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- object IDs such as `object.asteroids.ship` and `object.asteroids.asteroid.small`
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- Asteroid collision profiles are now derived from the validated Object Vector payload passed into `AsteroidsGameScene`.
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- Preview SVG generation is covered by `ObjectVectorRuntimeAssetService.createSvgString(...)`, which generates SVG from manifest object geometry at runtime.
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## Object ID vs Shape ID
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-`object.*` IDs remain the runtime/gameplay identity SSoT.
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- Shape IDs such as `ship-hull` and `small-asteroid-ridge` remain local editable IDs inside their owning object.
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- Shape IDs are used only for local editing and frame override references; they are not promoted to runtime object identity.
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## Validation
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- PASS - `npm run test:workspace-v2` completed with 49 passing tests.
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- PASS - Manifest Object Vector payload validated through `ObjectVectorRuntimeAssetService`.
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- PASS - Focused Asteroids transform and collision probes use geometry derived from `game.manifest.json`.
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- PASS - Targeted scans found no hardcoded Asteroids SVG constants in `tools/shared`.
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- PASS - Targeted scans found no `BASE_VECTOR_MAP` fallback in active Asteroids runtime code.
- Tool Template V2: not exercised by this Playwright run.
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- Workspace Manager: not exercised by this Playwright run.
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- Workspace Manager V2: exercised by all 49 tests.
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- Object Vector Studio V2: exercised through shell, editing, dirty-state, geometry, and Asteroids runtime-loading flows.
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- Asset Manager V2 and Preview Generator V2: exercised by Workspace Manager V2 cross-tool tests.
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- Tool Template V2 and legacy Workspace Manager: not targeted by this Playwright run.
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## Changed Runtime JS Coverage
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-`tools/shared/asteroidsPlatformDemo.js`: not collected by Playwright V8 coverage; covered by focused node probe.
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-`tools/shared/vectorAssetSystem.js`: not collected by Playwright V8 coverage; covered by focused node probe.
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- Object Vector Studio V2 runtime/editor modules from the prior object-ID path remain covered by the Workspace V2 run.
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-`games/Asteroids/game/asteroidObjectGeometry.js`: covered by focused node probes; used by Asteroids scene/world construction.
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-`games/Asteroids/entities/Asteroid.js`: covered by focused Asteroids vector-transform and collision probes.
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-`games/Asteroids/game/AsteroidsWorld.js`: covered by focused collision timing probes.
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-`games/Asteroids/game/AsteroidsGameScene.js` and `games/Asteroids/index.js`: covered by focused validation boot probe and Workspace V2 Asteroids runtime test.
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-`tools/shared/vectorAssetSystem.js`: covered by focused node probe.
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