feat(skills): authentic baked missile DCC atlas and explosion rendering

This commit is contained in:
troytt 2026-09-23 02:35:55 +00:00
parent 2733ba625b
commit ff867a13e3
12 changed files with 3480 additions and 13 deletions

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@ -53,6 +53,11 @@
- 所有暗金怪(`SuperUniques`)必须自动推导并解析其随从(Minions)所依赖的全部 DCC/DC6 动画与材质资源,一并纳入离线打包构建。
2. **原版文本数据转录不得篡改或简化**:
- `SuperUniques.txt`、`MonStats.txt` 等元数据必须严格保留原版 Class 标识(如 `scarab2`, `zombie5`, `fetishshaman4`, `nihlathakboss` 等具体变体),禁止粗暴截断变体数字后缀或自编别名。
3. **技能与投射物美术资源必须采用原版资源并离线烘焙 (Missile & Spell FX Parity)**:
- 严禁长期使用由代码绘制的方块、纯几何色块或纯程序化简易图形作为技能投射物/特效替代品。
- 所有技能投射物(Missiles)、次生爆炸(Explosions)、状态光环与法术特效,必须严格以 1.13c 原版 MPQ(`d2data.mpq` / `d2exp.mpq` / `Patch_D2.mpq`)中由 `Missiles.txt` 的 `CelFile` 字段所引用的原版 DCC / DC6 动画文件为准(例如 `Firebolt.dcc`, `Fireball.dcc`, `FireArrowExplode2.dcc` 等)。
- 必须通过离线解包烘焙脚本(如 `scripts/pack-missiles.ts`)结合章节调色板(`ACT1/pal.pl2`),将原版 DCC/DC6 的全部朝向(如 16 方向)与全帧序列预打包烘焙为 Web 原生 Sprite Atlas(图集)及对应元数据,供前端 WebGL 运行时直接高效索引与渲染。
- 音效接入解耦:现阶段音效系统(`Sounds.txt` / WAV 音频资源)允许暂缓接入,但视觉动画必须具备 100% 像素级原版 DCC 贴图资产与帧率对齐。
---

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@ -30,6 +30,7 @@
"pack:ui": "tsx scripts/pack-ui.ts",
"pack:animdata": "tsx scripts/pack-animdata.ts",
"pack:entities": "tsx scripts/pack-entity-assets.ts",
"pack:missiles": "tsx scripts/pack-missiles.ts",
"verify:entity-packs": "tsx scripts/verify-entity-packs.ts",
"verify:packs": "tsx scripts/verify-packs.ts",
"verify:bundle-no-mpq": "tsx scripts/verify-bundle-no-mpq.ts",

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213
scripts/pack-missiles.ts Normal file
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/**
* Offline Missile Asset & Data Baking Script.
*
* Extracts authentic Diablo II v1.13c missile DCC sprites from d2data.mpq:
* - Firebolt.dcc (16 directions, 5 frames per direction)
* - Fireball.dcc (16 directions, 5 frames per direction)
* - FireArrowExplode2.dcc (1 direction, 12 frames)
*
* Bakes them into indexed-color PNG atlases and JSON metadata under:
* - public/missiles/
* - samples/d2-packs/missiles/
*
* And generates typed metadata in src/render/missiles-meta.ts.
* Enforces Zero Runtime MPQ/DLL Architectural Invariant.
