module TK.SpaceTac.UI.Specs { describe("WeaponEffect", function () { let testgame = setupBattleview(); function checkEmitters(step: string, expected: number) { expect(testgame.battleview.arena.layer_weapon_effects.children.length).toBe(expected, `${step} - layer children`); expect(keys(testgame.battleview.game.particles.emitters).length).toBe(expected, `${step} - registered emitters`); } function fastForward(milliseconds: number) { jasmine.clock().tick(milliseconds); testgame.ui.updateLogic(milliseconds); } it("displays shield hit effect", function () { let battleview = testgame.battleview; battleview.timer = new Timer(); let effect = new WeaponEffect(battleview.arena, new Ship(), new Target(0, 0), new Equipment()); effect.shieldImpactEffect({ x: 10, y: 10 }, { x: 20, y: 15 }, 1000, 3000, true); let layer = battleview.arena.layer_weapon_effects; expect(layer.children.length).toBe(2); expect(layer.children[0] instanceof Phaser.Image).toBe(true); expect(layer.children[0].rotation).toBeCloseTo(-2.677945044588987, 10); expect(layer.children[0].position).toEqual(jasmine.objectContaining({ x: 20, y: 15 })); expect(layer.children[1] instanceof Phaser.Particles.Arcade.Emitter).toBe(true); }); it("displays gatling gun effect", function () { let battleview = testgame.battleview; battleview.timer = new Timer(); let ship = nn(battleview.battle.playing_ship); let effect = new WeaponEffect(battleview.arena, new Ship(), Target.newFromShip(ship), new Equipment()); effect.gunEffect(); let layer = battleview.arena.layer_weapon_effects; expect(layer.children.length).toBe(1); expect(layer.children[0] instanceof Phaser.Particles.Arcade.Emitter).toBe(true); }); it("displays shield and hull effect on impacted ships", function () { let battleview = testgame.battleview; battleview.timer = new Timer(); let ship = nn(battleview.battle.playing_ship); let sprite = nn(battleview.arena.findShipSprite(ship)); ship.setArenaPosition(50, 30); sprite.position.set(50, 30); sprite.hull_bar.setValue(10, 10); sprite.shield_bar.setValue(0, 10); let weapon = new Equipment(); weapon.action = new TriggerAction(weapon, [new DamageEffect()], 1, 500); spyOn(weapon.action, "getImpactedShips").and.returnValue([ship]); let effect = new WeaponEffect(battleview.arena, new Ship(), Target.newFromShip(ship), weapon); spyOn(effect, "getEffectForWeapon").and.returnValue(() => 100); let mock_shield_impact = spyOn(effect, "shieldImpactEffect").and.stub(); let mock_hull_impact = spyOn(effect, "hullImpactEffect").and.stub(); effect.start(); expect(mock_shield_impact).toHaveBeenCalledTimes(0); expect(mock_hull_impact).toHaveBeenCalledTimes(1); expect(mock_hull_impact).toHaveBeenCalledWith(jasmine.objectContaining({ x: 0, y: 0 }), jasmine.objectContaining({ x: 50, y: 30 }), 40, 400); sprite.shield_bar.setValue(10, 10); effect.start(); expect(mock_shield_impact).toHaveBeenCalledTimes(1); expect(mock_shield_impact).toHaveBeenCalledWith(jasmine.objectContaining({ x: 0, y: 0 }), jasmine.objectContaining({ x: 50, y: 30 }), 40, 800, false); expect(mock_hull_impact).toHaveBeenCalledTimes(1); }); it("removes particle emitters when done", function () { let battleview = testgame.battleview; battleview.timer = new Timer(); let effect = new WeaponEffect(battleview.arena, new Ship(), Target.newFromLocation(50, 50), new Equipment()); effect.gunEffect(); checkEmitters("gun effect started", 1); fastForward(6000); checkEmitters("gun effect ended", 0); effect.hullImpactEffect({ x: 0, y: 0 }, { x: 50, y: 50 }, 1000, 2000); checkEmitters("hull effect started", 1); fastForward(8500); checkEmitters("hull effect ended", 0); }); it("adds a laser effect", function () { let battleview = testgame.battleview; battleview.timer = new Timer(); let effect = new WeaponEffect(battleview.arena, new Ship(), Target.newFromLocation(31, 49), new Equipment()); let result = effect.angularLaser({ x: 20, y: 30 }, 300, Math.PI / 4, -Math.PI / 2, 5); expect(result).toBe(200); let layer = battleview.arena.layer_weapon_effects; expect(layer.children.length).toBe(1); expect(layer.children[0] instanceof Phaser.Image).toBe(true, "is image"); let image = layer.children[0]; expect(image.name).toEqual("battle-effects-laser"); expect(image.width).toBe(300); expect(image.x).toEqual(20); expect(image.y).toEqual(30); expect(image.rotation).toBeCloseTo(Math.PI / 4, 0.000001); let values = battleview.animations.simulate(image, "rotation", 4, result); expect(values[0]).toBeCloseTo(Math.PI / 4, 0.000001); expect(values[1]).toBeCloseTo(0, 0.000001); expect(values[2]).toBeCloseTo(-Math.PI / 4, 0.000001); expect(values[3]).toBeCloseTo(-Math.PI / 2, 0.000001); }); }); }