Add the JSON format for embedding Actors (Doodad instances) inside of a Level. I made a test map that manually inserted a couple of actors. Actors are given to the Canvas responsible for the Level via the function `InstallActors()`. So it means you'll call LoadLevel and then InstallActors to hook everything up. The Canvas creates sub-Canvas widgets from each Actor. After drawing the main level geometry from the Canvas.Chunker, it calls the drawActors() function which does the same but for Actors. Levels keep a global map of all Actors that exist. For any Actors that are visible within the Viewport, their sub-Canvas widgets are presented appropriately on top of the parent Canvas. In case their sub-Canvas overlaps the parent's boundaries, their sub-Canvas is resized and moved appropriately. - Allow the MainWindow to be resized at run time, and the UI recalculates its sizing and position. - Made the in-game Shell properties editable via environment variables. The kirsle.env file sets a blue and pink color scheme. - Begin the ground work for Levels and Doodads to embed files inside their data via the level.FileSystem type. - UI: Labels can now contain line break characters. It will appropriately render multiple lines of render.Text and take into account the proper BoxSize to contain them all. - Add environment variable DOODLE_DEBUG_ALL=true that will turn on ALL debug overlay and visualization options. - Add debug overlay to "tag" each Canvas widget with some of its details, like its Name and World Position. Can be enabled with the environment variable DEBUG_CANVAS_LABEL=true - Improved the FPS debug overlay to show in labeled columns and multiple colors, with easy ability to add new data points to it.
72 行
1.3 KiB
Go
72 行
1.3 KiB
Go
package render_test
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import (
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"strconv"
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"testing"
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"git.kirsle.net/apps/doodle/render"
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)
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func TestIntersection(t *testing.T) {
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newRect := func(x, y, w, h int) render.Rect {
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return render.Rect{
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X: int32(x),
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Y: int32(y),
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W: int32(w),
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H: int32(h),
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}
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}
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type TestCase struct {
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A render.Rect
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B render.Rect
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Expect bool
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}
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var tests = []TestCase{
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{
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A: newRect(0, 0, 1000, 1000),
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B: newRect(200, 200, 100, 100),
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Expect: true,
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},
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{
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A: newRect(200, 200, 100, 100),
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B: newRect(0, 0, 1000, 1000),
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Expect: true,
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},
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{
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A: newRect(0, 0, 100, 100),
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B: newRect(100, 0, 100, 100),
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Expect: true,
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},
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{
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A: newRect(0, 0, 99, 99),
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B: newRect(100, 0, 99, 99),
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Expect: false,
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},
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{
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// Real coords of a test doodad!
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A: newRect(183, 256, 283, 356),
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B: newRect(0, -232, 874, 490),
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Expect: true,
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},
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{
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A: newRect(183, 256, 283, 356),
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B: newRect(0, -240, 874, 490),
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Expect: false, // XXX: must be true
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},
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}
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for _, test := range tests {
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actual := test.A.Intersects(test.B)
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if actual != test.Expect {
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t.Errorf(
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"%s collision with %s: expected %s, got %s",
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test.A,
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test.B,
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strconv.FormatBool(test.Expect),
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strconv.FormatBool(actual),
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)
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}
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}
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}
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