Show overlay upon player death
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177
src/scenes/__tests__/GameScene.test.ts
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177
src/scenes/__tests__/GameScene.test.ts
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import { describe, it, expect, vi, beforeEach } from 'vitest';
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import { GameScene } from '../GameScene';
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import * as simulation from '../../engine/simulation/simulation';
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import * as generator from '../../engine/world/generator';
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// Mock Phaser
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vi.mock('phaser', () => {
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const mockEventEmitter = {
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on: vi.fn(),
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emit: vi.fn(),
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off: vi.fn(),
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};
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return {
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default: {
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Scene: class {
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events = mockEventEmitter;
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input = {
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keyboard: {
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createCursorKeys: vi.fn(() => ({})),
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on: vi.fn(),
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},
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on: vi.fn(),
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};
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cameras = {
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main: {
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setZoom: vi.fn(),
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setBounds: vi.fn(),
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centerOn: vi.fn(),
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},
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};
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scene = {
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launch: vi.fn(),
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get: vi.fn(),
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};
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add = {
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graphics: vi.fn(() => ({})),
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text: vi.fn(() => ({})),
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rectangle: vi.fn(() => ({})),
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container: vi.fn(() => ({})),
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};
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load = {
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spritesheet: vi.fn(),
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};
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anims = {
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create: vi.fn(),
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exists: vi.fn(() => true),
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generateFrameNumbers: vi.fn(),
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};
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},
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Input: {
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Keyboard: {
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JustDown: vi.fn(),
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},
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},
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},
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};
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});
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// Mock other modules
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vi.mock('../../rendering/DungeonRenderer', () => ({
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DungeonRenderer: vi.fn().mockImplementation(function() {
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return {
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initializeLevel: vi.fn(),
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computeFov: vi.fn(),
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render: vi.fn(),
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showDamage: vi.fn(),
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spawnCorpse: vi.fn(),
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showWait: vi.fn(),
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isMinimapVisible: vi.fn(() => false),
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};
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}),
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}));
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vi.mock('../../engine/simulation/simulation', () => ({
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applyAction: vi.fn(),
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stepUntilPlayerTurn: vi.fn(),
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}));
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vi.mock('../../engine/world/generator', () => ({
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makeTestWorld: vi.fn(),
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}));
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vi.mock('../../engine/world/world-logic', () => ({
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inBounds: vi.fn(() => true),
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isBlocked: vi.fn(() => false),
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isPlayerOnExit: vi.fn(() => false),
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idx: vi.fn((w, x, y) => y * w.width + x),
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}));
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describe('GameScene', () => {
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let scene: GameScene;
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let mockWorld: any;
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let mockUI: any;
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beforeEach(() => {
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vi.clearAllMocks();
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// Setup mock UI
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mockUI = {
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showDeathScreen: vi.fn(),
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};
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// Initialize Scene
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scene = new GameScene();
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// Mock the Phaser scene system to return our mock UI
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(scene as any).scene = {
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launch: vi.fn(),
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get: vi.fn((key) => {
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if (key === 'GameUI') return mockUI;
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return null;
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}),
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};
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// Mock initial world state
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mockWorld = {
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width: 10,
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height: 10,
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tiles: new Array(100).fill(0),
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actors: new Map(),
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exit: { x: 9, y: 9 },
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};
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const mockPlayer = {
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id: 1,
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isPlayer: true,
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pos: { x: 1, y: 1 },
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speed: 100,
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energy: 0,
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stats: { hp: 10, maxHp: 10, attack: 5, defense: 2 },
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inventory: { gold: 0, items: [] },
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};
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mockWorld.actors.set(1, mockPlayer);
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(generator.makeTestWorld as any).mockReturnValue({
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world: mockWorld,
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playerId: 1,
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});
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(simulation.stepUntilPlayerTurn as any).mockReturnValue({
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awaitingPlayerId: 1,
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events: [],
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});
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// Run create to initialize some things
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scene.create();
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});
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it('should trigger death screen when player is killed', () => {
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// 1. Mock simulation so that after action, player is gone from world
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(simulation.applyAction as any).mockImplementation((world: any) => {
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// simulate player being killed
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world.actors.delete(1);
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return [{ type: 'killed', targetId: 1, victimType: 'player', x: 1, y: 1 }];
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});
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(simulation.stepUntilPlayerTurn as any).mockReturnValue({
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awaitingPlayerId: null,
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events: [],
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});
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// 2. Commit an action
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// We need to access private method or trigger it via public interface
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// commitPlayerAction is private, let's cast to any to call it
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(scene as any).commitPlayerAction({ type: 'wait' });
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// 3. Verify showDeathScreen was called on the mock UI
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expect(mockUI.showDeathScreen).toHaveBeenCalled();
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// Verify it was called with some stats
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const callArgs = mockUI.showDeathScreen.mock.calls[0][0];
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expect(callArgs).toHaveProperty('level');
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expect(callArgs).toHaveProperty('gold');
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expect(callArgs).toHaveProperty('stats');
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});
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});
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