mirror of
https://github.com/scratchfoundation/scratch-vm.git
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530 lines
15 KiB
JavaScript
530 lines
15 KiB
JavaScript
const test = require('tap').test;
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const RenderedTarget = require('../../src/sprites/rendered-target');
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const Sprite = require('../../src/sprites/sprite');
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const Runtime = require('../../src/engine/runtime');
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const FakeRenderer = require('../fixtures/fake-renderer');
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test('clone effects', t => {
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// Create two clones and ensure they have different graphic effect objects.
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// Regression test for Github issue #224
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const spr = new Sprite();
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const a = new RenderedTarget(spr, null);
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const b = new RenderedTarget(spr, null);
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t.ok(a.effects !== b.effects);
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t.end();
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});
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test('setxy', t => {
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const s = new Sprite();
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const r = new Runtime();
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const a = new RenderedTarget(s, r);
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const renderer = new FakeRenderer();
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a.renderer = renderer;
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a.setXY(123, 321, true);
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t.equals(a.x, 123);
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t.equals(a.y, 321);
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t.end();
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});
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test('direction', t => {
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const s = new Sprite();
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const r = new Runtime();
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const a = new RenderedTarget(s, r);
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const renderer = new FakeRenderer();
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a.renderer = renderer;
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a.setDirection(123);
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t.equals(a._getRenderedDirectionAndScale().direction, 123);
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t.end();
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});
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test('setSay', t => {
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const s = new Sprite();
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const r = new Runtime();
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const a = new RenderedTarget(s, r);
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const renderer = new FakeRenderer();
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a.renderer = renderer;
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a.setSay();
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a.setSay('types not specified', 'message');
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t.end();
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});
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test('setVisible', t => {
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const s = new Sprite();
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const r = new Runtime();
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const a = new RenderedTarget(s, r);
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const renderer = new FakeRenderer();
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a.renderer = renderer;
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a.setVisible(true);
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t.end();
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});
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test('setSize', t => {
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const s = new Sprite();
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const r = new Runtime();
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const a = new RenderedTarget(s, r);
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const renderer = new FakeRenderer();
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a.renderer = renderer;
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a.setSize(123);
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t.equals(a._getRenderedDirectionAndScale().scale[0], 123);
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t.end();
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});
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test('set and clear effects', t => {
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const s = new Sprite();
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const r = new Runtime();
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const a = new RenderedTarget(s, r);
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const renderer = new FakeRenderer();
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a.renderer = renderer;
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for (const effect in a.effects) {
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a.setEffect(effect, 1);
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t.equals(a.effects[effect], 1);
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}
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a.clearEffects();
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for (const effect in a.effects) {
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t.equals(a.effects[effect], 0);
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}
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t.end();
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});
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test('setCostume', t => {
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const o = new Object();
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const s = new Sprite();
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const r = new Runtime();
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s.costumes = [o];
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const a = new RenderedTarget(s, r);
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const renderer = new FakeRenderer();
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a.renderer = renderer;
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a.setCostume(0);
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t.end();
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});
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test('deleteCostume', t => {
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const o1 = {id: 1};
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const o2 = {id: 2};
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const o3 = {id: 3};
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const o4 = {id: 4};
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const o5 = {id: 5};
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const s = new Sprite();
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const r = new Runtime();
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s.costumes = [o1, o2, o3];
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const a = new RenderedTarget(s, r);
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const renderer = new FakeRenderer();
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a.renderer = renderer;
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// x* Costume 1 * Costume 2
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// Costume 2 => Costume 3
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// Costume 3
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a.setCostume(0);
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a.deleteCostume(0);
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t.equals(a.sprite.costumes.length, 2);
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t.equals(a.sprite.costumes[0].id, 2);
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t.equals(a.sprite.costumes[1].id, 3);
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t.equals(a.currentCostume, 0);
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// Costume 1 Costume 1
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// x* Costume 2 => * Costume 3
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// Costume 3
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a.sprite.costumes = [o1, o2, o3];
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a.setCostume(1);
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a.deleteCostume(1);
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t.equals(a.sprite.costumes.length, 2);
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t.equals(a.sprite.costumes[0].id, 1);
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t.equals(a.sprite.costumes[1].id, 3);
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t.equals(a.currentCostume, 1);
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// Costume 1 Costume 1
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// Costume 2 => * Costume 2
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// x* Costume 3
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a.sprite.costumes = [o1, o2, o3];
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a.setCostume(2);
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a.deleteCostume(2);
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t.equals(a.sprite.costumes.length, 2);
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t.equals(a.sprite.costumes[0].id, 1);
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t.equals(a.sprite.costumes[1].id, 2);
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t.equals(a.currentCostume, 1);
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// Refuses to delete only costume
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a.sprite.costumes = [o1];
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a.setCostume(0);
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a.deleteCostume(0);
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t.equals(a.sprite.costumes.length, 1);
