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283 lines
9.7 KiB
JavaScript
283 lines
9.7 KiB
JavaScript
describe('gdjs.PlatformerObjectRuntimeBehavior', function() {
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var runtimeGame = new gdjs.RuntimeGame({variables: [], properties: {windowWidth: 800, windowHeight: 600}});
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var runtimeScene = new gdjs.RuntimeScene(runtimeGame);
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runtimeScene.loadFromScene({
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layers: [{name: "", visibility: true}],
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variables: [],
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behaviorsSharedData: [],
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objects: [],
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instances: []
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});
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runtimeScene._timeManager.getElapsedTime = function() { return 1 / 60 * 1000; };
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//Put a platformer object in the air.
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var object = new gdjs.RuntimeObject(runtimeScene, {name: "obj1", type: "", behaviors: [{
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type: "PlatformBehavior::PlatformerObjectBehavior",
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name: "auto1",
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gravity: 900,
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maxFallingSpeed: 1500,
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acceleration: 500,
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deceleration: 1500,
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maxSpeed: 500,
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jumpSpeed: 1500,
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canGrabPlatforms: true,
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ignoreDefaultControls: true,
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slopeMaxAngle: 60
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}]});
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object.getWidth = function() { return 10; };
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object.getHeight = function() { return 20; };
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runtimeScene.addObject(object);
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object.setPosition(0, -100);
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//Put a platform
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var platform = new gdjs.RuntimeObject(runtimeScene, {name: "obj2", type: "", behaviors: [{
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type: "PlatformBehavior::PlatformBehavior",
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canBeGrabbed: true,
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}]});
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platform.getWidth = function() { return 60; };
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platform.getHeight = function() { return 32; };
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runtimeScene.addObject(platform);
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platform.setPosition(0, -10);
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it('can fall when in the air', function() {
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for(var i = 0; i<30; ++i) {
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runtimeScene.renderAndStep();
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if (i < 10) expect(object.getBehavior("auto1").isFalling()).to.be(true);
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}
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//Check the platform stopped the platformer object.
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expect(object.getY()).to.be(-30); // -30 = -10 (platform y) + -20 (object height)
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expect(object.getBehavior("auto1").isFalling()).to.be(false);
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expect(object.getBehavior("auto1").isMoving()).to.be(false);
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for(var i = 0; i<35; ++i) { //Check that the platformer object can fall.
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object.getBehavior("auto1").simulateRightKey();
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runtimeScene.renderAndStep();
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}
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expect(object.getX()).to.be.within(87.50, 87.51);
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expect(object.getY()).to.be(-24.75);
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expect(object.getBehavior("auto1").isFalling()).to.be(true);
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for(var i = 0; i<100; ++i) { //Let the speed on X axis go back to 0.
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runtimeScene.renderAndStep();
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}
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});
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it('can grab, and release, a platform', function() {
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//Put the object near the right ledge of the platform.
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object.setPosition(platform.getX() + platform.getWidth() + 2, platform.getY() - 10);
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for(var i = 0; i<35; ++i) {
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object.getBehavior("auto1").simulateLeftKey();
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runtimeScene.renderAndStep();
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}
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//Check that the object grabbed the platform
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expect(object.getX()).to.be.within(
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platform.getX() + platform.getWidth() + 1,
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platform.getX() + platform.getWidth() + 2
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);
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expect(object.getY()).to.be(platform.getY());
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object.getBehavior("auto1").simulateReleaseKey();
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for(var i = 0; i<10; ++i) {
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runtimeScene.renderAndStep();
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}
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//Check that the object is falling
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expect(object.getY()).to.be(1.25);
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});
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it('can track object height changes', function() {
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//Put the object near the right ledge of the platform.
