refactor: create workspace, move 'pacman' into pacman/ subfolder as workspace member

This commit is contained in:
Ryan Walters
2025-09-16 00:31:06 -05:00
parent 841cf5b83e
commit a3c4c94d42
288 changed files with 2098 additions and 273 deletions

16
pacman/tests/asset.rs Normal file
View File

@@ -0,0 +1,16 @@
use pacman::asset::Asset;
use speculoos::prelude::*;
#[test]
fn all_asset_paths_exist() {
for asset in Asset::into_iter() {
let path = asset.path();
let full_path = format!("assets/game/{}", path);
let metadata = std::fs::metadata(&full_path)
.map_err(|e| format!("Error getting metadata for {}: {}", full_path, e))
.unwrap();
assert_that(&metadata.is_file()).is_true();
assert_that(&metadata.len()).is_greater_than(1024);
}
}

327
pacman/tests/blinking.rs Normal file
View File

@@ -0,0 +1,327 @@
use bevy_ecs::{entity::Entity, system::RunSystemOnce, world::World};
use pacman::systems::{blinking_system, Blinking, DeltaTime, Frozen, Renderable, Visibility};
use speculoos::prelude::*;
mod common;
/// Creates a test world with blinking system resources
fn create_blinking_test_world() -> World {
let mut world = World::new();
world.insert_resource(DeltaTime::from_ticks(1));
world
}
/// Spawns a test entity with blinking and renderable components
fn spawn_blinking_entity(world: &mut World, interval_ticks: u32) -> Entity {
world
.spawn((
Blinking::new(interval_ticks),
Renderable {
sprite: common::mock_atlas_tile(1),
layer: 0,
},
Visibility::visible(),
))
.id()
}
/// Spawns a test entity with blinking, renderable, and hidden visibility
fn spawn_hidden_blinking_entity(world: &mut World, interval_ticks: u32) -> Entity {
world
.spawn((
Blinking::new(interval_ticks),
Renderable {
sprite: common::mock_atlas_tile(1),
layer: 0,
},
Visibility::hidden(),
))
.id()
}
/// Spawns a test entity with blinking, renderable, and frozen components
fn spawn_frozen_blinking_entity(world: &mut World, interval_ticks: u32) -> Entity {
world
.spawn((
Blinking::new(interval_ticks),
Renderable {
sprite: common::mock_atlas_tile(1),
layer: 0,
},
Visibility::visible(),
Frozen,
))
.id()
}
/// Spawns a test entity with blinking, renderable, hidden visibility, and frozen components
fn spawn_frozen_hidden_blinking_entity(world: &mut World, interval_ticks: u32) -> Entity {
world
.spawn((
Blinking::new(interval_ticks),
Renderable {
sprite: common::mock_atlas_tile(1),
layer: 0,
},
Visibility::hidden(),
Frozen,
))
.id()
}
/// Runs the blinking system with the given delta time
fn run_blinking_system(world: &mut World, delta_ticks: u32) {
world.resource_mut::<DeltaTime>().ticks = delta_ticks;
world.run_system_once(blinking_system).unwrap();
}
/// Checks if an entity is visible
fn is_entity_visible(world: &World, entity: Entity) -> bool {
world
.entity(entity)
.get::<Visibility>()
.map(|v| v.is_visible())
.unwrap_or(true) // Default to visible if no Visibility component
}
/// Checks if an entity is hidden
fn is_entity_hidden(world: &World, entity: Entity) -> bool {
world
.entity(entity)
.get::<Visibility>()
.map(|v| v.is_hidden())
.unwrap_or(false) // Default to visible if no Visibility component
}
/// Checks if an entity has the Frozen component
fn has_frozen_component(world: &World, entity: Entity) -> bool {
world.entity(entity).contains::<Frozen>()
}
#[test]
fn test_blinking_component_creation() {
let blinking = Blinking::new(10);
assert_that(&blinking.tick_timer).is_equal_to(0);
assert_that(&blinking.interval_ticks).is_equal_to(10);
}
#[test]
fn test_blinking_system_normal_interval_no_toggle() {
let mut world = create_blinking_test_world();
let entity = spawn_blinking_entity(&mut world, 5);
// Run system with 3 ticks (less than interval)
run_blinking_system(&mut world, 3);
// Entity should not be hidden yet
assert_that(&is_entity_visible(&world, entity)).is_true();
// Check that timer was updated
let blinking = world.entity(entity).get::<Blinking>().unwrap();
assert_that(&blinking.tick_timer).is_equal_to(3);
}
#[test]
fn test_blinking_system_normal_interval_first_toggle() {
let mut world = create_blinking_test_world();
let entity = spawn_blinking_entity(&mut world, 5);
// Run system with 5 ticks (exactly one interval)
run_blinking_system(&mut world, 5);
// Entity should now be hidden
assert_that(&is_entity_hidden(&world, entity)).is_true();
// Check that timer was reset
let blinking = world.entity(entity).get::<Blinking>().unwrap();
assert_that(&blinking.tick_timer).is_equal_to(0);
}
#[test]
fn test_blinking_system_normal_interval_second_toggle() {
let mut world = create_blinking_test_world();
let entity = spawn_blinking_entity(&mut world, 5);
// First toggle: 5 ticks
run_blinking_system(&mut world, 5);
assert_that(&is_entity_hidden(&world, entity)).is_true();
// Second toggle: another 5 ticks
run_blinking_system(&mut world, 5);
assert_that(&is_entity_visible(&world, entity)).is_true();
}
#[test]
fn test_blinking_system_normal_interval_multiple_intervals() {
let mut world = create_blinking_test_world();
let entity = spawn_blinking_entity(&mut world, 3);
// Run system with 7 ticks (2 complete intervals + 1 remainder)
run_blinking_system(&mut world, 7);
// Should toggle twice (even number), so back to original state (not hidden)
assert_that(&is_entity_visible(&world, entity)).is_true();
// Check that timer was updated to remainder
let blinking = world.entity(entity).get::<Blinking>().unwrap();
assert_that(&blinking.tick_timer).is_equal_to(1);
}
#[test]
fn test_blinking_system_normal_interval_odd_intervals() {
let mut world = create_blinking_test_world();
let entity = spawn_blinking_entity(&mut world, 2);
// Run system with 5 ticks (2 complete intervals + 1 remainder)
run_blinking_system(&mut world, 5);
// Should toggle twice (even number), so back to original state (not hidden)
assert_that(&is_entity_visible(&world, entity)).is_true();
// Check that timer was updated to remainder
let blinking = world.entity(entity).get::<Blinking>().unwrap();
assert_that(&blinking.tick_timer).is_equal_to(1);
}
#[test]
fn test_blinking_system_zero_interval_with_ticks() {
let mut world = create_blinking_test_world();
let entity = spawn_blinking_entity(&mut world, 0);
// Run system with any positive ticks
run_blinking_system(&mut world, 1);
// Entity should be hidden immediately
assert_that(&is_entity_hidden(&world, entity)).is_true();
}
#[test]
fn test_blinking_system_zero_interval_no_ticks() {
let mut world = create_blinking_test_world();
let entity = spawn_blinking_entity(&mut world, 0);
// Run system with 0 ticks
run_blinking_system(&mut world, 0);
// Entity should not be hidden (no time passed)
assert_that(&is_entity_visible(&world, entity)).is_true();
}
#[test]
fn test_blinking_system_zero_interval_toggle_back() {
let mut world = create_blinking_test_world();
let entity = spawn_hidden_blinking_entity(&mut world, 0);
// Run system with any positive ticks
run_blinking_system(&mut world, 1);
// Entity should be unhidden
assert_that(&is_entity_visible(&world, entity)).is_true();
}
#[test]
fn test_blinking_system_frozen_entity_unhidden() {
let mut world = create_blinking_test_world();
let entity = spawn_frozen_hidden_blinking_entity(&mut world, 5);
// Run system with ticks
run_blinking_system(&mut world, 10);
// Frozen entity should be unhidden and stay unhidden
assert_that(&is_entity_visible(&world, entity)).is_true();
assert_that(&has_frozen_component(&world, entity)).is_true();
}
#[test]
fn test_blinking_system_frozen_entity_no_blinking() {
let mut world = create_blinking_test_world();
let entity = spawn_frozen_blinking_entity(&mut world, 5);
// Run system with ticks
run_blinking_system(&mut world, 10);
// Frozen entity should not be hidden (blinking disabled)
assert_that(&is_entity_visible(&world, entity)).is_true();
assert_that(&has_frozen_component(&world, entity)).is_true();
}
#[test]
fn test_blinking_system_frozen_entity_timer_not_updated() {
let mut world = create_blinking_test_world();
let entity = spawn_frozen_blinking_entity(&mut world, 5);
// Run system with ticks
run_blinking_system(&mut world, 10);
// Timer should not be updated for frozen entities
let blinking = world.entity(entity).get::<Blinking>().unwrap();
assert_that(&blinking.tick_timer).is_equal_to(0);
}
#[test]
fn test_blinking_system_entity_without_renderable_ignored() {
let mut world = create_blinking_test_world();
// Spawn entity with only Blinking component (no Renderable)
let entity = world.spawn(Blinking::new(5)).id();
// Run system
run_blinking_system(&mut world, 10);
// Entity should not be affected (not in query)
assert_that(&is_entity_visible(&world, entity)).is_true();
}
#[test]
fn test_blinking_system_entity_without_blinking_ignored() {
let mut world = create_blinking_test_world();
// Spawn entity with only Renderable component (no Blinking)
let entity = world
.spawn(Renderable {
sprite: common::mock_atlas_tile(1),
layer: 0,
})
.id();
// Run system
run_blinking_system(&mut world, 10);
// Entity should not be affected (not in query)
assert_that(&is_entity_visible(&world, entity)).is_true();
}
#[test]
fn test_blinking_system_large_interval() {
let mut world = create_blinking_test_world();
let entity = spawn_blinking_entity(&mut world, 1000);
// Run system with 500 ticks (less than interval)
run_blinking_system(&mut world, 500);
// Entity should not be hidden yet
assert_that(&is_entity_visible(&world, entity)).is_true();
// Check that timer was updated
let blinking = world.entity(entity).get::<Blinking>().unwrap();
assert_that(&blinking.tick_timer).is_equal_to(500);
}
#[test]
fn test_blinking_system_very_small_interval() {
let mut world = create_blinking_test_world();
let entity = spawn_blinking_entity(&mut world, 1);
// Run system with 1 tick
run_blinking_system(&mut world, 1);
// Entity should be hidden
assert_that(&is_entity_hidden(&world, entity)).is_true();
// Run system with another 1 tick
run_blinking_system(&mut world, 1);
// Entity should be unhidden
assert_that(&is_entity_visible(&world, entity)).is_true();
}

