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game_api_test.go
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180 lines (147 loc) · 4.68 KB
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/*
* Copyright (c) 2021 The XGo Authors (xgo.dev). All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package spx
import (
"testing"
internalaudio "github.com/goplus/spx/v2/internal/audio"
internalengine "github.com/goplus/spx/v2/internal/engine"
)
type fakeAudioBackend struct {
pan float64
pitch float64
createCalls int
}
type targetPropertyActor struct {
Score int
Power float64
}
func (a *targetPropertyActor) Health() float64 {
return a.Power
}
type targetPropertyGame struct {
Game
StageScore int
Actor targetPropertyActor
}
func (f *fakeAudioBackend) CreateAudio() internalengine.Object {
f.createCalls++
return 77
}
func (f *fakeAudioBackend) DestroyAudio(obj internalengine.Object) {}
func (f *fakeAudioBackend) SetPitch(obj internalengine.Object, pitch float64) {
f.pitch = pitch
}
func (f *fakeAudioBackend) GetPitch(obj internalengine.Object) float64 {
return f.pitch
}
func (f *fakeAudioBackend) SetPan(obj internalengine.Object, pan float64) {
f.pan = pan
}
func (f *fakeAudioBackend) GetPan(obj internalengine.Object) float64 {
return f.pan
}
func (f *fakeAudioBackend) SetVolume(obj internalengine.Object, volume float64) {}
func (f *fakeAudioBackend) GetVolume(obj internalengine.Object) float64 {
return 1
}
func (f *fakeAudioBackend) PlayWithAttenuation(obj internalengine.Object, path string, ownerID internalengine.Object, attenuation, maxDistance float64) int64 {
return 1
}
func (f *fakeAudioBackend) Pause(aid int64) {}
func (f *fakeAudioBackend) Resume(aid int64) {}
func (f *fakeAudioBackend) Stop(aid int64) {}
func (f *fakeAudioBackend) SetLoop(aid int64, loop bool) {}
func (f *fakeAudioBackend) IsPlaying(aid int64) bool { return false }
func (f *fakeAudioBackend) StopAll() {}
func TestGameClearSoundEffectsResetsPanAndPitch(t *testing.T) {
backend := &fakeAudioBackend{pan: 0.4, pitch: 1.25}
var g Game
g.soundMgr = internalaudio.Manager{}
g.soundMgr.Init(backend)
g.audioState.SoundObj = 9
g.ClearSoundEffects()
if backend.pan != 0 {
t.Fatalf("pan = %v, want 0", backend.pan)
}
if backend.pitch != 0 {
t.Fatalf("pitch = %v, want 0", backend.pitch)
}
}
func TestGameClearSoundEffectsAllocatesWhenUnused(t *testing.T) {
backend := &fakeAudioBackend{pan: 0.4, pitch: 1.25}
var g Game
g.soundMgr = internalaudio.Manager{}
g.soundMgr.Init(backend)
g.ClearSoundEffects()
if backend.createCalls != 1 {
t.Fatalf("CreateAudio calls = %d, want 1", backend.createCalls)
}
if g.audioState.SoundObj != 77 {
t.Fatalf("SoundObj = %d, want 77", g.audioState.SoundObj)
}
if backend.pan != 0 {
t.Fatalf("pan = %v, want 0", backend.pan)
}
if backend.pitch != 0 {
t.Fatalf("pitch = %v, want 0", backend.pitch)
}
}
func TestGameUsernameReturnsEmptyString(t *testing.T) {
var g Game
if got := g.Username(); got != "" {
t.Fatalf("Username = %q, want empty string", got)
}
}
func TestGameGetTargetPropertyStageField(t *testing.T) {
g := &targetPropertyGame{StageScore: 23}
g.gamer = g
got := g.GetTargetProperty("", "StageScore")
if got.Int() != 23 {
t.Fatalf("StageScore = %d, want 23", got.Int())
}
}
func TestGameGetTargetPropertyTargetField(t *testing.T) {
g := &targetPropertyGame{Actor: targetPropertyActor{Score: 9}}
g.gamer = g
got := g.GetTargetProperty("Actor", "Score")
if got.Int() != 9 {
t.Fatalf("Actor.Score = %d, want 9", got.Int())
}
}
func TestGameGetTargetPropertyTargetMethod(t *testing.T) {
g := &targetPropertyGame{Actor: targetPropertyActor{Power: 3.5}}
g.gamer = g
got := g.GetTargetProperty("Actor", "Health")
if got.Float() != 3.5 {
t.Fatalf("Actor.Health = %v, want 3.5", got.Float())
}
}
func TestGameResetCollisionLayerStateClearsCollisionLayerState(t *testing.T) {
var g Game
g.sprCollisionInfos = map[string]*spriteCollisionInfo{
"SpriteA": {Index: 0, Layer: 1 << 0, Mask: 1 << 1},
}
g.sprCollisionData = []*spriteCollisionData{{
info: g.sprCollisionInfos["SpriteA"],
}}
g.resetCollisionLayerState()
if g.sprCollisionInfos != nil {
t.Fatalf("sprCollisionInfos = %#v, want nil", g.sprCollisionInfos)
}
if g.sprCollisionData != nil {
t.Fatalf("sprCollisionData = %#v, want nil", g.sprCollisionData)
}
}