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import { test } from 'node:test';
import assert from 'node:assert/strict';
import {
PI, clamp, percent, percentLerp, lerp, mod, smoothStep, nearestPowerOfTwo, oscillate,
distanceWrap, lerpWrap, distanceAngle, lerpAngle,
isOverlapping, isIntersecting, lineTest,
vec2, Vector2, rgb, hsl, Color,
RandomGenerator,
rand, randInt, randBool, randSign, randVec2, randInCircle, randColor,
} from '../dist/littlejs.esm.js';
// small tolerance for floating point comparisons
const EPS = 1e-9;
const near = (a, b, eps=EPS) => Math.abs(a - b) <= eps;
test('clamp', () =>
{
assert.equal(clamp(0.5), 0.5);
assert.equal(clamp(-1), 0);
assert.equal(clamp(2), 1);
assert.equal(clamp(5, 0, 10), 5);
assert.equal(clamp(-5, 0, 10), 0);
assert.equal(clamp(15, 0, 10), 10);
});
test('percent', () =>
{
assert.equal(percent(5, 0, 10), 0.5);
assert.equal(percent(0, 0, 10), 0);
assert.equal(percent(10, 0, 10), 1);
assert.equal(percent(-5, 0, 10), 0); // clamped
assert.equal(percent(15, 0, 10), 1); // clamped
assert.equal(percent(5, 5, 5), 0); // division by zero guard
});
test('lerp', () =>
{
assert.equal(lerp(0, 10, 0), 0);
assert.equal(lerp(0, 10, 1), 10);
assert.equal(lerp(0, 10, 0.5), 5);
assert.equal(lerp(0, 10, -1), 0); // percent clamped
assert.equal(lerp(0, 10, 2), 10); // percent clamped
});
test('percentLerp', () =>
{
// equivalent to lerp(lerpA, lerpB, percent(value, percentA, percentB))
assert.equal(percentLerp(0, 0, 10, 100, 200), 100); // at percentA
assert.equal(percentLerp(10, 0, 10, 100, 200), 200); // at percentB
assert.equal(percentLerp(5, 0, 10, 100, 200), 150); // midpoint
assert.equal(percentLerp(-5, 0, 10, 100, 200), 100); // below range, clamped
assert.equal(percentLerp(99, 0, 10, 100, 200), 200); // above range, clamped
});
test('mod', () =>
{
assert.equal(mod(5, 3), 2);
assert.equal(mod(-1, 3), 2); // negative handled
assert.equal(mod(-4, 3), 2);
assert.equal(mod(0, 3), 0);
assert.equal(mod(0.5), 0.5); // default divisor = 1
});
test('smoothStep', () =>
{
assert.equal(smoothStep(0), 0);
assert.equal(smoothStep(1), 1);
assert.equal(smoothStep(0.5), 0.5);
assert(smoothStep(0.25) < 0.25); // slower start
assert(smoothStep(0.75) > 0.75); // faster end (relative to linear)
});
test('nearestPowerOfTwo', () =>
{
assert.equal(nearestPowerOfTwo(1), 1);
assert.equal(nearestPowerOfTwo(3), 4);
assert.equal(nearestPowerOfTwo(100), 128);
assert.equal(nearestPowerOfTwo(16), 16);
});
test('distanceWrap / lerpWrap', () =>
{
assert(near(distanceWrap(0.1, 0.9), 0.2)); // shortest path wraps forward
assert(near(distanceWrap(0.9, 0.1), -0.2));
assert(near(distanceWrap(0, 0), 0));
// lerpWrap returns the un-wrapped interpolated value: 0.9 + 0.5*0.2 = 1.0
// (1.0 is equivalent to 0 modulo wrapSize — caller can re-wrap if needed)
assert(near(lerpWrap(0.9, 0.1, 0.5), 1.0));
});
test('distanceAngle / lerpAngle', () =>
{
assert(near(distanceAngle(0, 2*PI), 0)); // same direction after wrap
assert(near(distanceAngle(0.1, -0.1), 0.2));
// lerpAngle picks shortest path but returns un-wrapped value.
