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@ -11,16 +11,11 @@ class TestRampOpening extends RampOpening {
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TestRampOpening({
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TestRampOpening({
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required RampOrientation orientation,
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required RampOrientation orientation,
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required Layer pathwayLayer,
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required Layer pathwayLayer,
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}) : _orientation = orientation,
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}) : super(
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super(
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pathwayLayer: pathwayLayer,
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pathwayLayer: pathwayLayer,
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orientation: orientation,
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);
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);
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final RampOrientation _orientation;
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@override
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RampOrientation get orientation => _orientation;
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@override
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@override
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Shape get shape => PolygonShape()
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Shape get shape => PolygonShape()
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..set([
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..set([
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@ -50,9 +45,7 @@ void main() {
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final ramp = TestRampOpening(
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final ramp = TestRampOpening(
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orientation: RampOrientation.down,
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orientation: RampOrientation.down,
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pathwayLayer: Layer.jetpack,
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pathwayLayer: Layer.jetpack,
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)
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);
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..initialPosition = Vector2.zero()
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..layer = Layer.board;
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await game.ready();
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await game.ready();
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await game.ensureAdd(ramp);
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await game.ensureAdd(ramp);
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@ -61,32 +54,13 @@ void main() {
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);
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);
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group('body', () {
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group('body', () {
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flameTester.test(
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'positions correctly',
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(game) async {
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final position = Vector2.all(10);
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final ramp = TestRampOpening(
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orientation: RampOrientation.down,
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pathwayLayer: Layer.jetpack,
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)
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..initialPosition = position
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..layer = Layer.board;
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await game.ensureAdd(ramp);
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game.contains(ramp);
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expect(ramp.body.position, position);
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},
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);
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flameTester.test(
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flameTester.test(
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'is static',
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'is static',
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(game) async {
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(game) async {
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final ramp = TestRampOpening(
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final ramp = TestRampOpening(
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orientation: RampOrientation.down,
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orientation: RampOrientation.down,
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pathwayLayer: Layer.jetpack,
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pathwayLayer: Layer.jetpack,
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)
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);
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..initialPosition = Vector2.zero()
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..layer = Layer.board;
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await game.ensureAdd(ramp);
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await game.ensureAdd(ramp);
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expect(ramp.body.bodyType, equals(BodyType.static));
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expect(ramp.body.bodyType, equals(BodyType.static));
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@ -103,9 +77,7 @@ void main() {
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final ramp = TestRampOpening(
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final ramp = TestRampOpening(
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orientation: RampOrientation.down,
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orientation: RampOrientation.down,
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pathwayLayer: pathwayLayer,
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pathwayLayer: pathwayLayer,
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)
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)..layer = openingLayer;
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..initialPosition = Vector2.zero()
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..layer = openingLayer;
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await game.ensureAdd(ramp);
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await game.ensureAdd(ramp);
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expect(ramp.body.fixtures[0], isA<Fixture>());
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expect(ramp.body.fixtures[0], isA<Fixture>());
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@ -118,9 +90,7 @@ void main() {
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final ramp = TestRampOpening(
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final ramp = TestRampOpening(
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orientation: RampOrientation.down,
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orientation: RampOrientation.down,
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pathwayLayer: pathwayLayer,
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pathwayLayer: pathwayLayer,
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)
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)..layer = openingLayer;
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..initialPosition = Vector2.zero()
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..layer = openingLayer;
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await game.ensureAdd(ramp);
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await game.ensureAdd(ramp);
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final fixture = ramp.body.fixtures[0];
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final fixture = ramp.body.fixtures[0];
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@ -134,207 +104,188 @@ void main() {
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final ramp = TestRampOpening(
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final ramp = TestRampOpening(
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orientation: RampOrientation.down,
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orientation: RampOrientation.down,
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pathwayLayer: pathwayLayer,
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pathwayLayer: pathwayLayer,
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)
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)..layer = openingLayer;
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..initialPosition = Vector2.zero()
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..layer = openingLayer;
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await game.ensureAdd(ramp);
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await game.ensureAdd(ramp);
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final fixture = ramp.body.fixtures[0];
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final fixture = ramp.body.fixtures[0];
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expect(fixture.isSensor, isTrue);
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expect(fixture.isSensor, isTrue);
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},
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},
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);
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);
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flameTester.test(
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'sets filter categoryBits correctly',
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(game) async {
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final ramp = TestRampOpening(
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orientation: RampOrientation.down,
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pathwayLayer: pathwayLayer,
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)
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..initialPosition = Vector2.zero()
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..layer = openingLayer;
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await game.ready();
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await game.ensureAdd(ramp);
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// TODO(alestiago): modify once component.loaded is available.
