You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
- Preserved the PR_26133_106 Asteroids bezel behavior and validated that the bezel is visible in normal page window mode before fullscreen.
5
+
- Replaced only the Asteroids player-ship vs asteroid collision branch with a local vector polygon overlap check that handles concave asteroid geometry by segment intersection and point containment.
6
+
- Added a no-velocity regression case where the ship overlaps the visible concave edge of the large asteroid and must be destroyed immediately.
7
+
8
+
## Scope Notes
9
+
- Read `docs/dev/PROJECT_INSTRUCTIONS.md` before implementation.
10
+
- Used `tmp/PR_26133_106-asteroids-bezel-rounding-fixes_delta.zip` and `docs/dev/reports/PR_26133_106-asteroids-bezel-rounding-fixes_report.md` as the prior reference.
11
+
-`docs/pr/BUILD_PR.md` is currently an unrelated Level 18 rebase note; this report follows the explicit PR_26133_107 BUILD command from the user.
12
+
- Scope stayed limited to Asteroids bezel validation and Asteroids vector collision accuracy.
13
+
- No sample JSON, `start_of_day`, workspace manifest/schema contracts, or `imageDataUrl` contracts were changed.
14
+
15
+
## Playwright Impact
16
+
- Playwright impacted: Yes.
17
+
- Validated normal-page Asteroids bezel visibility, fullscreen transparent-window fit preservation, and Object Vector Asteroids runtime rendering through the existing targeted Workspace Manager V2 coverage.
18
+
- Expected pass behavior: the bezel state is visible before fullscreen, fullscreen uses `transparent-window-fit`, Object Vector Asteroids rendering loads, and stationary/slow ship overlap with the visible asteroid polygon destroys the ship.
19
+
- Expected fail behavior: tests fail if the bezel remains fullscreen-only, fullscreen canvas fit regresses, Object Vector Asteroids runtime rendering fails, or the no-velocity concave-edge ship collision is missed.
- PASS `node --input-type=module -e "import { run } from './tests/games/AsteroidsCollisionTimingStress.test.mjs'; run();"`
25
+
- PASS `npx playwright test tests/playwright/tools/WorkspaceManagerV2.spec.mjs --grep "fits the game canvas inside the fullscreen play area|loads Object Vector Studio V2 runtime assets into Asteroids gameplay rendering" --project=playwright --workers=1 --reporter=list` (2 passed)
26
+
- PASS `npm run test:workspace-v2` (56 passed)
27
+
- PASS `git diff --check`
28
+
- PASS Playwright V8 coverage report generated at `docs/dev/reports/playwright_v8_coverage_report.txt`.
29
+
-`(51%) games/Asteroids/game/AsteroidsWorld.js - changed JS file with browser V8 coverage`
30
+
31
+
## Manual Validation
32
+
1. Open `/games/Asteroids/index.html`.
33
+
2. Confirm the bezel is visible around the canvas before entering fullscreen.
34
+
3. Click the canvas to enter fullscreen and confirm the canvas still fits inside the transparent bezel window.
35
+
4. Start a game and let the ship drift slowly, or remain nearly stationary, into the visible edge of a large asteroid.
36
+
5. Expected: the ship is destroyed as soon as its vector hull overlaps the visible vector asteroid polygon, including concave-edge overlap.
37
+
38
+
## Full Samples Smoke
39
+
- Skipped as requested.
40
+
- Reason: this PR is limited to Asteroids bezel/collision validation and does not modify the shared sample loader, sample JSON, or broad sample runtime behavior.
0 commit comments