LayerAdapter = require 'lib/surface/LayerAdapter' SegmentedSprite = require 'lib/surface/SegmentedSprite' CocoSprite = require 'lib/surface/CocoSprite' ThangType = require 'models/ThangType' SpriteBuilder = require 'lib/sprites/SpriteBuilder' ogreMunchkinThangType = new ThangType(require 'test/app/fixtures/ogre-munchkin-m.thang.type') ogreFangriderThangType = new ThangType(require 'test/app/fixtures/ogre-fangrider.thang.type') describe 'SegmentedSprite', -> segmentedSprite = null stage = null showMe = -> canvas = $('').css('position', 'absolute').css('index', 1000).css('background', 'white') $('body').append(canvas) stage = new createjs.Stage(canvas[0]) # this is not a SpriteStage because some tests require adding MovieClips stage.addChild(segmentedSprite) window.stage = stage ticks = 0 listener = { handleEvent: -> return if ticks >= 100 ticks += 1 segmentedSprite.tick(arguments[0].delta) stage.update() } createjs.Ticker.addEventListener "tick", listener describe 'with Ogre Munchkin ThangType', -> beforeEach -> layer = new LayerAdapter({webGL:true}) layer.buildAutomatically = false layer.buildAsync = false ogreMunchkinThangType.markToRevert() ogreMunchkinThangType.set('spriteType', 'segmented') actions = ogreMunchkinThangType.getActions() # couple extra actions for doing some tests actions.littledance = {animation:'enemy_small_move_side',framerate:1, frames:'0,6,2,6,2,8,0'} actions.onestep = {animation:'enemy_small_move_side', loops: false} actions.head = {container:'head'} colorConfig = {team: {hue: 0, saturation: 1, lightness: 0.5}} sprite = new CocoSprite(ogreMunchkinThangType, {colorConfig: colorConfig}) layer.addCocoSprite(sprite) sheet = layer.renderNewSpriteSheet() prefix = layer.renderGroupingKey(ogreMunchkinThangType, null, colorConfig) + '.' window.segmentedSprite = segmentedSprite = new SegmentedSprite(sheet, ogreMunchkinThangType, prefix) segmentedSprite.x = 100 segmentedSprite.y = 200 afterEach -> ogreMunchkinThangType.revert() it 'has gotoAndPlay, gotoAndStop, currentAnimation, and paused like a MovieClip or Sprite', -> segmentedSprite.gotoAndPlay('move_fore') expect(segmentedSprite.baseMovieClip).toBeDefined() expect(segmentedSprite.paused).toBe(false) segmentedSprite.gotoAndStop('move_fore') expect(segmentedSprite.paused).toBe(true) expect(segmentedSprite.currentAnimation).toBe('move_fore') it 'has a tick function which moves the animation forward', -> segmentedSprite.gotoAndPlay('attack') segmentedSprite.tick(100) # one hundred milliseconds expect(segmentedSprite.baseMovieClip.currentFrame).toBe(segmentedSprite.framerate*100/1000) it 'will interpolate between frames of a custom frame set', -> segmentedSprite.gotoAndPlay('littledance') segmentedSprite.tick(1000) expect(segmentedSprite.baseMovieClip.currentFrame).toBe(6) segmentedSprite.tick(1000) expect(segmentedSprite.baseMovieClip.currentFrame).toBe(2) segmentedSprite.tick(500) expect(segmentedSprite.baseMovieClip.currentFrame).toBe(4) segmentedSprite.tick(500) expect(segmentedSprite.baseMovieClip.currentFrame).toBe(6) it 'emits animationend for animations where loops is false and there is no goesTo', -> fired = false segmentedSprite.gotoAndPlay('onestep') segmentedSprite.on('animationend', -> fired = true) segmentedSprite.tick(1000) expect(fired).toBe(true) it 'scales rendered animations like a MovieClip', -> # build a movie clip, put it on top of the segmented sprite and make sure # they