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Update tests
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parent
371bd59f58
commit
aa79ed1965
111
main_test.c
111
main_test.c
@ -112,7 +112,7 @@ int main(void)
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{
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printTestHeading("music and sounds");
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static const expectedSamples[] = { 1, 0, 0, 0, 0, 0, 255, 251, 80, 240, 240, 10, 0, 6, 4, 0 };
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static const uint8_t expectedSamples[] = { 1, 0, 0, 0, 0, 0, 255, 251, 80, 240, 240, 10, 0, 6, 4, 0 };
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uint16_t pos = 0;
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@ -156,18 +156,117 @@ int main(void)
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keys[i] = 0;
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#define STEP(ms) { printf("(fr %d, step %d ms) ",SFG_game.frame,ms); time += ms; SFG_mainLoopBody(); }
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#define PRESS(k) { printf("(press %d) ",k); keys[k] = 1; }
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#define RELEASE(k) { printf("(release %d) ",k); keys[k] = 0; }
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#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; }}
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STEP(10)
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STEP(100)
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PRESS(SFG_KEY_DOWN);
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PRESS(SFG_KEY_DOWN) // select "exit"
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STEP(1000)
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// RELEASE(SFG_KEY_A);
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// STEP(5000)
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RELEASE(SFG_KEY_DOWN)
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TEST_PIXEL(10,20,64)
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printScreen();
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putchar('\n');
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ASSERT("menu item == exit",SFG_getMenuItem(SFG_game.selectedMenuItem) == SFG_MENU_ITEM_EXIT)
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PRESS(SFG_KEY_UP) // select "play"
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STEP(700)
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RELEASE(SFG_KEY_UP)
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PRESS(SFG_KEY_A) // confirm "play"
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STEP(100)
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TEST_PIXEL(30,21,0)
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RELEASE(SFG_KEY_A)
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STEP(100)
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PRESS(SFG_KEY_A) // skip intro
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STEP(2000)
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putchar('\n');
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ASSERT("state == playing",SFG_game.state == SFG_GAME_STATE_PLAYING)
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RELEASE(SFG_KEY_A)
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PRESS(SFG_KEY_RIGHT) // turn
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STEP(400)
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RELEASE(SFG_KEY_RIGHT)
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PRESS(SFG_KEY_UP) // take ammo
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STEP(400)
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putchar('\n');
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ASSERT("weapon == shotgun",SFG_player.weapon == SFG_WEAPON_SHOTGUN)
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RELEASE(SFG_KEY_UP)
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PRESS(SFG_KEY_LEFT) // turn back
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STEP(700)
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RELEASE(SFG_KEY_LEFT)
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PRESS(SFG_KEY_UP) // go to barrels
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STEP(1000)
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RELEASE(SFG_KEY_UP)
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PRESS(SFG_KEY_RIGHT)
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STEP(200)
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RELEASE(SFG_KEY_RIGHT)
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PRESS(SFG_KEY_A) // shoot barrels
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STEP(700)
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RELEASE(SFG_KEY_A)
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putchar('\n');
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ASSERT("health < 100",SFG_player.health < 100)
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PRESS(SFG_KEY_UP)
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STEP(720)
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RELEASE(SFG_KEY_UP)
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PRESS(SFG_KEY_LEFT)
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STEP(300)
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RELEASE(SFG_KEY_LEFT)
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PRESS(SFG_KEY_UP)
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STEP(700)
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RELEASE(SFG_KEY_UP)
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PRESS(SFG_KEY_RIGHT)
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STEP(700)
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RELEASE(SFG_KEY_RIGHT)
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PRESS(SFG_KEY_UP)
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STEP(850)
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RELEASE(SFG_KEY_UP)
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STEP(2500)
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PRESS(SFG_KEY_A) // shoot monster
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STEP(200)
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RELEASE(SFG_KEY_A) // shoot monster
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STEP(900)
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PRESS(SFG_KEY_LEFT)
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PRESS(SFG_KEY_NEXT_WEAPON) // switch to machine gun
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STEP(100)
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RELEASE(SFG_KEY_LEFT)
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RELEASE(SFG_KEY_NEXT_WEAPON)
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putchar('\n');
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ASSERT("weapon == machine gun",SFG_player.weapon == SFG_WEAPON_MACHINE_GUN)
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STEP(1000)
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PRESS(SFG_KEY_A) // shoot
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STEP(2000)
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putchar('\n');
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ASSERT("health == 74",SFG_player.health == 74)
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// TODO: benchmark frame time
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RELEASE(SFG_KEY_A)
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PRESS(SFG_KEY_C) // open menu
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PRESS(SFG_KEY_DOWN)
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STEP(200)
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RELEASE(SFG_KEY_C)
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putchar('\n');
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ASSERT("state == menu",SFG_game.state == SFG_GAME_STATE_MENU)
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STEP(1000)
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PRESS(SFG_KEY_A) // exit game
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STEP(100)
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putchar('\n');
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ASSERT("game exitted",SFG_mainLoopBody() == 0)
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putchar('\n');
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printScreen();
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#undef PRESS
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#undef RELEASE
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