mirror of
https://gitlab.com/drummyfish/anarch.git
synced 2024-11-23 09:22:16 -05:00
305 lines
7.0 KiB
C
305 lines
7.0 KiB
C
/**
|
|
@file main_test.c
|
|
|
|
This is a front end that serves as a basic automatic test of the game. At this
|
|
point it's very simple and basically just checks if anything really
|
|
substantial wasn't broken.
|
|
|
|
This fronted tries to play the game and see if it behaves how expected. If you
|
|
change anything substantial in the game, this test may start to fail and you
|
|
may need to adjust it.
|
|
|
|
by Miloslav Ciz (drummyfish), 2019
|
|
|
|
Released under CC0 1.0 (https://creativecommons.org/publicdomain/zero/1.0/)
|
|
plus a waiver of all other intellectual property. The goal of this work is
|
|
be and remain completely in the public domain forever, available for any use
|
|
whatsoever.
|
|
*/
|
|
|
|
#include <stdio.h>
|
|
#include <time.h>
|
|
|
|
#define SFG_SCREEN_RESOLUTION_X 67
|
|
#define SFG_SCREEN_RESOLUTION_Y 31
|
|
#define SFG_BACKGROUND_BLUR 1
|
|
#define SFG_DITHERED_SHADOW 1
|
|
#define SFG_FPS 30
|
|
|
|
#include "game.h"
|
|
#include "sounds.h"
|
|
|
|
uint8_t screen[SFG_SCREEN_RESOLUTION_X * SFG_SCREEN_RESOLUTION_Y];
|
|
uint8_t keys[SFG_KEY_COUNT];
|
|
|
|
uint32_t gameTime = 0;
|
|
|
|
int8_t SFG_keyPressed(uint8_t key)
|
|
{
|
|
return keys[key];
|
|
}
|
|
|
|
void SFG_getMouseOffset(int16_t *x, int16_t *y)
|
|
{
|
|
}
|
|
|
|
uint32_t SFG_getTimeMs()
|
|
{
|
|
return gameTime;
|
|
}
|
|
|
|
void SFG_sleepMs(uint16_t gameTimeMs)
|
|
{
|
|
}
|
|
|
|
int aaa = 100;
|
|
|
|
static inline void SFG_setPixel(uint16_t x, uint16_t y, uint8_t colorIndex)
|
|
{
|
|
screen[y * SFG_SCREEN_RESOLUTION_X + x] = colorIndex;
|
|
}
|
|
|
|
void SFG_playSound(uint8_t soundIndex, uint8_t volume)
|
|
{
|
|
}
|
|
|
|
void SFG_setMusic(uint8_t value)
|
|
{
|
|
}
|
|
|
|
void SFG_processEvent(uint8_t event, uint8_t data)
|
|
{
|
|
}
|
|
|
|
void SFG_save(uint8_t data[SFG_SAVE_SIZE])
|
|
{
|
|
}
|
|
|
|
uint8_t SFG_load(uint8_t data[SFG_SAVE_SIZE])
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
void printTestHeading(const char *text)
|
|
{
|
|
printf("\n~~~~~ testing: %s ~~~~~\n\n",text);
|
|
}
|
|
|
|
const char colors[8] = " .,-;imX";
|
|
|
|
void printScreen()
|
|
{
|
|
const char *c = screen;
|
|
|
|
for (uint8_t y = 0; y < SFG_SCREEN_RESOLUTION_Y; ++y)
|
|
{
|
|
for (uint8_t x = 0; x < SFG_SCREEN_RESOLUTION_X; ++x)
|
|
{
|
|
putchar(*c != 7 ? colors[(*c) % 8] : '@');
|
|
++c;
|
|
}
|
|
|
|
putchar('\n');
|
|
}
|
|
}
|
|
|
|
int main(void)
|
|
{
|
|
puts("===== TESTING ANARCH =====\n");
