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asset.test.ts
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asset.test.ts
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import { unlinkSync, rmSync } from 'fs'
import Skin, { SkinFull } from './skin';
import Gameskin from './gameskin';
import { EmoticonPart ,GameskinPart, SkinPart } from './part';
import { ColorRGB, ColorCode } from '../color';
import { createSkinOverview } from '../board';
import Emoticon from './emoticon';
const SKIN = 'data/skins/ahl_red_nanami.png';
const GAMESKIN = 'data/gameskins/ahl_red.png';
const GAMESKIN_SRC = 'data/gameskins/cellegen_grid.png';
const GAMESKIN_4K = 'data/gameskins/4k.png';
describe('Abstract class Asset', () => {
test('Load from path', async () => {
const skin = new Skin();
await skin.load(SKIN);
});
test('Load and save the canvas as PNG', async () => {
const path = 'skin_test.png';
const skin = new Skin();
await skin.load(SKIN);
skin.saveAs(path);
unlinkSync(path);
});
test('Load and save gameskin part', async () => {
const gameskin = new Gameskin();
const dir = './gameskin_parts'
await gameskin.load(GAMESKIN);
gameskin
.setPartSaveDirectory(dir)
.saveParts(
GameskinPart.SHOTGUN_AMMO,
GameskinPart.GUN,
GameskinPart.GUN_PARTICLE_1,
GameskinPart.GUN_PARTICLE_3,
GameskinPart.LASER,
)
.savePart(GameskinPart.GRENADE);
rmSync(dir, { recursive: true, force: true });
});
test('Color parts of gameskin', async () => {
const gameskin = new Gameskin();
const color = new ColorRGB(0, 127, 0);
await gameskin.load(GAMESKIN);
gameskin
.colorParts(
color,
GameskinPart.SHOTGUN_AMMO,
GameskinPart.GUN,
GameskinPart.GUN_PARTICLE_1,
GameskinPart.GUN_PARTICLE_3,
GameskinPart.LASER,
)
.colorPart(color, GameskinPart.GRENADE)
});
test('Copy parts of gameskin (from a bigger one)', async () => {
const gameskin = new Gameskin();
await gameskin.load(GAMESKIN);
const gameskin_src = new Gameskin();
await gameskin_src.load(GAMESKIN_SRC);
const gameskin_4K = new Gameskin();
await gameskin_4K.load(GAMESKIN_4K);
gameskin
.copyParts(
gameskin_src,
GameskinPart.SHOTGUN_AMMO,
GameskinPart.GUN,
GameskinPart.GUN_PARTICLE_1,
GameskinPart.GUN_PARTICLE_3,
GameskinPart.LASER,
)
.copyParts(
gameskin_4K,
GameskinPart.HAMMER,
GameskinPart.HAMMER_CURSOR,
GameskinPart.GRENADE,
GameskinPart.SHIELD,
)
});
test('Copy parts of gameskin (from a smaller one)', async () => {
const gameskin = new Gameskin();
await gameskin.load(GAMESKIN);
const gameskin_src = new Gameskin();
await gameskin_src.load(GAMESKIN_SRC);
const gameskin_4K = new Gameskin();
await gameskin_4K.load(GAMESKIN_4K);
gameskin_4K
.copyParts(
gameskin_src,
GameskinPart.SHOTGUN_AMMO,
GameskinPart.GUN,
GameskinPart.GUN_PARTICLE_1,
GameskinPart.GUN_PARTICLE_3,
GameskinPart.LASER,
)
.copyParts(
gameskin,
GameskinPart.HAMMER,
GameskinPart.HAMMER_CURSOR,
GameskinPart.GRENADE,
GameskinPart.SHIELD,
)
});
test('Render skin then save with an eye angle', async () => {
const path = 'test.png';
const skin = new Skin();
await skin.load(SKIN);
skin
.render()
.saveRenderAs(path);
unlinkSync(path);
});
test('Color skin then render', async () => {
const path = 'skin.png'
const skin = new Skin();
await skin.load('data/skins/santa_cammo.png');
skin
.colorTee(
new ColorCode(6619008),
new ColorRGB(136, 113, 255),
)
.render()
.saveRenderAs(path);
unlinkSync(path);
});
test('Skin board', async () => {
const path = 'board.png';
const skin = new Skin();
await skin.load('data/skins/santa_cammo.png');
const gameskin = new Gameskin();
await gameskin.load('data/gameskins/0_6.png');
const grey = new ColorRGB(255, 255, 255);
skin
.colorTee(
grey,
grey
)
.colorParts(
grey,
SkinPart.SCARY_EYE,
SkinPart.ANGRY_EYE,
SkinPart.PAIN_EYE,
SkinPart.BLINK_EYE,
SkinPart.CROSS_EYE,
SkinPart.DEFAULT_EYE,
SkinPart.HAPPY_EYE
)
.setOrientation(120);
createSkinOverview(skin, gameskin)
.saveAs(path, true);
unlinkSync(path);
});
test('Create a tee with a weapon', async () => {
const path = 'tee_with_weapon.png'
const skin = new Skin();
await skin.load('data/skins/debug.png');
skin
.colorTee(
new ColorRGB(255, 0, 0),
new ColorRGB(255, 255, 255),
)
.setOrientation(140);
const gameskin = new Gameskin();
await gameskin.load('data/gameskins/0_6.png');
new SkinFull()
.setSkin(skin)
.setGameskin(gameskin, GameskinPart.GUN)
.process()
.saveAs(path, false);
unlinkSync(path);
});
test('Create a tee with a weapon', async () => {
const path = 'tee_with_weapon_and_emoticon.png'
const skin = new Skin();
await skin.load('data/skins/nanami.png');
const emoticon = new Emoticon();
await emoticon.load('data/emoticons/default.png');
skin
.colorTee(
new ColorRGB(255, 0, 0),
new ColorRGB(255, 255, 255),
)
.setOrientation(140);
const gameskin = new Gameskin();
await gameskin.load('data/gameskins/0_6.png');
new SkinFull()
.setSkin(skin)
.setGameskin(gameskin, GameskinPart.GRENADE)
.setEmoticon(emoticon, EmoticonPart.PART_1_4)
.process()
.saveAs(path, true);
unlinkSync(path);
});
test('Save every gameskin parts', async () => {
const dir = 'test_dir'
const gameskin = new Gameskin();
await gameskin.load('data/gameskins/ahl_red.png');
gameskin
.setPartSaveDirectory(dir)
.saveAllParts()
rmSync(dir, { recursive: true, force: true });
});
});