S4: extinde suita cu gameplay bomberman + overworld + audio (24/24)

3 teste noi commitate (mutate din scratch in suita):
- audio S1: beep._ctx 'running' dupa Incepe aventura (era NO_CTX)
- overworld: mers cu tastatura (ArrowRight) + iesire blocata pana la final
- arcade bomberman: bomba sparge cutie, BFS AI se apropie, respawn pastreaza progres

Arbore AGENTS.md/CLAUDE.md/tests actualizat 21→24 (14 @regresie + 10 @campanie).
Iteratia 2 COMPLETA (S1+S2+S3+S4). Board: TODOS.md S4 [x].

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
Claude Agent
2026-06-13 11:01:13 +00:00
parent 4454df9c3b
commit cead5c5156
5 changed files with 168 additions and 58 deletions

View File

@@ -944,4 +944,112 @@ test.describe('Campanie E2E @campanie', () => {
expect(errors, errors.join('\n')).toHaveLength(0);
});
// ─────────────────────────────────────────────────────────────────────
// Test 9 (S4): Audio — AudioContext deblocat la "Incepe aventura" (S1)
// ─────────────────────────────────────────────────────────────────────
test('audio — AudioContext deblocat la Incepe aventura (S1) @campanie',
async ({ page }) => {
const cfg = campaignCfg(3, 'classic');
const tmpPath = await writeCampaignHtml(page, cfg, 'audio');
const gp = await page.context().newPage();
try {
await gp.goto('file://' + tmpPath);
// Inainte de gest: ctx inexistent (creat lazy)
const before = await gp.evaluate(
() => (window.beep && window.beep._ctx) ? window.beep._ctx.state : 'NO_CTX'
);
expect(before, 'ctx nu trebuie sa existe inainte de gest').toBe('NO_CTX');
// Gestul pe parinte deblocheaza ctx-ul
await gp.locator('#btn-start').click();
await gp.waitForTimeout(200);
const after = await gp.evaluate(
() => (window.beep && window.beep._ctx) ? window.beep._ctx.state : 'NO_CTX'
);
expect(after, 'ctx trebuie running dupa Incepe aventura').toBe('running');
} finally {
await gp.close();
try { unlinkSync(tmpPath); } catch (_) {}
}
});
// ─────────────────────────────────────────────────────────────────────
// Test 10 (S4): Overworld — mers cu tastatura + iesire blocata pana la final
// ─────────────────────────────────────────────────────────────────────
test('overworld — mers cu tastatura + iesire blocata pana la final @campanie',
async ({ page }) => {
const cfg = campaignCfg(3, 'classic');
const tmpPath = await writeCampaignHtml(page, cfg, 'ow-nav');
const gp = await page.context().newPage();
const gameErrors = trackErrors(gp);
try {
await gp.goto('file://' + tmpPath);
await gp.locator('#btn-start').click();
await waitOverworld(gp);
// Mers cu tastatura: ArrowRight muta jucatorul o celula la dreapta
const p0 = await gp.evaluate(() => window.__ow.state.player);
await gp.locator('body').press('ArrowRight');
const p1 = await gp.evaluate(() => window.__ow.state.player);
expect(p1.col, 'jucatorul nu s-a miscat cu tastatura').toBe(p0.col + 1);
// Iesirea (steag) e blocata pana la rezolvarea tuturor camerelor
expect(await gp.evaluate(() => window.__ow.state.allDone)).toBe(false);
await gp.evaluate(() => window.__ow.enterExit());
const finaleShown = await gp.evaluate(
() => document.getElementById('finale')?.classList.contains('show')
);
expect(finaleShown, 'finalul nu trebuie sa apara cu iesirea blocata').toBe(false);
} finally {
await gp.close();
try { unlinkSync(tmpPath); } catch (_) {}
}
expect(gameErrors, gameErrors.join('\n')).toHaveLength(0);
});
// ─────────────────────────────────────────────────────────────────────
// Test 11 (S4): Arcade Bomberman — bomba/AI/respawn pe demo-ul generat
// ─────────────────────────────────────────────────────────────────────
test('arcade bomberman — bomba sparge cutie + AI urmareste + respawn pastreaza progres @regresie',
async ({ page }) => {
const errors = trackErrors(page);
await page.goto(fileURL('exemplu-arcade.html'));
await page.waitForFunction(() => typeof window.__game !== 'undefined', { timeout: 5000 });
await page.evaluate(() => { window.__seed = 42; window.__game.restartWithSeed(42); });
// Stare initiala: 3 vieti, dusmani prezenti
const init = await page.evaluate(() => ({ lives: window.__game.lives, enemies: window.__game.enemiesCount }));
expect(init.lives).toBe(3);
expect(init.enemies).toBeGreaterThan(0);
// Bomba sparge o cutie adiacenta
await page.evaluate(() => window.__game.setTile(2, 1, 2));
expect(await page.evaluate(() => window.__game.getTile(2, 1))).toBe(2);
await page.evaluate(() => { window.__game.placeBomb(); window.__game.explodeAllBombs(); });
expect(await page.evaluate(() => window.__game.getTile(2, 1)), 'cutia nu s-a distrus').toBe(0);
// AI: cu cale libera, BFS returneaza un pas care se apropie de jucator
const step = await page.evaluate(() => {
const m = window.__game.map;
for (let y = 0; y < m.length; y++) for (let x = 0; x < m[0].length; x++) if (m[y][x] === 2) window.__game.setTile(x, y, 0);
return window.__game.bfsStep(7, 7, 1, 1);
});
expect(step, 'BFS nu a gasit cale spre jucator').not.toBeNull();
expect(Math.abs(step.x - 1) + Math.abs(step.y - 1)).toBeLessThan((7 - 1) + (7 - 1));
// Respawn pastreaza progresul puzzle
await page.evaluate(() => window.__game.solveDoor(0));
await page.evaluate(() => window.__game.killPlayer());
await page.waitForTimeout(1800);
const st = await page.evaluate(() => ({
lives: window.__game.lives,
solved: window.__game.puzzleProgress.doorsSolved[0],
alive: window.__game.player.alive
}));
expect(st.lives, 'viata nu a scazut').toBe(2);
expect(st.solved, 'progresul puzzle s-a pierdut la respawn').toBe(true);
expect(st.alive, 'jucatorul nu a respawnat').toBe(true);
expect(errors, errors.join('\n')).toHaveLength(0);
});
});