Funkin/tests/unit/source/FunkinTest.hx
Eric 42d8d55067 Unit Test Suite (#119)
* Initial test suite

* Fix some build warnings

* Implemented working unit tests with coverage

* Reduced some warnings

* Fix a mac-specific issue

* Add 2 additional unit test classes.

* Multiple new unit tests

* Some fixins

* Remove auto-generated file

* WIP on hiding ignored tests

* Added list of debug hotkeys

* Remove old website

* Remove empty file

* Add more unit tests

* Fix bug where arrows would nudge BF

* Fix bug where ctrl/alt would flash capsules

* Fixed bug where bf-old easter egg broke

* Remove duplicate lines

* More test-related stuff

* Some code cleanup

* Add mocking and a test assets folder

* More TESTS!

* Update Hmm...

* Update artist on Monster

* More minor fixes to individual functions

* 1.38% unit test coverage!

* Even more tests? :O

* More unit test work

* Rework migration for BaseRegistry

* gameover fix

* Fix an issue with Lime

* Fix issues with version parsing on data files

* 100 total unit tests!

* Added even MORE unit tests!

* Additional test tweaks :3

* Fixed tests on windows by updating libraries.

* Set versions for flixel-ui and hamcrest

---------

Co-authored-by: Cameron Taylor <cameron.taylor.ninja@gmail.com>
2023-08-22 04:27:30 -04:00

105 lines
1.8 KiB
Haxe

package;
import openfl.utils.Assets;
import openfl.errors.Error;
import flixel.FlxG;
import flixel.FlxState;
import flixel.tweens.FlxTween;
import flixel.util.FlxDestroyUtil.IFlxDestroyable;
import massive.munit.Assert;
/**
* @see https://github.com/HaxeFlixel/flixel/tree/dev/tests/unit
*/
class FunkinTest
{
public static final MS_PER_STEP:Float = 1.0 / 60.0 * 1000;
// approx. amount of ticks at 60 fps
static inline var TICKS_PER_FRAME:UInt = 25;
static var totalSteps:UInt = 0;
var destroyable:IFlxDestroyable;
public function new() {}
@After
@:access(flixel)
function after()
{
// Redefine how the game gets the time during tests.
FlxG.game.getTimer = function() {
return totalSteps * TICKS_PER_FRAME;
}
// make sure we have the same starting conditions for each test
resetGame();
}
/**
* Advance the game simulation.
* @param steps The amount to advance the game by.
* @param callback A function to call after each step.
*/
@:access(flixel)
function step(steps:UInt = 1, ?callback:Void->Void)
{
for (i in 0...steps)
{
FlxG.game.step();
if (callback != null) callback();
totalSteps++;
}
}
function resetGame()
{
FlxG.resetGame();
step();
}
function switchState(nextState:FlxState)
{
FlxG.switchState(nextState);
step();
}
function resetState()
{
FlxG.resetState();
step();
}
@Test
public function testAssert()
{
Assert.areEqual(4, 2 + 2);
}
@Test
function testDestroy()
{
if (destroyable == null)
{
return;
}
try
{
destroyable.destroy();
destroyable.destroy();
}
catch (e:Error)
{
Assert.fail(e.message);
}
}
function finishTween(tween:FlxTween)
{
while (!tween.finished)
{
step();
}
}
}