Unit test fixes and code cleanup
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12
Makefile
12
Makefile
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@ -17,8 +17,8 @@ setup: clean
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# `make build` to build the binary.
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.PHONY: build
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build:
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go build $(LDFLAGS) -i -o bin/sketchymaze cmd/doodle/main.go
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go build $(LDFLAGS) -i -o bin/doodad cmd/doodad/main.go
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go build $(LDFLAGS) -o bin/sketchymaze cmd/doodle/main.go
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go build $(LDFLAGS) -o bin/doodad cmd/doodad/main.go
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# `make buildall` to run all build steps including doodads.
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.PHONY: buildall
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@ -28,15 +28,15 @@ buildall: doodads build
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.PHONY: build-free
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build-free:
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gofmt -w .
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go build $(LDFLAGS) -tags="shareware" -i -o bin/sketchymaze cmd/doodle/main.go
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go build $(LDFLAGS) -tags="shareware" -i -o bin/doodad cmd/doodad/main.go
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go build $(LDFLAGS) -tags="shareware" -o bin/sketchymaze cmd/doodle/main.go
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go build $(LDFLAGS) -tags="shareware" -o bin/doodad cmd/doodad/main.go
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# `make build-debug` to build the binary in developer mode.
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.PHONY: build-debug
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build-debug:
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gofmt -w .
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go build $(LDFLAGS) -tags="developer" -i -o bin/sketchymaze cmd/doodle/main.go
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go build $(LDFLAGS) -tags="developer" -i -o bin/doodad cmd/doodad/main.go
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go build $(LDFLAGS) -tags="developer" -o bin/sketchymaze cmd/doodle/main.go
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go build $(LDFLAGS) -tags="developer" -o bin/doodad cmd/doodad/main.go
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# `make bindata` generates the embedded binary assets package.
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.PHONY: bindata
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@ -11,7 +11,7 @@ const (
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Summary = "A drawing-based maze game"
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Version = "0.13.2"
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Website = "https://www.sketchymaze.com"
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Copyright = "2022 Noah Petherbridge"
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Copyright = "2023 Noah Petherbridge"
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Byline = "a game by Noah Petherbridge."
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// Update check URL
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@ -12,7 +12,7 @@ import (
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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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grid := level.NewChunker(128)
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solid := &level.Swatch{
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Name: "solid",
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Color: render.Black,
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@ -94,7 +94,7 @@ func TestHistory(t *testing.T) {
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// Add a few more points.
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for i := 3; i <= 6; i++ {
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H.AddStroke(&Stroke{
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PointA: render.NewPoint(int32(i), int32(i)),
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PointA: render.NewPoint(i, i),
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})
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}
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shouldInt("after adding more strokes", 6, H.Size())
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@ -116,7 +116,7 @@ func TestHistory(t *testing.T) {
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// Overflow past our history size to test rollover.
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for i := 8; i <= 16; i++ {
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H.AddStroke(&Stroke{
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PointA: render.NewPoint(int32(i), int32(i)),
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PointA: render.NewPoint(i, i),
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})
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}
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shouldInt("after tons of new history, size is capped out", 10, H.Size())
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@ -419,7 +419,7 @@ func (u *EditorUI) SetupCanvas(d *Doodle) *uix.Canvas {
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// mode when you click an existing Doodad and it "pops" out of the canvas
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// and onto the cursor to be repositioned.
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drawing.OnDragStart = func(actor *level.Actor) {
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log.Warn("drawing.OnDragStart: grab actor %s", actor)
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log.Warn("drawing.OnDragStart: grab actor %s", actor.Filename)
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u.startDragActor(nil, actor)
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}
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@ -1,12 +1,12 @@
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/*
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Package gamepad provides game controller logic for the game.
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Controls
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# Controls
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The gamepad controls are currently hard-coded for Xbox 360 style controllers, and the
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controller mappings vary depending on the "mode" of control.
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N Style and X Style
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# N Style and X Style
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If the gamepad control is set to "NStyle" then the A/B and X/Y buttons will be swapped
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to match the labels of a Nintendo style controller. Since the game has relatively few
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@ -16,7 +16,7 @@ defined as:
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PrimaryButton: A or X button
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SecondaryButton: B or Y button
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Mouse Mode
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# Mouse Mode
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- Left stick moves the mouse cursor (a cursor sprite is drawn on screen)
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- Right stick scrolls the level (title screen or level editor)
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@ -26,7 +26,7 @@ Mouse Mode
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- Left Trigger (L2) closes the top-most window in the Editor (Backspace key)
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- Right Shoulder toggles between Mouse Mode and other scene-specific mode.
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Gameplay Mode
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# Gameplay Mode
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- Left stick moves the player character (left/right only).
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- D-Pad also moves the player character (left/right only).