// from -PI+0.1 to PI-0.1: shortest path is backward (through -PI), distance = -0.2
// so result = (-PI+0.1) + 0.5*(-0.2) = -PI
assert(near(lerpAngle(-PI+0.1, PI-0.1, 0.5), -PI, 1e-6));
});
test('isOverlapping AABB', () =>
{
// two unit boxes centered at origin overlap
assert.equal(isOverlapping(vec2(0, 0), vec2(1, 1), vec2(0, 0), vec2(1, 1)), true);
// adjacent boxes do NOT overlap (edge case, uses strict inequality on one side)
assert.equal(isOverlapping(vec2(0, 0), vec2(1, 1), vec2(2, 0), vec2(1, 1)), false);
// partial overlap
assert.equal(isOverlapping(vec2(0, 0), vec2(2, 2), vec2(1, 1), vec2(2, 2)), true);
// far apart
assert.equal(isOverlapping(vec2(0, 0), vec2(1, 1), vec2(10, 10), vec2(1, 1)), false);
});
test('isIntersecting line-vs-AABB', () =>
{
// line passes through box
assert.equal(isIntersecting(vec2(-5, 0), vec2(5, 0), vec2(0, 0), vec2(2, 2)), true);
// line misses box
assert.equal(isIntersecting(vec2(-5, 10), vec2(5, 10), vec2(0, 0), vec2(2, 2)), false);
// line starts inside
assert.equal(isIntersecting(vec2(0, 0), vec2(10, 0), vec2(0, 0), vec2(2, 2)), true);
});
///////////////////////////////////////////////////////////////////////////////
// lineTest (grid-DDA raycast)
test('lineTest returns undefined when nothing hits', () =>
{
const hit = lineTest(vec2(0.5, 0.5), vec2(10.5, 0.5), () => false);
assert.equal(hit, undefined);
});
test('lineTest returns undefined for zero-length line', () =>
{
// early return: totalLength is 0
const hit = lineTest(vec2(5, 5), vec2(5, 5), () => true);
assert.equal(hit, undefined);
});
test('lineTest finds first hit along horizontal ray', () =>
{
// ray across cells (0,0) -> (10,0) at y=0.5, predicate hits at x=3
const hit = lineTest(vec2(0.5, 0.5), vec2(10.5, 0.5), pos => pos.x === 3);
assert(hit !== undefined);
assert.equal(Math.floor(hit.x), 3); // hit is inside cell 3
assert.equal(Math.floor(hit.y), 0);
});
test('lineTest stops at the first hit, not a later one', () =>
{
const visited = [];
const hit = lineTest(vec2(0.5, 0.5), vec2(10.5, 0.5), pos =>
{
visited.push(pos.x);
return pos.x === 2 || pos.x === 5;
});
assert(hit !== undefined);
assert.equal(Math.floor(hit.x), 2); // earlier hit wins
// ray never advances past cell 2, and stops *on* cell 2 (not just never-visits-5)
assert(!visited.some(x => x > 2));
assert.equal(visited.at(-1), 2);
});
test('lineTest writes normal for horizontal hit', () =>
{
// ray moves +x, hits on the left face of the hit cell -> normal (-1, 0)
const normal = vec2();
const hit = lineTest(vec2(0.5, 0.5), vec2(10.5, 0.5), pos => pos.x === 3, normal);
assert(hit !== undefined);
assert.equal(normal.x, -1);
assert.equal(normal.y, 0);
});
test('lineTest writes normal for vertical hit (downward ray)', () =>
{
// ray moves -y, last step was in y, stepY = -1 -> normal (0, -stepY) = (0, 1)
const normal = vec2();
const hit = lineTest(vec2(0.5, 0.5), vec2(0.5, -10.5), pos => pos.y === -3, normal);
assert(hit !== undefined);
assert.equal(Math.floor(hit.y), -3);
assert.equal(normal.x, 0);
assert.equal(normal.y, 1);
});
test('lineTest returns immediately if start cell hits', () =>
{
let calls = 0;
const hit = lineTest(vec2(2.5, 2.5), vec2(10, 10), pos =>
{
calls++;
return pos.x === 2 && pos.y === 2;
});
assert(hit !== undefined);
assert.equal(calls, 1); // only checked the start cell
assert.equal(Math.floor(hit.x), 2);
assert.equal(Math.floor(hit.y), 2);
});
test('vec2 constructor and factory', () =>
{
let v = vec2();
assert.equal(v.x, 0); assert.equal(v.y, 0);
v = vec2(5);
assert.equal(v.x, 5); assert.equal(v.y, 5); // single arg copies x to y
v = vec2(3, 4);
assert.equal(v.x, 3); assert.equal(v.y, 4);
v = new Vector2();
assert.equal(v.x, 0); assert.equal(v.y, 0);
});
test('Vector2 arithmetic', () =>
{
const a = vec2(2, 3);
