The Suite
A suite is a .test.ts file that imports the build, constructs an engine, and
makes its assertions against the framework that engine owns. Everything it needs
is reachable through ordinary module resolution, so a check is written the way
any other TypeScript test is written.
Where the files live
Section titled “Where the files live”A case keeps its Structured 2D validators in one directory of its version
folder, validation/structured-2d/, holding one .test.ts file per verdict
item and a shared harness module. The file path mirrors the item’s id, so
validation/structured-2d/gameplay/scoring-p1.test.ts is the check behind the
gameplay/scoring-p1 item, and the item declares it as
gameplay/scoring-p1.test.ts, relative to this directory. Every .test.ts the
directory holds maps to an item that way, because a run loads exactly the suites
its variant’s items name.
That directory is placed into the built workspace at validation/ when the run
is validated, alongside the src/ the build wrote. A suite therefore reaches
the build’s modules with a relative import, and the engine by its package name.
workspace/ package.json vitest.config.ts src/ the build validation/ the case's suites constants.ts harness.ts debug.ts gameplay/scoring-p1.test.tsThe vitest project
Section titled “The vitest project”The case’s suites are a vitest project of their own, declared by a config the
case ships beside them rather than by the build’s vitest.config.ts. The two
configs stay separate: the build’s names src/**/*.test.ts and measures
coverage over src/, and the case’s names validation/**/*.test.ts and
measures none.
// validation/vitest.config.ts — the case's, staged in with the suitesimport { fileURLToPath } from "node:url";import { defineConfig } from "vitest/config";
export default defineConfig({ // The workspace, not this directory, so a validator resolves the build's // modules by the same relative paths the build itself uses. root: fileURLToPath(new URL("..", import.meta.url)), test: { name: "validation", include: ["validation/**/*.test.ts"], environment: "node", // A missing validator is a broken suite, not a passing one. passWithNoTests: false, coverage: { enabled: false }, },});The two suites are therefore two commands:
npx vitest run # the build's own testsnpx vitest run --config validation/vitest.config.ts # the case's validatorsThe config belongs to the case for the same reason the suites do. A build that
had to keep a validation project in its own config could delete or narrow it,
and the verdict would quietly stop being decided; a build cannot reach the
verdict by writing a test, and a case’s check cannot flatter the build’s
coverage.
The environment is node. The engine takes every measurement it needs from the
surface the harness supplies, so the suites need no DOM.
The figures a check asserts
Section titled “The figures a check asserts”The project states its own figures in constants.ts at its root, transcribed
from the case’s rendered specifications under the names those specifications
use. A suite imports each figure it asserts from there: ./constants from the
project root, ../constants from a suite one directory down.
/** The logical design size (specs/overview.md). */export const FIELD_W = 1280;export const FIELD_H = 720;
/** The level names the case fixes (specs/overview.md). */export const LEVELS = { title: "title", match: "match" } as const;
/** The actor tag vocabulary (specs/actors.md). */export const TAGS = { paddle: "paddle", ball: "ball" } as const;
/** The paddle's travel speed, in units per second (specs/paddles.md). */export const PADDLE_SPEED = 720;
/* ---- What the specification leaves to the build ------------------------- *///// Read to drive the build, never compared against. `specs/controls.md` requires// a touch layout carrying the four movement actions and names none, so the// layout the build registered is the build's own choice.
export { LAYOUT } from "../src/constants";The build is seeded a src/constants.ts of its own, holding the same figures
under the same names. constants.ts is the only file in the project that
reaches that module, and it reaches it for the values the specification leaves
to the build, which a check reads to drive the build. A figure a check asserts is
transcribed instead: a figure read from the build asserts the build against
itself, which every build passes, including one whose paddle travels at some
other speed. The rule and the reasoning behind it are in
Writing Debug APIs and Validators.
The harness
Section titled “The harness”The harness builds an engine headlessly: a canvas from @napi-rs/canvas, which
the case declares as a development dependency of the workspace, and a
SurfaceMetrics object supplying the
size, the device pixel ratio, and the event target the engine listens on.
import { createCanvas, type Canvas } from "@napi-rs/canvas";import { ConstantClock, createEngine, type Clock, type Engine, type GameDefinition, type SurfaceMetrics,} from "@clockwyrks/structured-2d";import { FIELD_H, FIELD_W } from "./constants";import { game } from "../src/game";import type { Debug } from "./debug";
export interface Harness { engine: Engine<Debug>; canvas: Canvas; keys: EventTarget;}
export function createHarness( clock: Clock = new ConstantClock(1000 / 60), dpr = 1,): Harness { const canvas = createCanvas(FIELD_W * dpr, FIELD_H * dpr); const keys = new EventTarget(); const surface: SurfaceMetrics = { cssWidth: () => FIELD_W, cssHeight: () => FIELD_H, dpr: () => dpr, events: () => keys, };
const engine = createEngine<Debug>({ canvas: canvas as unknown as HTMLCanvasElement, width: FIELD_W, height: FIELD_H, game: game as GameDefinition<Debug>, clock, surface, });
return { engine, canvas, keys };}createEngine takes the build’s GameDefinition and returns an Engine whose
one type parameter is the debug surface, because the game’s state lives in the
framework objects the engine owns and the surface is the one value the build
hands back. @napi-rs/canvas implements the 2D context natively, so the
canvas is handed to createEngine through a cast and the engine draws through
it exactly as it draws in a browser. The surface reports the logical design size
at a device pixel ratio of 1 by default, which puts one device pixel on one
logical unit and makes a sampled coordinate readable without arithmetic.
