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#include "../entity.h"
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#include "../item.h"
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#include "../layers.h"
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#include <string>
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#define OLC_PGE_APPLICATION
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#include "../pixelGameEngine.h"
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#define OLC_PGEX_SPLASHSCREEN
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#include "../splash.h"
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#define OLC_SOUNDWAVE
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#include "../defines.h"
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#include "../soundwaveEngine.h"
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#include "../tiles.h"
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#include "../references.h"
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#include "../states.h"
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#include "../flags.h"
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#include <assert.h>
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#include "../cutscene.h"
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#include "../encounters.h"
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#include "../particle.h"
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#include "../effect.h"
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#include "../battleproperty.h"
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#include "test.h"
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#include "../SeasonI.h"
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extern std::array<Entity*,7> PARTY_MEMBER_STATS;
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extern Entity::pstats_t partyMemberDefaultStats;
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extern std::map<std::string,Decal*> SPRITES;
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extern std::map<std::string,Animation*> ANIMATIONS;
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extern std::array<Object*,4> PARTY_MEMBER_OBJ;
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extern std::map<int,Object*> OBJ_INFO;
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extern std::map<BattleMoveName,Battle::Move*>MOVELIST;
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extern std::vector<Encounter*>ENCOUNTER_LIST;
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int testCount=0;
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void Test(std::string name,bool success) {
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testCount++;
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std::cout<<"Test ("<<testCount<<") "<<name<<"..."<<std::endl;
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assert(success);
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std::cout<<" Passed"<<std::endl;
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};
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void TestSpriteUndefined(std::vector<std::string> sprList) {
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for (int i=0;i<sprList.size();i++) {
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Test("Sprite "+sprList[i]+" should not be initialized",
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SPRITES[sprList[i]]==nullptr);
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}
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}
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void TestSpriteInitialized(std::vector<std::string> sprList) {
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for (int i=0;i<sprList.size();i++) {
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Test("Sprite "+sprList[i]+" should be initialized",
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SPRITES[sprList[i]]!=nullptr);
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Test("Sprite "+sprList[i]+" should have a non-zero width and height",
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SPRITES[sprList[i]]->sprite->width!=0&&SPRITES["terrainmap.png"]->sprite->height!=0);
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}
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}
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bool SeasonI::OnUserCreate(){
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for (int i=0;i<PARTY_MEMBER_STATS.size();i++) {
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Test("Party Member stats should not be initialized",
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PARTY_MEMBER_STATS[i]==nullptr);
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}
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Test("No battle moves are loaded",
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MOVELIST.size()==0);
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SetupPartyMemberStats();
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Test("Battle moves now exist (still not defined)",
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MOVELIST.size()>0);
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for (int i=0;i<PARTY_MEMBER_STATS.size();i++) {
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Test("Party Members get initialized with correct defaults",
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PARTY_MEMBER_STATS[i]->stats==partyMemberDefaultStats);
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}
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TestSpriteUndefined({"terrainmap.png","pixel.png","bufficons.png","rollingcounter.png","additionalFont.png"});
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SetupAnimations();
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TestSpriteInitialized({"terrainmap.png","pixel.png","bufficons.png","rollingcounter.png","additionalFont.png"});
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Test("Player animation is undefined",
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ANIMATIONS.count("player.png")==0);
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Test("Party Member Object is not setup",
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PARTY_MEMBER_OBJ[0]==nullptr);
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vd2d testPos={0,0},testScale={2,2};
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CreateObjectInfo(new Standard_Obj(PLAYER,"player",testPos,nullptr,testScale,MAGENTA,32),"player.png",32);
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Test("Player animation is defined",
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ANIMATIONS["player.png"]!=nullptr);
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Decal*playerAnimPointer=ANIMATIONS["player.png"]->spr;
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Test("Player animation is setup correctly",
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ANIMATIONS["player.png"]->frames>0&&ANIMATIONS["player.png"]->spr!=nullptr);
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Test("Object Info database now has 1 entry",
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OBJ_INFO.size()==1);
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Test("Object Info is correctly assigned",
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OBJ_INFO[0]->name=="player"&&OBJ_INFO[0]->id==PLAYER&&OBJ_INFO[0]->GetPos()==testPos&&OBJ_INFO[0]->GetScale()==testScale&&OBJ_INFO[0]->color==MAGENTA&&OBJ_INFO[0]->spr->width==32);
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delete OBJ_INFO[PLAYER];
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OBJ_INFO.erase(PLAYER);
