scratch-vm/test/unit/sprites_rendered-target.js
Ray Schamp bafdf8d9f2 Use ES6 linting rules in the project root
Update all tests for `no-var` and `prefer-arrow-callback` (using `--fix`)
2017-04-24 15:37:58 -04:00

252 lines
6.7 KiB
JavaScript

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 (var effect in a.effects) {
a.setEffect(effect, 1);
t.equals(a.effects[effect], 1);
}
a.clearEffects();
for (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('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 => {
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.goBackLayers(2);
t.equals(a.renderer.order, 3);
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);
const costumes = [1, 2, 3];
a.sprite.costumes = costumes;
t.equals(a.getCostumes(), costumes);
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];
const costumes = ['a', 'b', 'c'];
a.sprite.sounds = sounds;
a.sprite.costumes = costumes;
t.same(a.toJSON().sounds, sounds);
t.same(a.toJSON().costumes, costumes);
t.end();
});