flx-sta a07d2c57a4
[Refactor] use typescript strict-null (#3259)
* TS: enable strict-null

* fix battle-scene.ts

* fix voucher.ts

* adapt more files to strict-null

* adapt more files to strict-null ( 2)

* adapt ability.ts to strict-null

* adapt `arena.ts` to strict-null

* adapt TagAddedEvent constructor to strict-null

* adapt phases.ts.to strict-null

* adapt status-effect.ts to strict-null

* adapt `account.ts` to strict-null

* adapt `configHandler.ts` to strict-null

* adapt `ability.ts` to strict-null

* adapt `biomes.ts` to strict-null

* adapt `challenge.ts` to strict-null

* adapt `daily-run.ts` to strict-null

* adapt `nature.ts` to strict-null

* adapt `pokemon-forms.ts` to strict-null

* adapt `tainer-names.ts` to strict-null

* adapt `types.ts` to strict-null

* adapt `weather.ts` to strict-null

* adapt `egg-hatch-phase.ts` to strict-null

* adapt `evolution-phase.ts` to strict-null

* adapt `pokemon-sprite-sparkle-handler.ts` to strict-null

* adapt `evolution-phase.ts` to strict-null

* adapt `game-mode.ts` to strict-null

* adapt `utils.ts` to strict-null

* adapt `voucher-ui-handler.ts` to strict-null

* adapt `src/ui/unavailable-modal-ui-handler.ts` to strict-null

* adapt `src/ui/ui.ts` to strict-null

* adapt `src/ui/ui-theme.ts` to strict-null

* adapt `src/ui/title-ui-handler.ts` to strict-null

* adapt `src/ui/time-of-day-widget.ts` to strict-null

* adapt `src/ui/text.ts` to strict-null

* adapt `src/ui/target-select-ui-handler.ts` to strict-null

* adapt `src/ui/settings/settings-keyboard-ui-handler.ts` to strict-null

* adapt more files to strict-null (3)

* adapt more files to strict-null (4)

* adapt more files (mostly tests) to strict-null (5)

* adapt more files to strict-null (6)

* adapt more files to strict-null (7)

* Update `src/data/pokemon-evolutions.ts` for strict-null

Partial update `src/data/pokemon-species.ts` for strict-null

* adapt more files to strict-null (8)

* adapt more files to strict-null (9)

* Strict some more nulls (still a few errors remaining)

* adapt rest of the files to strict-null (9)

* fix tests (check for null instead of undefined)

* repalce a lot of `??` with bangs

And added TODO notice as usual

* fix more tests

* all tests pass now

* fix broken game-loop after trainer battle

add some console.warn for missing cases and falling back to default

* remove guessed fallback from utils.rgbHexToRgba

* add TODO for this.currentBattle = null

* adjust   getPokemonById() return to include `null`

* fix compilation errors

* add test for pokemon.trySetStatus

* `chanceMultiplier` shouldn't be optional

* allow `null` for currentPhase

* adjust hasExpSprite logic for no keymatch found

* reduce bang usage in account.updateUserInfo()

* fix new strict-null issues after merge

* fix `strict-null` issues in dropdown.ts

and sand_spit.test.ts

* fix egg-gacha

* adapt gul_missile.test.ts to strict-null

* fix move.ts strict-null

* fix i18n.ts strict-null

* fix strict-null issues

* fix baton_pass test

after accidentially breaking it

* chore: fix compiler errors

* revert accidential changes in baton_pass.test.ts

---------

Co-authored-by: NightKev <34855794+DayKev@users.noreply.github.com>
2024-08-07 17:23:12 +01:00

218 lines
4.7 KiB
TypeScript

import { MockGameObject } from "../mockGameObject";
import Sprite = Phaser.GameObjects.Sprite;
import Frame = Phaser.Textures.Frame;
import Phaser from "phaser";
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[] = [];
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;
Phaser.GameObjects.Sprite.prototype.setSizeToFrame = this.setSizeToFrame;
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) {
return this;
}
setSizeToFrame(frame?: boolean | Frame): Sprite {
return {} as Sprite;
}
setPipeline(obj) {
// Sets the pipeline of this Game Object.
return this.phaserSprite.setPipeline(obj);
}
off(event, callback, source) {
}
setTintFill(color) {
// Sets the tint fill color.
return this.phaserSprite.setTintFill(color);
}
setScale(scale) {
return this.phaserSprite.setScale(scale);
}
setOrigin(x, y) {
return this.phaserSprite.setOrigin(x, y);
}
setSize(width, height) {
// Sets the size of this Game Object.
return this.phaserSprite.setSize(width, height);
}
once(event, callback, source) {
return this.phaserSprite.once(event, callback, source);
}
removeFromDisplayList() {
// same as remove or destroy
return this.phaserSprite.removeFromDisplayList();
}
addedToScene() {
// This callback is invoked when this Game Object is added to a Scene.
return this.phaserSprite.addedToScene();
}
setVisible(visible) {
return this.phaserSprite.setVisible(visible);
}
setPosition(x, y) {
return this.phaserSprite.setPosition(x, y);
}
setRotation(radians) {
return this.phaserSprite.setRotation(radians);
}
stop() {
return this.phaserSprite.stop();
}
setInteractive(hitArea, hitAreaCallback, dropZone) {
return null;
}
on(event, callback, source) {
return this.phaserSprite.on(event, callback, source);
}
setAlpha(alpha) {
return this.phaserSprite.setAlpha(alpha);
}
setTint(color) {
// Sets the tint of this Game Object.
return this.phaserSprite.setTint(color);
}
setFrame(frame, updateSize?: boolean, updateOrigin?: boolean) {
// Sets the frame this Game Object will use to render with.
this.frame = frame;
return frame;
}
setPositionRelative(source, x, y) {
/// Sets the position of this Game Object to be a relative position from the source Game Object.
return this.phaserSprite.setPositionRelative(source, x, y);
}
setY(y) {
return this.phaserSprite.setY(y);
}
setCrop(x, y, width, height) {
// Sets the crop size of this Game Object.
return this.phaserSprite.setCrop(x, y, width, height);
}
clearTint() {
// Clears any previously set tint.
return this.phaserSprite.clearTint();
}
disableInteractive() {
// Disables Interactive features of this Game Object.
return null;
}
apply() {
return this.phaserSprite.apply();
}
play() {
// return this.phaserSprite.play();
return this;
}
setPipelineData(key, value) {
this.pipelineData[key] = value;
}
destroy() {
return this.phaserSprite.destroy();
}
setName(name) {
return this.phaserSprite.setName(name);
}
setAngle(angle) {
return this.phaserSprite.setAngle(angle);
}
setMask() {
}
add(obj) {
// Adds a child to this Game Object.
this.list.push(obj);
}
removeAll() {
// Removes all Game Objects from this Container.
this.list = [];
}
addAt(obj, index) {
// Adds a Game Object to this Container at the given index.
this.list.splice(index, 0, obj);
}
remove(obj) {
const index = this.list.indexOf(obj);
if (index !== -1) {
this.list.splice(index, 1);
}
}
getIndex(obj) {
const index = this.list.indexOf(obj);
return index || -1;
}
getAt(index) {
return this.list[index];
}
getAll() {
return this.list;
}
}