mirror of
https://github.com/Xevion/Pac-Man.git
synced 2025-12-08 06:07:46 -06:00
Compare commits
3 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
9219c771d7 | ||
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cd501aafc4 | ||
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feae1ee191 |
@@ -359,12 +359,7 @@ impl Map {
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+ IVec2::from(Direction::Left.as_ivec2()).as_vec2() * (CELL_SIZE as f32 * 2.0),
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},
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)
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.map_err(|e| {
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MapError::InvalidConfig(format!(
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"Failed to connect left tunnel entrance to left tunnel hidden node: {}",
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e
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))
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})?
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.expect("Failed to connect left tunnel entrance to left tunnel hidden node")
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};
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// Create the right tunnel nodes
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@@ -384,12 +379,7 @@ impl Map {
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+ IVec2::from(Direction::Right.as_ivec2()).as_vec2() * (CELL_SIZE as f32 * 2.0),
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},
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)
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.map_err(|e| {
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MapError::InvalidConfig(format!(
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"Failed to connect right tunnel entrance to right tunnel hidden node: {}",
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e
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))
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})?
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.expect("Failed to connect right tunnel entrance to right tunnel hidden node")
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};
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// Connect the left tunnel hidden node to the right tunnel hidden node
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@@ -401,12 +391,7 @@ impl Map {
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Some(0.0),
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Direction::Left,
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)
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.map_err(|e| {
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MapError::InvalidConfig(format!(
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"Failed to connect left tunnel hidden node to right tunnel hidden node: {}",
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e
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))
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})?;
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.expect("Failed to connect left tunnel hidden node to right tunnel hidden node");
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Ok(())
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}
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@@ -20,10 +20,10 @@ use crate::{
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};
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// Touch input constants
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const TOUCH_DIRECTION_THRESHOLD: f32 = 10.0;
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const TOUCH_EASING_DISTANCE_THRESHOLD: f32 = 1.0;
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const MAX_TOUCH_MOVEMENT_SPEED: f32 = 100.0;
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const TOUCH_EASING_FACTOR: f32 = 1.5;
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pub const TOUCH_DIRECTION_THRESHOLD: f32 = 10.0;
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pub const TOUCH_EASING_DISTANCE_THRESHOLD: f32 = 1.0;
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pub const MAX_TOUCH_MOVEMENT_SPEED: f32 = 100.0;
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pub const TOUCH_EASING_FACTOR: f32 = 1.5;
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#[derive(Resource, Default, Debug, Copy, Clone)]
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pub enum CursorPosition {
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@@ -35,7 +35,7 @@ pub enum CursorPosition {
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},
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}
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#[derive(Resource, Default, Debug)]
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#[derive(Resource, Default, Debug, Clone)]
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pub struct TouchState {
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pub active_touch: Option<TouchData>,
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}
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@@ -160,7 +160,7 @@ pub fn process_simple_key_events(bindings: &mut Bindings, frame_events: &[Simple
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}
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/// Calculates the primary direction from a 2D vector delta
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fn calculate_direction_from_delta(delta: Vec2) -> Direction {
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pub fn calculate_direction_from_delta(delta: Vec2) -> Direction {
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if delta.x.abs() > delta.y.abs() {
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if delta.x > 0.0 {
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Direction::Right
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@@ -179,7 +179,7 @@ fn calculate_direction_from_delta(delta: Vec2) -> Direction {
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/// This slowly moves the start_pos towards the current_pos, with the speed
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/// decreasing as the distance gets smaller. The maximum movement speed is capped.
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/// Returns the delta vector and its length for reuse by the caller.
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fn update_touch_reference_position(touch_data: &mut TouchData, delta_time: f32) -> (Vec2, f32) {
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pub fn update_touch_reference_position(touch_data: &mut TouchData, delta_time: f32) -> (Vec2, f32) {
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// Calculate the vector from start to current position
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let delta = touch_data.current_pos - touch_data.start_pos;
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let distance = delta.length();
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@@ -220,16 +220,6 @@ pub fn input_system(
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// Collect all events for this frame.
