bomberman: sunete (sfx), raza initiala 1, powerup-uri raza/bombe
Feedback user: nu se aud sunete, raza prea mare, lipsesc powerup-urile. - sfx(type) WebAudio local in arcade: bomb/explosion/enemy/powerup/death; beep(ok) din libJS ramane pentru raspuns corect/gresit. - raza fixa EXPLOSION_RANGE=3 -> bombRange variabil de la BASE_RANGE=1 (Bomberman clasic); maxBombs de la BASE_BOMBS=1. - powerup-uri: la spargerea cutiei, sansa 0.32 sa cada flacara (raza+1) sau bomba (bombe+1); ridicate mergand pe ele; HUD arata bombe/raza. - fix: powerup-ul cadea pe celula cutiei si checkExplosionHits il stergea instant -> colectez brokenBoxes, drop dupa checkExplosionHits. Hooks __game: powerups/bombRange/maxBombs/dropPowerupAt. Smoke 27/27. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -1190,4 +1190,59 @@ test.describe('Campanie E2E @campanie', () => {
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expect(errors, errors.join('\n')).toHaveLength(0);
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});
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test('arcade bomberman — raza initiala 1 + powerup-uri (drop la cutie, pickup creste raza/bombe) @regresie',
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async ({ page }) => {
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const errors = trackErrors(page);
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await page.goto(fileURL('exemplu-arcade.html'));
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await page.waitForFunction(() => typeof window.__game !== 'undefined', { timeout: 5000 });
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await page.evaluate(() => window.__game.restartWithSeed(11));
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// Raza initiala = 1, max bombe = 1
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const base = await page.evaluate(() => ({ r: window.__game.bombRange, m: window.__game.maxBombs }));
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expect(base.r, 'raza initiala trebuie sa fie 1').toBe(1);
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expect(base.m, 'numar bombe initial trebuie sa fie 1').toBe(1);
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// Raza 1: cutie la distanta 2 ramane intacta (player mutat departe de explozie)
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await page.evaluate(() => {
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window.__game.teleportPlayer(1, 1);
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window.__game.setTile(2, 1, 2); window.__game.setTile(3, 1, 2);
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window.__game.placeBomb(); window.__game.teleportPlayer(11, 11); window.__game.explodeAllBombs();
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});
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expect(await page.evaluate(() => window.__game.getTile(2, 1)), 'cutia la distanta 1 trebuie spartá').toBe(0);
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expect(await page.evaluate(() => window.__game.getTile(3, 1)), 'raza 1: cutia la distanta 2 trebuie intactá').toBe(2);
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// Drop: peste multe cutii sparte apar powerup-uri care SUPRAVIETUIESC exploziei care le-a creat.
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// (Bug-ul prins: powerup-ul cadea pe celula cutiei si checkExplosionHits il stergea instant.)
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const dropRounds = await page.evaluate(() => {
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window.__game.restartWithSeed(11);
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let rounds = 0;
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for (let i = 0; i < 60; i++) {
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window.__game.teleportPlayer(1, 1); window.__game.setTile(2, 1, 2);
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window.__game.placeBomb(); window.__game.teleportPlayer(11, 11); window.__game.explodeAllBombs();
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// ridica orice powerup ramas (mut player pe el) ca sa nu fie sters de explozia urmatoare
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window.__game.powerups.slice().forEach(p => { if (p.x === 2 && p.y === 1) rounds++; window.__game.teleportPlayer(p.x, p.y); window.__game.movePlayer('R'); window.__game.movePlayer('L'); });
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}
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return rounds;
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});
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expect(dropRounds, 'niciun powerup nu a supravietuit pe celula cutiei sparte').toBeGreaterThan(0);
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// Pickup: range creste bombRange, bomb creste maxBombs; powerup consumat
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const pick = await page.evaluate(() => {
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window.__game.restartWithSeed(11);
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window.__game.setTile(2, 1, 0); window.__game.setTile(3, 1, 0);
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window.__game.teleportPlayer(1, 1);
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window.__game.dropPowerupAt(2, 1, 'range'); window.__game.movePlayer('R');
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const a = { r: window.__game.bombRange, pu: window.__game.powerups.length };
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window.__game.dropPowerupAt(3, 1, 'bomb'); window.__game.movePlayer('R');
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const c = { m: window.__game.maxBombs, pu: window.__game.powerups.length };
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return { a, c };
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});
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expect(pick.a.r, 'pickup range nu a crescut bombRange').toBe(2);
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expect(pick.a.pu, 'powerup range nu a fost consumat').toBe(0);
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expect(pick.c.m, 'pickup bomb nu a crescut maxBombs').toBe(2);
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expect(pick.c.pu, 'powerup bomb nu a fost consumat').toBe(0);
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expect(errors, errors.join('\n')).toHaveLength(0);
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});
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});
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