80
pacman/tests/collision.rs Normal file
View File

@@ -0,0 +1,80 @@
use bevy_ecs::system::RunSystemOnce;
use pacman::systems::{check_collision, collision_system, Collider, EntityType, GhostState, Position};
use speculoos::prelude::*;
mod common;
#[test]
fn test_collider_collision_detection() {
let collider1 = Collider { size: 10.0 };
let collider2 = Collider { size: 8.0 };
// Test collision detection
assert_that(&collider1.collides_with(collider2.size, 5.0)).is_true(); // Should collide (distance < 9.0)
assert_that(&collider1.collides_with(collider2.size, 15.0)).is_false(); // Should not collide (distance > 9.0)
}
#[test]
fn test_check_collision_helper() {
let map = common::create_test_map();
let pos1 = Position::Stopped { node: 0 };
let pos2 = Position::Stopped { node: 0 }; // Same position
let collider1 = Collider { size: 10.0 };
let collider2 = Collider { size: 8.0 };
// Test collision at same position
let result = check_collision(&pos1, &collider1, &pos2, &collider2, &map);
assert_that(&result.is_ok()).is_true();
assert_that(&result.unwrap()).is_true(); // Should collide at same position
// Test collision at different positions
let pos3 = Position::Stopped { node: 1 }; // Different position
let result = check_collision(&pos1, &collider1, &pos3, &collider2, &map);
assert_that(&result.is_ok()).is_true();
// May or may not collide depending on actual node positions
}
#[test]
fn test_collision_system_pacman_item() {
let (mut world, mut schedule) = common::create_test_world();
let _pacman = common::spawn_test_pacman(&mut world, 0);
let _item = common::spawn_test_item(&mut world, 0, EntityType::Pellet);
// Run collision system - should not panic
schedule.run(&mut world);
}
#[test]
fn test_collision_system_pacman_ghost() {
let (mut world, _) = common::create_test_world();
let _pacman = common::spawn_test_pacman(&mut world, 0);
let _ghost = common::spawn_test_ghost(&mut world, 0, GhostState::Normal);
// Run collision system - should not panic
world
.run_system_once(collision_system)
.expect("System should run successfully");
}
#[test]
fn test_collision_system_no_collision() {
let (mut world, mut schedule) = common::create_test_world();
let _pacman = common::spawn_test_pacman(&mut world, 0);
let _ghost = common::spawn_test_ghost(&mut world, 1, GhostState::Normal); // Different node
// Run collision system - should not panic
schedule.run(&mut world);
}
#[test]
fn test_collision_system_multiple_entities() {
let (mut world, _) = common::create_test_world();
let _pacman = common::spawn_test_pacman(&mut world, 0);
let _item = common::spawn_test_item(&mut world, 0, EntityType::Pellet);
let _ghost = common::spawn_test_ghost(&mut world, 0, GhostState::Normal);
// Run collision system - should not panic
world
.run_system_once(collision_system)
.expect("System should run successfully");
}

182
pacman/tests/common.rs Normal file
View File

@@ -0,0 +1,182 @@
#![allow(dead_code)]
use bevy_ecs::{entity::Entity, event::Events, schedule::Schedule, world::World};
use glam::{U16Vec2, Vec2};
use pacman::{
asset::Asset,
constants::RAW_BOARD,
events::{CollisionTrigger, GameEvent},
game::ATLAS_FRAMES,
map::{
builder::Map,
direction::Direction,
graph::{Graph, Node},
},
systems::{
item_collision_observer, AudioEvent, AudioState, BufferedDirection, Collider, DebugState, DeltaTime, EntityType,
FruitSprites, Ghost, GhostCollider, GhostState, GlobalState, ItemCollider, MovementModifiers, PacmanCollider,
PelletCount, PlayerControlled, Position, ScoreResource, Velocity,
},
texture::sprite::{AtlasMapper, AtlasTile, SpriteAtlas},
};
use sdl2::{
image::LoadTexture,
pixels::Color,
render::{Canvas, TextureCreator},
video::{Window, WindowContext},
Sdl,
};
pub fn setup_sdl() -> Result<(Canvas<Window>, TextureCreator<WindowContext>, Sdl), String> {
let sdl_context = sdl2::init()?;
let video_subsystem = sdl_context.video()?;
let window = video_subsystem
.window("test", 800, 600)
.position_centered()
.hidden()
.build()
.map_err(|e| e.to_string())?;
let canvas = window.into_canvas().build().map_err(|e| e.to_string())?;
let texture_creator = canvas.texture_creator();
Ok((canvas, texture_creator, sdl_context))
}
pub fn create_atlas(canvas: &mut sdl2::render::Canvas<sdl2::video::Window>) -> SpriteAtlas {
let texture_creator = canvas.texture_creator();
let atlas_bytes = Asset::AtlasImage.get_bytes().unwrap();
let texture = texture_creator.load_texture_bytes(&atlas_bytes).unwrap();
let atlas_mapper = AtlasMapper {
frames: ATLAS_FRAMES.into_iter().map(|(k, v)| (k.to_string(), *v)).collect(),
};
SpriteAtlas::new(texture, atlas_mapper)
}
/// Creates a simple test graph with 3 connected nodes for testing
pub fn create_test_graph() -> Graph {
let mut graph = Graph::new();
let node0 = graph.add_node(Node {
position: Vec2::new(0.0, 0.0),
});
let node1 = graph.add_node(Node {
position: Vec2::new(16.0, 0.0),
});
let node2 = graph.add_node(Node {
position: Vec2::new(0.0, 16.0),
});
graph.connect(node0, node1, false, None, Direction::Right).unwrap();
graph.connect(node0, node2, false, None, Direction::Down).unwrap();
graph
}
/// Creates a basic test world with required resources for ECS systems
pub fn create_test_world() -> (World, Schedule) {
let mut world = World::new();
// Add required resources
world.insert_resource(Events::<GameEvent>::default());
world.insert_resource(Events::<pacman::error::GameError>::default());
world.insert_resource(Events::<AudioEvent>::default());
world.insert_resource(ScoreResource(0));
world.insert_resource(FruitSprites::default());
world.insert_resource(AudioState::default());
world.insert_resource(GlobalState { exit: false });
world.insert_resource(DebugState::default());
world.insert_resource(PelletCount(0));
world.insert_resource(DeltaTime {
seconds: 1.0 / 60.0,
ticks: 1,
}); // 60 FPS
world.insert_resource(create_test_map());
let schedule = Schedule::default();
world.add_observer(item_collision_observer);
(world, schedule)
}
/// Creates a test map using the default RAW_BOARD
pub fn create_test_map() -> Map {
Map::new(RAW_BOARD).expect("Failed to create test map")
}
/// Spawns a test Pac-Man entity at the specified node
pub fn spawn_test_pacman(world: &mut World, node: usize) -> Entity {
world
.spawn((
Position::Stopped { node: node as u16 },
Collider { size: 10.0 },
PacmanCollider,
EntityType::Player,
))
.id()
}
/// Spawns a controllable test player entity
pub fn spawn_test_player(world: &mut World, node: usize) -> Entity {
world
.spawn((
PlayerControlled,
Position::Stopped { node: node as u16 },
Velocity {
speed: 1.0,
direction: Direction::Right,
},
BufferedDirection::None,
EntityType::Player,
MovementModifiers::default(),
))
.id()
}
/// Spawns a test item entity at the specified node
pub fn spawn_test_item(world: &mut World, node: usize, item_type: EntityType) -> Entity {
world
.spawn((
Position::Stopped { node: node as u16 },
Collider { size: 8.0 },
ItemCollider,
item_type,
))
.id()
}
/// Spawns a test ghost entity at the specified node
pub fn spawn_test_ghost(world: &mut World, node: usize, ghost_state: GhostState) -> Entity {
world
.spawn((
Position::Stopped { node: node as u16 },
Collider { size: 12.0 },
GhostCollider,
Ghost::Blinky,
EntityType::Ghost,
ghost_state,
))
.id()
}
/// Sends a game event to the world
pub fn send_game_event(world: &mut World, event: GameEvent) {
let mut events = world.resource_mut::<Events<GameEvent>>();
events.send(event);
}
/// Sends a collision event between two entities
pub fn trigger_collision(world: &mut World, event: CollisionTrigger) {
world.trigger(event);
}
/// Creates a mock atlas tile for testing
pub fn mock_atlas_tile(id: u32) -> AtlasTile {
AtlasTile {
pos: U16Vec2::new(0, 0),
size: U16Vec2::new(16, 16),
color: Some(Color::RGB(id as u8, 0, 0)),
}
}

57
pacman/tests/direction.rs Normal file
View File

@@ -0,0 +1,57 @@
use pacman::map::direction::*;
use speculoos::prelude::*;
#[test]
fn test_direction_opposite() {
let test_cases = [
(Direction::Up, Direction::Down),
(Direction::Down, Direction::Up),
(Direction::Left, Direction::Right),
(Direction::Right, Direction::Left),
];
for (dir, expected) in test_cases {
assert_that(&dir.opposite()).is_equal_to(expected);
}
}
#[test]
fn test_direction_opposite_symmetry() {
// Test that opposite() is symmetric: opposite(opposite(d)) == d
for &dir in &Direction::DIRECTIONS {
assert_that(&dir.opposite().opposite()).is_equal_to(dir);
}
}
#[test]
fn test_direction_opposite_exhaustive() {
// Test that every direction has a unique opposite
let mut opposites = std::collections::HashSet::new();
for &dir in &Direction::DIRECTIONS {
let opposite = dir.opposite();
assert_that(&opposites.insert(opposite)).is_true();
}
assert_that(&opposites).has_length(4);
}
#[test]
fn test_direction_as_usize_exhaustive() {
// Test that as_usize() returns unique values for all directions
let mut usizes = std::collections::HashSet::new();
for &dir in &Direction::DIRECTIONS {
let usize_val = dir.as_usize();
assert_that(&usizes.insert(usize_val)).is_true();
}
assert_that(&usizes).has_length(4);
}
#[test]
fn test_direction_as_ivec2_exhaustive() {
// Test that as_ivec2() returns unique values for all directions
let mut ivec2s = std::collections::HashSet::new();
for &dir in &Direction::DIRECTIONS {
let ivec2_val = dir.as_ivec2();
assert_that(&ivec2s.insert(ivec2_val)).is_true();
}
assert_that(&ivec2s).has_length(4);
}

