codecombat/test/app/lib/surface/SpriteBoss.spec.coffee

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SpriteBoss = require 'lib/surface/SpriteBoss'
Camera = require 'lib/surface/Camera'
World = require 'lib/world/world'
ThangType = require 'models/ThangType'
treeThangType = new ThangType(require 'test/app/fixtures/tree1.thang.type')
ogreMunchkinThangType = new ThangType(require 'test/app/fixtures/ogre-munchkin-m.thang.type')
ogreFangriderThangType = new ThangType(require 'test/app/fixtures/ogre-fangrider.thang.type')
describe 'SpriteBoss', ->
spriteBoss = null
canvas = null
stage = null
# This suite just creates and renders the stage once, and then has each of the tests
# check the resulting data for the whole thing, without changing anything.
init = (done) ->
return done() if spriteBoss
t = new Date()
canvas = $('<canvas width="800" height="600"></canvas>')
camera = new Camera(canvas)
# Create an initial, simple world with just trees
world = new World()
world.thangs = [
# Set trees side by side with different render strategies
{id: 'Tree 1', spriteName: 'Tree 1', exists: true, pos: {x:10, y:-8}, action: 'idle', health: 20, maxHealth: 20, rotation: Math.PI/2, acts: true }
{id: 'Tree 2', spriteName: 'Full Render Tree', exists: true, pos: {x:8, y:-8}, action: 'idle', health: 20, maxHealth: 20, rotation: Math.PI/2, acts: true }
# Include a tree whose existence will change so we can test removing sprites
{id: 'Tree Will Disappear', spriteName: 'Tree 1', exists: true, pos: {x:0, y:0}, action: 'idle', health: 20, maxHealth: 20, rotation: Math.PI/2, acts: true }
]
world.thangMap = {}
world.thangMap[thang.id] = thang for thang in world.thangs
# Set up thang types. Mix renderStrategies.
fullRenderOgreMunchkinThangType = ogreMunchkinThangType.clone()
fullRenderOgreMunchkinThangType.set({name:'Full Render Ogre', slug:'full-render-ogre'})
fullRenderTreeThangType = treeThangType.clone()
fullRenderTreeThangType.set({name:'Full Render Tree', slug:'full-render-tree'})
ogreMunchkinThangType.set('renderStrategy', 'container')
ogreFangriderThangType.set('renderStrategy', 'container')
treeThangType.set('renderStrategy', 'container')
thangTypes = [treeThangType, ogreMunchkinThangType, ogreFangriderThangType, fullRenderOgreMunchkinThangType, fullRenderTreeThangType]
# Build the Stage and SpriteBoss.
window.stage = stage = new createjs.Stage(canvas[0])
options = {
camera: camera
surfaceLayer: stage
surfaceTextLayer: new createjs.Container()
world: world
thangTypes: thangTypes
}
window.spriteBoss = spriteBoss = new SpriteBoss(options)
defaultLayer = spriteBoss.spriteLayers.Default
defaultLayer.buildAsync = false # cause faster
# Don't have the layer automatically draw for move_fore, instead have it notified from WebGLSprites that
# this animation or its containers are needed.
# defaultLayer.setDefaultActions(_.without defaultLayer.defaultActions, 'move_fore')
# Render the simple world with just trees
spriteBoss.update(true)
defaultLayer.once 'new-spritesheet', ->
# Now make the world a little more complicated.
world.thangs = world.thangs.concat [
# four cardinal ogres, to test movement rotation and placement around a center point.
{id: 'Ogre N', spriteName: 'Ogre Munchkin M', exists: true, pos: {x:0, y:8}, action: 'move', health: 10, maxHealth: 10, rotation: -Math.PI/2, acts: true, scaleFactorX: 1.5 }
{id: 'Ogre W', spriteName: 'Ogre Munchkin M', exists: true, pos: {x:-8, y:0}, action: 'move', health: 5, maxHealth: 10, rotation: 0, acts: true, scaleFactorY: 1.5 }
{id: 'Ogre E', spriteName: 'Ogre Munchkin M', exists: true, pos: {x:8, y:0}, action: 'move', health: 5, maxHealth: 10, rotation: Math.PI, acts: true, alpha: 0.5 }
{id: 'Ogre S', spriteName: 'Ogre Munchkin M', exists: true, pos: {x:0, y:-8}, action: 'move', health: 5, maxHealth: 10, rotation: Math.PI/2, acts: true }
# Set ogres side by side with different render strategies
{id: 'FROgre', spriteName: 'Full Render Ogre', exists: true, pos: {x:-10, y:-8}, action: 'idle', health: 10, maxHealth: 10, rotation: 0, acts: true }
{id: 'NotFROgre', spriteName: 'Ogre Munchkin M', exists: true, pos: {x:-8, y:-8}, action: 'idle', health: 10, maxHealth: 10, rotation: 0, acts: true }
# A line of ogres overlapping to test child ordering
{id: 'Ogre 1', spriteName: 'Ogre Munchkin M', exists: true, pos: {x:-14, y:0}, action: 'die', health: 5, maxHealth: 10, rotation: 0, acts: true }
{id: 'Ogre 2', spriteName: 'Ogre Munchkin M', exists: true, pos: {x:-13.5, y:1}, action: 'die', health: 5, maxHealth: 10, rotation: 0, acts: true }
{id: 'Ogre 3', spriteName: 'Ogre Munchkin M', exists: true, pos: {x:-13, y:2}, action: 'die', health: 5, maxHealth: 10, rotation: 0, acts: true }
{id: 'Ogre 4', spriteName: 'Ogre Munchkin M', exists: true, pos: {x:-12.5, y:3}, action: 'die', health: 5, maxHealth: 10, rotation: 0, acts: true }
# Throw in a ThangType that contains nested MovieClips
{id: 'Fangrider 1', spriteName: 'Ogre Fangrider', exists: true, pos: {x:8, y:8}, action: 'move', health: 20, maxHealth: 20, rotation: 0, acts: true }
]
_.find(world.thangs, {id: 'Tree Will Disappear'}).exists = false
world.thangMap[thang.id] = thang for thang in world.thangs
spriteBoss.update(true)
defaultLayer.once 'new-spritesheet', ->
done()
showMe() # Uncomment to display this world when you run any of these tests.
