Add state unit tests
Methods:
-
state:get/set_description() -
state:get_entity() -
state:get_map() -
state:get_game() -
state:is_started() -
state:is/set_visible() -
state:get/set_draw_override() -
state:get/set_can_control_direction() -
state:get/set_can_control_movement() -
state:is/set_affected_by_ground(ground) -
state:is/set_touching_ground() -
state:get/set_can_traverse_ground(ground) -
state:set_can_traverse(entity_type) -- Accepts a callback -
state:get/set_can_be_hurt() -
state:get/set_can_use_sword() -
state:get/set_can_use_shield() -
state:get/set_can_use_item() -
state:get/set_can_push() -
state:get/set_pushing_delay() -
state:get/set_can_pick_treasure() -
state:get/set_can_take_stairs() -
state:get/set_can_take_jumper() -
state:get/set_jumper_delay() -
state:get/set_carried_object_action()
Events:
-
state:on_started(previous_state_name, [previous_state]) -
state:on_finished(next_state_name, [next_state]) -
state:on_update() -
state:on_pre_draw(camera) -
state:on_post_draw(camera) -
state:on_suspended(suspended) -
state:on_map_finished() -
state:on_map_started(map, destination) -
state:on_map_opening_transition_finished(map, destination) -
state:on_position_changed(x, y, layer) -
state:on_ground_below_changed(ground) -
state:on_movement_started(movement) -
state:on_movement_changed(movement) -
state:on_movement_finished() -
state:on_obstacle_reached()] -
state:on_attacked_enemy(enemy, enemy_sprite, attack, consequence) -
state:on_command/key/joypad/mouse/finger_*()
Edited by Christopho