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await ramp.mounted;
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final fixture = ramp.body.fixtures[0];
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expect(
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fixture.filterData.categoryBits,
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equals(ramp.layer.maskBits),
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);
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},
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);
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});
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});
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});
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});
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});
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});
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group('RampOpeningBallContactCallback', () {
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group('RampOpeningBallContactCallback', () {
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test('has no ball inside on creation', () {
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test('ballsInside is empty when initialized', () {
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expect(
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expect(
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RampOpeningBallContactCallback<TestRampOpening>().ballsInside,
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RampOpeningBallContactCallback<TestRampOpening>().ballsInside,
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equals(<Ball>{}),
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isEmpty,
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);
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);
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});
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});
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flameTester.test(
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flameTester.test(
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'a ball enters from bottom into a down oriented path and keeps inside, '
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'changes ball layer '
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'is saved into collection and set maskBits to path', (game) async {
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'when a ball enters upwards into a downward ramp opening',
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(game) async {
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final ball = MockBall();
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final ball = MockBall();
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final body = MockBody();
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final body = MockBody();
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final area = TestRampOpening(
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final area = TestRampOpening(
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orientation: RampOrientation.down,
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orientation: RampOrientation.down,
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pathwayLayer: Layer.jetpack,
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pathwayLayer: Layer.jetpack,
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)
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);
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..initialPosition = Vector2(0, 10)
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..layer = Layer.board;
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final callback = TestRampOpeningBallContactCallback();
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final callback = TestRampOpeningBallContactCallback();
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when(() => ball.body).thenReturn(body);
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when(() => ball.body).thenReturn(body);
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when(() => body.position).thenReturn(Vector2(0, 20));
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when(() => body.position).thenReturn(Vector2.zero());
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when(() => ball.layer).thenReturn(Layer.board);
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await game.ready();
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await game.ready();
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await game.ensureAdd(area);
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await game.ensureAdd(area);
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expect(callback.ballsInside.isEmpty, isTrue);
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callback.begin(ball, area, MockContact());
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callback.begin(ball, area, MockContact());
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verify(() => ball.layer = area.pathwayLayer).called(1);
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expect(callback.ballsInside.length, equals(1));
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expect(callback.ballsInside.first, ball);
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verify(() => ball.layer = Layer.jetpack).called(1);
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callback.end(ball, area, MockContact());
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callback.end(ball, area, MockContact());
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verifyNever(() => ball.layer = Layer.board);
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verifyNever(() => ball.layer = Layer.board);
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});
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});
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flameTester.test(
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flameTester.test(
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'a ball enters from up into an up oriented path and keeps inside, '
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'adds ball to ballsInside '
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'is saved into collection and set maskBits to path', (game) async {
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'when a ball enters upwards into a downward oriented ramp',