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t.equals(a.sprite.costumes[0].id, 1);
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t.equals(a.currentCostume, 0);
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// Costume 1 Costume 1
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// x Costume 2 Costume 3
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// Costume 3 => * Costume 4
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// * Costume 4 Costume 5
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// Costume 5
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a.sprite.costumes = [o1, o2, o3, o4, o5];
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a.setCostume(3);
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a.deleteCostume(1);
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t.equals(a.sprite.costumes.length, 4);
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t.equals(a.sprite.costumes[0].id, 1);
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t.equals(a.sprite.costumes[1].id, 3);
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t.equals(a.sprite.costumes[2].id, 4);
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t.equals(a.sprite.costumes[3].id, 5);
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t.equals(a.currentCostume, 2);
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// Costume 1 Costume 1
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// * Costume 2 * Costume 2
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// Costume 3 => Costume 3
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// x Costume 4 Costume 5
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// Costume 5
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a.sprite.costumes = [o1, o2, o3, o4, o5];
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a.setCostume(1);
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a.deleteCostume(3);
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t.equals(a.sprite.costumes.length, 4);
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t.equals(a.sprite.costumes[0].id, 1);
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t.equals(a.sprite.costumes[1].id, 2);
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t.equals(a.sprite.costumes[2].id, 3);
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t.equals(a.sprite.costumes[3].id, 5);
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t.equals(a.currentCostume, 1);
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// Costume 1 Costume 1
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// * Costume 2 * Costume 2
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// Costume 3 => Costume 3
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// Costume 4 Costume 4
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// x Costume 5
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a.sprite.costumes = [o1, o2, o3, o4, o5];
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a.setCostume(1);
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a.deleteCostume(4);
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t.equals(a.sprite.costumes.length, 4);
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t.equals(a.sprite.costumes[0].id, 1);
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t.equals(a.sprite.costumes[1].id, 2);
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t.equals(a.sprite.costumes[2].id, 3);
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t.equals(a.sprite.costumes[3].id, 4);
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t.equals(a.currentCostume, 1);
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t.end();
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});
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test('deleteSound', t => {
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const o1 = {id: 1};
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const o2 = {id: 2};
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const o3 = {id: 3};
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const s = new Sprite();
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const r = new Runtime();
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s.sounds = [o1, o2, o3];
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const a = new RenderedTarget(s, r);
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const renderer = new FakeRenderer();
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a.renderer = renderer;
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a.deleteSound(0);
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t.deepEqual(a.sprite.sounds, [o2, o3]);
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// Allows deleting the only sound
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a.sprite.sounds = [o1];
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a.deleteSound(0);
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t.deepEqual(a.sprite.sounds, []);
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t.end();
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});
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test('setRotationStyle', t => {
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const s = new Sprite();
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const r = new Runtime();
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const a = new RenderedTarget(s, r);
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const renderer = new FakeRenderer();
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a.renderer = renderer;
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a.setRotationStyle(RenderedTarget.ROTATION_STYLE_NONE);
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t.end();
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});
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test('getBounds', t => {
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const s = new Sprite();
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const r = new Runtime();
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const renderer = new FakeRenderer();
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r.attachRenderer(renderer);
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const a = new RenderedTarget(s, r);
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a.renderer = renderer;
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t.equals(a.getBounds().top, 0);
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a.setXY(241, 241);
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t.equals(a.getBounds().top, 241);
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t.end();
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});
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test('isTouchingPoint', t => {
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const s = new Sprite();
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const r = new Runtime();
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const renderer = new FakeRenderer();
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r.attachRenderer(renderer);
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const a = new RenderedTarget(s, r);
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a.renderer = renderer;
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t.equals(a.isTouchingPoint(), true);
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t.end();
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});
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test('isTouchingEdge', t => {
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const s = new Sprite();
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const r = new Runtime();
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const renderer = new FakeRenderer();
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r.attachRenderer(renderer);
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const a = new RenderedTarget(s, r);
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a.renderer = renderer;
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t.equals(a.isTouchingEdge(), false);
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a.setXY(1000, 1000);
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t.equals(a.isTouchingEdge(), true);
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t.end();
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});
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test('isTouchingSprite', t => {
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const s = new Sprite();
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const r = new Runtime();
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const renderer = new FakeRenderer();
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r.attachRenderer(renderer);
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const a = new RenderedTarget(s, r);
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a.renderer = renderer;
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t.equals(a.isTouchingSprite('fake'), false);
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t.end();
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});
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test('isTouchingColor', t => {
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const s = new Sprite();
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const r = new Runtime();
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const renderer = new FakeRenderer();
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r.attachRenderer(renderer);
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const a = new RenderedTarget(s, r);
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a.renderer = renderer;
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t.equals(a.isTouchingColor(), false);
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t.end();
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});
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test('colorIsTouchingColor', t => {
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const s = new Sprite();
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const r = new Runtime();
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const renderer = new FakeRenderer();
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r.attachRenderer(renderer);
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const a = new RenderedTarget(s, r);
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a.renderer = renderer;
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t.equals(a.colorIsTouchingColor(), false);
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t.end();
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});
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test('layers', t => { // TODO this tests fake functionality. Move layering tests into Render.