141
pacman/tests/formatting.rs Normal file
View File

@@ -0,0 +1,141 @@
use pacman::systems::profiling::format_timing_display;
use speculoos::prelude::*;
use std::time::Duration;
fn get_timing_data() -> Vec<(String, Duration, Duration)> {
vec![
("total".to_string(), Duration::from_micros(1234), Duration::from_micros(570)),
("input".to_string(), Duration::from_micros(120), Duration::from_micros(45)),
("player".to_string(), Duration::from_micros(456), Duration::from_micros(123)),
("movement".to_string(), Duration::from_micros(789), Duration::from_micros(234)),
("render".to_string(), Duration::from_micros(12), Duration::from_micros(3)),
("debug".to_string(), Duration::from_nanos(460), Duration::from_nanos(557)),
]
}
fn get_formatted_output() -> impl IntoIterator<Item = String> {
format_timing_display(get_timing_data())
}
#[test]
fn test_complex_formatting_alignment() {
let mut colon_positions = vec![];
let mut first_decimal_positions = vec![];
let mut second_decimal_positions = vec![];
let mut first_unit_positions = vec![];
let mut second_unit_positions = vec![];
get_formatted_output().into_iter().for_each(|line| {
let (mut got_decimal, mut got_unit) = (false, false);
for (i, char) in line.chars().enumerate() {
match char {
':' => colon_positions.push(i),
'.' => {
if got_decimal {
second_decimal_positions.push(i);
} else {
first_decimal_positions.push(i);
}
got_decimal = true;
}
's' => {
if got_unit {
first_unit_positions.push(i);
} else {
second_unit_positions.push(i);
got_unit = true;
}
}
_ => {}
}
}
});
// Assert that all positions were found
assert_that(
&[
&colon_positions,
&first_decimal_positions,
&second_decimal_positions,
&first_unit_positions,
&second_unit_positions,
]
.iter()
.all(|p| p.len() == 6),
)
.is_true();
// Assert that all positions are the same
assert_that(&colon_positions.iter().all(|&p| p == colon_positions[0])).is_true();
assert_that(&first_decimal_positions.iter().all(|&p| p == first_decimal_positions[0])).is_true();
assert_that(&second_decimal_positions.iter().all(|&p| p == second_decimal_positions[0])).is_true();
assert_that(&first_unit_positions.iter().all(|&p| p == first_unit_positions[0])).is_true();
assert_that(&second_unit_positions.iter().all(|&p| p == second_unit_positions[0])).is_true();
}
#[test]
fn test_format_timing_display_basic() {
let timing_data = vec![
("render".to_string(), Duration::from_micros(1500), Duration::from_micros(200)),
("input".to_string(), Duration::from_micros(300), Duration::from_micros(50)),
("physics".to_string(), Duration::from_nanos(750), Duration::from_nanos(100)),
];
let formatted = format_timing_display(timing_data);
// Should have 3 lines (one for each system)
assert_that(&formatted.len()).is_equal_to(3);
// Each line should contain the system name
assert_that(&formatted.iter().any(|line| line.contains("render"))).is_true();
assert_that(&formatted.iter().any(|line| line.contains("input"))).is_true();
assert_that(&formatted.iter().any(|line| line.contains("physics"))).is_true();
// Each line should contain timing information with proper units
for line in formatted.iter() {
assert_that(&line.contains(":")).is_true();
assert_that(&line.contains("±")).is_true();
}
}
#[test]
fn test_format_timing_display_units() {
let timing_data = vec![
("seconds".to_string(), Duration::from_secs(2), Duration::from_millis(100)),
("millis".to_string(), Duration::from_millis(15), Duration::from_micros(200)),
("micros".to_string(), Duration::from_micros(500), Duration::from_nanos(50)),
("nanos".to_string(), Duration::from_nanos(250), Duration::from_nanos(25)),
];
let formatted = format_timing_display(timing_data);
// Check that appropriate units are used
let all_lines = formatted.join(" ");
assert_that(&all_lines.contains("s")).is_true();
assert_that(&all_lines.contains("ms")).is_true();
assert_that(&all_lines.contains("µs")).is_true();
assert_that(&all_lines.contains("ns")).is_true();
}
#[test]
fn test_format_timing_display_alignment() {
let timing_data = vec![
("short".to_string(), Duration::from_micros(100), Duration::from_micros(10)),
(
"very_long_name".to_string(),
Duration::from_micros(200),
Duration::from_micros(20),
),
];
let formatted = format_timing_display(timing_data);
// Find colon positions - they should be aligned
let colon_positions: Vec<usize> = formatted.iter().map(|line| line.find(':').unwrap_or(0)).collect();
// All colons should be at the same position (aligned)
if colon_positions.len() > 1 {
let first_pos = colon_positions[0];
assert_that(&colon_positions.iter().all(|&pos| pos == first_pos)).is_true();
}
}

79
pacman/tests/game.rs Normal file
View File

@@ -0,0 +1,79 @@
use pacman::error::{GameError, GameResult};
use pacman::game::Game;
use speculoos::prelude::*;
mod common;
use common::setup_sdl;
#[test]
fn test_game_30_seconds_60fps() -> GameResult<()> {
let (canvas, texture_creator, _sdl_context) = setup_sdl().map_err(GameError::Sdl)?;
let ttf_context = sdl2::ttf::init().map_err(GameError::Sdl)?;
let event_pump = _sdl_context
.event_pump()
.map_err(|e| pacman::error::GameError::Sdl(e.to_string()))?;
let mut game = Game::new(canvas, ttf_context, texture_creator, event_pump)?;
// Run for 30 seconds at 60 FPS = 1800 frames
let frame_time = 1.0 / 60.0;
let total_frames = 1800;
let mut frame_count = 0;
for _ in 0..total_frames {
let should_exit = game.tick(frame_time);
if should_exit {
break;
}
frame_count += 1;
}
assert_eq!(
frame_count, total_frames,
"Should have processed exactly {} frames",
total_frames
);
Ok(())
}
/// Test that runs the game for 30 seconds with variable frame timing
#[test]
fn test_game_30_seconds_variable_timing() -> GameResult<()> {
let (canvas, texture_creator, _sdl_context) = setup_sdl().map_err(GameError::Sdl)?;
let ttf_context = sdl2::ttf::init().map_err(|e| GameError::Sdl(e.to_string()))?;
let event_pump = _sdl_context
.event_pump()
.map_err(|e| pacman::error::GameError::Sdl(e.to_string()))?;
let mut game = Game::new(canvas, ttf_context, texture_creator, event_pump)?;
// Simulate 30 seconds with variable frame timing
let mut total_time = 0.0;
let target_time = 30.0;
let mut frame_count = 0;
while total_time < target_time {
// Alternate between different frame rates to simulate real gameplay
let frame_time = match frame_count % 4 {
0 => 1.0 / 60.0, // 60 FPS
1 => 1.0 / 30.0, // 30 FPS (lag spike)
2 => 1.0 / 120.0, // 120 FPS (very fast)
_ => 1.0 / 60.0, // 60 FPS
};
let should_exit = game.tick(frame_time);
if should_exit {
break;
}
total_time += frame_time;
frame_count += 1;
}
assert_that(&total_time).is_greater_than_or_equal_to(target_time);
Ok(())
}

136
pacman/tests/graph.rs Normal file
View File

@@ -0,0 +1,136 @@
use pacman::map::direction::Direction;
use pacman::map::graph::{Graph, Node, TraversalFlags};
use speculoos::prelude::*;
mod common;
#[test]
fn test_graph_basic_operations() {
let mut graph = Graph::new();
let node1 = graph.add_node(Node {
position: glam::Vec2::new(0.0, 0.0),
});
let node2 = graph.add_node(Node {
position: glam::Vec2::new(16.0, 0.0),
});
assert_that(&graph.nodes().count()).is_equal_to(2);
assert_that(&graph.get_node(node1).is_some()).is_true();
assert_that(&graph.get_node(node2).is_some()).is_true();
assert_that(&graph.get_node(999).is_none()).is_true();
}
#[test]
fn test_graph_connect() {
let mut graph = Graph::new();
let node1 = graph.add_node(Node {
position: glam::Vec2::new(0.0, 0.0),
});
let node2 = graph.add_node(Node {
position: glam::Vec2::new(16.0, 0.0),
});
assert_that(&graph.connect(node1, node2, false, None, Direction::Right).is_ok()).is_true();
let edge1 = graph.find_edge_in_direction(node1, Direction::Right);
let edge2 = graph.find_edge_in_direction(node2, Direction::Left);
assert_that(&edge1.is_some()).is_true();
assert_that(&edge2.is_some()).is_true();
assert_that(&edge1.unwrap().target).is_equal_to(node2);
assert_that(&edge2.unwrap().target).is_equal_to(node1);
}
#[test]
fn test_graph_connect_errors() {
let mut graph = Graph::new();
let node1 = graph.add_node(Node {
position: glam::Vec2::new(0.0, 0.0),
});
assert_that(&graph.connect(node1, 999, false, None, Direction::Right).is_err()).is_true();
assert_that(&graph.connect(999, node1, false, None, Direction::Right).is_err()).is_true();
}
#[test]
fn test_graph_edge_permissions() {
let mut graph = Graph::new();
let node1 = graph.add_node(Node {
position: glam::Vec2::new(0.0, 0.0),
});
let node2 = graph.add_node(Node {
position: glam::Vec2::new(16.0, 0.0),
});
graph
.add_edge(node1, node2, false, None, Direction::Right, TraversalFlags::GHOST)
.unwrap();
let edge = graph.find_edge_in_direction(node1, Direction::Right).unwrap();
assert_that(&edge.traversal_flags).is_equal_to(TraversalFlags::GHOST);
}
#[test]
fn should_add_connected_node() {
let mut graph = Graph::new();
let node1 = graph.add_node(Node {
position: glam::Vec2::new(0.0, 0.0),
});
let node2 = graph
.add_connected(
node1,
Direction::Right,
Node {
position: glam::Vec2::new(16.0, 0.0),
},
)
.unwrap();
assert_that(&graph.nodes().count()).is_equal_to(2);
let edge = graph.find_edge(node1, node2);
assert_that(&edge.is_some()).is_true();
assert_that(&edge.unwrap().direction).is_equal_to(Direction::Right);
}
#[test]
fn should_error_on_negative_edge_distance() {
let mut graph = Graph::new();
let node1 = graph.add_node(Node {
position: glam::Vec2::new(0.0, 0.0),
});
let node2 = graph.add_node(Node {
position: glam::Vec2::new(16.0, 0.0),
});
let result = graph.add_edge(node1, node2, false, Some(-1.0), Direction::Right, TraversalFlags::ALL);
assert_that(&result.is_err()).is_true();
}
#[test]
fn should_error_on_duplicate_edge_without_replace() {
let mut graph = common::create_test_graph();
let result = graph.add_edge(0, 1, false, None, Direction::Right, TraversalFlags::ALL);
assert_that(&result.is_err()).is_true();
}
#[test]
fn should_allow_replacing_an_edge() {
let mut graph = common::create_test_graph();
let result = graph.add_edge(0, 1, true, Some(42.0), Direction::Right, TraversalFlags::ALL);
assert_that(&result.is_ok()).is_true();
let edge = graph.find_edge(0, 1).unwrap();
assert_that(&edge.distance).is_equal_to(42.0);
}
#[test]
fn should_find_edge_between_nodes() {
let graph = common::create_test_graph();
let edge = graph.find_edge(0, 1);
assert_that(&edge.is_some()).is_true();
assert_that(&edge.unwrap().target).is_equal_to(1);
let non_existent_edge = graph.find_edge(0, 99);
assert_that(&non_existent_edge.is_none()).is_true();
}

