Fix issue where killing an enemy resulted in orb being rendered with rat sprite on top

This commit is contained in:
Peter Stockings
2026-01-04 19:02:51 +11:00
parent b5314986e3
commit 2ca51945fc
4 changed files with 103 additions and 19 deletions

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@@ -26,17 +26,30 @@ export const GAME_CONFIG = {
roomMaxHeight: 10 roomMaxHeight: 10
}, },
enemy: { enemies: {
rat: {
baseHp: 8, baseHp: 8,
baseAttack: 3, baseAttack: 3,
baseDefense: 0,
minSpeed: 80, minSpeed: 80,
maxSpeed: 130, maxSpeed: 110,
baseHpPerFloor: 5, expValue: 5
attackPerTwoFloors: 1, },
bat: {
baseHp: 6,
baseAttack: 4,
baseDefense: 0,
minSpeed: 110,
maxSpeed: 140,
expValue: 8
}
},
enemyScaling: {
baseCount: 3, baseCount: 3,
baseCountPerFloor: 3, baseCountPerFloor: 3,
ratExp: 5, hpPerFloor: 5,
batExp: 8 attackPerTwoFloors: 1,
}, },
leveling: { leveling: {

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@@ -128,7 +128,8 @@ function handleAttack(w: World, actor: Actor, action: { targetId: EntityId }): S
w.actors.delete(target.id); w.actors.delete(target.id);
// Spawn EXP Orb // Spawn EXP Orb
const expAmount = target.type === "rat" ? GAME_CONFIG.enemy.ratExp : GAME_CONFIG.enemy.batExp; const enemyDef = (GAME_CONFIG.enemies as any)[target.type || ""];
const expAmount = enemyDef?.expValue || 0;
const orbId = Math.max(0, ...w.actors.keys(), target.id) + 1; const orbId = Math.max(0, ...w.actors.keys(), target.id) + 1;
w.actors.set(orbId, { w.actors.set(orbId, {

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@@ -210,7 +210,9 @@ function generatePatch(width: number, height: number, fillChance: number, iterat
function placeEnemies(floor: number, rooms: Room[], actors: Map<EntityId, Actor>, random: () => number): void { function placeEnemies(floor: number, rooms: Room[], actors: Map<EntityId, Actor>, random: () => number): void {
let enemyId = 2; let enemyId = 2;
const numEnemies = GAME_CONFIG.enemy.baseCount + floor * GAME_CONFIG.enemy.baseCountPerFloor; // Simplified for now const numEnemies = GAME_CONFIG.enemyScaling.baseCount + floor * GAME_CONFIG.enemyScaling.baseCountPerFloor;
const enemyTypes = Object.keys(GAME_CONFIG.enemies);
for (let i = 0; i < numEnemies && i < rooms.length - 1; i++) { for (let i = 0; i < numEnemies && i < rooms.length - 1; i++) {
const roomIdx = 1 + Math.floor(random() * (rooms.length - 1)); const roomIdx = 1 + Math.floor(random() * (rooms.length - 1));
@@ -219,21 +221,24 @@ function placeEnemies(floor: number, rooms: Room[], actors: Map<EntityId, Actor>
const enemyX = room.x + 1 + Math.floor(random() * (room.width - 2)); const enemyX = room.x + 1 + Math.floor(random() * (room.width - 2));
const enemyY = room.y + 1 + Math.floor(random() * (room.height - 2)); const enemyY = room.y + 1 + Math.floor(random() * (room.height - 2));
const baseHp = GAME_CONFIG.enemy.baseHp + floor * GAME_CONFIG.enemy.baseHpPerFloor; const type = enemyTypes[Math.floor(random() * enemyTypes.length)] as keyof typeof GAME_CONFIG.enemies;
const baseAttack = GAME_CONFIG.enemy.baseAttack + Math.floor(floor / 2) * GAME_CONFIG.enemy.attackPerTwoFloors; const enemyDef = GAME_CONFIG.enemies[type];
const scaledHp = enemyDef.baseHp + floor * GAME_CONFIG.enemyScaling.hpPerFloor;
const scaledAttack = enemyDef.baseAttack + Math.floor(floor / 2) * GAME_CONFIG.enemyScaling.attackPerTwoFloors;
actors.set(enemyId, { actors.set(enemyId, {
id: enemyId, id: enemyId,
isPlayer: false, isPlayer: false,
type: random() < 0.5 ? "rat" : "bat", type,
pos: { x: enemyX, y: enemyY }, pos: { x: enemyX, y: enemyY },
speed: GAME_CONFIG.enemy.minSpeed + Math.floor(random() * (GAME_CONFIG.enemy.maxSpeed - GAME_CONFIG.enemy.minSpeed)), speed: enemyDef.minSpeed + Math.floor(random() * (enemyDef.maxSpeed - enemyDef.minSpeed)),
energy: 0, energy: 0,
stats: { stats: {
maxHp: baseHp + Math.floor(random() * 4), maxHp: scaledHp + Math.floor(random() * 4),
hp: baseHp + Math.floor(random() * 4), hp: scaledHp + Math.floor(random() * 4),
attack: baseAttack + Math.floor(random() * 2), attack: scaledAttack + Math.floor(random() * 2),
defense: 0, defense: enemyDef.baseDefense,
level: 0, level: 0,
exp: 0, exp: 0,
expToNextLevel: 0 expToNextLevel: 0