beforeEach (done) -> init(done)
showMe = ->
canvas.css('position', 'absolute').css('index', 1000).css('background', 'white')
$('body').append(canvas)
ticks = 0
listener = {
handleEvent: ->
return if ticks >= 100
ticks += 1
console.log 'update'
stage.update()
}
createjs.Ticker.addEventListener "tick", listener
$('body').append($('<div style="position: absolute; top: 295px; left: 395px; height: 10px; width: 10px; background: red;"></div>'))
it 'rotates and animates sprites according to thang rotation', ->
expect(spriteBoss.sprites['Ogre N'].imageObject.currentAnimation).toBe('move_fore')
expect(spriteBoss.sprites['Ogre E'].imageObject.currentAnimation).toBe('move_side')
expect(spriteBoss.sprites['Ogre W'].imageObject.currentAnimation).toBe('move_side')
expect(spriteBoss.sprites['Ogre S'].imageObject.currentAnimation).toBe('move_back')
expect(spriteBoss.sprites['Ogre E'].imageObject.scaleX).toBeLessThan(0)
expect(spriteBoss.sprites['Ogre W'].imageObject.scaleX).toBeGreaterThan(0)
it 'positions sprites according to thang pos', ->
expect(spriteBoss.sprites['Ogre N'].imageObject.x).toBe(0)
expect(spriteBoss.sprites['Ogre N'].imageObject.y).toBeCloseTo(-60)
expect(spriteBoss.sprites['Ogre E'].imageObject.x).toBeCloseTo(80)
expect(spriteBoss.sprites['Ogre E'].imageObject.y).toBe(0)
expect(spriteBoss.sprites['Ogre W'].imageObject.x).toBe(-80)
expect(spriteBoss.sprites['Ogre W'].imageObject.y).toBeCloseTo(0)
expect(spriteBoss.sprites['Ogre S'].imageObject.x).toBe(0)
expect(spriteBoss.sprites['Ogre S'].imageObject.y).toBeCloseTo(60)
it 'scales sprites according to thang scaleFactorX and scaleFactorY', ->
expect(spriteBoss.sprites['Ogre N'].imageObject.scaleX).toBe(spriteBoss.sprites['Ogre N'].baseScaleX * 2)
expect(spriteBoss.sprites['Ogre W'].imageObject.scaleY).toBe(spriteBoss.sprites['Ogre N'].baseScaleY * 2)
it 'sets alpha based on thang alpha', ->
expect(spriteBoss.sprites['Ogre E'].imageObject.alpha).toBe(0.5)
it 'orders sprites in the layer based on thang pos.y\'s', ->
container = spriteBoss.spriteLayers.Default.spriteContainer
l = spriteBoss.spriteLayers.Default.spriteContainer.children
i1 = container.getChildIndex(_.find(container.children, (c) -> c.sprite.thang.id is 'Ogre 1'))
i2 = container.getChildIndex(_.find(container.children, (c) -> c.sprite.thang.id is 'Ogre 2'))
i3 = container.getChildIndex(_.find(container.children, (c) -> c.sprite.thang.id is 'Ogre 3'))
i4 = container.getChildIndex(_.find(container.children, (c) -> c.sprite.thang.id is 'Ogre 4'))
expect(i1).toBeGreaterThan(i2)
expect(i2).toBeGreaterThan(i3)
expect(i3).toBeGreaterThan(i4)
it 'only contains children Sprites and SpriteContainers whose spritesheet matches the Layer', ->
defaultLayerContainer = spriteBoss.spriteLayers.Default.spriteContainer
for c in defaultLayerContainer.children
expect(c.spriteSheet).toBe(defaultLayerContainer.spriteSheet)