migrate away from canvas

This commit is contained in:
evanpelle
2026-05-16 08:55:02 -07:00
parent 9c4ba757c2
commit 53cf2d43f8
21 changed files with 364 additions and 4951 deletions
-105
View File
@@ -1,6 +1,5 @@
import { UILayer } from "../../../src/client/graphics/layers/UILayer";
import { UnitSelectionEvent } from "../../../src/client/InputHandler";
import { UnitView } from "../../../src/core/game/GameView";
describe("UILayer", () => {
let game: any;
@@ -51,108 +50,4 @@ describe("UILayer", () => {
ui["onUnitSelection"](event as UnitSelectionEvent);
expect(ui.drawSelectionBox).toHaveBeenCalledWith(unit);
});
it("should add and clear health bars", () => {
const ui = new UILayer(game, eventBus, transformHandler);
ui.redraw();
const unit = {
id: () => 1,
type: () => "Warship",
health: () => 5,
tile: () => ({}),
owner: () => ({}),
isActive: () => true,
createdAt: () => 1,
} as unknown as UnitView;
ui.drawHealthBar(unit);
expect(ui["allHealthBars"].has(1)).toBe(true);
// a full hp unit doesn't have a health bar
unit.health = () => 10;
ui.drawHealthBar(unit);
expect(ui["allHealthBars"].has(1)).toBe(false);
// a dead unit doesn't have a health bar
unit.health = () => 5;
ui.drawHealthBar(unit);
expect(ui["allHealthBars"].has(1)).toBe(true);
unit.health = () => 0;
ui.drawHealthBar(unit);
expect(ui["allHealthBars"].has(1)).toBe(false);
});
it("should remove health bars for inactive units", () => {
const ui = new UILayer(game, eventBus, transformHandler);
ui.redraw();
const unit = {
id: () => 1,
type: () => "Warship",
health: () => 5,
tile: () => ({}),
owner: () => ({}),
isActive: () => true,
} as unknown as UnitView;
ui.drawHealthBar(unit);
expect(ui["allHealthBars"].has(1)).toBe(true);
// an inactive unit doesn't have a health bar
unit.isActive = () => false;
ui.drawHealthBar(unit);
expect(ui["allHealthBars"].has(1)).toBe(false);
});
it("should add loading bar for unit", () => {
const ui = new UILayer(game, eventBus, transformHandler);
ui.redraw();
const unit = {
id: () => 2,
tile: () => ({}),
isActive: () => true,
} as unknown as UnitView;
ui.createLoadingBar(unit);
expect(ui["allProgressBars"].has(2)).toBe(true);
});
it("should remove loading bar for inactive unit", () => {
const ui = new UILayer(game, eventBus, transformHandler);
ui.redraw();
const unit = {
id: () => 2,
type: () => "City",
isUnderConstruction: () => true,
owner: () => ({ id: () => 1 }),
tile: () => ({}),
isActive: () => true,
} as unknown as UnitView;
ui.onUnitEvent(unit);
expect(ui["allProgressBars"].has(2)).toBe(true);
// an inactive unit should not have a loading bar
unit.isActive = () => false;
ui.tick();
expect(ui["allProgressBars"].has(2)).toBe(false);
});
it("should remove loading bar for a finished progress bar", () => {
const ui = new UILayer(game, eventBus, transformHandler);
ui.redraw();
const unit = {
id: () => 2,
type: () => "City",
isUnderConstruction: () => true,
owner: () => ({ id: () => 1 }),
tile: () => ({}),
isActive: () => true,
createdAt: () => 1,
markedForDeletion: () => false,
} as unknown as UnitView;
ui.onUnitEvent(unit);
expect(ui["allProgressBars"].has(2)).toBe(true);
game.ticks = () => 6; // simulate enough ticks for completion
// simulate construction finished
(unit as any).isUnderConstruction = () => false;
ui.tick();
expect(ui["allProgressBars"].has(2)).toBe(false);
});
});