const b = vec2(4, 5);
assert.deepEqual({ x: a.add(b).x, y: a.add(b).y }, { x: 6, y: 8 });
assert.deepEqual({ x: a.subtract(b).x, y: a.subtract(b).y }, { x: -2, y: -2 });
assert.deepEqual({ x: a.multiply(b).x, y: a.multiply(b).y }, { x: 8, y: 15 });
assert.deepEqual({ x: a.scale(3).x, y: a.scale(3).y }, { x: 6, y: 9 });
// immutability: a should be unchanged
assert.equal(a.x, 2); assert.equal(a.y, 3);
});
test('Vector2 length / distance / dot / cross', () =>
{
const v = vec2(3, 4);
assert.equal(v.length(), 5);
assert.equal(v.lengthSquared(), 25);
assert.equal(v.distance(vec2(0, 0)), 5);
assert.equal(v.distanceSquared(vec2(0, 0)), 25);
assert.equal(vec2(1, 0).dot(vec2(1, 0)), 1);
assert.equal(vec2(1, 0).dot(vec2(0, 1)), 0);
assert.equal(vec2(1, 0).cross(vec2(0, 1)), 1);
});
test('Vector2 normalize', () =>
{
const n = vec2(3, 4).normalize();
assert(near(n.length(), 1));
const scaled = vec2(3, 4).normalize(10);
assert(near(scaled.length(), 10));
// zero vector returns (0, length) — the up-direction at requested length.
// Pin both components, not just length (which would pass for any unit vector).
const zero = vec2(0, 0).normalize();
assert.equal(zero.x, 0); assert.equal(zero.y, 1);
const zero5 = vec2(0, 0).normalize(5);
assert.equal(zero5.x, 0); assert.equal(zero5.y, 5);
});
test('Vector2 angle conventions (up = 0)', () =>
{
// angle() returns atan2(x, y), so up (+y) is 0
assert(near(vec2(0, 1).angle(), 0));
assert(near(vec2(1, 0).angle(), PI/2));
// setAngle: x = length*sin(angle), y = length*cos(angle)
const v = new Vector2().setAngle(0, 5);
assert(near(v.x, 0)); assert(near(v.y, 5));
const w = new Vector2().setAngle(PI/2, 3);
assert(near(w.x, 3)); assert(near(w.y, 0));
});
test('Vector2 rotate preserves length', () =>
{
const v = vec2(1, 0);
const r = v.rotate(PI/2);
assert(near(r.length(), 1));
// rotate by 2pi returns roughly the original
const full = v.rotate(2*PI);
assert(near(full.x, 1)); assert(near(full.y, 0));
});
test('Vector2 floor / abs / mod / area', () =>
{
assert.equal(vec2(1.7, -2.3).floor().x, 1);
assert.equal(vec2(1.7, -2.3).floor().y, -3);
assert.equal(vec2(-1.5, 2.5).abs().x, 1.5);
assert.equal(vec2(-1.5, 2.5).abs().y, 2.5);
const m = vec2(5.5, -0.5).mod(1);
assert(near(m.x, 0.5));
assert(near(m.y, 0.5));
assert.equal(vec2(3, 4).area(), 12);
});
test('Vector2 lerp', () =>
{
const r = vec2(0, 0).lerp(vec2(10, 20), 0.5);
assert.equal(r.x, 5); assert.equal(r.y, 10);
const zero = vec2(0, 0).lerp(vec2(10, 20), 0);
assert.equal(zero.x, 0); assert.equal(zero.y, 0);
});
test('Color factory + defaults', () =>
{
const w = rgb();
assert.equal(w.r, 1); assert.equal(w.g, 1); assert.equal(w.b, 1); assert.equal(w.a, 1);
const red = rgb(1, 0, 0);
assert.equal(red.r, 1); assert.equal(red.g, 0); assert.equal(red.b, 0); assert.equal(red.a, 1);
});
test('Color arithmetic', () =>
{
const a = new Color(0.5, 0.5, 0.5, 1);
const b = new Color(0.25, 0.25, 0.25, 0);
const sum = a.add(b);
assert.equal(sum.r, 0.75);
assert.equal(sum.a, 1);
const scaled = a.scale(2);
assert.equal(scaled.r, 1);
assert.equal(scaled.a, 2); // alpha also scaled
const scaled2 = a.scale(2, 0.5);
assert.equal(scaled2.r, 1);
assert.equal(scaled2.a, 0.5); // alpha scaled separately
});
test('Color lerp', () =>
{
const a = new Color(0, 0, 0, 1);
const b = new Color(1, 1, 1, 1);
const mid = a.lerp(b, 0.5);
assert.equal(mid.r, 0.5); assert.equal(mid.g, 0.5); assert.equal(mid.b, 0.5);
});
test('Color hex round-trip', () =>
{
const red = new Color().setHex('#ff0000');
assert(near(red.r, 1)); assert(near(red.g, 0)); assert(near(red.b, 0));
const short = new Color().setHex('#f00');
assert(near(short.r, 1)); assert(near(short.g, 0)); assert(near(short.b, 0));
// toString format is locked: lowercase hex, always 6 or 8 chars plus '#'.