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object.setPosition(platform.getX() + 10, platform.getY() - object.getHeight() - 1);
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for(var i = 0; i<15; ++i) {
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runtimeScene.renderAndStep();
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}
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expect(object.getBehavior("auto1").isFalling()).to.be(false);
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expect(object.getX()).to.be(10);
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expect(object.getY()).to.be(-30); // -30 = -10 (platform y) + -20 (object height)
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object.getHeight = function() { return 9; }
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runtimeScene.renderAndStep();
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expect(object.getBehavior("auto1").isFalling()).to.be(false);
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expect(object.getY()).to.be(-19); // -19 = -10 (platform y) + -9 (object height)
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for(var i = 0; i<10; ++i) {
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object.getBehavior("auto1").simulateRightKey();
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runtimeScene.renderAndStep();
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expect(object.getBehavior("auto1").isFalling()).to.be(false);
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}
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expect(object.getY()).to.be(-19);
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expect(object.getX()).to.be.within(17.638, 17.639);
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object.getHeight = function() { return 20; }
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runtimeScene.renderAndStep();
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expect(object.getY()).to.be(-30); // -30 = -10 (platform y) + -20 (object height)
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});
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});
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describe('gdjs.PlatformerObjectRuntimeBehavior, jumpthru', function() {
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var runtimeGame = new gdjs.RuntimeGame({variables: [], properties: {windowWidth: 800, windowHeight: 600}});
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var runtimeScene = new gdjs.RuntimeScene(runtimeGame);
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runtimeScene.loadFromScene({
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layers: [{name: "", visibility: true}],
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variables: [],
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behaviorsSharedData: [],
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objects: [],
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instances: []
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});
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runtimeScene._timeManager.getElapsedTime = function() { return 1 / 60 * 1000; };
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//Put a platformer object in a platform.
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var object = new gdjs.RuntimeObject(runtimeScene, {name: "obj1", type: "", behaviors: [{
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type: "PlatformBehavior::PlatformerObjectBehavior",
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name: "auto1",
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roundCoordinates: true,
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gravity: 900,
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maxFallingSpeed: 1500,
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acceleration: 500,
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deceleration: 1500,
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maxSpeed: 500,
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jumpSpeed: 500,
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canGrabPlatforms: true,
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ignoreDefaultControls: true,
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slopeMaxAngle: 60
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}]});
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object.getWidth = function() { return 10; };
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object.getHeight = function() { return 20; };
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runtimeScene.addObject(object);
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object.setPosition(0, -30);
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//Put a platform
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var platform = new gdjs.RuntimeObject(runtimeScene, {name: "obj2", type: "", behaviors: [{
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type: "PlatformBehavior::PlatformBehavior",
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canBeGrabbed: true,
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platformType: "Platform",
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}]});
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platform.getWidth = function() { return 60; };
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platform.getHeight = function() { return 32; };
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runtimeScene.addObject(platform);
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platform.setPosition(0, -10);
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// Put a jump thru, higher than the platform so that the object jump from under it
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// and will land on it at the end of the jump.
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var jumpthru = new gdjs.RuntimeObject(runtimeScene, {name: "obj2", type: "", behaviors: [{
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type: "PlatformBehavior::PlatformBehavior",
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canBeGrabbed: true,
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platformType: "Jumpthru",
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}]});
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jumpthru.getWidth = function() { return 60; };
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jumpthru.getHeight = function() { return 5; };
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runtimeScene.addObject(jumpthru);
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jumpthru.setPosition(0, -33);
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it('can jump through the jumpthru', function() {
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//Check the platform stopped the platformer object.
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for(var i = 0; i<5; ++i) {
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runtimeScene.renderAndStep();
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}
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expect(object.getY()).to.be(-30); // -30 = -10 (platform y) + -20 (object height)
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expect(object.getBehavior("auto1").isFalling()).to.be(false);
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expect(object.getBehavior("auto1").isMoving()).to.be(false);
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// Check that the jump starts properly, and is not stopped on the jumpthru
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object.getBehavior("auto1").simulateJumpKey();
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runtimeScene.renderAndStep();
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expect(object.getY()).to.be.within(-39, -38);
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runtimeScene.renderAndStep();
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expect(object.getY()).to.be.within(-47, -46);
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runtimeScene.renderAndStep();
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// At this step, the object is almost on the jumpthru (-53 + 20 (object height) = -33 (jump thru Y position)),
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// but the object should not stop.