The options a harness hands createEngine beyond the canvas, the clock, and the
surface are the ones the case’s src/main.ts hands it: the design size, the
stage background, imageSmoothing, and the touch layout. A suite passes the
same set, so the build runs under the harness exactly as it runs on the page,
and a claim about the fit or the sampling holds in both places.
Initialization order
Section titled “Initialization order”createEngine is synchronous, performs no loading, and runs no game code, so a
suite subscribes to engine.events before anything the game does is observable
and sees the start level being built.
const { engine } = createHarness();const failures: string[] = [];const opened: string[] = [];engine.events.on("asset:failed", ({ path }) => failures.push(path));engine.events.on("world:opened", ({ level }) => opened.push(level));
const instance = await engine.initialize();await engine.advance(120);
expect(failures).toEqual([]);expect(opened).toEqual(["title"]);initialize resolves once the game instance exists and has run its
initialize, the start level’s load has resolved, its actors are spawned and
have begun play, and its game mode has begun play. It resolves to the instance,
and engine.instance is that same live object. Reading engine.world,
engine.instance, or engine.debug before it resolves throws an error naming
the ordering, so a suite awaits the call before it reads anything.
Call engine.destroy() when a suite is finished with an engine, which closes
the world, halts the loop, and drops the listeners it attached.
The debug surface
Section titled “The debug surface”A check poses its scenario through the surface the game instance’s initialize
returned, read off engine.debug of the engine the suite constructed. Its
operations are methods that act on the live world: the instance holds engine,
and engine.world follows transitions, so a pose reads this.engine.world at
the moment of the call. A pose takes only its own arguments and returns nothing,
and a reading takes nothing and returns plain data, so a check drives both
directly.
const { engine } = createHarness();await engine.initialize();
engine.debug.startMatch("solo");await engine.advance(90);
expect(engine.debug.snapshot().phase).toBe("playing");The case’s instrumentation spec states the surface’s operations, so a scenario
reads the same way against every build. The suite declares its own type for
that surface from the spec, under validation/, and parameterizes the engine
with it, so engine.debug is the whole route from a check to the build’s
implementation. A build whose surface departs from the spec fails the points
the checks decide.
// validation/debug.ts — the surface as the case specifies itexport type Mode = "solo" | "versus";
export interface Snapshot { level: string; phase: string; score: { p1: number; p2: number }; paddles: { left: { cy: number; vy: number }; right: { cy: number; vy: number }; }; ball: { x: number; y: number; vx: number; vy: number };}
export interface Debug { version: number; startMatch(mode: Mode): void; setBallPosition(x: number, y: number): void; setBallVelocity(vx: number, vy: number): void; snapshot(): Snapshot;}An unmet precondition
Section titled “An unmet precondition”A suite whose checks all skipped reports an unmet precondition, and the point is left undecided for a reviewer rather than failed. This is a capability of the runner rather than a shape to author toward. A suite poses its own world through the case’s debug surface, removing what its requirement is not about and placing what it is, so the setup has nothing to search for and every check reaches a verdict; see Writing Debug APIs and Validators.
The module contract
Section titled “The module contract”A suite imports the build, so a case fixes three module paths and what each one exports. That contract is stated in the case’s specification and is what gives every build of the case the same shape to check.
| Module | Owned by | Holds |
|---|---|---|
src/constants.ts | The build | The build’s copy of the design size, the palette, the level names, the actor tag vocabulary, the action names with the keys they bind, the cue names, and every tunable the specification fixes. It is seeded with the workspace and the build imports it. |
src/game.ts | The build | The GameDefinition the engine drives, whose instance’s initialize returns the debug surface to the instrumentation spec. |
src/main.ts | The case | The browser entry, which builds the engine over the page’s canvas with a wall clock and runs it. |
The contract is small because the engine’s own object model is what a check
reads. A suite finds actors with world.byTag, reads the match through
world.state, drives a pawn by possessing it with a controller of its own, and
observes transitions on engine.events, so none of that has to be exported by
the build. The case fixes the tag vocabulary and the level names so that a check
names things every build of the case agrees on.
A suite imports game.ts for the definition it drives, and takes every figure
it asserts from the project’s own
constants.ts. main.ts belongs to the built
page, and a suite constructs its own engine instead. The surface reaches a suite
only through engine.debug, typed by the suite’s own declaration of the spec,
and each of its operations acts on the world the engine holds.
The build writes game.ts against the other two, and its instance’s
initialize returns the surface. It is free in where it implements the surface
and how it organizes everything else under src/, because the contract covers
what a check imports rather than how a build is structured.