// If a future change switches to uppercase, update both the function and these tests.
assert.equal(rgb(1, 0, 0).toString(false), '#ff0000');
assert.equal(rgb(0, 0, 0).toString(false), '#000000');
});
test('Color rgb↔hsl round-trip', () =>
{
const red = rgb(1, 0, 0);
const [h, s, l, a] = red.HSLA();
const back = hsl(h, s, l, a);
assert(near(back.r, 1, 1e-6));
assert(near(back.g, 0, 1e-6));
assert(near(back.b, 0, 1e-6));
});
test('Color clamp', () =>
{
const clamped = new Color(2, -1, 0.5, 1.5).clamp();
assert.equal(clamped.r, 1);
assert.equal(clamped.g, 0);
assert.equal(clamped.b, 0.5);
assert.equal(clamped.a, 1);
});
test('RandomGenerator determinism', () =>
{
const r1 = new RandomGenerator(12345);
const r2 = new RandomGenerator(12345);
for (let i = 0; i < 10; i++)
assert.equal(r1.float(), r2.float());
// different seed => different sequence
const r3 = new RandomGenerator(54321);
const a = new RandomGenerator(12345).float();
const b = r3.float();
assert.notEqual(a, b);
});
test('RandomGenerator range bounds', () =>
{
const r = new RandomGenerator(42);
for (let i = 0; i < 100; i++)
{
const x = r.float();
assert(x >= 0 && x < 1);
}
for (let i = 0; i < 100; i++)
{
const n = r.int(10);
assert(n >= 0 && n < 10);
assert.equal(Math.floor(n), n);
}
});
test('rand / randInt bounds', () =>
{
// rand() => [0, 1) — valueB(0) + Math.random()*(valueA(1)-valueB(0))
for (let i = 0; i < 100; i++)
{
const x = rand();
assert(x >= 0 && x < 1);
}
// rand(valueA, valueB) returns valueB + rand()*(valueA - valueB).
// Inclusivity flips with arg order:
// rand(10, 5) = 5 + r*5 => [5, 10) -- valueB inclusive, valueA exclusive
// rand(5, 10) = 10 + r*-5 => (5, 10] -- valueA exclusive, valueB inclusive
for (let i = 0; i < 100; i++)
{
const y = rand(10, 5);
assert(y >= 5 && y < 10);
const z = rand(5, 10);
assert(z > 5 && z <= 10);
}
for (let i = 0; i < 100; i++)
{
const n = randInt(4);
assert([0, 1, 2, 3].includes(n));
}
});
test('randBool distribution', () =>
{
let trues = 0;
for (let i = 0; i < 200; i++)
if (randBool()) trues++;
// Fair coin: mean=100, stddev≈7.07 for Binomial(200, 0.5).
// Window [60, 140] is ~5.6σ from the mean — false positive rate ~1e-8,
// but will still catch a function that's meaningfully biased.