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@ -125,7 +125,7 @@ func Loop(ev *event.State) {
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if len(ev.Controllers) > 0 {
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for idx, ctrl := range ev.Controllers {
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SetControllerIndex(idx)
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log.Info("Gamepad: using controller #%d (%d) as Player 1", idx, ctrl.Name())
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log.Info("Gamepad: using controller #%d (%s) as Player 1", idx, ctrl.Name())
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break
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}
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} else {
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@ -10,7 +10,7 @@ import (
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// Test the high level Chunker.
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func TestChunker(t *testing.T) {
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c := level.NewChunker(1000)
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c := level.NewChunker(128)
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// Test swatches.
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var (
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@ -239,7 +239,7 @@ func TestMapAccessor(t *testing.T) {
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// Test the ChunkCoordinate function.
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func TestChunkCoordinates(t *testing.T) {
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c := level.NewChunker(1000)
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c := level.NewChunker(128)
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type testCase struct {
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In render.Point
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@ -341,7 +341,7 @@ func (c *Chunker) GetChunk(p render.Point) (*Chunk, bool) {
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// Is our chunk cache getting too full? e.g. on full level
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// sweeps where a whole zip file's worth of chunks are scanned.
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if balance.ChunkerLRUCacheMax > 0 && len(c.Chunks) > balance.ChunkerLRUCacheMax {
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log.Error("Chunks in memory (%d) exceeds LRU cache cap of %d, freeing random chunks")
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log.Error("Chunks in memory (%d) exceeds LRU cache cap of %d, freeing random chunks", len(c.Chunks), balance.ChunkerLRUCacheMax)
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c.chunkMu.Lock()
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defer c.chunkMu.Unlock()
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@ -10,14 +10,14 @@ import (
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func TestWorldSize(t *testing.T) {
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type TestCase struct {
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Size int
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Size uint8
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Points []render.Point
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Expect render.Rect
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Zero render.Rect // expected WorldSizePositive
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}
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var tests = []TestCase{
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{
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Size: 1000,
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Size: 200,
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Points: []render.Point{
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render.NewPoint(0, 0), // chunk 0,0
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render.NewPoint(512, 788), // 0,0
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@ -86,9 +86,9 @@ func TestWorldSize(t *testing.T) {
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func TestViewportChunks(t *testing.T) {
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// Initialize a 100 chunk image with 5x5 chunks.
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var ChunkSize int = 100
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var ChunkSize uint8 = 100
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var Offset int = 50
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c := level.NewChunker(int(ChunkSize))
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c := level.NewChunker(ChunkSize)
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sw := &level.Swatch{
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Name: "solid",
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Color: render.Black,
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@ -106,8 +106,8 @@ func TestViewportChunks(t *testing.T) {
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for x := -2; x <= 2; x++ {
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for y := -2; y <= 2; y++ {
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point := render.NewPoint(
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x*ChunkSize+Offset,
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y*ChunkSize+Offset,
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x*int(ChunkSize)+Offset,
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y*int(ChunkSize)+Offset,
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)
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fmt.Printf("in chunk: %d,%d set pt: %s\n",
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x, y, point,
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@ -194,14 +194,14 @@ func (fs *FileSystem) MigrateZipfile(zf *zip.Writer) error {
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}
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if _, ok := filesDeleted[file.Name]; ok {
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log.Debug("Skip copying attachment %s: was marked for deletion")
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log.Debug("Skip copying attachment %s: was marked for deletion", file.Name)
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continue
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}
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// Skip files currently in memory.
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if fs.filemap != nil {
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if _, ok := fs.filemap[file.Name]; ok {
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log.Debug("Skip copying attachment %s: one is loaded in memory")
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log.Debug("Skip copying attachment %s: one is loaded in memory", file.Name)
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continue
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}
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}
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@ -167,7 +167,7 @@ func (m *Level) ToZipfile() ([]byte, error) {
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if n, err := writer.Write(header); err != nil {
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return nil, err
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} else {
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log.Debug("Written level.json to zipfile: %s bytes", n)
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log.Debug("Written level.json to zipfile: %d bytes", n)
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}
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}
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@ -420,7 +420,7 @@ func (w *Canvas) loopEditable(ev *event.State) error {
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baseColor, err := chunker.Get(cursor)
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if err != nil {
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limit = balance.FloodToolVoidLimit
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log.Warn("FloodTool: couldn't get base color at %s: %s (got %s)", cursor, err)
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log.Warn("FloodTool: couldn't get base color at %s: %s (got %s)", cursor, err, baseColor.Color)
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}
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// If no change, do nothing.
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@ -70,7 +70,7 @@ func TestWallpaper(t *testing.T) {
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}
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}
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wp, err := FromImage(nil, img, "dummy")
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wp, err := FromImage(img, "dummy")
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if err != nil {
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t.Errorf("Couldn't create FromImage: %s", err)
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t.FailNow()
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