scratch-vm/test/unit/sprites_rendered-target.js

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const test = require('tap').test;
const RenderedTarget = require('../../src/sprites/rendered-target');
const Sprite = require('../../src/sprites/sprite');
const Runtime = require('../../src/engine/runtime');
const FakeRenderer = require('../fixtures/fake-renderer');
test('clone effects', t => {
// Create two clones and ensure they have different graphic effect objects.
// Regression test for Github issue #224
const spr = new Sprite();
const a = new RenderedTarget(spr, null);
const b = new RenderedTarget(spr, null);
t.ok(a.effects !== b.effects);
t.end();
});
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test('setxy', t => {
const s = new Sprite();
const r = new Runtime();
const a = new RenderedTarget(s, r);
const renderer = new FakeRenderer();
a.renderer = renderer;
a.setXY(123, 321, true);
t.equals(a.x, 123);
t.equals(a.y, 321);
t.end();
});
test('direction', t => {
const s = new Sprite();
const r = new Runtime();
const a = new RenderedTarget(s, r);
const renderer = new FakeRenderer();
a.renderer = renderer;
a.setDirection(123);
t.equals(a._getRenderedDirectionAndScale().direction, 123);
t.end();
});
test('setSay', t => {
const s = new Sprite();
const r = new Runtime();
const a = new RenderedTarget(s, r);
const renderer = new FakeRenderer();
a.renderer = renderer;
a.setSay();
a.setSay('types not specified', 'message');
t.end();
});
test('setVisible', t => {
const s = new Sprite();
const r = new Runtime();
const a = new RenderedTarget(s, r);
const renderer = new FakeRenderer();
a.renderer = renderer;
a.setVisible(true);
t.end();
});
test('setSize', t => {
const s = new Sprite();
const r = new Runtime();
const a = new RenderedTarget(s, r);
const renderer = new FakeRenderer();
a.renderer = renderer;
a.setSize(123);
t.equals(a._getRenderedDirectionAndScale().scale[0], 123);
t.end();
});
test('set and clear effects', t => {
const s = new Sprite();
const r = new Runtime();
const a = new RenderedTarget(s, r);
const renderer = new FakeRenderer();
a.renderer = renderer;
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for (const effect in a.effects) {
a.setEffect(effect, 1);
t.equals(a.effects[effect], 1);
}
a.clearEffects();
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for (const effect in a.effects) {
t.equals(a.effects[effect], 0);
}
t.end();
});
test('setCostume', t => {
const o = new Object();
const s = new Sprite();
const r = new Runtime();
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s.costumes = [o];
const a = new RenderedTarget(s, r);
const renderer = new FakeRenderer();
a.renderer = renderer;
a.setCostume(0);
t.end();
});
test('deleteCostume', t => {
const o1 = {id: 1};
const o2 = {id: 2};
const o3 = {id: 3};
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const o4 = {id: 4};
const o5 = {id: 5};
const s = new Sprite();
const r = new Runtime();
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s.costumes = [o1, o2, o3];
const a = new RenderedTarget(s, r);
const renderer = new FakeRenderer();
a.renderer = renderer;
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// x* Costume 1 * Costume 2
// Costume 2 => Costume 3
// Costume 3
a.setCostume(0);
a.deleteCostume(0);
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t.equals(a.sprite.costumes.length, 2);
t.equals(a.sprite.costumes[0].id, 2);
t.equals(a.sprite.costumes[1].id, 3);
t.equals(a.currentCostume, 0);
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// Costume 1 Costume 1
// x* Costume 2 => * Costume 3
// Costume 3
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a.sprite.costumes = [o1, o2, o3];
a.setCostume(1);
a.deleteCostume(1);
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t.equals(a.sprite.costumes.length, 2);
t.equals(a.sprite.costumes[0].id, 1);
t.equals(a.sprite.costumes[1].id, 3);
t.equals(a.currentCostume, 1);
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// Costume 1 Costume 1
// Costume 2 => * Costume 2
// x* Costume 3
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a.sprite.costumes = [o1, o2, o3];
a.setCostume(2);
a.deleteCostume(2);
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t.equals(a.sprite.costumes.length, 2);
t.equals(a.sprite.costumes[0].id, 1);
t.equals(a.sprite.costumes[1].id, 2);
t.equals(a.currentCostume, 1);
// Refuses to delete only costume
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a.sprite.costumes = [o1];
a.setCostume(0);
a.deleteCostume(0);
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t.equals(a.sprite.costumes.length, 1);
