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* make IVs use Uint8Array * Add many typed array helpers * Move array utils to its own file * Add suppression comment * Adjust type of `getStats` * Adjust test mocks to use typed arrays * Adjust signatures of some phases to use ArrayLike<T> * Adjust signature of src/ui/containers/stats-container#updateIvs * Remove comment gap to try to satisfy typedoc * Ensure ivs are always set * fix: fun-and-games me to use typed array * Add new tests for array utilities * Update type of ivs in save-data.ts * Update part-timer-encounter.test.ts * Convert uses of StatusEffect[] to Uint8Array * Update ssui to use uint8array for ivs * Revert use of typed arrays * Move `nil` to @types/common * Make more arrays readonly * fix: remnant change to immune effects * Even more array improvements * Apply kev's suggestions from code review Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com> * address Bertie's comments from code review * tests: remove undefined check for bigint array types * fixup abilities.ts --------- Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
103 lines
2.0 KiB
TypeScript
103 lines
2.0 KiB
TypeScript
import type { MockGameObject } from "#test/test-utils/mocks/mock-game-object";
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import { coerceArray } from "#utils/array";
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export class MockRectangle implements MockGameObject {
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private fillColor;
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private scene;
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public list: MockGameObject[] = [];
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public name: string;
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public active = true;
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constructor(textureManager, _x, _y, _width, _height, fillColor) {
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this.fillColor = fillColor;
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this.scene = textureManager.scene;
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}
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setOrigin(_x, _y): this {
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return this;
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}
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setAlpha(_alpha): this {
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return this;
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}
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setVisible(_visible): this {
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return this;
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}
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setName(_name): this {
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return this;
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}
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once(_event, _callback, _source): this {
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return this;
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}
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removeFromDisplayList(): this {
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// same as remove or destroy
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return this;
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}
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addedToScene() {
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// This callback is invoked when this Game Object is added to a Scene.
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}
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setPositionRelative(_source, _x, _y): this {
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/// Sets the position of this Game Object to be a relative position from the source Game Object.
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return this;
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}
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destroy() {
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this.list = [];
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}
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add(obj: MockGameObject | MockGameObject[]): this {
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// Adds a child to this Game Object.
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this.list.push(...coerceArray(obj));
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return this;
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}
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removeAll() {
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// Removes all Game Objects from this Container.
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this.list = [];
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}
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addAt(obj, index): this {
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// Adds a Game Object to this Container at the given index.
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this.list.splice(index, 0, obj);
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return this;
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}
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remove(obj): this {
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const index = this.list.indexOf(obj);
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if (index !== -1) {
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this.list.splice(index, 1);
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}
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return this;
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}
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getIndex(obj) {
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const index = this.list.indexOf(obj);
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return index || -1;
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}
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getAt(index) {
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return this.list[index];
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}
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getAll() {
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return this.list;
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}
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setScale(_scale): this {
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// return this.phaserText.setScale(scale);
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return this;
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}
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off(): this {
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return this;
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}
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setActive(active: boolean): this {
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this.active = active;
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return this;
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}
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}
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