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const s = new Sprite();
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const r = new Runtime();
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const renderer = new FakeRenderer();
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const o = new Object();
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r.attachRenderer(renderer);
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const a = new RenderedTarget(s, r);
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a.renderer = renderer;
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a.goToFront();
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t.equals(a.renderer.order, 5);
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a.goBackwardLayers(2);
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t.equals(a.renderer.order, 3);
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a.goToBack();
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// Note, there are only sprites in this test, no stage, and the addition
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// of layer groups, goToBack no longer specifies a minimum order number
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t.equals(a.renderer.order, 0);
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a.goForwardLayers(1);
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t.equals(a.renderer.order, 1);
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o.drawableID = 999;
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a.goBehindOther(o);
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t.equals(a.renderer.order, 1);
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t.end();
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});
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test('keepInFence', t => {
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const s = new Sprite();
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const r = new Runtime();
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const renderer = new FakeRenderer();
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r.attachRenderer(renderer);
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const a = new RenderedTarget(s, r);
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a.renderer = renderer;
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t.equals(a.keepInFence(1000, 1000)[0], 240);
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t.equals(a.keepInFence(-1000, 1000)[0], -240);
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t.equals(a.keepInFence(1000, 1000)[1], 180);
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t.equals(a.keepInFence(1000, -1000)[1], -180);
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t.end();
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});
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test('#stopAll clears graphics effects', t => {
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const s = new Sprite();
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const r = new Runtime();
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const a = new RenderedTarget(s, r);
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const effectName = 'brightness';
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a.setEffect(effectName, 100);
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a.onStopAll();
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t.equals(a.effects[effectName], 0);
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t.end();
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});
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test('#getCostumes returns the costumes', t => {
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const spr = new Sprite();
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const a = new RenderedTarget(spr, null);
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a.sprite.costumes = [{id: 1}, {id: 2}, {id: 3}];
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t.equals(a.getCostumes().length, 3);
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t.equals(a.getCostumes()[0].id, 1);
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t.equals(a.getCostumes()[1].id, 2);
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t.equals(a.getCostumes()[2].id, 3);
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t.end();
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});
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test('#getSounds returns the sounds', t => {
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const spr = new Sprite();
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const a = new RenderedTarget(spr, null);
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const sounds = [1, 2, 3];
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a.sprite.sounds = sounds;
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t.equals(a.getSounds(), sounds);
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t.end();
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});
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test('#toJSON returns the sounds and costumes', t => {
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const spr = new Sprite();
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const a = new RenderedTarget(spr, null);
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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();
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});
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test('#addSound does not duplicate names', t => {
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const spr = new Sprite();
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const a = new RenderedTarget(spr, null);
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a.sprite.sounds = [{name: 'first'}];
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a.addSound({name: 'first'});
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t.deepEqual(a.sprite.sounds, [{name: 'first'}, {name: 'first2'}]);
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t.end();
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});
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test('#addCostume does not duplicate names', t => {
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const spr = new Sprite();
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const a = new RenderedTarget(spr, null);
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a.addCostume({name: 'first'});
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a.addCostume({name: 'first'});
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t.equal(a.sprite.costumes.length, 2);
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t.equal(a.sprite.costumes[0].name, 'first');