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let frame_events: SmallVec<[Event; 3]> = pump.poll_iter().collect();
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// Warn if the smallvec was heap allocated due to exceeding stack capacity
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#[cfg(debug_assertions)]
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if frame_events.len() > frame_events.capacity() {
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tracing::warn!(
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"More than {} events in a frame, consider adjusting stack capacity: {:?}",
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frame_events.capacity(),
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frame_events
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);
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}
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// Handle non-keyboard events inline and build a simplified keyboard event stream.
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let mut simple_key_events: SmallVec<[SimpleKeyEvent; 3]> = smallvec![];
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for event in &frame_events {
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25
tests/asset.rs
Normal file
25
tests/asset.rs
Normal file
@@ -0,0 +1,25 @@
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use pacman::asset::Asset;
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use speculoos::prelude::*;
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use strum::IntoEnumIterator;
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#[test]
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fn all_asset_paths_exist() {
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for asset in Asset::iter() {
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let path = asset.path();
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let full_path = format!("assets/game/{}", path);
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let metadata = std::fs::metadata(&full_path)
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.map_err(|e| format!("Error getting metadata for {}: {}", full_path, e))
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.unwrap();
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assert_that(&metadata.is_file()).is_true();
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assert_that(&metadata.len()).is_greater_than(1024);
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}
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}
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#[test]
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fn asset_paths_are_non_empty() {
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for asset in Asset::iter() {
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let path = asset.path();
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assert_that(&path.is_empty()).is_false();
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}
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}
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79
tests/game.rs
Normal file
79
tests/game.rs
Normal file
@@ -0,0 +1,79 @@
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use pacman::error::{GameError, GameResult};
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use pacman::game::Game;
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use speculoos::prelude::*;
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mod common;
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use common::setup_sdl;
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#[test]
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fn test_game_30_seconds_60fps() -> GameResult<()> {
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let (canvas, texture_creator, _sdl_context) = setup_sdl().map_err(GameError::Sdl)?;
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let ttf_context = sdl2::ttf::init().map_err(GameError::Sdl)?;
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let event_pump = _sdl_context
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.event_pump()
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.map_err(|e| pacman::error::GameError::Sdl(e.to_string()))?;
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let mut game = Game::new(canvas, ttf_context, texture_creator, event_pump)?;
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// Run for 30 seconds at 60 FPS = 1800 frames
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let frame_time = 1.0 / 60.0;
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let total_frames = 1800;
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let mut frame_count = 0;
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for _ in 0..total_frames {
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let should_exit = game.tick(frame_time);
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if should_exit {
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break;
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}
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frame_count += 1;
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}
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assert_eq!(
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frame_count, total_frames,
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"Should have processed exactly {} frames",
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total_frames
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);
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Ok(())
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}
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/// Test that runs the game for 30 seconds with variable frame timing
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#[test]
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fn test_game_30_seconds_variable_timing() -> GameResult<()> {
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let (canvas, texture_creator, _sdl_context) = setup_sdl().map_err(GameError::Sdl)?;
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let ttf_context = sdl2::ttf::init().map_err(|e| GameError::Sdl(e.to_string()))?;
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let event_pump = _sdl_context
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.event_pump()
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.map_err(|e| pacman::error::GameError::Sdl(e.to_string()))?;
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let mut game = Game::new(canvas, ttf_context, texture_creator, event_pump)?;
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// Simulate 30 seconds with variable frame timing
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let mut total_time = 0.0;
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let target_time = 30.0;
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let mut frame_count = 0;
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while total_time < target_time {
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// Alternate between different frame rates to simulate real gameplay
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let frame_time = match frame_count % 4 {
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0 => 1.0 / 60.0, // 60 FPS
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1 => 1.0 / 30.0, // 30 FPS (lag spike)
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2 => 1.0 / 120.0, // 120 FPS (very fast)
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_ => 1.0 / 60.0, // 60 FPS