both 'hit' at the same time. segmentedSprite.gotoAndStop('idle') builder = new SpriteBuilder(ogreMunchkinThangType) movieClip = builder.buildMovieClip('enemy_small_move_side') movieClip.x = 100 movieClip.y = 200 movieClip.regX = 285 movieClip.regY = 300 movieClip.stop() showMe() stage.addChild(movieClip) stage.update() t = new Date() tests = hits = 0 for x in _.range(50, 160, 20) for y in _.range(50, 220, 20) tests += 1 objects = stage.getObjectsUnderPoint(x, y) if objects.length hasSprite = _.any objects, (o) -> o instanceof createjs.Sprite hasShape = _.any objects, (o) -> o instanceof createjs.Shape hits+= 1 if hasSprite and hasShape else hits += 1 expect(hits / tests).toBeGreaterThan(0.98) # not perfect, but pretty close. expect(segmentedSprite.baseScaleX).toBe(0.3) expect(segmentedSprite.baseScaleY).toBe(0.3) $('canvas').remove() it 'scales placeholder animations like a MovieClip', -> segmentedSprite.usePlaceholders = true segmentedSprite.gotoAndStop('idle') builder = new SpriteBuilder(ogreMunchkinThangType) movieClip = builder.buildMovieClip('enemy_small_move_side') movieClip.x = 100 movieClip.y = 200 movieClip.regX = 285 movieClip.regY = 300 movieClip.stop() showMe() stage.addChild(movieClip) stage.update() t = new Date() tests = hits = 0 for x in _.range(50, 160, 20) for y in _.range(50, 220, 20) tests += 1 objects = stage.getObjectsUnderPoint(x, y) if objects.length hasSprite = _.any objects, (o) -> o instanceof createjs.Sprite hasShape = _.any objects, (o) -> o instanceof createjs.Shape hits+= 1 if hasSprite and hasShape else hits += 1 expect(hits / tests).toBeGreaterThan(0.96) # not as perfect, but still, close! $('canvas').remove() it 'propagates events from the segments through the segmented sprite', -> fired = {} segmentedSprite.on('click', -> fired.didIt = true) segmentedSprite.gotoAndStop('idle') segmentedSprite.children[0].children[0].dispatchEvent('click') expect(fired.didIt).toBe(true) describe 'with Ogre Fangrider ThangType', -> beforeEach -> layer = new LayerAdapter({webGL:true}) layer.buildAutomatically = false layer.buildAsync = false ogreFangriderThangType.markToRevert() ogreFangriderThangType.set('spriteType', 'segmented') colorConfig = {team: {hue: 0, saturation: 1, lightness: 0.5}} sprite = new CocoSprite(ogreFangriderThangType, {colorConfig: colorConfig}) layer.addCocoSprite(sprite) sheet = layer.renderNewSpriteSheet() prefix = layer.renderGroupingKey(ogreFangriderThangType, null, colorConfig) + '.' window.segmentedSprite = segmentedSprite = new SegmentedSprite(sheet, ogreFangriderThangType, prefix) segmentedSprite.x = 300 segmentedSprite.y = 300 afterEach -> ogreFangriderThangType.revert() it 'synchronizes animations with child movie clips properly', -> segmentedSprite.gotoAndPlay('die') segmentedSprite.tick(100) # one hundred milliseconds expectedFrame = segmentedSprite.framerate*100/1000 expect(segmentedSprite.currentFrame).toBe(expectedFrame) for movieClip in segmentedSprite.childMovieClips expect(movieClip.currentFrame).toBe(expectedFrame) it 'does not include shapes from the original animation', -> segmentedSprite.gotoAndPlay('attack') segmentedSprite.tick(230) for child in segmentedSprite.children expect(_.isString(child)).toBe(false) it 'maintains the right number of shapes', -> segmentedSprite.gotoAndPlay('idle') lengths = [] for i in _.range(10) segmentedSprite.tick(10) expect(segmentedSprite.children.length).toBe(20)