321
pacman/tests/input.rs Normal file
View File

@@ -0,0 +1,321 @@
use glam::Vec2;
use pacman::events::{GameCommand, GameEvent};
use pacman::map::direction::Direction;
use pacman::systems::input::{
calculate_direction_from_delta, process_simple_key_events, update_touch_reference_position, Bindings, CursorPosition,
SimpleKeyEvent, TouchData, TouchState, TOUCH_DIRECTION_THRESHOLD, TOUCH_EASING_DISTANCE_THRESHOLD,
};
use sdl2::keyboard::Keycode;
use speculoos::prelude::*;
// Test modules for better organization
mod keyboard_tests {
use super::*;
#[test]
fn key_down_emits_bound_command() {
let mut bindings = Bindings::default();
let events = process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyDown(Keycode::W)]);
assert_that(&events).contains(GameEvent::Command(GameCommand::MovePlayer(Direction::Up)));
}
#[test]
fn key_down_emits_non_movement_commands() {
let mut bindings = Bindings::default();
let events = process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyDown(Keycode::P)]);
assert_that(&events).contains(GameEvent::Command(GameCommand::TogglePause));
}
#[test]
fn unbound_key_emits_nothing() {
let mut bindings = Bindings::default();
let events = process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyDown(Keycode::Z)]);
assert_that(&events).is_empty();
}
#[test]
fn movement_key_held_continues_across_frames() {
let mut bindings = Bindings::default();
process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyDown(Keycode::Left)]);
let events = process_simple_key_events(&mut bindings, &[]);
assert_that(&events).contains(GameEvent::Command(GameCommand::MovePlayer(Direction::Left)));
}
#[test]
fn releasing_movement_key_stops_continuation() {
let mut bindings = Bindings::default();
process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyDown(Keycode::Up)]);
let events = process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyUp(Keycode::Up)]);
assert_that(&events).is_empty();
}
#[test]
fn multiple_movement_keys_resumes_previous_when_current_released() {
let mut bindings = Bindings::default();
process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyDown(Keycode::W)]);
process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyDown(Keycode::D)]);
let events = process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyUp(Keycode::D)]);
assert_that(&events).contains(GameEvent::Command(GameCommand::MovePlayer(Direction::Up)));
}
}
mod direction_calculation_tests {
use super::*;
#[test]
fn prioritizes_horizontal_movement() {
let test_cases = vec![
(Vec2::new(6.0, 5.0), Direction::Right),
(Vec2::new(-6.0, 5.0), Direction::Left),
];
for (delta, expected) in test_cases {
assert_that(&calculate_direction_from_delta(delta)).is_equal_to(expected);
}
}
#[test]
fn uses_vertical_when_dominant() {
let test_cases = vec![
(Vec2::new(3.0, 10.0), Direction::Down),
(Vec2::new(3.0, -10.0), Direction::Up),
];
for (delta, expected) in test_cases {
assert_that(&calculate_direction_from_delta(delta)).is_equal_to(expected);
}
}
#[test]
fn handles_zero_delta() {
let delta = Vec2::ZERO;
// Should default to Up when both components are zero
assert_that(&calculate_direction_from_delta(delta)).is_equal_to(Direction::Up);
}
#[test]
fn handles_equal_magnitudes() {
// When x and y have equal absolute values, should prioritize vertical
let delta = Vec2::new(5.0, 5.0);
assert_that(&calculate_direction_from_delta(delta)).is_equal_to(Direction::Down);
let delta = Vec2::new(-5.0, 5.0);
assert_that(&calculate_direction_from_delta(delta)).is_equal_to(Direction::Down);
}
}
mod touch_easing_tests {
use super::*;
#[test]
fn easing_within_threshold_does_nothing() {
let mut touch_data = TouchData::new(0, Vec2::new(100.0, 100.0));
touch_data.current_pos = Vec2::new(100.0 + TOUCH_EASING_DISTANCE_THRESHOLD - 0.1, 100.0);
let (_delta, distance) = update_touch_reference_position(&mut touch_data, 0.016);
assert_that(&distance).is_less_than(TOUCH_EASING_DISTANCE_THRESHOLD);
assert_that(&touch_data.start_pos).is_equal_to(Vec2::new(100.0, 100.0));
}
#[test]
fn easing_beyond_threshold_moves_towards_target() {
let mut touch_data = TouchData::new(0, Vec2::new(100.0, 100.0));
touch_data.current_pos = Vec2::new(150.0, 100.0);
let original_start_pos = touch_data.start_pos;
let (_delta, distance) = update_touch_reference_position(&mut touch_data, 0.016);
assert_that(&distance).is_greater_than(TOUCH_EASING_DISTANCE_THRESHOLD);
assert_that(&touch_data.start_pos.x).is_greater_than(original_start_pos.x);
assert_that(&touch_data.start_pos.x).is_less_than(touch_data.current_pos.x);
}
#[test]
fn easing_overshoot_sets_to_target() {
let mut touch_data = TouchData::new(0, Vec2::new(100.0, 100.0));
touch_data.current_pos = Vec2::new(101.0, 100.0);
let (_delta, _distance) = update_touch_reference_position(&mut touch_data, 10.0);
assert_that(&touch_data.start_pos).is_equal_to(touch_data.current_pos);
}
#[test]
fn easing_returns_correct_delta() {
let mut touch_data = TouchData::new(0, Vec2::new(100.0, 100.0));
touch_data.current_pos = Vec2::new(120.0, 110.0);
let (delta, distance) = update_touch_reference_position(&mut touch_data, 0.016);
let expected_delta = Vec2::new(20.0, 10.0);
let expected_distance = expected_delta.length();
assert_that(&delta).is_equal_to(expected_delta);
assert_that(&distance).is_equal_to(expected_distance);
}
}
// Integration tests for the full input system
mod integration_tests {
use super::*;
fn mouse_motion_event(x: i32, y: i32) -> sdl2::event::Event {
sdl2::event::Event::MouseMotion {
x,
y,
xrel: 0,
yrel: 0,
mousestate: sdl2::mouse::MouseState::from_sdl_state(0),
which: 0,
window_id: 0,
timestamp: 0,
}
}
fn mouse_button_down_event(x: i32, y: i32) -> sdl2::event::Event {
sdl2::event::Event::MouseButtonDown {
x,
y,
mouse_btn: sdl2::mouse::MouseButton::Left,
clicks: 1,
which: 0,
window_id: 0,
timestamp: 0,
}
}
fn mouse_button_up_event(x: i32, y: i32) -> sdl2::event::Event {
sdl2::event::Event::MouseButtonUp {
x,
y,
mouse_btn: sdl2::mouse::MouseButton::Left,
clicks: 1,
which: 0,
window_id: 0,
timestamp: 0,
}
}
// Simplified helper for testing SDL integration
fn run_input_system_with_events(events: Vec<sdl2::event::Event>, delta_time: f32) -> (CursorPosition, TouchState) {
use bevy_ecs::{event::Events, system::RunSystemOnce, world::World};
use pacman::systems::components::DeltaTime;
use pacman::systems::input::input_system;
let sdl_context = sdl2::init().expect("Failed to initialize SDL");
let event_subsystem = sdl_context.event().expect("Failed to get event subsystem");
let event_pump = sdl_context.event_pump().expect("Failed to create event pump");
let mut world = World::new();
world.insert_resource(Events::<GameEvent>::default());
world.insert_resource(DeltaTime {
seconds: delta_time,
ticks: 1,
});
world.insert_resource(Bindings::default());
world.insert_resource(CursorPosition::None);
world.insert_resource(TouchState::default());
world.insert_non_send_resource(event_pump);
// Inject events into SDL's event queue
for event in events {
event_subsystem.push_event(event).expect("Failed to push event");
}
// Run the real input system
world
.run_system_once(input_system)
.expect("Input system should run successfully");
let cursor = *world.resource::<CursorPosition>();
let touch_state = world.resource::<TouchState>().clone();
(cursor, touch_state)
}
#[test]
fn mouse_motion_updates_cursor_position() {
let events = vec![mouse_motion_event(100, 200)];
let (cursor, _touch_state) = run_input_system_with_events(events, 0.016);
match cursor {
CursorPosition::Some {
position,
remaining_time,
} => {
assert_that(&position).is_equal_to(Vec2::new(100.0, 200.0));
assert_that(&remaining_time).is_equal_to(0.20);
}
CursorPosition::None => panic!("Expected cursor position to be set"),
}
}
#[test]
fn mouse_button_down_starts_touch() {
let events = vec![mouse_button_down_event(150, 250)];
let (_cursor, touch_state) = run_input_system_with_events(events, 0.016);
assert_that(&touch_state.active_touch).is_some();
if let Some(touch_data) = &touch_state.active_touch {
assert_that(&touch_data.finger_id).is_equal_to(0);
assert_that(&touch_data.start_pos).is_equal_to(Vec2::new(150.0, 250.0));
}
}
#[test]
fn mouse_button_up_ends_touch() {
let events = vec![mouse_button_down_event(150, 250), mouse_button_up_event(150, 250)];
let (_cursor, touch_state) = run_input_system_with_events(events, 0.016);
assert_that(&touch_state.active_touch).is_none();
}
}
// Touch direction tests
mod touch_direction_tests {
use super::*;
#[test]
fn movement_above_threshold_emits_direction() {
let mut touch_data = TouchData::new(1, Vec2::new(100.0, 100.0));
touch_data.current_pos = Vec2::new(100.0 + TOUCH_DIRECTION_THRESHOLD + 5.0, 100.0);
let (delta, distance) = update_touch_reference_position(&mut touch_data, 0.016);
assert_that(&distance).is_greater_than_or_equal_to(TOUCH_DIRECTION_THRESHOLD);
let direction = calculate_direction_from_delta(delta);
assert_that(&direction).is_equal_to(Direction::Right);
}
#[test]
fn movement_below_threshold_no_direction() {
let mut touch_data = TouchData::new(1, Vec2::new(100.0, 100.0));
touch_data.current_pos = Vec2::new(100.0 + TOUCH_DIRECTION_THRESHOLD - 1.0, 100.0);
let (_delta, distance) = update_touch_reference_position(&mut touch_data, 0.016);
assert_that(&distance).is_less_than(TOUCH_DIRECTION_THRESHOLD);
}
#[test]
fn all_directions_work_correctly() {
let test_cases = vec![
(Vec2::new(TOUCH_DIRECTION_THRESHOLD + 5.0, 0.0), Direction::Right),
(Vec2::new(-TOUCH_DIRECTION_THRESHOLD - 5.0, 0.0), Direction::Left),
(Vec2::new(0.0, TOUCH_DIRECTION_THRESHOLD + 5.0), Direction::Down),
(Vec2::new(0.0, -TOUCH_DIRECTION_THRESHOLD - 5.0), Direction::Up),
];
for (offset, expected_direction) in test_cases {
let mut touch_data = TouchData::new(1, Vec2::new(100.0, 100.0));
touch_data.current_pos = Vec2::new(100.0, 100.0) + offset;
let (delta, distance) = update_touch_reference_position(&mut touch_data, 0.016);
assert_that(&distance).is_greater_than_or_equal_to(TOUCH_DIRECTION_THRESHOLD);
let direction = calculate_direction_from_delta(delta);
assert_that(&direction).is_equal_to(expected_direction);
}
}
}

