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125 lines
4.1 KiB
JavaScript
125 lines
4.1 KiB
JavaScript
const test = require('tap').test;
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const Sensing = require('../../src/blocks/scratch3_sensing');
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const Runtime = require('../../src/engine/runtime');
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const Sprite = require('../../src/sprites/sprite');
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const RenderedTarget = require('../../src/sprites/rendered-target');
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test('getPrimitives', t => {
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const rt = new Runtime();
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const s = new Sensing(rt);
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t.type(s.getPrimitives(), 'object');
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t.end();
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});
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test('ask and answer with a hidden target', t => {
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const rt = new Runtime();
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const s = new Sensing(rt);
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const util = {target: {visible: false}};
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const expectedQuestion = 'a question';
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const expectedAnswer = 'the answer';
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// Test is written out of order because of promises, follow the (#) comments.
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rt.addListener('QUESTION', question => {
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// (2) Assert the question is correct, then emit the answer
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t.strictEqual(question, expectedQuestion);
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rt.emit('ANSWER', expectedAnswer);
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});
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// (1) Emit the question.
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const promise = s.askAndWait({QUESTION: expectedQuestion}, util);
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// (3) Ask block resolves after the answer is emitted.
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promise.then(() => {
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t.strictEqual(s.getAnswer(), expectedAnswer);
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t.end();
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});
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});
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test('ask and answer with a visible target', t => {
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const rt = new Runtime();
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const s = new Sensing(rt);
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const util = {target: {visible: true}};
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const expectedQuestion = 'a question';
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const expectedAnswer = 'the answer';
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rt.removeAllListeners('SAY'); // Prevent say blocks from executing
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rt.addListener('SAY', (target, type, question) => {
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// Should emit SAY with the question
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t.strictEqual(question, expectedQuestion);
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});
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rt.addListener('QUESTION', question => {
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// Question should be blank for a visible target
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t.strictEqual(question, '');
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// Remove the say listener and add a new one to assert bubble is cleared
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// by setting say to empty string after answer is received.
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rt.removeAllListeners('SAY');
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rt.addListener('SAY', (target, type, text) => {
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t.strictEqual(text, '');
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t.end();
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});
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rt.emit('ANSWER', expectedAnswer);
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});
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s.askAndWait({QUESTION: expectedQuestion}, util);
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});
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test('set drag mode', t => {
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const runtime = new Runtime();
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runtime.requestTargetsUpdate = () => {}; // noop for testing
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const sensing = new Sensing(runtime);
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const s = new Sprite();
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const rt = new RenderedTarget(s, runtime);
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sensing.setDragMode({DRAG_MODE: 'not draggable'}, {target: rt});
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t.strictEqual(rt.draggable, false);
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sensing.setDragMode({DRAG_MODE: 'draggable'}, {target: rt});
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t.strictEqual(rt.draggable, true);
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t.end();
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});
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test('get loudness with caching', t => {
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const rt = new Runtime();
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const sensing = new Sensing(rt);
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// It should report -1 when audio engine is not available.
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t.strictEqual(sensing.getLoudness(), -1);
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// Stub the audio engine with its getLoudness function, and set up different
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// values to simulate it changing over time.
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const firstLoudness = 1;
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const secondLoudness = 2;
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let simulatedLoudness = firstLoudness;
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rt.audioEngine = {getLoudness: () => simulatedLoudness};
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// It should report -1 when current step time is null.
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t.strictEqual(sensing.getLoudness(), -1);
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// Stub the current step time.
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rt.currentStepTime = 1000 / 30;
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// The first time it works, it should report the result from the stubbed audio engine.
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t.strictEqual(sensing.getLoudness(), firstLoudness);
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// Update the simulated loudness to a new value.
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simulatedLoudness = secondLoudness;
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// Simulate time passing by advancing the timer forward a little bit.
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// After less than a step, it should still report cached loudness.
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let simulatedTime = Date.now() + (rt.currentStepTime / 2);
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sensing._timer = {time: () => simulatedTime};
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t.strictEqual(sensing.getLoudness(), firstLoudness);
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// Simulate more than a step passing. It should now request the value
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// from the audio engine again.
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simulatedTime += rt.currentStepTime;
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t.strictEqual(sensing.getLoudness(), secondLoudness);
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t.end();
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});
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