Update tests

This commit is contained in:
Miloslav Číž 2020-10-26 17:47:55 +01:00
parent 371bd59f58
commit aa79ed1965

View File

@ -112,7 +112,7 @@ int main(void)
{
printTestHeading("music and sounds");
static const expectedSamples[] = { 1, 0, 0, 0, 0, 0, 255, 251, 80, 240, 240, 10, 0, 6, 4, 0 };
static const uint8_t expectedSamples[] = { 1, 0, 0, 0, 0, 0, 255, 251, 80, 240, 240, 10, 0, 6, 4, 0 };
uint16_t pos = 0;
@ -156,18 +156,117 @@ int main(void)
keys[i] = 0;
#define STEP(ms) { printf("(fr %d, step %d ms) ",SFG_game.frame,ms); time += ms; SFG_mainLoopBody(); }
#define PRESS(k) { printf("(press %d) ",k); keys[k] = 1; }
#define RELEASE(k) { printf("(release %d) ",k); keys[k] = 0; }
#define TEST_PIXEL(x,y,v) { printf("(testing pixel %d %d)",x,y); uint8_t val = screen[y * SFG_SCREEN_RESOLUTION_X + y]; if (val != v) { printf("\nERROR: expcted %d, got %d\n",v,val); return 1; }}
STEP(10)
STEP(100)
PRESS(SFG_KEY_DOWN);
PRESS(SFG_KEY_DOWN) // select "exit"
STEP(1000)
// RELEASE(SFG_KEY_A);
// STEP(5000)
RELEASE(SFG_KEY_DOWN)
TEST_PIXEL(10,20,64)
printScreen();
putchar('\n');
ASSERT("menu item == exit",SFG_getMenuItem(SFG_game.selectedMenuItem) == SFG_MENU_ITEM_EXIT)
PRESS(SFG_KEY_UP) // select "play"
STEP(700)
RELEASE(SFG_KEY_UP)
PRESS(SFG_KEY_A) // confirm "play"
STEP(100)
TEST_PIXEL(30,21,0)
RELEASE(SFG_KEY_A)
STEP(100)
PRESS(SFG_KEY_A) // skip intro
STEP(2000)
putchar('\n');
ASSERT("state == playing",SFG_game.state == SFG_GAME_STATE_PLAYING)
RELEASE(SFG_KEY_A)
PRESS(SFG_KEY_RIGHT) // turn
STEP(400)
RELEASE(SFG_KEY_RIGHT)
PRESS(SFG_KEY_UP) // take ammo
STEP(400)
putchar('\n');
ASSERT("weapon == shotgun",SFG_player.weapon == SFG_WEAPON_SHOTGUN)
RELEASE(SFG_KEY_UP)
PRESS(SFG_KEY_LEFT) // turn back
STEP(700)
RELEASE(SFG_KEY_LEFT)
PRESS(SFG_KEY_UP) // go to barrels
STEP(1000)
RELEASE(SFG_KEY_UP)
PRESS(SFG_KEY_RIGHT)
STEP(200)
RELEASE(SFG_KEY_RIGHT)
PRESS(SFG_KEY_A) // shoot barrels
STEP(700)
RELEASE(SFG_KEY_A)
putchar('\n');
ASSERT("health < 100",SFG_player.health < 100)
PRESS(SFG_KEY_UP)
STEP(720)
RELEASE(SFG_KEY_UP)
PRESS(SFG_KEY_LEFT)
STEP(300)
RELEASE(SFG_KEY_LEFT)
PRESS(SFG_KEY_UP)
STEP(700)
RELEASE(SFG_KEY_UP)
PRESS(SFG_KEY_RIGHT)
STEP(700)
RELEASE(SFG_KEY_RIGHT)
PRESS(SFG_KEY_UP)
STEP(850)
RELEASE(SFG_KEY_UP)
STEP(2500)
PRESS(SFG_KEY_A) // shoot monster
STEP(200)
RELEASE(SFG_KEY_A) // shoot monster
STEP(900)
PRESS(SFG_KEY_LEFT)
PRESS(SFG_KEY_NEXT_WEAPON) // switch to machine gun
STEP(100)
RELEASE(SFG_KEY_LEFT)
RELEASE(SFG_KEY_NEXT_WEAPON)
putchar('\n');
ASSERT("weapon == machine gun",SFG_player.weapon == SFG_WEAPON_MACHINE_GUN)
STEP(1000)
PRESS(SFG_KEY_A) // shoot
STEP(2000)
putchar('\n');
ASSERT("health == 74",SFG_player.health == 74)
// TODO: benchmark frame time
RELEASE(SFG_KEY_A)
PRESS(SFG_KEY_C) // open menu
PRESS(SFG_KEY_DOWN)
STEP(200)
RELEASE(SFG_KEY_C)
putchar('\n');
ASSERT("state == menu",SFG_game.state == SFG_GAME_STATE_MENU)
STEP(1000)
PRESS(SFG_KEY_A) // exit game
STEP(100)
putchar('\n');
ASSERT("game exitted",SFG_mainLoopBody() == 0)
putchar('\n');
printScreen();
#undef PRESS
#undef RELEASE