refactor: update debug state management and rendering systems

This commit is contained in:
Ryan Walters
2025-08-19 11:31:31 -05:00
parent 5109457fcd
commit 8b5e66f514
5 changed files with 90 additions and 90 deletions
+3 -3
View File
@@ -21,7 +21,7 @@ fn create_test_world() -> World {
// Add resources
world.insert_resource(GlobalState { exit: false });
world.insert_resource(DebugState::Off);
world.insert_resource(DebugState::default());
world.insert_resource(AudioState::default());
world.insert_resource(DeltaTime(1.0 / 60.0)); // 60 FPS
world.insert_resource(Events::<GameEvent>::default());
@@ -222,7 +222,7 @@ fn test_player_control_system_toggle_debug() {
// Check that debug state changed
let debug_state = world.resource::<DebugState>();
assert_eq!(*debug_state, DebugState::Graph);
assert_eq!(debug_state.enabled, true);
}
#[test]
@@ -565,7 +565,7 @@ fn test_player_state_persistence_across_systems() {
let position = *query.single(&world).expect("Player should exist");
// Check that the state changes persisted individually
assert_eq!(debug_state_after_toggle, DebugState::Graph, "Debug state should have toggled");
assert_eq!(debug_state_after_toggle.enabled, true, "Debug state should have toggled");
assert!(audio_muted_after_toggle, "Audio should be muted");
// Player position depends on actual map connectivity