*/
import { mkdirSync, writeFileSync } from 'node:fs'
import { join } from 'node:path'
import { MpqArchive } from '../src/mpq/archive.ts'
import { fileSource } from '../src/mpq/file-source.ts'
import { decodeDcc } from '../src/formats/dcc.ts'
import { decodePl2 } from '../src/formats/pl2.ts'
import { packSheetToPng } from './pack-entity-assets.ts'
import type { SpriteFrame, SpriteSheet } from '../src/formats/sprite.ts'
export interface MissileFrameMeta {
readonly x: number
readonly y: number
readonly w: number
readonly h: number
readonly anchorX: number
readonly anchorY: number
}
export type MissileFrameTuple = readonly [
x: number,
y: number,
width: number,
height: number,
anchorX: number,
anchorY: number,
]
export interface MissileMeta {
readonly name: string
readonly celFile: string
readonly width: number
readonly height: number
readonly directions: number
readonly framesPerDirection: number
readonly animSpeed: number
readonly groups: readonly (readonly MissileFrameTuple[])[]
}
const MISSILE_TARGETS = [
{ name: 'firebolt', celFile: 'Firebolt', animSpeed: 16 },
{ name: 'fireball', celFile: 'Fireball', animSpeed: 16 },
{ name: 'fireexplode', celFile: 'FireArrowExplode2', animSpeed: 16 },
] as const
export async function bakeMissiles(projectRoot: string = process.cwd()): Promise<Record<string, MissileMeta>> {
const mpqPath = join(projectRoot, 'samples', 'd2', 'd2data.mpq')
const mpq = await MpqArchive.open(await fileSource(mpqPath))
const palFile = mpq.find('data/global/palette/ACT1/pal.pl2')
if (!palFile) throw new Error('data/global/palette/ACT1/pal.pl2 not found in d2data.mpq')
const pl2 = decodePl2(await mpq.read(palFile))
const publicOutDir = join(projectRoot, 'public', 'missiles')
const packOutDir = join(projectRoot, 'samples', 'd2-packs', 'missiles')
mkdirSync(publicOutDir, { recursive: true })
mkdirSync(packOutDir, { recursive: true })
const metaRecord: Record<string, MissileMeta> = {}
for (const target of MISSILE_TARGETS) {
const f = mpq.find(`data/global/missiles/${target.celFile}.dcc`)
if (!f) throw new Error(`Missile DCC not found: data/global/missiles/${target.celFile}.dcc`)
const dcc = decodeDcc(await mpq.read(f))
const groups = dcc.directions.map(dir => ({
frames: dir.frames.map(
(frame): SpriteFrame => ({
width: frame.frame.width,
height: frame.frame.height,
indices: frame.frame.indices,
mask: frame.frame.mask,
anchorX: dir.box.left,
anchorY: dir.box.top,
}),
),
}))
const sheet: SpriteSheet = { groups, width: null }
const packed = packSheetToPng(sheet, pl2.rgb)
const meta: MissileMeta = {
name: target.name,
celFile: target.celFile,
width: packed.width,
height: packed.height,
directions: dcc.directions.length,
framesPerDirection: dcc.directions[0]?.frames.length ?? 0,
animSpeed: target.animSpeed,
groups: packed.groups,
}
metaRecord[target.name] = meta
// Write PNG and JSON to public/missiles/ and samples/d2-packs/missiles/
const jsonStr = JSON.stringify(meta, null, 2)
writeFileSync(join(publicOutDir, `${target.name}.png`), packed.png)
writeFileSync(join(publicOutDir, `${target.name}.json`), jsonStr, 'utf-8')
writeFileSync(join(packOutDir, `${target.name}.png`), packed.png)
writeFileSync(join(packOutDir, `${target.name}.json`), jsonStr, 'utf-8')
console.log(`[Missile Packer] Baked ${target.name} (${target.celFile}.dcc): ${packed.width}x${packed.height}, ${packed.png.byteLength} bytes PNG`)
}
// Generate src/render/missiles-meta.ts
const metaTsContent = `/**
* Authentic Diablo II v1.13c Missile Atlas Metadata.
* Auto-generated by scripts/pack-missiles.ts.
* Enforces Zero Runtime MPQ/DLL Architectural Invariant.
*/
export interface MissileFrameMeta {
readonly x: number
readonly y: number
readonly w: number
readonly h: number
readonly anchorX: number
readonly anchorY: number
}
export type MissileFrameTuple = readonly [
x: number,
y: number,
width: number,
height: number,
anchorX: number,
anchorY: number,
]
export interface MissileMeta {
readonly name: string
readonly celFile: string
readonly width: number
readonly height: number
readonly directions: number
readonly framesPerDirection: number
readonly animSpeed: number
readonly groups: readonly (readonly MissileFrameTuple[])[]
}
/**
* The engine's 64-direction space -> DCC direction tables.
* Ported from OpenDiablo2 d2fileformats/d2dcc/dcc_dir_lookup.go (Dir64ToDcc).
*/
const DIR64_TO_DCC_16: readonly number[] = [
4, 4, 8, 8, 8, 8, 0, 0, 0, 0, 9, 9, 9, 9, 5, 5,
5, 5, 10, 10, 10, 10, 1, 1, 1, 1, 11, 11, 11, 11, 6, 6,
6, 6, 12, 12, 12, 12, 2, 2, 2, 2, 13, 13, 13, 13, 7, 7,
7, 7, 14, 14, 14, 14, 3, 3, 3, 3, 15, 15, 15, 15, 4, 4,
]
/**
* Calculate DCC direction index for a missile based on 2D velocity vector.
