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- Replaced raw asteroid-count beat cadence with weighted active asteroid totals.
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- Weights are large asteroid `9`, medium asteroid `4`, and small asteroid `1`.
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- Beat timing now uses only active asteroid objects and preserves the existing cadence bounds of `0.18s` minimum and `0.98s` maximum.
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- Added targeted Asteroids Playwright validation for the expected split progression.
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## Runtime Behavior
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- The active wave establishes the current beat baseline from live asteroid objects; no asteroid-count totals are hardcoded in runtime cadence logic.
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- Weighted totals decrease as asteroids split, so cadence speeds up through the expected progression:
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-`8 large = 72`
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-`16 medium = 64`
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-`32 small = 32`
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- Inactive asteroid-like objects with `active: false`, `alive: false`, or `destroyed: true` do not contribute to cadence.
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## Validation
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- PASS: `npx playwright test tests/playwright/tools/AsteroidsBeatTiming.spec.mjs --project=playwright --workers=1 --reporter=list`
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- 1 passed.
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- PASS: `npm run build:manifest`
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- PASS: `npm run test:workspace-v2`
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- 58 passed.
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- PASS: repeated targeted Asteroids beat timing validation after Workspace V2 for the final coverage report.
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- PASS: `git diff --check`
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## PR_26139_025 Regression Check
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- Workspace V2 suite re-ran the repo discovery/schema reference tests from PR_26139_025.
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- Asteroids and AITargetDummy remain discoverable through Workspace Manager V2 Select Repo.
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- No unresolved `asset-manager-v2.schema.json` or `palette-manager-v2.schema.json` schema reference regression was observed.
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## Playwright Impact
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- Playwright impacted: Yes.
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- Expected pass behavior: weighted totals are `72`, `64`, `32`, then `0` for inactive-only asteroids; intervals monotonically decrease as totals decrease and stay within `0.18s`/`0.98s`.
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- Expected fail behavior: raw object-count timing would make `16 medium` or `32 small` slower, or inactive objects would inflate the weighted total.
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## Full Samples
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- Full samples smoke test was skipped.
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- Reason: scope is limited to Asteroids beat cadence and Workspace V2 schema/game discovery regression was covered by targeted/full Workspace V2 validation.
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## Manual Validation
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1. Launch `games/Asteroids/index.html`.
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2. Start a game and listen for the alternating beat cadence.
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3. Split large asteroids into medium asteroids and confirm the beat becomes faster.
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4. Split medium asteroids into small asteroids and confirm the beat becomes faster again.
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5. Confirm the cadence remains bounded and does not jump outside the existing slow/fast range.
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