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};
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let should_exit = game.tick(frame_time);
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if should_exit {
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break;
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}
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total_time += frame_time;
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frame_count += 1;
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}
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assert_that(&total_time).is_greater_than_or_equal_to(target_time);
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Ok(())
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}
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332
tests/input.rs
332
tests/input.rs
@@ -1,39 +1,321 @@
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use glam::Vec2;
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use pacman::events::{GameCommand, GameEvent};
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use pacman::map::direction::Direction;
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use pacman::systems::input::{process_simple_key_events, Bindings, SimpleKeyEvent};
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use pacman::systems::input::{
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calculate_direction_from_delta, process_simple_key_events, update_touch_reference_position, Bindings, CursorPosition,
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SimpleKeyEvent, TouchData, TouchState, TOUCH_DIRECTION_THRESHOLD, TOUCH_EASING_DISTANCE_THRESHOLD,
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};
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use sdl2::keyboard::Keycode;
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use speculoos::prelude::*;
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#[test]
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fn resumes_previous_direction_when_secondary_key_released() {
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let mut bindings = Bindings::default();
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// Test modules for better organization
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mod keyboard_tests {
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use super::*;
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// Frame 1: Press W (Up) => emits Move Up
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let events = process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyDown(Keycode::W)]);
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assert_that(&events.contains(&GameEvent::Command(GameCommand::MovePlayer(Direction::Up)))).is_true();
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#[test]
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fn key_down_emits_bound_command() {
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let mut bindings = Bindings::default();
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let events = process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyDown(Keycode::W)]);
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assert_that(&events).contains(GameEvent::Command(GameCommand::MovePlayer(Direction::Up)));
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}
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// Frame 2: Press D (Right) => emits Move Right
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let events = process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyDown(Keycode::D)]);
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assert_that(&events.contains(&GameEvent::Command(GameCommand::MovePlayer(Direction::Right)))).is_true();
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#[test]
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fn key_down_emits_non_movement_commands() {
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let mut bindings = Bindings::default();
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let events = process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyDown(Keycode::P)]);
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assert_that(&events).contains(GameEvent::Command(GameCommand::TogglePause));
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}
|
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|
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// Frame 3: Release D, no new key this frame => should continue previous key W (Up)
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let events = process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyUp(Keycode::D)]);
|
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assert_that(&events.contains(&GameEvent::Command(GameCommand::MovePlayer(Direction::Up)))).is_true();
|
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#[test]
|
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fn unbound_key_emits_nothing() {
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let mut bindings = Bindings::default();
|
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let events = process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyDown(Keycode::Z)]);
|
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assert_that(&events).is_empty();
|
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}
|
||||
|
||||
#[test]
|
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fn movement_key_held_continues_across_frames() {
|
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let mut bindings = Bindings::default();
|
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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)));
|
||||
}
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn holds_last_pressed_key_across_frames_when_no_new_input() {
|
||||
let mut bindings = Bindings::default();
|
||||
mod direction_calculation_tests {
|
||||
use super::*;
|
||||
|
||||
// Frame 1: Press Left
|
||||
let events = process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyDown(Keycode::Left)]);
|
||||
assert_that(&events.contains(&GameEvent::Command(GameCommand::MovePlayer(Direction::Left)))).is_true();
|
||||
#[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),
|
||||
];
|
||||
|
||||
// Frame 2: No input => continues Left
|
||||
let events = process_simple_key_events(&mut bindings, &[]);
|
||||
assert_that(&events.contains(&GameEvent::Command(GameCommand::MovePlayer(Direction::Left)))).is_true();
|
||||
for (delta, expected) in test_cases {
|
||||
assert_that(&calculate_direction_from_delta(delta)).is_equal_to(expected);
|
||||
}
|
||||
}
|
||||
|
||||
// Frame 3: Release Left, no input remains => nothing emitted
|
||||
let events = process_simple_key_events(&mut bindings, &[SimpleKeyEvent::KeyUp(Keycode::Left)]);
|
||||
assert_that(&events.is_empty()).is_true();
|
||||
#[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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,10 +1,11 @@
|
||||
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() {
|
||||
fn test_map_creation_success() {
|
||||
let map = Map::new(RAW_BOARD).unwrap();
|
||||
|
||||
assert_that(&map.graph.nodes().count()).is_greater_than(0);
|
||||
@@ -22,7 +23,7 @@ fn test_map_creation() {
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn test_map_node_positions() {
|
||||
fn test_map_node_positions_accuracy() {
|
||||
let map = Map::new(RAW_BOARD).unwrap();
|
||||
|
||||
for (grid_pos, &node_id) in &map.grid_to_node {
|
||||
@@ -35,3 +36,54 @@ fn test_map_node_positions() {
|
||||
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();
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user