*
* In Diablo II's 64-direction space:
* - South (0, +y) is dir 0
* - West (-x, 0) is dir 16
* - North (0, -y) is dir 32
* - East (+x, 0) is dir 48
*/
export function velocityToDccDirection(vx: number, vy: number, directions = 16): number {
if (directions <= 1) return 0
const angle = Math.atan2(vy, vx) // -PI to PI
// Map angle so that South (PI/2) is 0, turning clockwise
const fraction = (angle - Math.PI / 2) / (2 * Math.PI)
const dir64 = Math.round((((fraction % 1) + 1) % 1) * 64) % 64
if (directions === 16) {
return DIR64_TO_DCC_16[dir64] ?? 0
}
return 0
}
export const FIREBOLT_META: MissileMeta = ${JSON.stringify(metaRecord['firebolt'], null, 2)}
export const FIREBALL_META: MissileMeta = ${JSON.stringify(metaRecord['fireball'], null, 2)}
export const FIREEXPLODE_META: MissileMeta = ${JSON.stringify(metaRecord['fireexplode'], null, 2)}
export const MISSILE_METAS: Readonly<Record<string, MissileMeta>> = {
firebolt: FIREBOLT_META,
fireball: FIREBALL_META,
fireexplode: FIREEXPLODE_META,
}
`
const metaTsPath = join(projectRoot, 'src', 'render', 'missiles-meta.ts')
writeFileSync(metaTsPath, metaTsContent, 'utf-8')
console.log(`[Missile Packer] Wrote ${metaTsPath}`)
return metaRecord
}
// Execute standalone if called from CLI
if (process.argv[1]?.endsWith('pack-missiles.ts')) {
bakeMissiles().catch((err: unknown) => {
console.error('Bake missiles failed:', err)
process.exit(1)
})
}

1550
src/render/missiles-meta.ts Normal file

File diff suppressed because it is too large Load Diff

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@ -55,6 +55,8 @@ import { buildBounds, intersects, viewportRect } from '../render/cull.ts'
import { RoofFadeController } from '../render/roofs.ts'
import { facingToDirection } from '../game/character.ts'
import type { LoadedMonsterArt } from '../game/monster-art.ts'
import type { MissileMeta } from '../render/missiles-meta.ts'
import { velocityToDccDirection } from '../render/missiles-meta.ts'
import { ActorAnimator, type AnimClipMeta } from '../game/actor-animator.ts'
import { resolveMonsterArtSpec } from '../game/monster-mapping.ts'
import { ACT_NAMES_ZH, LEVEL_NAMES_ZH, getLevelNames, sceneNameZh, variantLabelZh } from '../game/level-names-zh.ts'
@ -2937,11 +2939,94 @@ function buildStreamingRooms(
}
/**
* Render a Diablo II 1.13c style Fire Bolt projectile:
* Luminous multi-layered fireball with white-hot core, fiery body, glowing halo,
* and a trailing plume of animated fire/ember particles extending behind the velocity vector.
* Packed missile animation asset loaded into GPU memory.
*/
export function drawFireboltProjectile(renderer: SpriteRenderer, shot: Projectile): void {
export interface LoadedMissileArt {
readonly meta: MissileMeta
readonly handle: AtlasHandle
readonly frames: AtlasFrame[][]
}
/**
* Load authentic 1.13c baked missile atlases from /missiles/*.png or packBase.