|
|
|
|
puts("initializing");
|
|
|
|
#define ASSERT(text,cond) { printf("checking \"%s\": ",text); if (cond) puts("OK"); else { puts("ERROR"); return 1; }}
|
|
|
|
SFG_init();
|
|
|
|
double msPerFrame = 0;
|
|
|
|
ASSERT("frame == 0",SFG_game.frame == 0);
|
|
|
|
{
|
|
printTestHeading("music and sounds");
|
|
|
|
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;
|
|
|
|
for (uint32_t i = 0; i < (SFG_TRACK_COUNT * SFG_TRACK_SAMPLES); ++i)
|
|
{
|
|
uint8_t sample = SFG_getNextMusicSample();
|
|
|
|
if (i % 200000 == 0)
|
|
{
|
|
ASSERT("music sample", sample == expectedSamples[pos]);
|
|
pos++;
|
|
}
|
|
}
|
|
|
|
ASSERT("sfx sample",SFG_GET_SFX_SAMPLE(0,0) == 128);
|
|
ASSERT("sfx sample",SFG_GET_SFX_SAMPLE(1,200) == 112);
|
|
ASSERT("sfx sample",SFG_GET_SFX_SAMPLE(3,512) == 112);
|
|
ASSERT("sfx sample",SFG_GET_SFX_SAMPLE(4,1000) == 128);
|
|
}
|
|
|
|
{
|
|
printTestHeading("levels");
|
|
|
|
SFG_TileDefinition t;
|
|
uint8_t p;
|
|
|
|
t = SFG_getMapTile(&SFG_level1,10,8,&p);
|
|
ASSERT("level1 tile",SFG_TILE_FLOOR_HEIGHT(t) == 14 && SFG_TILE_CEILING_HEIGHT(t) == 0 && SFG_TILE_FLOOR_TEXTURE(t) == 4 && p == 0);
|
|
|
|
t = SFG_getMapTile(&SFG_level3,9,20,&p);
|
|
ASSERT("level3 tile",SFG_TILE_FLOOR_HEIGHT(t) == 17 && SFG_TILE_CEILING_HEIGHT(t) == 13 && SFG_TILE_FLOOR_TEXTURE(t) == 0 && p == 128);
|
|
|
|
t = SFG_getMapTile(&SFG_level5,-9,0,&p);
|
|
ASSERT("outside tile",SFG_TILE_FLOOR_HEIGHT(t) == 31 && SFG_TILE_CEILING_HEIGHT(t) == 0 && SFG_TILE_FLOOR_TEXTURE(t) == 7 && p == 0);
|
|
}
|
|
|
|
{
|
|
printTestHeading("gameplay");
|
|
|
|
for (uint8_t i = 0; i < SFG_KEY_COUNT; ++i)
|
|
keys[i] = 0;
|
|
|
|
#define STEP(ms) { printf("(fr %d, step %d ms) ",SFG_game.frame,ms); gameTime += 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) // select "exit"
|
|
STEP(1000)
|
|
RELEASE(SFG_KEY_DOWN)
|
|
TEST_PIXEL(10,20,64)
|
|
|
|
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)
|
|
|
|
RELEASE(SFG_KEY_A)
|
|
|
|
STEP(100)
|
|
PRESS(SFG_KEY_LEFT)
|
|
|
|
#define FRAMES 1000000
|
|
|
|
printf("\nbenchmarking frame time on %d frames.\n",FRAMES);
|
|
|
|
clock_t t1, t2;
|
|
|
|
t1 = clock();
|
|
STEP(FRAMES);
|
|
t2 = clock();
|
|
msPerFrame = (((double) (t2 - t1)) * 1000.0) / (CLOCKS_PER_SEC * FRAMES);
|
|
RELEASE(SFG_KEY_LEFT)
|
|
STEP(100)
|
|
|
|
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
|
|
#undef STEP
|
|
}
|
|
|
|
puts("======================================\n\nDone.\nEverything seems OK.");
|
|
|
|
printf("benchmarked ms per frame: %lf\n",msPerFrame);
|
|
|
|
return 0;
|
|
}
|