assert(trues >= 60 && trues <= 140,
`randBool produced ${trues}/200 trues — outside 60..140 window`);
// chance=1 always true, chance=0 always false
for (let i = 0; i < 20; i++)
{
assert.equal(randBool(1), true);
assert.equal(randBool(0), false);
}
});
test('randSign returns exactly -1 or 1', () =>
{
const signs = new Set();
for (let i = 0; i < 100; i++)
{
const s = randSign();
assert(s === -1 || s === 1);
signs.add(s);
}
assert.deepEqual([...signs].sort(), [-1, 1]);
});
test('randVec2 length', () =>
{
// default length 1
for (let i = 0; i < 50; i++)
assert(near(randVec2().length(), 1, 1e-9));
// custom length
for (let i = 0; i < 50; i++)
assert(near(randVec2(7).length(), 7, 1e-9));
});
test('randInCircle stays within radius', () =>
{
for (let i = 0; i < 200; i++)
{
const v = randInCircle(3);
assert(v.length() <= 3 + EPS);
}
// radius 0 returns origin
const zero = randInCircle(0);
assert.equal(zero.x, 0); assert.equal(zero.y, 0);
});
test('randColor returns a valid Color', () =>
{
for (let i = 0; i < 20; i++)
{
const c = randColor();
assert(c instanceof Color);
assert(c.isValid());
}
// with explicit bounds, each channel stays between the two colors
const a = rgb(0.2, 0.2, 0.2, 1);
const b = rgb(0.8, 0.8, 0.8, 1);
for (let i = 0; i < 50; i++)
{
const c = randColor(a, b);
assert(c.r >= 0.2 && c.r <= 0.8);
assert(c.g >= 0.2 && c.g <= 0.8);
assert(c.b >= 0.2 && c.b <= 0.8);
}
});
///////////////////////////////////////////////////////////////////////////////
// oscillate
test('oscillate sine (default)', () =>
{
// sine: value = -cos(phase * 2pi), output = amp/2 * (value + 1) ∈ [0, amp]
// phase=0 -> value=-1 -> 0
// phase=0.5 -> value=1 -> amp
// phase=0.25 -> value=0 -> amp/2
assert(near(oscillate(1, 2, 0), 0));
assert(near(oscillate(1, 2, 0.5), 2));
assert(near(oscillate(1, 2, 0.25), 1));
// must stay in [0, amplitude]
for (let i = 0; i <= 20; i++)
{
const v = oscillate(1, 1, i/20);
assert(v >= 0 - EPS && v <= 1 + EPS);
}
});
test('oscillate triangle', () =>
{
// triangle (type 1) at phase=0 -> peaks at amp; phase=0.5 -> 0
assert(near(oscillate(1, 1, 0, 0, 1), 1));
assert(near(oscillate(1, 1, 0.5, 0, 1), 0));
// must stay in [0, amplitude]
for (let i = 0; i <= 20; i++)
{
const v = oscillate(1, 1, i/20, 0, 1);
assert(v >= 0 - EPS && v <= 1 + EPS);
}
});
test('oscillate square', () =>
{
// square (type 2): -1 for phase<0.5, +1 for phase>=0.5
// so output 0 for phase<0.5, amp for phase>=0.5
assert.equal(oscillate(1, 1, 0, 0, 2), 0);
assert.equal(oscillate(1, 1, 0.25, 0, 2), 0);
assert.equal(oscillate(1, 1, 0.5, 0, 2), 1);
assert.equal(oscillate(1, 1, 0.9, 0, 2), 1);
});
test('oscillate sawtooth', () =>
{
// sawtooth (type 3): value = 2*phase - 1, output = amp/2*(value+1) = amp*phase
assert(near(oscillate(1, 1, 0, 0, 3), 0));
assert(near(oscillate(1, 1, 0.5, 0, 3), 0.5));
// phase wraps at 1, so exactly at phase=1 we get 0 again via mod
assert(near(oscillate(1, 1, 1, 0, 3), 0));
});
///////////////////////////////////////////////////////////////////////////////
// Vector2 gaps
test('Vector2 copy / setFrom immutability', () =>
{
const a = vec2(3, 4);
const b = a.copy();
b.x = 99;
assert.equal(a.x, 3); // original untouched
const c = new Vector2().setFrom(a);
assert.equal(c.x, 3); assert.equal(c.y, 4);
});
test('Vector2 divide', () =>
{
const r = vec2(6, 8).divide(vec2(2, 4));
assert.equal(r.x, 3); assert.equal(r.y, 2);
});
test('Vector2 clampLength', () =>
{
// already within limit: returns a copy at same length
const a = vec2(3, 4).clampLength(10);
assert.equal(a.x, 3); assert.equal(a.y, 4);
// exceeds limit: scales down to limit
const b = vec2(3, 4).clampLength(1);
assert(near(b.length(), 1));
});
test('Vector2 reflect', () =>
{
// (1, -1) hitting a floor (normal 0,1) should reflect to (1, 1)
const r = vec2(1, -1).reflect(vec2(0, 1), 1);
assert(near(r.x, 1)); assert(near(r.y, 1));