*/
export async function loadMissileArtMap(
renderer: SpriteRenderer,
packBase?: string,
): Promise<Map<string, LoadedMissileArt>> {
const map = new Map<string, LoadedMissileArt>()
if (typeof fetch === 'undefined') return map
const targets = ['firebolt', 'fireball', 'fireexplode']
const baseCandidates = [
'/missiles',
packBase ? `${packBase}/missiles` : '',
'samples/d2-packs/missiles',
].filter(Boolean)
await Promise.all(
targets.map(async name => {
for (const base of baseCandidates) {
try {
const [jsonResp, pngResp] = await Promise.all([
fetch(`${base}/${name}.json`),
fetch(`${base}/${name}.png`),
])
if (jsonResp.ok && pngResp.ok) {
const meta = (await jsonResp.json()) as MissileMeta
const blob = await pngResp.blob()
const bitmap = await createImageBitmap(blob)
let handle: AtlasHandle
try {
handle = renderer.addAtlas(bitmap, meta.width, meta.height)
} finally {
bitmap.close()
}
const frames: AtlasFrame[][] = meta.groups.map(group =>
group.map(([x, y, width, height, anchorX, anchorY]) => ({
x,
y,
width,
height,
...(anchorX !== undefined ? { anchorX } : {}),
...(anchorY !== undefined ? { anchorY } : {}),
})),
)
map.set(name, { meta, handle, frames })
break
}
} catch {
// ignore candidate error and continue to next fallback path
}
}
}),
)
return map
}
/**
* Render a Diablo II 1.13c style Fire Bolt projectile:
* - Uses authentic baked Firebolt.dcc sprite atlas when available.
* - Gracefully falls back to procedural glowing fireball & trailing particles in test/offline environments.
*/
export function drawFireboltProjectile(
renderer: SpriteRenderer,
shot: Projectile,
missileArt?: LoadedMissileArt,
): void {
if (missileArt !== undefined) {
const dccDir = velocityToDccDirection(shot.vx, shot.vy, missileArt.meta.directions)
const frameCount = Math.max(1, missileArt.meta.framesPerDirection)
const frameIndex = Math.floor(((50 - shot.ttl) * missileArt.meta.animSpeed) / 16) % frameCount
const group = missileArt.frames[dccDir] ?? missileArt.frames[0]
const frame = group?.[frameIndex] ?? group?.[0]
if (frame !== undefined) {
const drawX = frame.anchorX !== undefined ? shot.x + frame.anchorX : shot.x - frame.width / 2
const drawY = frame.anchorY !== undefined ? shot.y + frame.anchorY : shot.y - frame.height / 2
renderer.draw(frame, drawX, drawY, { atlas: missileArt.handle })
return
}
}
const x = shot.x
const y = shot.y
const vx = shot.vx
@ -2954,7 +3039,7 @@ export function drawFireboltProjectile(renderer: SpriteRenderer, shot: Projectil
for (let i = 1; i <= 5; i += 1) {
const dist = i * 4.2
// Sinusoidal organic wobble perpendicular to travel direction
const flicker = Math.sin((shot.ttl * 1.8) + i * 1.5) * (i * 0.75)
const flicker = Math.sin(shot.ttl * 1.8 + i * 1.5) * (i * 0.75)
const px = x - dirX * dist - dirY * flicker
const py = y - dirY * dist + dirX * flicker
const size = Math.max(3, 8 - i)
@ -2963,7 +3048,7 @@ export function drawFireboltProjectile(renderer: SpriteRenderer, shot: Projectil
else if (i === 2) color = [0.98, 0.52, 0.08, 0.62]
else if (i === 3) color = [0.92, 0.32, 0.04, 0.46]
else if (i === 4) color = [0.75, 0.18, 0.02, 0.32]
else color = [0.45, 0.10, 0.02, 0.18]
else color = [0.45, 0.1, 0.02, 0.18]
renderer.drawSolid(px - size / 2, py - size / 2, size, size, color)
}
@ -2971,7 +3056,7 @@ export function drawFireboltProjectile(renderer: SpriteRenderer, shot: Projectil
renderer.drawSolid(x - 10, y - 10, 20, 20, [1.0, 0.35, 0.05, 0.22])
// 3. Medium bright flame body
renderer.drawSolid(x - 7, y - 7, 14, 14, [1.0, 0.62, 0.10, 0.55])
renderer.drawSolid(x - 7, y - 7, 14, 14, [1.0, 0.62, 0.1, 0.55])
// 4. Inner intense fire
renderer.drawSolid(x - 4, y - 4, 8, 8, [1.0, 0.88, 0.22, 0.88])
@ -2982,9 +3067,27 @@ export function drawFireboltProjectile(renderer: SpriteRenderer, shot: Projectil
/**
* Render a Diablo II 1.13c style fire explosion (fireexplode):
* 12-frame expanding fireball burst with bright initial flash and radial fiery sparks.
* - Uses authentic baked FireArrowExplode2.dcc sprite atlas when available.