226
pacman/tests/item.rs Normal file
View File

@@ -0,0 +1,226 @@
use bevy_ecs::entity::Entity;
use pacman::{
events::CollisionTrigger,
systems::{EntityType, GhostState, Position, ScoreResource},
};
use speculoos::prelude::*;
mod common;
#[test]
fn test_calculate_score_for_item() {
assert_that(&(EntityType::Pellet.score_value() < EntityType::PowerPellet.score_value())).is_true();
assert_that(&EntityType::Pellet.score_value().is_some()).is_true();
assert_that(&EntityType::PowerPellet.score_value().is_some()).is_true();
assert_that(&EntityType::Player.score_value().is_none()).is_true();
assert_that(&EntityType::Ghost.score_value().is_none()).is_true();
}
#[test]
fn test_is_collectible_item() {
// Collectible
assert_that(&EntityType::Pellet.is_collectible()).is_true();
assert_that(&EntityType::PowerPellet.is_collectible()).is_true();
// Non-collectible
assert_that(&EntityType::Player.is_collectible()).is_false();
assert_that(&EntityType::Ghost.is_collectible()).is_false();
}
#[test]
fn test_item_system_pellet_collection() {
let (mut world, mut _schedule) = common::create_test_world();
let pellet = common::spawn_test_item(&mut world, 1, EntityType::Pellet);
// Send collision event
common::trigger_collision(&mut world, CollisionTrigger::ItemCollision { item: pellet });
world.flush();
// Check that score was updated
let score = world.resource_mut::<ScoreResource>();
assert_that(&score.0).is_equal_to(10);
// Check that the pellet was despawned (query should return empty)
let item_count = world
.query::<&EntityType>()
.iter(&world)
.filter(|&entity_type| matches!(entity_type, EntityType::Pellet))
.count();
assert_that(&item_count).is_equal_to(0);
}
#[test]
fn test_item_system_power_pellet_collection() {
let (mut world, mut _schedule) = common::create_test_world();
let power_pellet = common::spawn_test_item(&mut world, 1, EntityType::PowerPellet);
common::trigger_collision(&mut world, CollisionTrigger::ItemCollision { item: power_pellet });
world.flush();
// Check that score was updated with power pellet value
let score = world.resource::<ScoreResource>();
assert_that(&score.0).is_equal_to(50);
// Check that the power pellet was despawned (query should return empty)
let item_count = world
.query::<&EntityType>()
.iter(&world)
.filter(|&entity_type| matches!(entity_type, EntityType::PowerPellet))
.count();
assert_that(&item_count).is_equal_to(0);
}
#[test]
fn test_item_system_multiple_collections() {
let (mut world, mut _schedule) = common::create_test_world();
let pellet1 = common::spawn_test_item(&mut world, 1, EntityType::Pellet);
let pellet2 = common::spawn_test_item(&mut world, 2, EntityType::Pellet);
let power_pellet = common::spawn_test_item(&mut world, 3, EntityType::PowerPellet);
// Send multiple collision events
common::trigger_collision(&mut world, CollisionTrigger::ItemCollision { item: pellet1 });
common::trigger_collision(&mut world, CollisionTrigger::ItemCollision { item: pellet2 });
common::trigger_collision(&mut world, CollisionTrigger::ItemCollision { item: power_pellet });
world.flush();
// Check final score: 2 pellets (20) + 1 power pellet (50) = 70
let score = world.resource::<ScoreResource>();
assert_that(&score.0).is_equal_to(70);
// Check that all items were despawned
let pellet_count = world
.query::<&EntityType>()
.iter(&world)
.filter(|&entity_type| matches!(entity_type, EntityType::Pellet))
.count();
let power_pellet_count = world
.query::<&EntityType>()
.iter(&world)
.filter(|&entity_type| matches!(entity_type, EntityType::PowerPellet))
.count();
assert_that(&pellet_count).is_equal_to(0);
assert_that(&power_pellet_count).is_equal_to(0);
}
#[test]
fn test_item_system_ignores_non_item_collisions() {
let (mut world, mut _schedule) = common::create_test_world();
// Create a ghost entity (not an item)
let ghost = world.spawn((Position::Stopped { node: 2 }, EntityType::Ghost)).id();
// Initial score
let initial_score = world.resource::<ScoreResource>().0;
// Send collision event between pacman and ghost
common::trigger_collision(&mut world, CollisionTrigger::ItemCollision { item: ghost });
world.flush();
// Score should remain unchanged
let score = world.resource::<ScoreResource>();
assert_that(&score.0).is_equal_to(initial_score);
// Ghost should still exist (not despawned)
let ghost_count = world
.query::<&EntityType>()
.iter(&world)
.filter(|&entity_type| matches!(entity_type, EntityType::Ghost))
.count();
assert_that(&ghost_count).is_equal_to(1);
}
#[test]
fn test_item_system_no_collision_events() {
let (mut world, mut _schedule) = common::create_test_world();
let _pacman = common::spawn_test_pacman(&mut world, 0);
let _pellet = common::spawn_test_item(&mut world, 1, EntityType::Pellet);
let initial_score = world.resource::<ScoreResource>().0;
// Run system without any collision events
world.flush();
// Nothing should change
let score = world.resource::<ScoreResource>();
assert_that(&score.0).is_equal_to(initial_score);
let pellet_count = world
.query::<&EntityType>()
.iter(&world)
.filter(|&entity_type| matches!(entity_type, EntityType::Pellet))
.count();
assert_that(&pellet_count).is_equal_to(1);
}
#[test]
fn test_item_system_collision_with_missing_entity() {
let (mut world, mut _schedule) = common::create_test_world();
// Create a fake entity ID that doesn't exist
let fake_entity = Entity::from_raw(999);
common::trigger_collision(&mut world, CollisionTrigger::ItemCollision { item: fake_entity });
// System should handle gracefully and not crash
world.flush();
// Score should remain unchanged
let score = world.resource::<ScoreResource>();
assert_that(&score.0).is_equal_to(0);
}
#[test]
fn test_item_system_preserves_existing_score() {
let (mut world, mut _schedule) = common::create_test_world();
// Set initial score
world.insert_resource(ScoreResource(100));
let pellet = common::spawn_test_item(&mut world, 1, EntityType::Pellet);
common::trigger_collision(&mut world, CollisionTrigger::ItemCollision { item: pellet });
world.flush();
// Score should be initial + pellet value
let score = world.resource::<ScoreResource>();
assert_that(&score.0).is_equal_to(110);
}
#[test]
fn test_power_pellet_does_not_affect_ghosts_in_eyes_state() {
let (mut world, mut _schedule) = common::create_test_world();
let power_pellet = common::spawn_test_item(&mut world, 1, EntityType::PowerPellet);
// Spawn a ghost in Eyes state (returning to ghost house)
let eyes_ghost = common::spawn_test_ghost(&mut world, 2, GhostState::Eyes);
// Spawn a ghost in Normal state
let normal_ghost = common::spawn_test_ghost(&mut world, 3, GhostState::Normal);
common::trigger_collision(&mut world, CollisionTrigger::ItemCollision { item: power_pellet });
world.flush();
// Check that the power pellet was collected and score updated
let score = world.resource::<ScoreResource>();
assert_that(&score.0).is_equal_to(50);
// Check that the power pellet was despawned
let power_pellet_count = world
.query::<&EntityType>()
.iter(&world)
.filter(|&entity_type| matches!(entity_type, EntityType::PowerPellet))
.count();
assert_that(&power_pellet_count).is_equal_to(0);
// Check that the Eyes ghost state was not changed
let eyes_ghost_state = world.entity(eyes_ghost).get::<GhostState>().unwrap();
assert_that(&matches!(*eyes_ghost_state, GhostState::Eyes)).is_true();
// Check that the Normal ghost state was changed to Frightened
let normal_ghost_state = world.entity(normal_ghost).get::<GhostState>().unwrap();
assert_that(&matches!(*normal_ghost_state, GhostState::Frightened { .. })).is_true();
}

View File

@@ -0,0 +1,89 @@
use glam::Vec2;
use pacman::constants::{CELL_SIZE, RAW_BOARD};
use pacman::map::builder::Map;
use pacman::map::graph::TraversalFlags;
use speculoos::prelude::*;
#[test]
fn test_map_creation_success() {
let map = Map::new(RAW_BOARD).unwrap();
assert_that(&map.graph.nodes().count()).is_greater_than(0);
assert_that(&map.grid_to_node.is_empty()).is_false();
// Check that some connections were made
let mut has_connections = false;
for intersection in &map.graph.adjacency_list {
if intersection.edges().next().is_some() {
has_connections = true;
break;
}
}
assert_that(&has_connections).is_true();
}
#[test]
fn test_map_node_positions_accuracy() {
let map = Map::new(RAW_BOARD).unwrap();
for (grid_pos, &node_id) in &map.grid_to_node {
let node = map.graph.get_node(node_id).unwrap();
let expected_pos = Vec2::new(
(grid_pos.x as i32 * CELL_SIZE as i32) as f32,
(grid_pos.y as i32 * CELL_SIZE as i32) as f32,
) + Vec2::splat(CELL_SIZE as f32 / 2.0);
assert_that(&node.position).is_equal_to(expected_pos);
}
}
#[test]
fn test_start_positions_are_valid() {
let map = Map::new(RAW_BOARD).unwrap();
let positions = &map.start_positions;
// All start positions should exist in the graph
assert_that(&map.graph.get_node(positions.pacman)).is_some();
assert_that(&map.graph.get_node(positions.blinky)).is_some();
assert_that(&map.graph.get_node(positions.pinky)).is_some();
assert_that(&map.graph.get_node(positions.inky)).is_some();
assert_that(&map.graph.get_node(positions.clyde)).is_some();
}
#[test]
fn test_ghost_house_has_ghost_only_entrance() {
let map = Map::new(RAW_BOARD).unwrap();
// Find the house entrance node
let house_entrance = map.start_positions.blinky;
// Check that there's a ghost-only connection from the house entrance
let mut has_ghost_only_connection = false;
for edge in map.graph.adjacency_list[house_entrance as usize].edges() {
if edge.traversal_flags == TraversalFlags::GHOST {
has_ghost_only_connection = true;
break;
}
}
assert_that(&has_ghost_only_connection).is_true();
}
#[test]
fn test_tunnel_connections_exist() {
let map = Map::new(RAW_BOARD).unwrap();
// Find tunnel nodes by looking for nodes with zero-distance connections
let mut has_tunnel_connection = false;
for intersection in &map.graph.adjacency_list {
for edge in intersection.edges() {
if edge.distance == 0.0f32 {
has_tunnel_connection = true;
break;
}
}
if has_tunnel_connection {
break;
}
}
assert_that(&has_tunnel_connection).is_true();
}