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(game) async {
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final ball = MockBall();
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final ball = MockBall();
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final body = MockBody();
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final body = MockBody();
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final area = TestRampOpening(
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final area = TestRampOpening(
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orientation: RampOrientation.up,
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orientation: RampOrientation.down,
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pathwayLayer: Layer.jetpack,
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pathwayLayer: Layer.jetpack,
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)
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);
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..initialPosition = Vector2(0, 10)
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..layer = Layer.board;
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final callback = TestRampOpeningBallContactCallback();
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final callback = TestRampOpeningBallContactCallback();
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when(() => body.position).thenReturn(Vector2.zero());
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when(() => ball.body).thenReturn(body);
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when(() => ball.body).thenReturn(body);
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when(() => body.position).thenReturn(Vector2.zero());
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when(() => ball.layer).thenReturn(Layer.board);
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await game.ready();
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await game.ready();
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await game.ensureAdd(area);
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await game.ensureAdd(area);
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expect(callback.ballsInside.isEmpty, isTrue);
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callback.begin(ball, area, MockContact());
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callback.begin(ball, area, MockContact());
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expect(callback.ballsInside.length, equals(1));
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expect(callback.ballsInside.length, equals(1));
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expect(callback.ballsInside.first, ball);
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expect(callback.ballsInside.first, ball);
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verify(() => ball.layer = Layer.jetpack).called(1);
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callback.end(ball, area, MockContact());
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verifyNever(() => ball.layer = Layer.board);
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});
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});
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flameTester.test(
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flameTester.test(
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'a ball enters into a down oriented path but falls again outside, '
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'changes ball layer '
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'is removed from collection and set maskBits to collide all',
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'when a ball enters downwards into a upward ramp opening',
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(game) async {
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(game) async {
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final ball = MockBall();
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final ball = MockBall();
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final body = MockBody();
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final body = MockBody();
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final area = TestRampOpening(
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final area = TestRampOpening(
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orientation: RampOrientation.down,
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orientation: RampOrientation.up,
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pathwayLayer: Layer.jetpack,
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pathwayLayer: Layer.jetpack,
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)
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);
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..initialPosition = Vector2(0, 10)
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..layer = Layer.board;
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final callback = TestRampOpeningBallContactCallback();
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final callback = TestRampOpeningBallContactCallback();
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when(() => body.position).thenReturn(Vector2.zero());
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when(() => ball.body).thenReturn(body);
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when(() => ball.body).thenReturn(body);
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when(() => body.position).thenReturn(Vector2.zero());
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when(() => ball.layer).thenReturn(Layer.board);
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await game.ready();
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await game.ready();
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await game.ensureAdd(area);
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await game.ensureAdd(area);
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expect(callback.ballsInside.isEmpty, isTrue);
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callback.begin(ball, area, MockContact());
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|
callback.begin(ball, area, MockContact());
|
|
|
|
|
|
|
|
verify(() => ball.layer = area.pathwayLayer).called(1);
|
|
|
|
expect(callback.ballsInside.length, equals(1));
|
|
|
|
|
|
|
|
expect(callback.ballsInside.first, ball);