* - Falls back to procedural explosion in test/offline environments.
*/
export function drawFireExplosion(renderer: SpriteRenderer, exp: ActiveExplosion): void {
export function drawFireExplosion(
renderer: SpriteRenderer,
exp: ActiveExplosion,
explosionArt?: LoadedMissileArt,
): void {
if (explosionArt !== undefined) {
const frameCount = Math.max(1, explosionArt.meta.framesPerDirection)
const frameIndex = Math.min(Math.max(0, exp.frame), frameCount - 1)
const group = explosionArt.frames[0]
const frame = group?.[frameIndex] ?? group?.[0]
if (frame !== undefined) {
const drawX = frame.anchorX !== undefined ? exp.x + frame.anchorX : exp.x - frame.width / 2
const drawY = frame.anchorY !== undefined ? exp.y + frame.anchorY : exp.y - frame.height / 2
renderer.draw(frame, drawX, drawY, { atlas: explosionArt.handle })
return
}
}
const progress = Math.min(1, Math.max(0, exp.frame / exp.maxFrames))
const inv = 1 - progress
const x = exp.x
@ -3150,6 +3253,10 @@ async function runScene(initialRuntime: MapRuntime, renderer: SpriteRenderer, st
let character: LoadedCharacter | null = null
let monsterArtMap = new Map<string, LoadedMonsterArt>()
let missileArtMap = new Map<string, LoadedMissileArt>()
void loadMissileArtMap(renderer, packEntityBase).then(map => {
missileArtMap = map
})
let monsterWalkFrame = 0
const playerAnimator = new ActorAnimator()
@ -4182,7 +4289,9 @@ if (typeof window !== 'undefined') {
for (const shot of engine.projectiles) {
pushEntity(shot.x, shot.y, () => {
if (shot.skillId === '36' || shot.skillId === 'firebolt' || shot.missileType === 'firebolt') {
drawFireboltProjectile(renderer, shot)
drawFireboltProjectile(renderer, shot, missileArtMap.get('firebolt'))
} else if (shot.skillId === '47' || shot.skillId === 'fireball' || shot.missileType === 'fireball') {
drawFireboltProjectile(renderer, shot, missileArtMap.get('fireball'))
} else {
renderer.drawSolid(shot.x - 4, shot.y - 4, 8, 8, [0.9, 0.9, 0.2, 1])
}
@ -4191,7 +4300,7 @@ if (typeof window !== 'undefined') {
for (const exp of engine.explosions) {
pushEntity(exp.x, exp.y, () => {
drawFireExplosion(renderer, exp)
drawFireExplosion(renderer, exp, missileArtMap.get('fireexplode'))
})
}

View File

@ -22,10 +22,11 @@ import {
tickProjectiles,
type Projectile,
} from '../src/game/skills.ts'
import { getSkillRange, drawFireboltProjectile, drawFireExplosion } from '../src/scene/act-scene.ts'
import { getSkillRange, drawFireboltProjectile, drawFireExplosion, type LoadedMissileArt } from '../src/scene/act-scene.ts'
import { GameEngine } from '../src/game/engine.ts'
import { DEMO_EXPERIENCE, DEMO_SKILLS, DEMO_QUESTS } from '../src/game/demo-data.ts'
import { SpriteRenderer } from '../src/render/renderer.ts'
import { SpriteRenderer, type AtlasHandle } from '../src/render/renderer.ts'
import { FIREBOLT_META, FIREEXPLODE_META, velocityToDccDirection } from '../src/render/missiles-meta.ts'
describe('Issue #385 — Fire Bolt (Skill #36) & Missiles.txt Ground Truth', () => {
const missilesTxtPath = path.resolve(__dirname, '../samples/fixtures/data/global/excel/Missiles.txt')
@ -368,4 +369,117 @@ describe('Issue #385 — Fire Bolt (Skill #36) & Missiles.txt Ground Truth', ()
// 2 blast layers + 1 flash core + 8 radial sparks = 11 quads
expect(drawnQuads.length).toBe(11)
})
it('10. Verifies offline baked authentic missile DCC assets and metadata', () => {
const publicFireboltPng = path.resolve(__dirname, '../public/missiles/firebolt.png')
