2019-04-16 03:19:52 +00:00
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package collision_test
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import (
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"fmt"
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"testing"
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"git.kirsle.net/apps/doodle/pkg/collision"
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"git.kirsle.net/apps/doodle/pkg/doodads/dummy"
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"git.kirsle.net/apps/doodle/pkg/level"
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2019-12-28 03:16:34 +00:00
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"git.kirsle.net/go/render"
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2019-04-16 03:19:52 +00:00
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)
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func TestCollisionFunctions(t *testing.T) {
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// Create a basic level for testing.
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grid := level.NewChunker(1000)
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solid := &level.Swatch{
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Name: "solid",
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Color: render.Black,
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Solid: true,
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}
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// with a solid platform at y=500 and x=0..1000
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for i := 0; i < 1000; i++ {
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2019-12-28 03:16:34 +00:00
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grid.Set(render.NewPoint(i, 500), solid)
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2019-04-16 03:19:52 +00:00
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}
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// and a short wall in the middle of the platform
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for i := 480; i < 500; i++ {
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2019-12-28 03:16:34 +00:00
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grid.Set(render.NewPoint(500, i), solid)
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2019-04-16 03:19:52 +00:00
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}
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// Make a dummy player character.
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player := dummy.NewPlayer()
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playerSize := player.Size()
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// Table based test schema.
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type testCase struct {
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Start render.Point
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MoveTo render.Point
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ExpectCollision bool
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Expect *collision.Collide
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}
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// Describe the details of the test on failure.
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describeTest := func(t testCase, result *collision.Collide, b bool) string {
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return fmt.Sprintf(
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" Moving From: %s to %s\n"+
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"Expected Collision: %+v (%+v)\n"+
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" Got Collision: %+v (%+v)",
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t.Start, t.MoveTo,
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t.ExpectCollision, t.Expect,
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b, result,
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)
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}
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// Test cases to check.
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tests := []testCase{
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testCase{
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Start: render.NewPoint(0, 0),
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MoveTo: render.NewPoint(8, 8),
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ExpectCollision: false,
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},
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// Player is standing on the floor at X=100
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// with their feet at Y=500 and they move right
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// 10 pixels.
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testCase{
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Start: render.NewPoint(
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100,
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500-playerSize.H,
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),
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MoveTo: render.NewPoint(
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110,
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500-playerSize.H,
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),
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ExpectCollision: true,
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Expect: &collision.Collide{
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Bottom: true,
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},
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},
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// Player walks off the right edge of the platform.
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testCase{
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// TODO: if the player is perfectly touching the floor,
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// this test fails and returns True for collision, so
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// I use 499-playerSize.H so they hover above the floor.
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Start: render.NewPoint(
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990,
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499-playerSize.H,
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),
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MoveTo: render.NewPoint(
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1100,
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499-playerSize.H,
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),
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ExpectCollision: false,
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},
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// Player moves through the barrier in the middle and
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// is stopped in his tracks.
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testCase{
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Start: render.NewPoint(
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490-playerSize.W, 500-playerSize.H,
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),
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MoveTo: render.NewPoint(
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510, 500-playerSize.H,
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),
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ExpectCollision: true,
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Expect: &collision.Collide{
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Right: true,
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Left: true, // TODO: not expected
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Bottom: true,
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MoveTo: render.NewPoint(
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500-playerSize.W,
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500-playerSize.H,
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),
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},
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},
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// Player moves up from below the platform and hits the ceiling.
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testCase{
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Start: render.NewPoint(
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490-playerSize.W,
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550,
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),
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MoveTo: render.NewPoint(
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490-playerSize.W,
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499-playerSize.H,
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),
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ExpectCollision: true,
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Expect: &collision.Collide{
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Top: true,
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// TODO: these are unexpected
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Left: true,
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Right: true,
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Bottom: true,
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// TODO: the MoveTo is unexpected
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MoveTo: render.NewPoint(458, 468),
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// MoveTo: render.NewPoint(
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// 490-playerSize.W,
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// 500,
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// ),
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},
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},
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}
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for i, test := range tests {
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player.MoveTo(test.Start)
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result, collided := collision.CollidesWithGrid(
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player, grid, test.MoveTo,
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)
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// Was there a collision at all?
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if collided && !test.ExpectCollision {
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t.Errorf(
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"Test %d: we collided when we did not expect to!\n%s",
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i,
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describeTest(test, result, collided),
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)
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} else if !collided && test.ExpectCollision {
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t.Errorf(
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"Test %d: we did not collide but we expected to!\n%s",
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i,
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describeTest(test, result, collided),
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)
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} else if test.Expect != nil {
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// Assert that each side is what we expected.
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expect := test.Expect
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if result.Top && !expect.Top || result.Left && !expect.Left ||
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result.Right && !expect.Right || result.Bottom && !expect.Bottom {
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t.Errorf(
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"Test %d: collided as expected, but not the right sides!\n%s",
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i,
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describeTest(test, result, collided),
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)
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}
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// Was the MoveTo position expected?
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if expect.MoveTo != render.Origin && result.MoveTo != expect.MoveTo {
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t.Errorf(
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"Test %d: collided as expected, but didn't move as expected!\n"+
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"Expected to move to: %s\n"+
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" But actually was: %s",
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i,
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expect.MoveTo,
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result.MoveTo,
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)
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}
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}
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}
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}
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