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Test("Object Info is cleared",
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OBJ_INFO.size()==0);
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SetupObjectInfo();
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Test("Using the same sprite definition does not cause memory leak",
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playerAnimPointer==OBJ_INFO[0]->spr->spr);
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Test("No encounters are loaded",
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ENCOUNTER_LIST.size()==0);
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SetupEncounters();
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Test("SetupEncounters() loads up new encounters",
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ENCOUNTER_LIST.size()>0);
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Encounter*testEncounter=new Encounter(encounter::ENCOUNTER_1,{0,0},std::array<vd2d,4>{vd2d
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{grid(1,2)},{grid(2,2)},{grid(3,2)},{grid(4,2)}},
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std::vector<Entity*>{
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new Entity(new Standard_Obj(
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NPC1_4,"Test Obj",3,2,ANIMATIONS["player.png"]),
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{HP:70,maxHP:70,PP:10,maxPP:10,baseAtk:14,speed:5,resistances:{0,0,0,0}},std::vector<Battle::Move*>{
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MOVELIST[BattleMoveName::TESTMOVE1],
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MOVELIST[BattleMoveName::TESTMOVE2],
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MOVELIST[BattleMoveName::TESTMOVE3],
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},
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{ITEMLIST[ItemName::COOKIE]},
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돈 20),
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new Entity(new Standard_Obj(
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NPC1_4,"Test Obj 2",1,3,ANIMATIONS["player.png"]),
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{HP:70,maxHP:70,PP:10,maxPP:10,baseAtk:14,speed:5,resistances:{0,0,0,0}},std::vector<Battle::Move*>{
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MOVELIST[BattleMoveName::TESTMOVE1],
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MOVELIST[BattleMoveName::TESTMOVE2],
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},
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{ITEMLIST[ItemName::PIZZA]}),
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new Entity(new Standard_Obj(
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NPC1_4,"Test Obj 3",2,2,ANIMATIONS["player.png"]),
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{HP:70,maxHP:70,PP:10,maxPP:10,baseAtk:14,speed:5,resistances:{0,0,0,0}},std::vector<Battle::Move*>{
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MOVELIST[BattleMoveName::TESTMOVE1],
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}),
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});
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Test("Test encounter has three entities",
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testEncounter->objs.size()==3);
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Test("Test encounter uses ID ENCOUNTER_1",
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testEncounter->id==encounter::ENCOUNTER_1);
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testPos={0,0};
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Test("Test encounter uses position ("+std::to_string(testPos.x)+","+std::to_string(testPos.y)+")",
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testEncounter->pos==testPos);
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Test("Test encounter player positions are correct",
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testEncounter->playerPos==std::array<vd2d,4>{vd2d{grid(1,2)},{grid(2,2)},{grid(3,2)},{grid(4,2)}});
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Test("Test encounter grid positions are correct",
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testEncounter->playerPos==std::array<vd2d,4>{vd2d{grid(1,2)},{grid(2,2)},{grid(3,2)},{grid(4,2)}});
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Test("Enemy 1 has 3 battle moves.",
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testEncounter->objs[0]->moveSet==std::vector<Battle::Move*>{
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MOVELIST[BattleMoveName::TESTMOVE1],
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MOVELIST[BattleMoveName::TESTMOVE2],
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MOVELIST[BattleMoveName::TESTMOVE3],
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});
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Test("Enemy 1 has a cookie as a drop.",
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testEncounter->objs[0]->inventory==std::vector<Item*>{ITEMLIST[ItemName::COOKIE]});
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Test("Enemy 1 gives 20 money.",
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testEncounter->objs[0]->money==20);
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Test("Enemy 2 has 2 battle moves.",
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testEncounter->objs[1]->moveSet==std::vector<Battle::Move*>{
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MOVELIST[BattleMoveName::TESTMOVE1],
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MOVELIST[BattleMoveName::TESTMOVE2],
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});
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Test("Enemy 2 has a pizza as a drop.",
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testEncounter->objs[1]->inventory==std::vector<Item*>{ITEMLIST[ItemName::PIZZA]});
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Test("Enemy 2 gives 0 money.",
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testEncounter->objs[1]->money==0);
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Test("Enemy 3 has 1 battle move.",
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testEncounter->objs[2]->moveSet==std::vector<Battle::Move*>{
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MOVELIST[BattleMoveName::TESTMOVE1],
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});
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Test("Enemy 3 has no items to drop.",
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testEncounter->objs[2]->inventory==std::vector<Item*>{});
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Test("Enemy 3 gives 0 money.",
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testEncounter->objs[2]->money==0);
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return true;
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}
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bool SeasonI::OnUserUpdate(float fElapsedTime)
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{
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return true;
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}
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int main() {
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SeasonI demo;
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if (demo.Construct(WIDTH, HEIGHT, 4, 4))
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demo.Start();
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return 0;
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}
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