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expect(object.getY()).to.be.within(-54, -53);
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runtimeScene.renderAndStep();
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expect(object.getY()).to.be.within(-61, -60);
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runtimeScene.renderAndStep();
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expect(object.getY()).to.be.within(-67, -66);
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expect(object.getBehavior("auto1").isJumping()).to.be(true);
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// Continue the simulation and check that position is correct in the middle of the jump
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for(var i = 0; i<20; ++i) {
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runtimeScene.renderAndStep();
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}
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expect(object.getY()).to.be.within(-89, -88);
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// Continue simulation and check that we arrive on the jumpthru
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for(var i = 0; i<10; ++i) {
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runtimeScene.renderAndStep();
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}
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expect(object.getY()).to.be.within(jumpthru.getY() - object.getHeight(), jumpthru.getY() - object.getHeight() + 1);
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expect(object.getBehavior("auto1").isFalling()).to.be(false);
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});
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});
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describe('gdjs.PlatformerObjectRuntimeBehavior, rounded coordinates (moving platforms)', function() {
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var runtimeGame = new gdjs.RuntimeGame({variables: [], properties: {windowWidth: 800, windowHeight: 600}});
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var runtimeScene = new gdjs.RuntimeScene(runtimeGame);
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runtimeScene.loadFromScene({
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layers: [{name: "", visibility: true}],
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variables: [],
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behaviorsSharedData: [],
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objects: [],
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instances: []
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});
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runtimeScene._timeManager.getElapsedTime = function() { return 1 / 60 * 1000; };
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//Put a platformer object on a platform.
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var object = new gdjs.RuntimeObject(runtimeScene, {name: "obj1", type: "", behaviors: [{
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type: "PlatformBehavior::PlatformerObjectBehavior",
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name: "auto1",
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roundCoordinates: true,
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gravity: 900,
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maxFallingSpeed: 1500,
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acceleration: 500,
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deceleration: 1500,
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maxSpeed: 500,
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jumpSpeed: 1500,
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canGrabPlatforms: true,
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ignoreDefaultControls: true,
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slopeMaxAngle: 60
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}]});
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object.getWidth = function() { return 10; };
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object.getHeight = function() { return 20; };
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runtimeScene.addObject(object);
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object.setPosition(0, -30);
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//Put a platform
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var platform = new gdjs.RuntimeObject(runtimeScene, {name: "obj2", type: "", behaviors: [{
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type: "PlatformBehavior::PlatformBehavior",
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canBeGrabbed: true,
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}]});
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platform.getWidth = function() { return 60; };
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platform.getHeight = function() { return 32; };
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runtimeScene.addObject(platform);
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platform.setPosition(0, -10);
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it('follows the platform', function() {
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for(var i = 0; i<30; ++i) {
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runtimeScene.renderAndStep();
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}
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// Check the object has not moved.
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expect(object.getY()).to.be(-30);
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expect(object.getX()).to.be(0);
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expect(object.getBehavior("auto1").isOnFloor()).to.be(true);
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expect(object.getBehavior("auto1").isFalling()).to.be(false);
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expect(object.getBehavior("auto1").isMoving()).to.be(false);
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// Check that the object follow the platform, even if the
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// movement is less than one pixel.
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platform.setX(platform.getX()+0.12);
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runtimeScene.renderAndStep();
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platform.setX(platform.getX()+0.12);
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runtimeScene.renderAndStep();
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platform.setX(platform.getX()+0.12);
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runtimeScene.renderAndStep();
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expect(object.getX()).to.be(0.36);
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});
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});
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