170
pacman/tests/movement.rs Normal file
View File

@@ -0,0 +1,170 @@
use glam::Vec2;
use pacman::map::direction::Direction;
use pacman::systems::movement::{BufferedDirection, Position, Velocity};
use speculoos::prelude::*;
mod common;
#[test]
fn test_position_is_at_node() {
let stopped_pos = Position::Stopped { node: 0 };
let moving_pos = Position::Moving {
from: 0,
to: 1,
remaining_distance: 8.0,
};
assert_that(&stopped_pos.is_at_node()).is_true();
assert_that(&moving_pos.is_at_node()).is_false();
}
#[test]
fn test_position_current_node() {
let stopped_pos = Position::Stopped { node: 5 };
let moving_pos = Position::Moving {
from: 3,
to: 7,
remaining_distance: 12.0,
};
assert_that(&stopped_pos.current_node()).is_equal_to(5);
assert_that(&moving_pos.current_node()).is_equal_to(3);
}
#[test]
fn test_position_tick_no_movement_when_stopped() {
let mut pos = Position::Stopped { node: 0 };
let result = pos.tick(5.0);
assert_that(&result.is_none()).is_true();
assert_that(&pos).is_equal_to(Position::Stopped { node: 0 });
}
#[test]
fn test_position_tick_no_movement_when_zero_distance() {
let mut pos = Position::Moving {
from: 0,
to: 1,
remaining_distance: 10.0,
};
let result = pos.tick(0.0);
assert_that(&result.is_none()).is_true();
assert_that(&pos).is_equal_to(Position::Moving {
from: 0,
to: 1,
remaining_distance: 10.0,
});
}
#[test]
fn test_position_tick_partial_movement() {
let mut pos = Position::Moving {
from: 0,
to: 1,
remaining_distance: 10.0,
};
let result = pos.tick(3.0);
assert_that(&result.is_none()).is_true();
assert_that(&pos).is_equal_to(Position::Moving {
from: 0,
to: 1,
remaining_distance: 7.0,
});
}
#[test]
fn test_position_tick_exact_arrival() {
let mut pos = Position::Moving {
from: 0,
to: 1,
remaining_distance: 5.0,
};
let result = pos.tick(5.0);
assert_that(&result.is_none()).is_true();
assert_that(&pos).is_equal_to(Position::Stopped { node: 1 });
}
#[test]
fn test_position_tick_overshoot_with_overflow() {
let mut pos = Position::Moving {
from: 0,
to: 1,
remaining_distance: 3.0,
};
let result = pos.tick(8.0);
assert_that(&result).is_equal_to(Some(5.0));
assert_that(&pos).is_equal_to(Position::Stopped { node: 1 });
}
#[test]
fn test_position_get_pixel_position_stopped() {
let graph = common::create_test_graph();
let pos = Position::Stopped { node: 0 };
let pixel_pos = pos.get_pixel_position(&graph).unwrap();
let expected = Vec2::new(
0.0 + pacman::constants::BOARD_PIXEL_OFFSET.x as f32,
0.0 + pacman::constants::BOARD_PIXEL_OFFSET.y as f32,
);
assert_that(&pixel_pos).is_equal_to(expected);
}
#[test]
fn test_position_get_pixel_position_moving() {
let graph = common::create_test_graph();
let pos = Position::Moving {
from: 0,
to: 1,
remaining_distance: 8.0, // Halfway through a 16-unit edge
};
let pixel_pos = pos.get_pixel_position(&graph).unwrap();
// Should be halfway between (0,0) and (16,0), so at (8,0) plus offset
let expected = Vec2::new(
8.0 + pacman::constants::BOARD_PIXEL_OFFSET.x as f32,
0.0 + pacman::constants::BOARD_PIXEL_OFFSET.y as f32,
);
assert_that(&pixel_pos).is_equal_to(expected);
}
#[test]
fn test_velocity_basic_properties() {
let velocity = Velocity {
speed: 2.5,
direction: Direction::Up,
};
assert_that(&velocity.speed).is_equal_to(2.5);
assert_that(&velocity.direction).is_equal_to(Direction::Up);
}
#[test]
fn test_buffered_direction_none() {
let buffered = BufferedDirection::None;
assert_that(&buffered).is_equal_to(BufferedDirection::None);
}
#[test]
fn test_buffered_direction_some() {
let buffered = BufferedDirection::Some {
direction: Direction::Left,
remaining_time: 0.5,
};
if let BufferedDirection::Some {
direction,
remaining_time,
} = buffered
{
assert_that(&direction).is_equal_to(Direction::Left);
assert_that(&remaining_time).is_equal_to(0.5);
} else {
panic!("Expected BufferedDirection::Some");
}
}

48
pacman/tests/parser.rs Normal file
View File

@@ -0,0 +1,48 @@
use pacman::constants::{BOARD_CELL_SIZE, RAW_BOARD};
use pacman::error::ParseError;
use pacman::map::parser::MapTileParser;
use speculoos::prelude::*;
#[test]
fn test_parse_character() {
let test_cases = [
('#', pacman::constants::MapTile::Wall),
('.', pacman::constants::MapTile::Pellet),
('o', pacman::constants::MapTile::PowerPellet),
(' ', pacman::constants::MapTile::Empty),
('T', pacman::constants::MapTile::Tunnel),
('X', pacman::constants::MapTile::Empty),
('=', pacman::constants::MapTile::Wall),
];
for (char, _expected) in test_cases {
assert_that(&matches!(MapTileParser::parse_character(char).unwrap(), _expected)).is_true();
}
assert_that(&MapTileParser::parse_character('Z').is_err()).is_true();
}
#[test]
fn test_parse_board() {
let result = MapTileParser::parse_board(RAW_BOARD);
assert_that(&result.is_ok()).is_true();
let parsed = result.unwrap();
assert_that(&parsed.tiles.len()).is_equal_to(BOARD_CELL_SIZE.x as usize);
assert_that(&parsed.tiles[0].len()).is_equal_to(BOARD_CELL_SIZE.y as usize);
assert_that(&parsed.house_door[0].is_some()).is_true();
assert_that(&parsed.house_door[1].is_some()).is_true();
assert_that(&parsed.tunnel_ends[0].is_some()).is_true();
assert_that(&parsed.tunnel_ends[1].is_some()).is_true();
assert_that(&parsed.pacman_start.is_some()).is_true();
}
#[test]
fn test_parse_board_invalid_character() {
let mut invalid_board = RAW_BOARD.map(|s| s.to_string());
invalid_board[0] = "###########################Z".to_string();
let result = MapTileParser::parse_board(invalid_board.each_ref().map(|s| s.as_str()));
assert_that(&result.is_err()).is_true();
assert_that(&matches!(result.unwrap_err(), ParseError::UnknownCharacter('Z'))).is_true();
}