// restitution 0.5 halves the bounce
const half = vec2(0, -2).reflect(vec2(0, 1), 0.5);
assert(near(half.y, 1)); // -2 -> +1, not +2
// restitution 0 absorbs the normal component
const absorbed = vec2(1, -1).reflect(vec2(0, 1), 0);
assert(near(absorbed.x, 1));
assert(near(absorbed.y, 0));
});
test('Vector2 setDirection / direction (cardinal 0..3)', () =>
{
// setDirection: 0=up(+y), 1=right(+x), 2=down(-y), 3=left(-x)
const up = new Vector2().setDirection(0, 1);
assert(near(up.x, 0)); assert(near(up.y, 1));
const right = new Vector2().setDirection(1, 1);
assert(near(right.x, 1)); assert(near(right.y, 0));
const down = new Vector2().setDirection(2, 1);
assert(near(down.x, 0)); assert(near(down.y, -1));
const left = new Vector2().setDirection(3, 1);
assert(near(left.x, -1)); assert(near(left.y, 0));
// direction() is the inverse for clean cardinal vectors
assert.equal(vec2(0, 1).direction(), 0);
assert.equal(vec2(1, 0).direction(), 1);
assert.equal(vec2(0, -1).direction(), 2);
assert.equal(vec2(-1, 0).direction(), 3);
});
test('Vector2 snap', () =>
{
// snap divides by the grid, floors, multiplies back
// snap(2): bucket size 0.5 (1/2). 1.3 -> floor(1.3*2)/2 = floor(2.6)/2 = 2/2 = 1.0
const r = vec2(1.3, 1.9).snap(2);
assert(near(r.x, 1.0));
assert(near(r.y, 1.5));
});
test('Vector2 arrayCheck (tile-grid bounds)', () =>
{
const size = vec2(10, 5);
assert.equal(vec2(0, 0).arrayCheck(size), true);
assert.equal(vec2(9, 4).arrayCheck(size), true);
assert.equal(vec2(10, 4).arrayCheck(size), false); // x out (exclusive upper)
assert.equal(vec2(9, 5).arrayCheck(size), false); // y out (exclusive upper)
assert.equal(vec2(-1, 0).arrayCheck(size), false); // x negative
assert.equal(vec2(0, -1).arrayCheck(size), false); // y negative
});
test('Vector2 isValid', () =>
{
assert.equal(vec2(0, 0).isValid(), true);
assert.equal(vec2(-100, 3.14).isValid(), true);
const bad = vec2(1, 2);
bad.x = NaN;
assert.equal(bad.isValid(), false);
bad.x = 1; bad.y = NaN;
assert.equal(bad.isValid(), false);
});
///////////////////////////////////////////////////////////////////////////////
// Color gaps
test('Color copy / setFrom / set', () =>
{
const a = new Color(0.25, 0.5, 0.75, 0.5);
const b = a.copy();
b.r = 0;
assert.equal(a.r, 0.25); // original untouched
const c = new Color().setFrom(a);
assert.equal(c.r, 0.25); assert.equal(c.a, 0.5);
c.set(1, 0, 0, 1);
assert.equal(c.r, 1); assert.equal(c.g, 0);
});
test('Color divide', () =>
{
const r = new Color(1, 0.5, 0.25, 1).divide(new Color(2, 1, 0.5, 1));
assert.equal(r.r, 0.5); assert.equal(r.g, 0.5); assert.equal(r.b, 0.5); assert.equal(r.a, 1);
});
test('Color rgbaInt for simple cases', () =>
{
// packed layout: R in lowest byte, then G, B, A
assert.equal(rgb(0, 0, 0, 0).rgbaInt(), 0);
assert.equal(rgb(1, 0, 0, 0).rgbaInt(), 255);
assert.equal(rgb(0, 1, 0, 0).rgbaInt(), 255 << 8);
assert.equal(rgb(0, 0, 1, 0).rgbaInt(), 255 << 16);
});
test('Color HSLA() at corner hues', () =>
{
// pure primaries have saturation 1 and lightness 0.5
const [hR, sR, lR] = rgb(1, 0, 0).HSLA();
assert(near(hR, 0)); assert(near(sR, 1)); assert(near(lR, 0.5));
const [hG, sG, lG] = rgb(0, 1, 0).HSLA();
assert(near(hG, 1/3)); assert(near(sG, 1)); assert(near(lG, 0.5));
const [hB, sB, lB] = rgb(0, 0, 1).HSLA();
assert(near(hB, 2/3)); assert(near(sB, 1)); assert(near(lB, 0.5));
// grayscale: saturation 0, hue irrelevant (reports 0)
const [, sBlack, lBlack] = rgb(0, 0, 0).HSLA();
assert.equal(sBlack, 0); assert.equal(lBlack, 0);
const [, sWhite, lWhite] = rgb(1, 1, 1).HSLA();
assert.equal(sWhite, 0); assert.equal(lWhite, 1);
});
test('Color isValid', () =>
{
assert.equal(new Color(0.5, 0.5, 0.5, 1).isValid(), true);
const bad = new Color(0, 0, 0, 1);
bad.r = NaN;
assert.equal(bad.isValid(), false);
});
test('Color mutate bounds', () =>
{
// mutate uses Math.random directly so we can't seed it — test shape only.
