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* 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>
87 lines
2.7 KiB
TypeScript
87 lines
2.7 KiB
TypeScript
import MockContainer from "#test/utils/mocks/mocksContainer/mockContainer";
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import MockSprite from "#test/utils/mocks/mocksContainer/mockSprite";
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import MockRectangle from "#test/utils/mocks/mocksContainer/mockRectangle";
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import MockNineslice from "#test/utils/mocks/mocksContainer/mockNineslice";
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import MockImage from "#test/utils/mocks/mocksContainer/mockImage";
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import MockText from "#test/utils/mocks/mocksContainer/mockText";
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import MockPolygon from "#test/utils/mocks/mocksContainer/mockPolygon";
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import { MockGameObject } from "./mockGameObject";
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export default class MockTextureManager {
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private textures: Map<string, any>;
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private scene;
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public add;
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public displayList;
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public list: MockGameObject[] = [];
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constructor(scene) {
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this.scene = scene;
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this.textures = new Map();
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this.displayList = new Phaser.GameObjects.DisplayList(scene);
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this.add = {
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container: this.container.bind(this),
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sprite: this.sprite.bind(this),
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tileSprite: this.sprite.bind(this),
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existing: this.existing.bind(this),
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rectangle: this.rectangle.bind(this),
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nineslice: this.nineslice.bind(this),
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image: this.image.bind(this),
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polygon: this.polygon.bind(this),
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text: this.text.bind(this),
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bitmapText: this.text.bind(this),
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displayList: this.displayList,
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};
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}
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container(x, y) {
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const container = new MockContainer(this, x, y);
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this.list.push(container);
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return container;
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}
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sprite(x,y, texture) {
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const sprite = new MockSprite(this, x, y, texture);
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this.list.push(sprite);
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return sprite;
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}
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existing(obj) {
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// const whitelist = ["ArenaBase", "PlayerPokemon", "EnemyPokemon"];
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// const key = obj.constructor.name;
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// if (whitelist.includes(key) || obj.texture?.key?.includes("trainer_")) {
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// this.containers.push(obj);
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// }
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}
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rectangle(x, y, width, height, fillColor) {
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const rectangle = new MockRectangle(this, x, y, width, height, fillColor);
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this.list.push(rectangle);
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return rectangle;
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}
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nineslice(x, y, texture, frame, width, height, leftWidth, rightWidth, topHeight, bottomHeight) {
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const nineSlice = new MockNineslice(this, x, y, texture, frame, width, height, leftWidth, rightWidth, topHeight, bottomHeight);
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this.list.push(nineSlice);
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return nineSlice;
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}
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image(x, y, texture) {
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const image = new MockImage(this, x, y, texture);
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this.list.push(image);
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return image;
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}
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text(x, y, content, styleOptions) {
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const text = new MockText(this, x, y, content, styleOptions);
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this.list.push(text);
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return text;
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}
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polygon(x, y, content, fillColor, fillAlpha) {
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const polygon = new MockPolygon(this, x, y, content, fillColor, fillAlpha);
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this.list.push(polygon);
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return polygon;
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}
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}
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