t.equals(a.sprite.costumes[0].id, 1);
t.equals(a.currentCostume, 0);
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// Costume 1 Costume 1
// x Costume 2 Costume 3
// Costume 3 => * Costume 4
// * Costume 4 Costume 5
// Costume 5
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a.sprite.costumes = [o1, o2, o3, o4, o5];
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a.setCostume(3);
a.deleteCostume(1);
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t.equals(a.sprite.costumes.length, 4);
t.equals(a.sprite.costumes[0].id, 1);
t.equals(a.sprite.costumes[1].id, 3);
t.equals(a.sprite.costumes[2].id, 4);
t.equals(a.sprite.costumes[3].id, 5);
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t.equals(a.currentCostume, 2);
// Costume 1 Costume 1
// * Costume 2 * Costume 2
// Costume 3 => Costume 3
// x Costume 4 Costume 5
// Costume 5
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a.sprite.costumes = [o1, o2, o3, o4, o5];
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a.setCostume(1);
a.deleteCostume(3);
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t.equals(a.sprite.costumes.length, 4);
t.equals(a.sprite.costumes[0].id, 1);
t.equals(a.sprite.costumes[1].id, 2);
t.equals(a.sprite.costumes[2].id, 3);
t.equals(a.sprite.costumes[3].id, 5);
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t.equals(a.currentCostume, 1);
// Costume 1 Costume 1
// * Costume 2 * Costume 2
// Costume 3 => Costume 3
// Costume 4 Costume 4
// x Costume 5
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a.sprite.costumes = [o1, o2, o3, o4, o5];
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a.setCostume(1);
a.deleteCostume(4);
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t.equals(a.sprite.costumes.length, 4);
t.equals(a.sprite.costumes[0].id, 1);
t.equals(a.sprite.costumes[1].id, 2);
t.equals(a.sprite.costumes[2].id, 3);
t.equals(a.sprite.costumes[3].id, 4);
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t.equals(a.currentCostume, 1);
t.end();
});
test('deleteSound', t => {
const o1 = {id: 1};
const o2 = {id: 2};
const o3 = {id: 3};
const s = new Sprite();
const r = new Runtime();
s.sounds = [o1, o2, o3];
const a = new RenderedTarget(s, r);
const renderer = new FakeRenderer();
a.renderer = renderer;
a.deleteSound(0);
t.deepEqual(a.sprite.sounds, [o2, o3]);
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// Allows deleting the only sound
a.sprite.sounds = [o1];
a.deleteSound(0);
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t.deepEqual(a.sprite.sounds, []);
t.end();
});
test('setRotationStyle', t => {
const s = new Sprite();
const r = new Runtime();
const a = new RenderedTarget(s, r);
const renderer = new FakeRenderer();
a.renderer = renderer;
a.setRotationStyle(RenderedTarget.ROTATION_STYLE_NONE);
t.end();
});
test('getBounds', t => {
const s = new Sprite();
const r = new Runtime();
const renderer = new FakeRenderer();
r.attachRenderer(renderer);
const a = new RenderedTarget(s, r);
a.renderer = renderer;
t.equals(a.getBounds().top, 0);
a.setXY(241, 241);
t.equals(a.getBounds().top, 241);
t.end();
});
test('isTouchingPoint', t => {
const s = new Sprite();
const r = new Runtime();
const renderer = new FakeRenderer();
r.attachRenderer(renderer);
const a = new RenderedTarget(s, r);
a.renderer = renderer;
t.equals(a.isTouchingPoint(), true);
t.end();
});
test('isTouchingEdge', t => {
const s = new Sprite();
const r = new Runtime();
const renderer = new FakeRenderer();
r.attachRenderer(renderer);
const a = new RenderedTarget(s, r);
a.renderer = renderer;
t.equals(a.isTouchingEdge(), false);
a.setXY(1000, 1000);
t.equals(a.isTouchingEdge(), true);
t.end();
});
test('isTouchingSprite', t => {
const s = new Sprite();
const r = new Runtime();
const renderer = new FakeRenderer();
r.attachRenderer(renderer);
const a = new RenderedTarget(s, r);
a.renderer = renderer;
t.equals(a.isTouchingSprite('fake'), false);
t.end();
});
test('isTouchingColor', t => {
const s = new Sprite();
const r = new Runtime();
const renderer = new FakeRenderer();
r.attachRenderer(renderer);
const a = new RenderedTarget(s, r);
a.renderer = renderer;
t.equals(a.isTouchingColor(), false);
t.end();
});
test('colorIsTouchingColor', t => {
const s = new Sprite();
const r = new Runtime();
const renderer = new FakeRenderer();
r.attachRenderer(renderer);
const a = new RenderedTarget(s, r);
a.renderer = renderer;
t.equals(a.colorIsTouchingColor(), false);
t.end();
});
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test('layers', t => { // TODO this tests fake functionality. Move layering tests into Render.