const base = rgb(0.5, 0.5, 0.5, 0.5);
for (let i = 0; i < 50; i++)
{
const m = base.mutate(0.1, 0.05);
// all channels stay in [0, 1] (mutate calls .clamp() at the end)
assert(m.r >= 0 && m.r <= 1);
assert(m.g >= 0 && m.g <= 1);
assert(m.b >= 0 && m.b <= 1);
assert(m.a >= 0 && m.a <= 1);
// each channel is within `amount` of the base (before clamp, but base+amount stays in range here)
assert(Math.abs(m.r - 0.5) <= 0.1 + EPS);
assert(Math.abs(m.g - 0.5) <= 0.1 + EPS);
assert(Math.abs(m.b - 0.5) <= 0.1 + EPS);
assert(Math.abs(m.a - 0.5) <= 0.05 + EPS);
}
// alphaAmount defaults to 0: alpha unchanged
const m = base.mutate(0.1);
assert.equal(m.a, 0.5);
});
///////////////////////////////////////////////////////////////////////////////
// RandomGenerator methods
test('RandomGenerator bool / sign', () =>
{
const r = new RandomGenerator(1);
let trues = 0, signs = new Set();
for (let i = 0; i < 100; i++)
{
if (r.bool()) trues++;
signs.add(r.sign());
}
// chance=0.5 default — expect neither 0 nor 100 trues on 100 draws
assert(trues > 20 && trues < 80);
assert.deepEqual([...signs].sort(), [-1, 1]);
});
test('RandomGenerator floatSign range and sign', () =>
{
const r = new RandomGenerator(5);
const signs = new Set();
for (let i = 0; i < 100; i++)
{
const v = r.floatSign(2, 1);
// magnitude is in [1, 2), signed either way
assert(Math.abs(v) >= 1 && Math.abs(v) < 2);
signs.add(Math.sign(v));
}
assert.deepEqual([...signs].sort(), [-1, 1]);
});
test('RandomGenerator angle range', () =>
{
const r = new RandomGenerator(7);
for (let i = 0; i < 100; i++)
{
const a = r.angle();
assert(a >= -PI && a < PI);
}
});
test('RandomGenerator vec2', () =>
{
const r = new RandomGenerator(9);
const v = r.vec2(5);
assert(v instanceof Vector2);
assert(v.x >= 0 && v.x < 5);
assert(v.y >= 0 && v.y < 5);
});
test('RandomGenerator randColor determinism', () =>
{
const a = new RandomGenerator(123).randColor();
const b = new RandomGenerator(123).randColor();
assert.equal(a.r, b.r);
assert.equal(a.g, b.g);
assert.equal(a.b, b.b);
assert.equal(a.a, b.a);
});
test('RandomGenerator mutateColor', () =>
{
const base = rgb(0.5, 0.5, 0.5, 1);
const r = new RandomGenerator(42);
const m = r.mutateColor(base, 0.1, 0);
// result clamped to [0,1] and each channel within amount of base (0.1)
assert(m.r >= 0 && m.r <= 1);
assert(m.g >= 0 && m.g <= 1);
assert(m.b >= 0 && m.b <= 1);
assert.equal(m.a, 1); // alphaAmount=0, so alpha unchanged
assert(Math.abs(m.r - 0.5) <= 0.1 + EPS);
assert(Math.abs(m.g - 0.5) <= 0.1 + EPS);
assert(Math.abs(m.b - 0.5) <= 0.1 + EPS);
});