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@@ -69,6 +69,8 @@ describe('DungeonRenderer', () => {
setDepth: vi.fn().mockReturnThis(), setDepth: vi.fn().mockReturnThis(),
setScale: vi.fn().mockReturnThis(), setScale: vi.fn().mockReturnThis(),
play: vi.fn().mockReturnThis(), play: vi.fn().mockReturnThis(),
setPosition: vi.fn().mockReturnThis(),
setVisible: vi.fn().mockReturnThis(),
destroy: vi.fn(), destroy: vi.fn(),
})), })),
container: vi.fn().mockReturnValue({ container: vi.fn().mockReturnValue({
@@ -140,4 +142,67 @@ describe('DungeonRenderer', () => {
expect(corpse1.destroy).toHaveBeenCalledTimes(1); expect(corpse1.destroy).toHaveBeenCalledTimes(1);
expect(corpse2.destroy).toHaveBeenCalledTimes(1); expect(corpse2.destroy).toHaveBeenCalledTimes(1);
}); });
it('should render exp_orb as a circle and not as an enemy sprite', () => {
renderer.initializeFloor(mockWorld);
// Add an exp_orb to the world
mockWorld.actors.set(99, {
id: 99,
isPlayer: false,
type: 'exp_orb',
pos: { x: 5, y: 5 },
speed: 0,
energy: 0
});
// Make the tile visible for it to render
(renderer as any).visible[5 * mockWorld.width + 5] = 1;
// Reset mocks
mockScene.add.sprite.mockClear();
// Mock scene.add.circle
mockScene.add.circle = vi.fn().mockReturnValue({
setStrokeStyle: vi.fn().mockReturnThis(),
setDepth: vi.fn().mockReturnThis(),
setPosition: vi.fn().mockReturnThis(),
setVisible: vi.fn().mockReturnThis(),
});
renderer.render([]);
// Should NOT have added an enemy sprite for the orb
const spriteCalls = mockScene.add.sprite.mock.calls;
// Any sprite added that isn't the player (which isn't in mockWorld.actors here except if we added it)
// The current loop skips a.isPlayer and then checks if type is in GAME_CONFIG.enemies
expect(spriteCalls.length).toBe(0);
// Should HAVE added a circle for the orb
expect(mockScene.add.circle).toHaveBeenCalled();
});
it('should render any enemy type defined in config as a sprite', () => {
renderer.initializeFloor(mockWorld);
// Add a rat (defined in config)
mockWorld.actors.set(100, {
id: 100,
isPlayer: false,
type: 'rat',
pos: { x: 2, y: 2 },
speed: 100,
energy: 0,
stats: { hp: 10, maxHp: 10, attack: 2, defense: 0, level: 1, exp: 0, expToNextLevel: 0 }
});
(renderer as any).visible[2 * mockWorld.width + 2] = 1;
mockScene.add.sprite.mockClear();
renderer.render([]);
// Should have added a sprite for the rat
const ratSpriteCall = mockScene.add.sprite.mock.calls.find((call: any) => call[2] === 'rat');
expect(ratSpriteCall).toBeDefined();
});
}); });