const s = new Sprite();
const r = new Runtime();
const renderer = new FakeRenderer();
const o = new Object();
r.attachRenderer(renderer);
const a = new RenderedTarget(s, r);
a.renderer = renderer;
a.goToFront();
t.equals(a.renderer.order, 5);
a.goBackwardLayers(2);
t.equals(a.renderer.order, 3);
a.goToBack();
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// Note, there are only sprites in this test, no stage, and the addition
// of layer groups, goToBack no longer specifies a minimum order number
t.equals(a.renderer.order, 0);
a.goForwardLayers(1);
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t.equals(a.renderer.order, 1);
o.drawableID = 999;
a.goBehindOther(o);
t.equals(a.renderer.order, 1);
t.end();
});
test('keepInFence', t => {
const s = new Sprite();
const r = new Runtime();
const renderer = new FakeRenderer();
r.attachRenderer(renderer);
const a = new RenderedTarget(s, r);
a.renderer = renderer;
t.equals(a.keepInFence(1000, 1000)[0], 240);
t.equals(a.keepInFence(-1000, 1000)[0], -240);
t.equals(a.keepInFence(1000, 1000)[1], 180);
t.equals(a.keepInFence(1000, -1000)[1], -180);
t.end();
});
test('#stopAll clears graphics effects', t => {
const s = new Sprite();
const r = new Runtime();
const a = new RenderedTarget(s, r);
const effectName = 'brightness';
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a.setEffect(effectName, 100);
a.onStopAll();
t.equals(a.effects[effectName], 0);
t.end();
});
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test('#getCostumes returns the costumes', t => {
const spr = new Sprite();
const a = new RenderedTarget(spr, null);
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a.sprite.costumes = [{id: 1}, {id: 2}, {id: 3}];
t.equals(a.getCostumes().length, 3);
t.equals(a.getCostumes()[0].id, 1);
t.equals(a.getCostumes()[1].id, 2);
t.equals(a.getCostumes()[2].id, 3);
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t.end();
});
test('#getSounds returns the sounds', t => {
const spr = new Sprite();
const a = new RenderedTarget(spr, null);
const sounds = [1, 2, 3];
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a.sprite.sounds = sounds;
t.equals(a.getSounds(), sounds);
t.end();
});
test('#toJSON returns the sounds and costumes', t => {
const spr = new Sprite();
const a = new RenderedTarget(spr, null);
const sounds = [1, 2, 3];
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a.sprite.sounds = sounds;
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a.sprite.costumes = [{id: 1}, {id: 2}, {id: 3}];
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t.same(a.toJSON().sounds, sounds);
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t.same(a.toJSON().costumes, a.sprite.costumes);
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t.end();
});
test('#addSound does not duplicate names', t => {
const spr = new Sprite();
const a = new RenderedTarget(spr, null);
a.sprite.sounds = [{name: 'first'}];
a.addSound({name: 'first'});
t.deepEqual(a.sprite.sounds, [{name: 'first'}, {name: 'first2'}]);
t.end();
});
test('#addCostume does not duplicate names', t => {
const spr = new Sprite();
const a = new RenderedTarget(spr, null);
a.addCostume({name: 'first'});
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a.addCostume({name: 'first'});
t.equal(a.sprite.costumes.length, 2);
t.equal(a.sprite.costumes[0].name, 'first');
t.equal(a.sprite.costumes[1].name, 'first2');
