mirror of
https://gitlab.com/drummyfish/anarch.git
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305 lines
7.0 KiB
C
305 lines
7.0 KiB
C
/**
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@file main_test.c
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This is a front end that serves as a basic automatic test of the game. At this
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point it's very simple and basically just checks if anything really
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substantial wasn't broken.
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This fronted tries to play the game and see if it behaves how expected. If you
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change anything substantial in the game, this test may start to fail and you
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may need to adjust it.
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by Miloslav Ciz (drummyfish), 2019
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Released under CC0 1.0 (https://creativecommons.org/publicdomain/zero/1.0/)
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plus a waiver of all other intellectual property. The goal of this work is
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be and remain completely in the public domain forever, available for any use
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whatsoever.
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*/
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#include <stdio.h>
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#include <time.h>
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#define SFG_SCREEN_RESOLUTION_X 67
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#define SFG_SCREEN_RESOLUTION_Y 31
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#define SFG_BACKGROUND_BLUR 1
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#define SFG_DITHERED_SHADOW 1
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#define SFG_FPS 30
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#include "game.h"
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#include "sounds.h"
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uint8_t screen[SFG_SCREEN_RESOLUTION_X * SFG_SCREEN_RESOLUTION_Y];
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uint8_t keys[SFG_KEY_COUNT];
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uint32_t gameTime = 0;
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int8_t SFG_keyPressed(uint8_t key)
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{
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return keys[key];
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}
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void SFG_getMouseOffset(int16_t *x, int16_t *y)
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{
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}
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uint32_t SFG_getTimeMs()
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{
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return gameTime;
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}
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void SFG_sleepMs(uint16_t gameTimeMs)
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{
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}
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int aaa = 100;
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static inline void SFG_setPixel(uint16_t x, uint16_t y, uint8_t colorIndex)
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{
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screen[y * SFG_SCREEN_RESOLUTION_X + x] = colorIndex;
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}
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void SFG_playSound(uint8_t soundIndex, uint8_t volume)
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{
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}
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void SFG_setMusic(uint8_t value)
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{
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}
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void SFG_processEvent(uint8_t event, uint8_t data)
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{
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}
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void SFG_save(uint8_t data[SFG_SAVE_SIZE])
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{
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}
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uint8_t SFG_load(uint8_t data[SFG_SAVE_SIZE])
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{
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return 0;
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}
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void printTestHeading(const char *text)
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{
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printf("\n~~~~~ testing: %s ~~~~~\n\n",text);
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}
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const char colors[8] = " .,-;imX";
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void printScreen()
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{
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const char *c = screen;
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for (uint8_t y = 0; y < SFG_SCREEN_RESOLUTION_Y; ++y)
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{
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for (uint8_t x = 0; x < SFG_SCREEN_RESOLUTION_X; ++x)
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{
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putchar(*c != 7 ? colors[(*c) % 8] : '@');
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++c;
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}
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putchar('\n');
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}
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}
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int main(void)
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{
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puts("===== TESTING ANARCH =====\n");
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puts("initializing");
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#define ASSERT(text,cond) { printf("checking \"%s\": ",text); if (cond) puts("OK"); else { puts("ERROR"); return 1; }}
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SFG_init();
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double msPerFrame = 0;
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ASSERT("frame == 0",SFG_game.frame == 0);
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{
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printTestHeading("music and sounds");
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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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for (uint32_t i = 0; i < (SFG_TRACK_COUNT * SFG_TRACK_SAMPLES); ++i)
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{
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uint8_t sample = SFG_getNextMusicSample();
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if (i % 200000 == 0)
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{
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ASSERT("music sample", sample == expectedSamples[pos]);
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pos++;
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}
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}
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ASSERT("sfx sample",SFG_GET_SFX_SAMPLE(0,0) == 128);
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ASSERT("sfx sample",SFG_GET_SFX_SAMPLE(1,200) == 112);
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ASSERT("sfx sample",SFG_GET_SFX_SAMPLE(3,512) == 112);
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ASSERT("sfx sample",SFG_GET_SFX_SAMPLE(4,1000) == 128);
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}
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{
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printTestHeading("levels");
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SFG_TileDefinition t;
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uint8_t p;
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t = SFG_getMapTile(&SFG_level1,10,8,&p);
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ASSERT("level1 tile",SFG_TILE_FLOOR_HEIGHT(t) == 14 && SFG_TILE_CEILING_HEIGHT(t) == 0 && SFG_TILE_FLOOR_TEXTURE(t) == 4 && p == 0);
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t = SFG_getMapTile(&SFG_level3,9,20,&p);
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ASSERT("level3 tile",SFG_TILE_FLOOR_HEIGHT(t) == 17 && SFG_TILE_CEILING_HEIGHT(t) == 13 && SFG_TILE_FLOOR_TEXTURE(t) == 0 && p == 128);
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t = SFG_getMapTile(&SFG_level5,-9,0,&p);
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ASSERT("outside tile",SFG_TILE_FLOOR_HEIGHT(t) == 31 && SFG_TILE_CEILING_HEIGHT(t) == 0 && SFG_TILE_FLOOR_TEXTURE(t) == 7 && p == 0);
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}
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{
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printTestHeading("gameplay");
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for (uint8_t i = 0; i < SFG_KEY_COUNT; ++i)
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keys[i] = 0;
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#define STEP(ms) { printf("(fr %d, step %d ms) ",SFG_game.frame,ms); gameTime += 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) // select "exit"
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STEP(1000)
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RELEASE(SFG_KEY_DOWN)
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TEST_PIXEL(10,20,64)
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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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RELEASE(SFG_KEY_A)
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STEP(100)
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PRESS(SFG_KEY_LEFT)
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#define FRAMES 1000000
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printf("\nbenchmarking frame time on %d frames.\n",FRAMES);
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clock_t t1, t2;
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t1 = clock();
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STEP(FRAMES);
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t2 = clock();
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msPerFrame = (((double) (t2 - t1)) * 1000.0) / (CLOCKS_PER_SEC * FRAMES);
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RELEASE(SFG_KEY_LEFT)
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STEP(100)
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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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#undef STEP
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}
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puts("======================================\n\nDone.\nEverything seems OK.");
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printf("benchmarked ms per frame: %lf\n",msPerFrame);
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return 0;
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}
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