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304 lines
7.0 KiB
304 lines
7.0 KiB
/** |
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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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