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