSession); |
| 235 | + |
| 236 | + // Verify: the scene is in 'playing' or 'dealing' phase (not game-lost) |
| 237 | + const newPhase = getSceneInternals(newScene).phase; |
| 238 | + expect(newPhase).not.toBe('game-lost'); |
| 239 | + expect(newPhase).not.toBe('game-won'); |
| 240 | + |
| 241 | + // Verify: overlay buttons no longer exist |
| 242 | + const newTexts = newScene.children.list.filter( |
| 243 | + (child: Phaser.GameObjects.GameObject) => |
| 244 | + child instanceof Phaser.GameObjects.Text, |
| 245 | + ) as Phaser.GameObjects.Text[]; |
| 246 | + const tryAgainAfterRestart = newTexts.find( |
| 247 | + (t) => t.text === '[ Try Again ]', |
| 248 | + ); |
| 249 | + expect(tryAgainAfterRestart).toBeUndefined(); |
| 250 | + }); |
| 251 | + |
| 252 | + it('should show win overlay buttons that respond to DOM clicks', async () => { |
| 253 | + game = await bootGame(); |
| 254 | + const scene = game.scene.getScene('TheMindScene')!; |
| 255 | + |
| 256 | + const originalSession = getSceneInternals(scene).session; |
| 257 | + |
| 258 | + forceWinOverlay(scene); |
| 259 | + await waitFrames(5); |
| 260 | + |
| 261 | + // Find the "Play Again" button |
| 262 | + const texts = scene.children.list.filter( |
| 263 | + (child: Phaser.GameObjects.GameObject) => |
| 264 | + child instanceof Phaser.GameObjects.Text, |
| 265 | + ) as Phaser.GameObjects.Text[]; |
| 266 | + const playAgainBtn = texts.find((t) => t.text === '[ Play Again ]'); |
| 267 | + expect(playAgainBtn).toBeDefined(); |
| 268 | + expect(playAgainBtn!.input?.enabled).toBe(true); |
| 269 | + |
| 270 | + // Click at the button's game-world position through the DOM |
| 271 | + clickAtGameCoords(game, playAgainBtn!.x, playAgainBtn!.y); |
| 272 | + |
| 273 | + // Wait for restart |
| 274 | + await waitFrames(3); |
| 275 | + await waitForScene(game, 'TheMindScene', 10_000); |
| 276 | + await waitFrames(3); |
| 277 | + |
| 278 | + // Verify: new session was created |
| 279 | + const newScene = game.scene.getScene('TheMindScene')!; |
| 280 | + const newSession = getSceneInternals(newScene).session; |
| 281 | + expect(newSession).not.toBe(originalSession); |
| 282 | + }); |
| 283 | + |
| 284 | + it('should have an interactive input blocker at overlay depth', async () => { |
| 285 | + game = await bootGame(); |
| 286 | + const scene = game.scene.getScene('TheMindScene')!; |
| 287 | + |
| 288 | + forceLossOverlay(scene); |
| 289 | + await waitFrames(3); |
| 290 | + |
| 291 | + // Find interactive rectangles at depth 2000 (the overlay background) |
| 292 | + const rects = scene.children.list.filter( |
| 293 | + (child: Phaser.GameObjects.GameObject) => |
| 294 | + child instanceof Phaser.GameObjects.Rectangle && |
| 295 | + (child as Phaser.GameObjects.Rectangle).depth === 2000, |
| 296 | + ) as Phaser.GameObjects.Rectangle[]; |
| 297 | + |
| 298 | + // Should have at least 2 rectangles: the full-screen blocker and the visible overlay box |
| 299 | + expect(rects.length).toBeGreaterThanOrEqual(2); |
| 300 | + |
| 301 | + // The full-screen blocker should be interactive (1280x720 viewport) |
| 302 | + const fullScreenBlocker = rects.find( |
| 303 | + (r) => r.width === 1280 && r.height === 720 && r.input?.enabled, |
| 304 | + ); |
| 305 | + expect(fullScreenBlocker).toBeDefined(); |
| 306 | + }); |
| 307 | +}); |
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