Fix for bug where when switching levels the player would jump between entrance to exit locations

This commit is contained in:
Peter Stockings
2026-01-05 14:17:12 +11:00
parent d638d1a821
commit dba0f054db
3 changed files with 22 additions and 6 deletions

View File

@@ -108,6 +108,7 @@ describe('DungeonRenderer', () => {
},
tweens: {
add: vi.fn(),
killTweensOf: vi.fn(),
},
};
@@ -124,7 +125,7 @@ describe('DungeonRenderer', () => {
});
it('should track and clear corpse sprites on floor initialization', () => {
renderer.initializeFloor(mockWorld);
renderer.initializeFloor(mockWorld, 1);
// Spawn a couple of corpses
@@ -138,7 +139,7 @@ describe('DungeonRenderer', () => {
expect(mockScene.add.sprite).toHaveBeenCalledTimes(3);
// Initialize floor again (changing level)
renderer.initializeFloor(mockWorld);
renderer.initializeFloor(mockWorld, 1);
// Verify destroy was called on both corpse sprites
@@ -147,7 +148,7 @@ describe('DungeonRenderer', () => {
});
it('should render exp_orb as a circle and not as an enemy sprite', () => {
renderer.initializeFloor(mockWorld);
renderer.initializeFloor(mockWorld, 1);
// Add an exp_orb to the world
mockWorld.actors.set(2, {
@@ -185,7 +186,7 @@ describe('DungeonRenderer', () => {
});
it('should render any enemy type defined in config as a sprite', () => {
renderer.initializeFloor(mockWorld);
renderer.initializeFloor(mockWorld, 1);
// Add a rat (defined in config)
mockWorld.actors.set(3, {