t.end();
});
test('#renameSound does not duplicate names', t => {
const spr = new Sprite();
const a = new RenderedTarget(spr, null);
a.sprite.sounds = [{name: 'first'}, {name: 'second'}];
a.renameSound(0, 'first'); // Shouldn't increment the name, noop
t.deepEqual(a.sprite.sounds, [{name: 'first'}, {name: 'second'}]);
a.renameSound(1, 'first');
t.deepEqual(a.sprite.sounds, [{name: 'first'}, {name: 'first2'}]);
t.end();
});
test('#renameCostume does not duplicate names', t => {
const spr = new Sprite();
const a = new RenderedTarget(spr, null);
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a.sprite.costumes = [{name: 'first'}, {name: 'second'}];
a.renameCostume(0, 'first'); // Shouldn't increment the name, noop
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t.equal(a.sprite.costumes.length, 2);
t.equal(a.sprite.costumes[0].name, 'first');
t.equal(a.sprite.costumes[1].name, 'second');
a.renameCostume(1, 'first');
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t.equal(a.sprite.costumes.length, 2);
t.equal(a.sprite.costumes[0].name, 'first');
t.equal(a.sprite.costumes[1].name, 'first2');
t.end();
});
test('#reorderCostume', t => {
const o1 = {id: 0};
const o2 = {id: 1};
const o3 = {id: 2};
const o4 = {id: 3};
const o5 = {id: 4};
const s = new Sprite();
const r = new Runtime();
s.costumes = [o1, o2, o3, o4, o5];
const a = new RenderedTarget(s, r);
const renderer = new FakeRenderer();
a.renderer = renderer;
const resetCostumes = () => {
a.setCostume(0);
s.costumes = [o1, o2, o3, o4, o5];
};
const costumeIds = () => a.sprite.costumes.map(c => c.id);
resetCostumes();
t.deepEquals(costumeIds(), [0, 1, 2, 3, 4]);
t.equals(a.currentCostume, 0);
// Make sure reordering up and down works and current costume follows
resetCostumes();
a.reorderCostume(0, 3);
t.deepEquals(costumeIds(), [1, 2, 3, 0, 4]);
t.equals(a.currentCostume, 3); // Index of id=0
resetCostumes();
a.setCostume(1);
a.reorderCostume(3, 1);
t.deepEquals(costumeIds(), [0, 3, 1, 2, 4]);
t.equals(a.currentCostume, 2); // Index of id=1
// Out of bounds indices get clamped
resetCostumes();
a.reorderCostume(10, 0);
t.deepEquals(costumeIds(), [4, 0, 1, 2, 3]);
t.equals(a.currentCostume, 1); // Index of id=0
resetCostumes();
a.reorderCostume(2, -1000);
t.deepEquals(costumeIds(), [2, 0, 1, 3, 4]);
t.equals(a.currentCostume, 1); // Index of id=0
t.end();
});
test('#reorderSound', t => {
const o1 = {id: 0, name: 'name0'};
const o2 = {id: 1, name: 'name1'};
const o3 = {id: 2, name: 'name2'};
const o4 = {id: 3, name: 'name3'};
const o5 = {id: 4, name: 'name4'};
const s = new Sprite();
const r = new Runtime();
s.sounds = [o1, o2, o3, o4, o5];
const a = new RenderedTarget(s, r);
const renderer = new FakeRenderer();
a.renderer = renderer;
const resetSounds = () => {
s.sounds = [o1, o2, o3, o4, o5];
};
const soundIds = () => a.sprite.sounds.map(c => c.id);
resetSounds();
t.deepEquals(soundIds(), [0, 1, 2, 3, 4]);
// Make sure reordering up and down works and current sound follows
resetSounds();
a.reorderSound(0, 3);
t.deepEquals(soundIds(), [1, 2, 3, 0, 4]);
resetSounds();
a.reorderSound(3, 1);
t.deepEquals(soundIds(), [0, 3, 1, 2, 4]);
// Out of bounds indices get clamped
resetSounds();
a.reorderSound(10, 0);
t.deepEquals(soundIds(), [4, 0, 1, 2, 3]);
resetSounds();
a.reorderSound(2, -1000);
t.deepEquals(soundIds(), [2, 0, 1, 3, 4]);
t.end();
});