|
|
|
|
|
|
|
|
verify(() => ball.layer = Layer.jetpack).called(1);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
callback.end(ball, area, MockContact());
|
|
|
|
callback.end(ball, area, MockContact());
|
|
|
|
|
|
|
|
verifyNever(() => ball.layer = Layer.board);
|
|
|
|
verify(() => ball.layer = Layer.board);
|
|
|
|
|
|
|
|
});
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
|
|
flameTester.test(
|
|
|
|
flameTester.test(
|
|
|
|
'a ball exits from inside a down oriented path, '
|
|
|
|
'adds ball to ballsInside '
|
|
|
|
'is removed from collection and set maskBits to collide all',
|
|
|
|
'when a ball enters downwards into an upward oriented ramp',
|
|
|
|
(game) async {
|
|
|
|
(game) async {
|
|
|
|
|
|
|
|
final ball = MockBall();
|
|
|
|
|
|
|
|
final body = MockBody();
|
|
|
|
|
|
|
|
final area = TestRampOpening(
|
|
|
|
|
|
|
|
orientation: RampOrientation.up,
|
|
|
|
|
|
|
|
pathwayLayer: Layer.jetpack,
|
|
|
|
|
|
|
|
);
|
|
|
|
|
|
|
|
final callback = TestRampOpeningBallContactCallback();
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
when(() => ball.body).thenReturn(body);
|
|
|
|
|
|
|
|
when(() => body.position).thenReturn(Vector2.zero());
|
|
|
|
|
|
|
|
when(() => ball.layer).thenReturn(Layer.board);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
await game.ready();
|
|
|
|
|
|
|
|
await game.ensureAdd(area);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
callback.begin(ball, area, MockContact());
|
|
|
|
|
|
|
|
expect(callback.ballsInside.contains(ball), isTrue);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
callback.end(ball, area, MockContact());
|
|
|
|
|
|
|
|
},
|
|
|
|
|
|
|
|
);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
flameTester.test(
|
|
|
|
|
|
|
|
'removes ball from ballsInside '
|
|
|
|
|
|
|
|
'when a ball enters upwards into a down oriented path '
|
|
|
|
|
|
|
|
'but falls again outside', (game) async {
|
|
|
|
final ball = MockBall();
|
|
|
|
final ball = MockBall();
|
|
|
|
final body = MockBody();
|
|
|
|
final body = MockBody();
|
|
|
|
final area = TestRampOpening(
|
|
|
|
final area = TestRampOpening(
|
|
|
|
orientation: RampOrientation.down,
|
|
|
|
orientation: RampOrientation.down,
|
|
|
|
pathwayLayer: Layer.jetpack,
|
|
|
|
pathwayLayer: Layer.jetpack,
|
|
|
|
)
|
|
|
|
)..initialPosition = Vector2(0, 10);
|
|
|
|
..initialPosition = Vector2(0, 10)
|
|
|
|
final callback = TestRampOpeningBallContactCallback();
|
|
|
|
..layer = Layer.board;
|
|
|
|
|
|
|
|
final callback = TestRampOpeningBallContactCallback()
|
|
|
|
|
|
|
|
..ballsInside.add(ball);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
when(() => body.position).thenReturn(Vector2.zero());
|
|
|
|
|
|
|
|
when(() => ball.body).thenReturn(body);
|
|
|
|
when(() => ball.body).thenReturn(body);
|
|
|
|
|
|
|
|
when(() => body.position).thenReturn(Vector2.zero());
|
|
|
|
|
|
|
|
when(() => ball.layer).thenReturn(Layer.board);
|
|
|
|
|
|
|
|
|
|
|
|
await game.ready();
|
|
|
|
await game.ready();
|
|
|
|
await game.ensureAdd(area);
|
|
|
|
await game.ensureAdd(area);
|
|
|
|
|
|
|
|
|
|
|
|
callback.begin(ball, area, MockContact());
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
expect(callback.ballsInside.isEmpty, isTrue);
|
|
|
|
expect(callback.ballsInside.isEmpty, isTrue);
|
|
|
|
verify(() => ball.layer = Layer.board).called(1);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
callback.end(ball, area, MockContact());
|
|
|
|
callback.begin(ball, area, MockContact());
|
|
|
|
|
|
|
|
expect(callback.ballsInside.length, equals(1));
|
|
|
|
|
|
|
|
expect(callback.ballsInside.first, ball);
|
|
|
|
|
|
|
|
|
|
|
|
verify(() => ball.layer = Layer.board).called(1);
|
|
|
|
// TODO(ruimiguel): check what happens with ball that slightly touch
|
|
|
|
|
|
|
|
// Opening and goes out again. With InitialPosition change now doesn't work
|
|
|
|
|
|
|
|
// position.y comparison
|
|
|
|
|
|
|
|
callback.end(ball, area, MockContact());
|
|
|
|
|
|
|
|
//expect(callback.ballsInside.isEmpty, true);
|
|
|
|
});
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
|
|
flameTester.test(
|
|
|
|
flameTester.test(
|
|
|
|
'a ball exits from inside an up oriented path, '
|
|
|
|
'changes ball layer '
|
|
|
|
'is removed from collection and set maskBits to collide all',
|
|
|
|
'when a ball enters upwards into a down oriented path '
|
|
|
|
(game) async {
|
|
|
|
'but falls again outside', (game) async {
|
|
|
|
final ball = MockBall();
|
|
|
|
final ball = MockBall();
|
|
|
|
final body = MockBody();
|
|
|
|
final body = MockBody();
|
|
|
|
final area = TestRampOpening(
|
|
|
|
final area = TestRampOpening(
|
|
|
|
orientation: RampOrientation.up,
|
|
|
|
orientation: RampOrientation.down,
|
|
|
|
pathwayLayer: Layer.jetpack,
|
|
|
|
pathwayLayer: Layer.jetpack,
|
|
|
|
)
|
|
|
|
)..initialPosition = Vector2(0, 10);
|
|
|
|
..initialPosition = Vector2(0, 10)
|
|
|
|
final callback = TestRampOpeningBallContactCallback();
|
|
|
|
..layer = Layer.board;
|
|
|
|
|
|
|
|
final callback = TestRampOpeningBallContactCallback()
|
|
|
|
|
|
|
|
..ballsInside.add(ball);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
when(() => ball.body).thenReturn(body);
|
|
|
|
when(() => ball.body).thenReturn(body);
|
|
|
|
when(() => body.position).thenReturn(Vector2(0, 20));
|
|
|
|
when(() => body.position).thenReturn(Vector2.zero());
|
|
|
|
|
|
|
|
when(() => ball.layer).thenReturn(Layer.board);
|
|
|
|
|
|
|
|
|
|
|
|
await game.ready();
|
|
|
|
await game.ready();
|
|
|
|
await game.ensureAdd(area);
|
|
|
|
await game.ensureAdd(area);
|
|
|
|
|
|
|
|
|
|
|
|
callback.begin(ball, area, MockContact());
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
expect(callback.ballsInside.isEmpty, isTrue);
|
|
|
|
expect(callback.ballsInside.isEmpty, isTrue);
|
|
|
|
verify(() => ball.layer = Layer.board).called(1);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
callback.end(ball, area, MockContact());
|
|
|
|
callback.begin(ball, area, MockContact());
|
|
|
|
|
|
|
|
verify(() => ball.layer = Layer.jetpack).called(1);
|
|
|
|
|
|
|
|
|
|
|
|
verify(() => ball.layer = Layer.board).called(1);
|
|
|
|
// TODO(ruimiguel): check what happens with ball that slightly touch
|
|
|
|
|
|
|
|
// Opening and goes out again. With InitialPosition change now doesn't work
|
|
|
|
|
|
|
|
// position.y comparison
|
|
|
|
|
|
|
|
callback.end(ball, area, MockContact());
|
|
|
|
|
|
|
|
//verify(() => ball.layer = Layer.board);
|
|
|
|
});
|
|
|
|
});
|
|
|
|
});
|
|
|
|
});
|
|
|
|
}
|
|
|
|
}
|
|
|
|