517
pacman/tests/player.rs Normal file
View File

@@ -0,0 +1,517 @@
use bevy_ecs::{event::Events, system::RunSystemOnce};
use pacman::{
events::{GameCommand, GameEvent},
map::{
direction::Direction,
graph::{Edge, TraversalFlags},
},
systems::{
can_traverse, player_control_system, player_movement_system, AudioState, BufferedDirection, DebugState, DeltaTime,
EntityType, GlobalState, Position, Velocity,
},
};
use speculoos::prelude::*;
mod common;
#[test]
fn test_can_traverse_player_on_all_edges() {
let edge = Edge {
target: 1,
distance: 10.0,
direction: Direction::Up,
traversal_flags: TraversalFlags::ALL,
};
assert_that(&can_traverse(EntityType::Player, edge)).is_true();
}
#[test]
fn test_can_traverse_player_on_pacman_only_edges() {
let edge = Edge {
target: 1,
distance: 10.0,
direction: Direction::Right,
traversal_flags: TraversalFlags::PACMAN,
};
assert_that(&can_traverse(EntityType::Player, edge)).is_true();
}
#[test]
fn test_can_traverse_player_blocked_on_ghost_only_edges() {
let edge = Edge {
target: 1,
distance: 10.0,
direction: Direction::Left,
traversal_flags: TraversalFlags::GHOST,
};
assert_that(&can_traverse(EntityType::Player, edge)).is_false();
}
#[test]
fn test_can_traverse_ghost_on_all_edges() {
let edge = Edge {
target: 2,
distance: 15.0,
direction: Direction::Down,
traversal_flags: TraversalFlags::ALL,
};
assert_that(&can_traverse(EntityType::Ghost, edge)).is_true();
}
#[test]
fn test_can_traverse_ghost_on_ghost_only_edges() {
let edge = Edge {
target: 2,
distance: 15.0,
direction: Direction::Up,
traversal_flags: TraversalFlags::GHOST,
};
assert_that(&can_traverse(EntityType::Ghost, edge)).is_true();
}
#[test]
fn test_can_traverse_ghost_blocked_on_pacman_only_edges() {
let edge = Edge {
target: 2,
distance: 15.0,
direction: Direction::Right,
traversal_flags: TraversalFlags::PACMAN,
};
assert_that(&can_traverse(EntityType::Ghost, edge)).is_false();
}
#[test]
fn test_can_traverse_static_entities_flags() {
let edge = Edge {
target: 3,
distance: 8.0,
direction: Direction::Left,
traversal_flags: TraversalFlags::ALL,
};
// Static entities have empty traversal flags but can still "traverse"
// in the sense that empty flags are contained in any flag set
// This is the expected behavior since empty ⊆ any set
assert_that(&can_traverse(EntityType::Pellet, edge)).is_true();
assert_that(&can_traverse(EntityType::PowerPellet, edge)).is_true();
}
#[test]
fn test_entity_type_traversal_flags() {
assert_that(&EntityType::Player.traversal_flags()).is_equal_to(TraversalFlags::PACMAN);
assert_that(&EntityType::Ghost.traversal_flags()).is_equal_to(TraversalFlags::GHOST);
assert_that(&EntityType::Pellet.traversal_flags()).is_equal_to(TraversalFlags::empty());
assert_that(&EntityType::PowerPellet.traversal_flags()).is_equal_to(TraversalFlags::empty());
}
#[test]
fn test_player_control_system_move_command() {
let (mut world, _) = common::create_test_world();
let _player = common::spawn_test_player(&mut world, 0);
// Send move command
common::send_game_event(&mut world, GameEvent::Command(GameCommand::MovePlayer(Direction::Up)));
// Run the system
world
.run_system_once(player_control_system)
.expect("System should run successfully");
// Check that buffered direction was updated
let mut query = world.query::<&BufferedDirection>();
let buffered_direction = query.single(&world).expect("Player should exist");
match *buffered_direction {
BufferedDirection::Some {
direction,
remaining_time,
} => {
assert_that(&direction).is_equal_to(Direction::Up);
assert_that(&remaining_time).is_equal_to(0.25);
}
BufferedDirection::None => panic!("Expected buffered direction to be set"),
}
}
#[test]
fn test_player_control_system_exit_command() {
let (mut world, _) = common::create_test_world();
let _player = common::spawn_test_player(&mut world, 0);
// Send exit command
common::send_game_event(&mut world, GameEvent::Command(GameCommand::Exit));
// Run the system
world
.run_system_once(player_control_system)
.expect("System should run successfully");
// Check that exit flag was set
let state = world.resource::<GlobalState>();
assert_that(&state.exit).is_true();
}
#[test]
fn test_player_control_system_toggle_debug() {
let (mut world, _) = common::create_test_world();
let _player = common::spawn_test_player(&mut world, 0);
// Send toggle debug command
common::send_game_event(&mut world, GameEvent::Command(GameCommand::ToggleDebug));
// Run the system
world
.run_system_once(player_control_system)
.expect("System should run successfully");
// Check that debug state changed
let debug_state = world.resource::<DebugState>();
assert_that(&debug_state.enabled).is_true();
}
#[test]
fn test_player_control_system_mute_audio() {
let (mut world, _) = common::create_test_world();
let _player = common::spawn_test_player(&mut world, 0);
// Send mute audio command
common::send_game_event(&mut world, GameEvent::Command(GameCommand::MuteAudio));
// Run the system
world
.run_system_once(player_control_system)
.expect("System should run successfully");
// Check that audio was muted
let audio_state = world.resource::<AudioState>();
assert_that(&audio_state.muted).is_true();
// Send mute audio command again to unmute - need fresh events
world.resource_mut::<Events<GameEvent>>().clear(); // Clear previous events
common::send_game_event(&mut world, GameEvent::Command(GameCommand::MuteAudio));
world
.run_system_once(player_control_system)
.expect("System should run successfully");
// Check that audio was unmuted
let audio_state = world.resource::<AudioState>();
assert_that(&audio_state.muted).is_false();
}
#[test]
fn test_player_control_system_no_player_entity() {
let (mut world, _) = common::create_test_world();
// Don't spawn a player entity
common::send_game_event(&mut world, GameEvent::Command(GameCommand::MovePlayer(Direction::Up)));
// Run the system - should write an error
world
.run_system_once(player_control_system)
.expect("System should run successfully even with no player entity");
// The system should run successfully and simply ignore movement commands when there's no player
}
#[test]
fn test_player_movement_system_buffered_direction_expires() {
let (mut world, _) = common::create_test_world();
let player = common::spawn_test_player(&mut world, 0);
// Set a buffered direction with short time
world.entity_mut(player).insert(BufferedDirection::Some {
direction: Direction::Up,
remaining_time: 0.01, // Very short time
});
// Set delta time to expire the buffered direction
world.insert_resource(DeltaTime::from_seconds(0.02));
// Run the system
world
.run_system_once(player_movement_system)
.expect("System should run successfully");
// Check that buffered direction expired or remaining time decreased significantly
let mut query = world.query::<&BufferedDirection>();
let buffered_direction = query.single(&world).expect("Player should exist");
match *buffered_direction {
BufferedDirection::None => {} // Expected - fully expired
BufferedDirection::Some { remaining_time, .. } => {
assert_that(&(remaining_time <= 0.0)).is_true();
}
}
}
#[test]
fn test_player_movement_system_start_moving_from_stopped() {
let (mut world, _) = common::create_test_world();
let _player = common::spawn_test_player(&mut world, 0);
// Player starts at node 0, facing right (towards node 1)
// Should start moving when system runs
world
.run_system_once(player_movement_system)
.expect("System should run successfully");
// Check that player started moving
let mut query = world.query::<&Position>();
let position = query.single(&world).expect("Player should exist");
match *position {
Position::Moving { from, .. } => {
assert_that(&from).is_equal_to(0);
// Don't assert exact target node since the real map has different connectivity
}
Position::Stopped { .. } => {} // May stay stopped if no valid edge in current direction
}
}
#[test]
fn test_player_movement_system_buffered_direction_change() {
let (mut world, _) = common::create_test_world();
let player = common::spawn_test_player(&mut world, 0);
// Set a buffered direction to go down (towards node 2)
world.entity_mut(player).insert(BufferedDirection::Some {
direction: Direction::Down,
remaining_time: 1.0,
});
world
.run_system_once(player_movement_system)
.expect("System should run successfully");
// Check that player started moving down instead of right
let mut query = world.query::<(&Position, &Velocity, &BufferedDirection)>();
let (position, _velocity, _buffered_direction) = query.single(&world).expect("Player should exist");
match *position {
Position::Moving { from, to, .. } => {
assert_that(&from).is_equal_to(0);
assert_that(&to).is_equal_to(2); // Should be moving to node 2 (down)
}
Position::Stopped { .. } => panic!("Player should have started moving"),
}
// Check if the movement actually happened based on the real map connectivity
// The buffered direction might not be consumed if there's no valid edge in that direction
}
#[test]
fn test_player_movement_system_no_valid_edge() {
let (mut world, _) = common::create_test_world();
let player = common::spawn_test_player(&mut world, 0);
// Set velocity to direction with no edge
world.entity_mut(player).insert(Velocity {
speed: 1.0,
direction: Direction::Up, // No edge up from node 0
});
world
.run_system_once(player_movement_system)
.expect("System should run successfully");
// Player should remain stopped
let mut query = world.query::<&Position>();
let position = query.single(&world).expect("Player should exist");
match *position {
Position::Stopped { node } => assert_that(&node).is_equal_to(0),
Position::Moving { .. } => panic!("Player shouldn't be able to move without valid edge"),
}
}
#[test]
fn test_player_movement_system_continue_moving() {
let (mut world, _) = common::create_test_world();
let player = common::spawn_test_player(&mut world, 0);
// Set player to already be moving
world.entity_mut(player).insert(Position::Moving {
from: 0,
to: 1,
remaining_distance: 50.0,
});
world
.run_system_once(player_movement_system)
.expect("System should run successfully");
// Check that player continued moving and distance decreased
let mut query = world.query::<&Position>();
let position = query.single(&world).expect("Player should exist");
match *position {
Position::Moving { remaining_distance, .. } => {
assert_that(&(remaining_distance < 50.0)).is_true(); // Should have moved
}
Position::Stopped { .. } => {
// If player reached destination, that's also valid
}
}
}
#[test]
fn test_full_player_input_to_movement_flow() {
let (mut world, _) = common::create_test_world();
let _player = common::spawn_test_player(&mut world, 0);
// Send move command
common::send_game_event(&mut world, GameEvent::Command(GameCommand::MovePlayer(Direction::Down)));
// Run control system to process input
world
.run_system_once(player_control_system)
.expect("System should run successfully");
// Run movement system to execute movement
world
.run_system_once(player_movement_system)
.expect("System should run successfully");
// Check final state - player should be moving down
let mut query = world.query::<(&Position, &Velocity, &BufferedDirection)>();
let (position, _velocity, _buffered_direction) = query.single(&world).expect("Player should exist");
match *position {
Position::Moving { from, to, .. } => {
assert_that(&from).is_equal_to(0);
assert_that(&to).is_equal_to(2); // Moving to node 2 (down)
}
Position::Stopped { .. } => panic!("Player should be moving"),
}
// Check that player moved in the buffered direction if possible
// In the real map, the buffered direction may not be consumable if there's no valid edge
}
#[test]
fn test_buffered_direction_timing() {
let (mut world, _) = common::create_test_world();
let _player = common::spawn_test_player(&mut world, 0);
// Send move command
common::send_game_event(&mut world, GameEvent::Command(GameCommand::MovePlayer(Direction::Up)));
world
.run_system_once(player_control_system)
.expect("System should run successfully");
// Run movement system multiple times with small delta times
world.insert_resource(DeltaTime::from_seconds(0.1)); // 0.1 seconds
// First run - buffered direction should still be active
world
.run_system_once(player_movement_system)
.expect("System should run successfully");
let mut query = world.query::<&BufferedDirection>();
let buffered_direction = query.single(&world).expect("Player should exist");
match *buffered_direction {
BufferedDirection::Some { remaining_time, .. } => {
assert_that(&(remaining_time > 0.0)).is_true();
assert_that(&(remaining_time < 0.25)).is_true();
}
BufferedDirection::None => panic!("Buffered direction should still be active"),
}
// Run again to fully expire the buffered direction
world.insert_resource(DeltaTime::from_seconds(0.2)); // Total 0.3 seconds, should expire
world
.run_system_once(player_movement_system)
.expect("System should run successfully");
let buffered_direction = query.single(&world).expect("Player should exist");
assert_that(buffered_direction).is_equal_to(BufferedDirection::None);
}
#[test]
fn test_multiple_rapid_direction_changes() {
let (mut world, _) = common::create_test_world();
let _player = common::spawn_test_player(&mut world, 0);
// Send multiple rapid direction changes
common::send_game_event(&mut world, GameEvent::Command(GameCommand::MovePlayer(Direction::Up)));
world
.run_system_once(player_control_system)
.expect("System should run successfully");
common::send_game_event(&mut world, GameEvent::Command(GameCommand::MovePlayer(Direction::Down)));
world
.run_system_once(player_control_system)
.expect("System should run successfully");
common::send_game_event(&mut world, GameEvent::Command(GameCommand::MovePlayer(Direction::Left)));
world
.run_system_once(player_control_system)
.expect("System should run successfully");
// Only the last direction should be buffered
let mut query = world.query::<&BufferedDirection>();
let buffered_direction = query.single(&world).expect("Player should exist");
match *buffered_direction {
BufferedDirection::Some { direction, .. } => {
assert_that(&direction).is_equal_to(Direction::Left);
}
BufferedDirection::None => panic!("Expected buffered direction"),
}
}
#[test]
fn test_player_state_persistence_across_systems() {
let (mut world, _) = common::create_test_world();
let _player = common::spawn_test_player(&mut world, 0);
// Test that multiple commands can be processed - but need to handle events properly
// Clear any existing events first
world.resource_mut::<Events<GameEvent>>().clear();
// Toggle debug mode
common::send_game_event(&mut world, GameEvent::Command(GameCommand::ToggleDebug));
world
.run_system_once(player_control_system)
.expect("System should run successfully");
let debug_state_after_toggle = *world.resource::<DebugState>();
// Clear events and mute audio
world.resource_mut::<Events<GameEvent>>().clear();
common::send_game_event(&mut world, GameEvent::Command(GameCommand::MuteAudio));
world
.run_system_once(player_control_system)
.expect("System should run successfully");
let audio_muted_after_toggle = world.resource::<AudioState>().muted;
// Clear events and move player
world.resource_mut::<Events<GameEvent>>().clear();
common::send_game_event(&mut world, GameEvent::Command(GameCommand::MovePlayer(Direction::Down)));
world
.run_system_once(player_control_system)
.expect("System should run successfully");
world
.run_system_once(player_movement_system)
.expect("System should run successfully");
// Check that all state changes persisted
// Variables already captured above during individual tests
let mut query = world.query::<&Position>();
let position = *query.single(&world).expect("Player should exist");
// Check that the state changes persisted individually
assert_that(&debug_state_after_toggle.enabled).is_true();
assert_that(&audio_muted_after_toggle).is_true();
// Player position depends on actual map connectivity
match position {
Position::Moving { .. } => {} // Good - player is moving
Position::Stopped { .. } => {} // Also ok - might not have valid edge in that direction
}
}

92
pacman/tests/profiling.rs Normal file
View File

@@ -0,0 +1,92 @@
// use pacman::systems::profiling::SystemId;
// use speculoos::prelude::*;
// use std::time::Duration;
// use strum::IntoEnumIterator;
// macro_rules! assert_close {
// ($actual:expr, $expected:expr, $concern:expr) => {
// let tolerance = Duration::from_micros(500);
// let diff = $actual.abs_diff($expected);
// assert_that(&(diff < tolerance)).is_true();
// };
// }
// #[test]
// fn test_timing_statistics() {
// let timings = SystemTimings::default();
// // Add consecutive timing measurements (no skipped ticks to avoid zero padding)
// timings.add_timing(SystemId::PlayerControls, Duration::from_millis(10), 1);
// timings.add_timing(SystemId::PlayerControls, Duration::from_millis(12), 2);
// timings.add_timing(SystemId::PlayerControls, Duration::from_millis(8), 3);
// // Add consecutive timing measurements for another system
// timings.add_timing(SystemId::Blinking, Duration::from_millis(3), 1);
// timings.add_timing(SystemId::Blinking, Duration::from_millis(2), 2);
// timings.add_timing(SystemId::Blinking, Duration::from_millis(1), 3);
// {
// let stats = timings.get_stats(3);
// let (avg, std_dev) = stats.get(&SystemId::PlayerControls).unwrap();
// assert_close!(*avg, Duration::from_millis(10), "PlayerControls average timing");
// assert_close!(*std_dev, Duration::from_millis(2), "PlayerControls standard deviation timing");
// }
// // Note: get_total_stats() was removed as we now use the Total system directly
// // This test now focuses on individual system statistics
// }
// #[test]
// fn test_default_zero_timing_for_unused_systems() {
// let timings = SystemTimings::default();
// // Add timing data for only one system
// timings.add_timing(SystemId::PlayerControls, Duration::from_millis(5), 1);
// let stats = timings.get_stats(1);
// // Verify all SystemId variants are present in the stats
// let expected_count = SystemId::iter().count();
// assert_that(&stats.len()).is_equal_to(expected_count);
// // Verify that the system with data has non-zero timing
// let (avg, std_dev) = stats.get(&SystemId::PlayerControls).unwrap();
// assert_close!(*avg, Duration::from_millis(5), "System with data should have correct timing");
// assert_close!(*std_dev, Duration::ZERO, "Single measurement should have zero std dev");
// // Verify that all other systems have zero timing (excluding Total which is special)
// for id in SystemId::iter() {
// if id != SystemId::PlayerControls && id != SystemId::Total {
// let (avg, std_dev) = stats.get(&id).unwrap();
// assert_close!(
// *avg,
// Duration::ZERO,
// format!("Unused system {:?} should have zero avg timing", id)
// );
// assert_close!(
// *std_dev,
// Duration::ZERO,
// format!("Unused system {:?} should have zero std dev", id)
// );
// }
// }
// }
// #[test]
// fn test_total_system_timing() {
// let timings = SystemTimings::default();
// // Add some timing data to the Total system
// timings.add_total_timing(Duration::from_millis(16), 1);
// timings.add_total_timing(Duration::from_millis(18), 2);
// timings.add_total_timing(Duration::from_millis(14), 3);
// let stats = timings.get_stats(3);
// let (avg, std_dev) = stats.get(&SystemId::Total).unwrap();
// // Should have 16ms average (16+18+14)/3 = 16ms
// assert_close!(*avg, Duration::from_millis(16), "Total system average timing");
// // Should have some standard deviation
// assert_that(&(*std_dev > Duration::ZERO)).is_true();
// }