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t.equal(a.sprite.costumes[1].name, 'first2');
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t.end();
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});
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test('#renameSound does not duplicate names', t => {
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const spr = new Sprite();
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const a = new RenderedTarget(spr, null);
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a.sprite.sounds = [{name: 'first'}, {name: 'second'}];
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a.renameSound(0, 'first'); // Shouldn't increment the name, noop
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t.deepEqual(a.sprite.sounds, [{name: 'first'}, {name: 'second'}]);
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a.renameSound(1, 'first');
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t.deepEqual(a.sprite.sounds, [{name: 'first'}, {name: 'first2'}]);
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t.end();
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});
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test('#renameCostume does not duplicate names', t => {
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const spr = new Sprite();
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const a = new RenderedTarget(spr, null);
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a.sprite.costumes = [{name: 'first'}, {name: 'second'}];
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a.renameCostume(0, 'first'); // Shouldn't increment the name, noop
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t.equal(a.sprite.costumes.length, 2);
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t.equal(a.sprite.costumes[0].name, 'first');
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t.equal(a.sprite.costumes[1].name, 'second');
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a.renameCostume(1, 'first');
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t.equal(a.sprite.costumes.length, 2);
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t.equal(a.sprite.costumes[0].name, 'first');
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t.equal(a.sprite.costumes[1].name, 'first2');
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t.end();
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});
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test('#reorderCostume', t => {
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const o1 = {id: 0};
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const o2 = {id: 1};
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const o3 = {id: 2};
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const o4 = {id: 3};
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const o5 = {id: 4};
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const s = new Sprite();
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const r = new Runtime();
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s.costumes = [o1, o2, o3, o4, o5];
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const a = new RenderedTarget(s, r);
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const renderer = new FakeRenderer();
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a.renderer = renderer;
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const resetCostumes = () => {
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a.setCostume(0);
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s.costumes = [o1, o2, o3, o4, o5];
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};
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const costumeIds = () => a.sprite.costumes.map(c => c.id);
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resetCostumes();
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t.deepEquals(costumeIds(), [0, 1, 2, 3, 4]);
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t.equals(a.currentCostume, 0);
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// Returns false if the costumes are the same and no change occurred
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t.equal(a.reorderCostume(3, 3), false);
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t.equal(a.reorderCostume(999, 5000), false); // Clamped to the same values.
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t.equal(a.reorderCostume(-999, -5000), false);
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// Make sure reordering up and down works and current costume follows
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resetCostumes();
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t.equal(a.reorderCostume(0, 3), true);
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t.deepEquals(costumeIds(), [1, 2, 3, 0, 4]);
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t.equals(a.currentCostume, 3); // Index of id=0
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resetCostumes();
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a.setCostume(1);
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t.equal(a.reorderCostume(3, 1), true);
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t.deepEquals(costumeIds(), [0, 3, 1, 2, 4]);
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t.equals(a.currentCostume, 2); // Index of id=1
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// Out of bounds indices get clamped
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resetCostumes();
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t.equal(a.reorderCostume(10, 0), true);
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t.deepEquals(costumeIds(), [4, 0, 1, 2, 3]);
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t.equals(a.currentCostume, 1); // Index of id=0
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resetCostumes();
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t.equal(a.reorderCostume(2, -1000), true);
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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]);
|
|
|
|
// Return false if indices are the same and no change occurred.
|
|
t.equal(a.reorderSound(3, 3), false);
|
|
t.equal(a.reorderSound(100000, 99999), false); // Clamped to the same values
|
|
t.equal(a.reorderSound(-100000, -99999), false);
|
|
|
|
// Make sure reordering up and down works and current sound follows
|
|
resetSounds();
|
|
t.equal(a.reorderSound(0, 3), true);
|
|
t.deepEquals(soundIds(), [1, 2, 3, 0, 4]);
|
|
|
|
resetSounds();
|
|
t.equal(a.reorderSound(3, 1), true);
|
|
t.deepEquals(soundIds(), [0, 3, 1, 2, 4]);
|
|
|
|
// Out of bounds indices get clamped
|
|
resetSounds();
|
|
t.equal(a.reorderSound(10, 0), true);
|
|
t.deepEquals(soundIds(), [4, 0, 1, 2, 3]);
|
|
|
|
resetSounds();
|
|
t.equal(a.reorderSound(2, -1000), true);
|
|
t.deepEquals(soundIds(), [2, 0, 1, 3, 4]);
|
|
|
|
t.end();
|
|
});
|