const publicFireboltJson = path.resolve(__dirname, '../public/missiles/firebolt.json')
const publicExplodePng = path.resolve(__dirname, '../public/missiles/fireexplode.png')
const publicExplodeJson = path.resolve(__dirname, '../public/missiles/fireexplode.json')
expect(fs.existsSync(publicFireboltPng)).toBe(true)
expect(fs.statSync(publicFireboltPng).size).toBeGreaterThan(50000)
expect(fs.existsSync(publicFireboltJson)).toBe(true)
const fireboltJson = JSON.parse(fs.readFileSync(publicFireboltJson, 'utf-8'))
expect(fireboltJson.name).toBe('firebolt')
expect(fireboltJson.celFile).toBe('Firebolt')
expect(fireboltJson.directions).toBe(16)
expect(fireboltJson.framesPerDirection).toBe(5)
expect(fireboltJson.groups.length).toBe(16)
expect(fireboltJson.groups[0].length).toBe(5)
expect(fs.existsSync(publicExplodePng)).toBe(true)
expect(fs.statSync(publicExplodePng).size).toBeGreaterThan(10000)
expect(fs.existsSync(publicExplodeJson)).toBe(true)
const explodeJson = JSON.parse(fs.readFileSync(publicExplodeJson, 'utf-8'))
expect(explodeJson.name).toBe('fireexplode')
expect(explodeJson.celFile).toBe('FireArrowExplode2')
expect(explodeJson.directions).toBe(1)
expect(explodeJson.framesPerDirection).toBe(12)
expect(explodeJson.groups[0].length).toBe(12)
// Check samples/d2-packs mirrors
expect(fs.existsSync(path.resolve(__dirname, '../samples/d2-packs/missiles/firebolt.png'))).toBe(true)
expect(fs.existsSync(path.resolve(__dirname, '../samples/d2-packs/missiles/fireexplode.png'))).toBe(true)
})
it('11. Renders authentic baked DCC frames with correct direction mapping and sprite-space anchors', () => {
const drawnSprites: any[] = []
const mockAtlasHandle = {
texture: {} as WebGLTexture,
width: 512,
height: 439,
} as AtlasHandle
const mockRenderer = {
draw(frame: any, x: number, y: number, options?: any) {
drawnSprites.push({ frame, x, y, options })
},
drawSolid() {},
} as unknown as SpriteRenderer
// Build loaded art from metadata
const fireboltFrames = FIREBOLT_META.groups.map(group =>
group.map(([x, y, width, height, anchorX, anchorY]) => ({
x, y, width, height, anchorX, anchorY,
}))
)
const fireboltArt: LoadedMissileArt = {
meta: FIREBOLT_META,
handle: mockAtlasHandle,
frames: fireboltFrames,
}
// Shot moving East (+x): vx = 20, vy = 0
const dccEast = velocityToDccDirection(20, 0, 16)
expect(dccEast).toBeDefined()
const shot: Projectile = {
skillId: '36',
missileType: 'firebolt',
x: 300,
y: 200,
vx: 20,
vy: 0,
damage: 16,
ttl: 48,
fromPlayer: true,
}
drawFireboltProjectile(mockRenderer, shot, fireboltArt)
expect(drawnSprites.length).toBe(1)
const drawn = drawnSprites[0]!
expect(drawn.options.atlas).toBe(mockAtlasHandle)
// Verify sprite is positioned with anchor offset: x + anchorX, y + anchorY
expect(drawn.x).toBe(300 + drawn.frame.anchorX)
expect(drawn.y).toBe(200 + drawn.frame.anchorY)
// Verify explosion DCC rendering
const explodeFrames = FIREEXPLODE_META.groups.map(group =>
group.map(([x, y, width, height, anchorX, anchorY]) => ({
x, y, width, height, anchorX, anchorY,
}))
)
const explodeArt: LoadedMissileArt = {
meta: FIREEXPLODE_META,
handle: mockAtlasHandle,
frames: explodeFrames,
}
drawnSprites.length = 0
drawFireExplosion(mockRenderer, {
missileType: 'fireexplode',
x: 350,
y: 250,
frame: 3,
maxFrames: 12,
}, explodeArt)
expect(drawnSprites.length).toBe(1)
const expDrawn = drawnSprites[0]!
expect(expDrawn.options.atlas).toBe(mockAtlasHandle)
expect(expDrawn.x).toBe(350 + expDrawn.frame.anchorX)
expect(expDrawn.y).toBe(250 + expDrawn.frame.anchorY)
})
})