73
pacman/tests/sprites.rs Normal file
View File

@@ -0,0 +1,73 @@
//! Tests for the sprite path generation.
use pacman::{
game::ATLAS_FRAMES,
map::direction::Direction,
systems::Ghost,
texture::sprites::{FrightenedColor, GameSprite, GhostSprite, MazeSprite, PacmanSprite},
};
#[test]
fn test_all_sprite_paths_exist() {
let mut sprites_to_test = Vec::new();
// Pac-Man sprites
for &dir in &[Direction::Up, Direction::Down, Direction::Left, Direction::Right] {
for frame in 0..2 {
sprites_to_test.push(GameSprite::Pacman(PacmanSprite::Moving(dir, frame)));
}
}
sprites_to_test.push(GameSprite::Pacman(PacmanSprite::Full));
for frame in 0..=10 {
sprites_to_test.push(GameSprite::Pacman(PacmanSprite::Dying(frame)));
}
// Ghost sprites
for &ghost in &[Ghost::Blinky, Ghost::Pinky, Ghost::Inky, Ghost::Clyde] {
for &dir in &[Direction::Up, Direction::Down, Direction::Left, Direction::Right] {
for frame in 0..2 {
sprites_to_test.push(GameSprite::Ghost(GhostSprite::Normal(ghost, dir, frame)));
}
sprites_to_test.push(GameSprite::Ghost(GhostSprite::Eyes(dir)));
}
}
for &color in &[FrightenedColor::Blue, FrightenedColor::White] {
for frame in 0..2 {
sprites_to_test.push(GameSprite::Ghost(GhostSprite::Frightened(color, frame)));
}
}
// Maze sprites
for i in 0..=34 {
sprites_to_test.push(GameSprite::Maze(MazeSprite::Tile(i)));
}
sprites_to_test.push(GameSprite::Maze(MazeSprite::Pellet));
sprites_to_test.push(GameSprite::Maze(MazeSprite::Energizer));
for sprite in sprites_to_test {
let path = sprite.to_path();
assert!(
ATLAS_FRAMES.contains_key(&path),
"Sprite path '{}' does not exist in the atlas.",
path
);
}
}
#[test]
fn test_invalid_sprite_paths_do_not_exist() {
let invalid_sprites = vec![
// An invalid Pac-Man dying frame
GameSprite::Pacman(PacmanSprite::Dying(99)),
// An invalid maze tile
GameSprite::Maze(MazeSprite::Tile(99)),
];
for sprite in invalid_sprites {
let path = sprite.to_path();
assert!(
!ATLAS_FRAMES.contains_key(&path),
"Invalid sprite path '{}' was found in the atlas, but it should not exist.",
path
);
}
}

100
pacman/tests/text.rs Normal file
View File

@@ -0,0 +1,100 @@
use pacman::texture::{sprite::SpriteAtlas, text::TextTexture};
use speculoos::prelude::*;
mod common;
use common::create_atlas;
/// Helper function to get all characters that should be in the atlas
fn get_all_chars() -> String {
let mut chars = Vec::new();
chars.extend('A'..='Z');
chars.extend('0'..='9');
chars.extend(['!', '-', '"', '/']);
chars.into_iter().collect()
}
/// Helper function to check if a character is in the atlas and char_map
fn check_char(text_texture: &mut TextTexture, atlas: &mut SpriteAtlas, c: char) {
// Check that the character is not in the char_map yet
assert_that(&text_texture.get_char_map().contains_key(&c)).is_false();
// Get the tile from the atlas, which caches the tile in the char_map
let tile = text_texture.get_tile(c, atlas);
assert_that(&tile.is_ok()).is_true();
assert_that(&tile.unwrap().is_some()).is_true();
// Check that the tile is now cached in the char_map
assert_that(&text_texture.get_char_map().contains_key(&c)).is_true();
}
#[test]
fn test_chars() -> Result<(), String> {
let (mut canvas, ..) = common::setup_sdl().map_err(|e| e.to_string())?;
let mut atlas = create_atlas(&mut canvas);
let mut text_texture = TextTexture::default();
get_all_chars()
.chars()
.for_each(|c| check_char(&mut text_texture, &mut atlas, c));
Ok(())
}
#[test]
fn test_render() -> Result<(), String> {
let (mut canvas, ..) = common::setup_sdl().map_err(|e| e.to_string())?;
let mut atlas = create_atlas(&mut canvas);
let mut text_texture = TextTexture::default();
let test_strings = vec!["Hello, world!".to_string(), get_all_chars()];
for string in test_strings {
if let Err(e) = text_texture.render(&mut canvas, &mut atlas, &string, glam::UVec2::new(0, 0)) {
return Err(e.to_string());
}
}
Ok(())
}
#[test]
fn test_text_width() -> Result<(), String> {
let text_texture = TextTexture::default();
let test_strings = vec!["Hello, world!".to_string(), get_all_chars()];
for string in test_strings {
let width = text_texture.text_width(&string);
let height = text_texture.text_height();
assert_that(&(width > 0)).is_true();
assert_that(&(height > 0)).is_true();
}
Ok(())
}
#[test]
fn test_text_scale() -> Result<(), String> {
let string = "ABCDEFG !-/\"";
let base_width = (string.len() * 8) as u32;
let text_texture = TextTexture::new(0.5);
assert_that(&text_texture.text_height()).is_equal_to(4);
assert_that(&text_texture.text_width("")).is_equal_to(0);
assert_that(&text_texture.text_width(string)).is_equal_to(base_width / 2);
let text_texture = TextTexture::new(2.0);
assert_that(&text_texture.text_height()).is_equal_to(16);
assert_that(&text_texture.text_width(string)).is_equal_to(base_width * 2);
assert_that(&text_texture.text_width("")).is_equal_to(0);
let text_texture = TextTexture::new(1.0);
assert_that(&text_texture.text_height()).is_equal_to(8);
assert_that(&text_texture.text_width(string)).is_equal_to(base_width);
assert_that(&text_texture.text_width("")).is_equal_to(0);
Ok(())
}

115
pacman/tests/ttf.rs Normal file
View File

@@ -0,0 +1,115 @@
use pacman::texture::ttf::{TtfAtlas, TtfRenderer};
use sdl2::pixels::Color;
mod common;
#[test]
fn text_width_calculates_correctly_for_empty_string() {
let (mut canvas, texture_creator, _sdl) = common::setup_sdl().unwrap();
let _ttf_context = sdl2::ttf::init().unwrap();
let font = _ttf_context.load_font("assets/game/TerminalVector.ttf", 16).unwrap();
let mut atlas = TtfAtlas::new(&texture_creator, &font).unwrap();
atlas.populate_atlas(&mut canvas, &texture_creator, &font).unwrap();
let renderer = TtfRenderer::new(1.0);
let width = renderer.text_width(&atlas, "");
assert_eq!(width, 0);
}
#[test]
fn text_width_calculates_correctly_for_single_character() {
let (mut canvas, texture_creator, _sdl) = common::setup_sdl().unwrap();
let _ttf_context = sdl2::ttf::init().unwrap();
let font = _ttf_context.load_font("assets/game/TerminalVector.ttf", 16).unwrap();
let mut atlas = TtfAtlas::new(&texture_creator, &font).unwrap();
atlas.populate_atlas(&mut canvas, &texture_creator, &font).unwrap();
let renderer = TtfRenderer::new(1.0);
let width = renderer.text_width(&atlas, "A");
assert!(width > 0);
}
#[test]
fn text_width_scales_correctly() {
let (mut canvas, texture_creator, _sdl) = common::setup_sdl().unwrap();
let _ttf_context = sdl2::ttf::init().unwrap();
let font = _ttf_context.load_font("assets/game/TerminalVector.ttf", 16).unwrap();
let mut atlas = TtfAtlas::new(&texture_creator, &font).unwrap();
atlas.populate_atlas(&mut canvas, &texture_creator, &font).unwrap();
let renderer1 = TtfRenderer::new(1.0);
let renderer2 = TtfRenderer::new(2.0);
let width1 = renderer1.text_width(&atlas, "Test");
let width2 = renderer2.text_width(&atlas, "Test");
assert_eq!(width2, width1 * 2);
}
#[test]
fn text_height_returns_non_zero_for_valid_atlas() {
let (mut canvas, texture_creator, _sdl) = common::setup_sdl().unwrap();
let _ttf_context = sdl2::ttf::init().unwrap();
let font = _ttf_context.load_font("assets/game/TerminalVector.ttf", 16).unwrap();
let mut atlas = TtfAtlas::new(&texture_creator, &font).unwrap();
atlas.populate_atlas(&mut canvas, &texture_creator, &font).unwrap();
let renderer = TtfRenderer::new(1.0);
let height = renderer.text_height(&atlas);
assert!(height > 0);
}
#[test]
fn text_height_scales_correctly() {
let (mut canvas, texture_creator, _sdl) = common::setup_sdl().unwrap();
let _ttf_context = sdl2::ttf::init().unwrap();
let font = _ttf_context.load_font("assets/game/TerminalVector.ttf", 16).unwrap();
let mut atlas = TtfAtlas::new(&texture_creator, &font).unwrap();
atlas.populate_atlas(&mut canvas, &texture_creator, &font).unwrap();
let renderer1 = TtfRenderer::new(1.0);
let renderer2 = TtfRenderer::new(2.0);
let height1 = renderer1.text_height(&atlas);
let height2 = renderer2.text_height(&atlas);
assert_eq!(height2, height1 * 2);
}
#[test]
fn render_text_handles_empty_string() {
let (mut canvas, texture_creator, _sdl) = common::setup_sdl().unwrap();
let _ttf_context = sdl2::ttf::init().unwrap();
let font = _ttf_context.load_font("assets/game/TerminalVector.ttf", 16).unwrap();
let mut atlas = TtfAtlas::new(&texture_creator, &font).unwrap();
atlas.populate_atlas(&mut canvas, &texture_creator, &font).unwrap();
let renderer = TtfRenderer::new(1.0);
let result = renderer.render_text(&mut canvas, &mut atlas, "", glam::Vec2::new(0.0, 0.0), Color::WHITE);
assert!(result.is_ok());
}
#[test]
fn render_text_handles_single_character() {
let (mut canvas, texture_creator, _sdl) = common::setup_sdl().unwrap();
let _ttf_context = sdl2::ttf::init().unwrap();
let font = _ttf_context.load_font("assets/game/TerminalVector.ttf", 16).unwrap();
let mut atlas = TtfAtlas::new(&texture_creator, &font).unwrap();
atlas.populate_atlas(&mut canvas, &texture_creator, &font).unwrap();
let renderer = TtfRenderer::new(1.0);
let result = renderer.render_text(&mut canvas, &mut atlas, "A", glam::Vec2::new(10.0, 10.0), Color::RED);
assert!(result.is_ok());
}