pokerogue/test/testUtils/mocks/mocksContainer/mockSprite.ts
NightKev 7c6189e812
[Refactor] Create utility function coerceArray (#5723)
* [Refactor] Create utility function `makeArray`

This replaces the `if(!Array.isArray(var)) { var = [var] }` pattern

* Replace `if` with ternary, rename to `coerceArray`

* Add TSDocs

* Improve type inferencing

* Replace missed `Array.isArray` checks

* Apply Biome

* Re-apply changes to phase manager

* Re-apply to `SpeciesFormChangeStatusEffectTrigger` constructor

Apply to new instances in test mocks
2025-06-12 21:30:01 -07:00

255 lines
5.5 KiB
TypeScript

import { coerceArray } from "#app/utils/common";
import Phaser from "phaser";
import type { MockGameObject } from "../mockGameObject";
type Frame = Phaser.Textures.Frame;
export default class MockSprite implements MockGameObject {
private phaserSprite;
public pipelineData;
public texture;
public key;
public frame;
public textureManager;
public scene;
public anims;
public list: MockGameObject[] = [];
public name: string;
public active = true;
constructor(textureManager, x, y, texture) {
this.textureManager = textureManager;
this.scene = textureManager.scene;
// @ts-ignore
Phaser.GameObjects.Sprite.prototype.setInteractive = this.setInteractive;
// @ts-ignore
Phaser.GameObjects.Sprite.prototype.setTexture = this.setTexture;
// @ts-ignore
Phaser.GameObjects.Sprite.prototype.setSizeToFrame = this.setSizeToFrame;
// @ts-ignore
Phaser.GameObjects.Sprite.prototype.setFrame = this.setFrame;
// Phaser.GameObjects.Sprite.prototype.disable = this.disable;
// Phaser.GameObjects.Sprite.prototype.texture = { frameTotal: 1, get: () => null };
this.phaserSprite = new Phaser.GameObjects.Sprite(textureManager.scene, x, y, texture);
this.pipelineData = {};
this.texture = {
key: texture || "",
};
this.anims = {
pause: () => null,
stop: () => null,
};
}
setTexture(_key: string, _frame?: string | number): this {
return this;
}
setSizeToFrame(_frame?: boolean | Frame): this {
return this;
}
setPipeline(obj): this {
// Sets the pipeline of this Game Object.
this.phaserSprite.setPipeline(obj);
return this;
}
off(_event, _callback, _source): this {
return this;
}
setTintFill(color): this {
// Sets the tint fill color.
this.phaserSprite.setTintFill(color);
return this;
}
setScale(scale = 1): this {
this.phaserSprite.setScale(scale);
return this;
}
setOrigin(x = 0.5, y = x): this {
this.phaserSprite.setOrigin(x, y);
return this;
}
setSize(width, height): this {
// Sets the size of this Game Object.
this.phaserSprite.setSize(width, height);
return this;
}
once(event, callback, source): this {
this.phaserSprite.once(event, callback, source);
return this;
}
removeFromDisplayList(): this {
// same as remove or destroy
this.phaserSprite.removeFromDisplayList();
return this;
}
addedToScene() {
// This callback is invoked when this Game Object is added to a Scene.
return this.phaserSprite.addedToScene();
}
setVisible(visible): this {
this.phaserSprite.setVisible(visible);
return this;
}
setPosition(x, y): this {
this.phaserSprite.setPosition(x, y);
return this;
}
setRotation(radians): this {
this.phaserSprite.setRotation(radians);
return this;
}
stop(): this {
this.phaserSprite.stop();
return this;
}
setInteractive(): this {
return this;
}
on(event, callback, source): this {
this.phaserSprite.on(event, callback, source);
return this;
}
setAlpha(alpha): this {
this.phaserSprite.setAlpha(alpha);
return this;
}
setTint(color): this {
// Sets the tint of this Game Object.
this.phaserSprite.setTint(color);
return this;
}
setFrame(frame, _updateSize?: boolean, _updateOrigin?: boolean): this {
// Sets the frame this Game Object will use to render with.
this.frame = frame;
return this;
}
setPositionRelative(source, x, y): this {
/// Sets the position of this Game Object to be a relative position from the source Game Object.
this.phaserSprite.setPositionRelative(source, x, y);
return this;
}
setY(y: number): this {
this.phaserSprite.setY(y);
return this;
}
setCrop(x: number, y: number, width: number, height: number): this {
// Sets the crop size of this Game Object.
this.phaserSprite.setCrop(x, y, width, height);
return this;
}
clearTint(): this {
// Clears any previously set tint.
this.phaserSprite.clearTint();
return this;
}
disableInteractive(): this {
// Disables Interactive features of this Game Object.
return this;
}
apply() {
this.phaserSprite.apply();
return this;
}
play(): this {
// return this.phaserSprite.play();
return this;
}
setPipelineData(key: string, value: any): this {
this.pipelineData[key] = value;
return this;
}
destroy() {
return this.phaserSprite.destroy();
}
setName(name: string): this {
this.phaserSprite.setName(name);
return this;
}
setAngle(angle): this {
this.phaserSprite.setAngle(angle);
return this;
}
setMask(): this {
return this;
}
add(obj: MockGameObject | MockGameObject[]): this {
// Adds a child to this Game Object.
this.list.push(...coerceArray(obj));
return this;
}
removeAll() {
// Removes all Game Objects from this Container.
this.list = [];
}
addAt(obj, index): this {
// Adds a Game Object to this Container at the given index.
this.list.splice(index, 0, obj);
return this;
}
remove(obj): this {
const index = this.list.indexOf(obj);
if (index !== -1) {
this.list.splice(index, 1);
}
return this;
}
getIndex(obj) {
const index = this.list.indexOf(obj);
return index || -1;
}
getAt(index) {
return this.list[index];
}
getAll() {
return this.list;
}
copyPosition(obj): this {
this.phaserSprite.copyPosition(obj);
return this;
}
setActive(active: boolean): this {
this.phaserSprite.setActive(active);
return this;
}
}