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(); }); 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; for (const effect in a.effects) { a.setEffect(effect, 1); t.equals(a.effects[effect], 1); } a.clearEffects(); 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(); 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}; const o4 = {id: 4}; const o5 = {id: 5}; const s = new Sprite(); const r = new Runtime(); s.costumes = [o1, o2, o3]; const a = new RenderedTarget(s, r); const renderer = new FakeRenderer(); a.renderer = renderer; // x* Costume 1 * Costume 2 // Costume 2 => Costume 3 // Costume 3 a.setCostume(0); a.deleteCostume(0); 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); // Costume 1 Costume 1 // x* Costume 2 => * Costume 3 // Costume 3 a.sprite.costumes = [o1, o2, o3]; a.setCostume(1); a.deleteCostume(1); 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); // Costume 1 Costume 1 // Costume 2 => * Costume 2 // x* Costume 3 a.sprite.costumes = [o1, o2, o3]; a.setCostume(2); a.deleteCostume(2); 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 a.sprite.costumes = [o1]; a.setCostume(0); a.deleteCostume(0); t.equals(a.sprite.costumes.length, 1); t.equals(a.sprite.costumes[0].id, 1); t.equals(a.currentCostume, 0); // Costume 1 Costume 1 // x Costume 2 Costume 3 // Costume 3 => * Costume 4 // * Costume 4 Costume 5 // Costume 5 a.sprite.costumes = [o1, o2, o3, o4, o5]; a.setCostume(3); a.deleteCostume(1); 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); t.equals(a.currentCostume, 2); // Costume 1 Costume 1 // * Costume 2 * Costume 2 // Costume 3 => Costume 3 // x Costume 4 Costume 5 // Costume 5 a.sprite.costumes = [o1, o2, o3, o4, o5]; a.setCostume(1); a.deleteCostume(3); 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); t.equals(a.currentCostume, 1); // Costume 1 Costume 1 // * Costume 2 * Costume 2 // Costume 3 => Costume 3 // Costume 4 Costume 4 // x Costume 5 a.sprite.costumes = [o1, o2, o3, o4, o5]; a.setCostume(1); a.deleteCostume(4); 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); 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]); // Allows deleting the only sound a.sprite.sounds = [o1]; a.deleteSound(0); 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(); }); 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(); // 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); 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'; a.setEffect(effectName, 100); a.onStopAll(); t.equals(a.effects[effectName], 0); t.end(); }); test('#getCostumes returns the costumes', t => { const spr = new Sprite(); const a = new RenderedTarget(spr, null); 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); t.end(); }); test('#getSounds returns the sounds', t => { const spr = new Sprite(); const a = new RenderedTarget(spr, null); const sounds = [1, 2, 3]; 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]; a.sprite.sounds = sounds; a.sprite.costumes = [{id: 1}, {id: 2}, {id: 3}]; t.same(a.toJSON().sounds, sounds); t.same(a.toJSON().costumes, a.sprite.costumes); 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'}); 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); a.sprite.costumes = [{name: 'first'}, {name: 'second'}]; a.renameCostume(0, 'first'); // Shouldn't increment the name, noop 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'); 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(); });