Noah Petherbridge
1a8a5eb94b
- Fix a memory sharing bug in the Giant Screenshot feature. - Main Menu to eagerload chunks in the background to make scrolling less jittery. No time for a loadscreen! - Extra script debugging: names/IDs of doodads are shown when they send messages to one another. - Level Properties: you can edit the Bounded max width/height values for the level. Doodad changes: - Buttons: fix a timing bug and keep better track of who is stepping on it, only popping up when all colliders have left. The effect: they pop up immediately (not after 200ms) and are more reliable. - Keys: zero-qty keys will no longer put themselves into the inventory of characters who already have one except for the player character. So the Thief will not steal them if she already has the key. Added to the JavaScript API: * time.Hour, time.Minute, time.Second, time.Millisecond, time.Microsecond
59 lines
994 B
Go
59 lines
994 B
Go
package collision_test
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import (
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"testing"
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"git.kirsle.net/apps/doodle/pkg/collision"
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"git.kirsle.net/go/render"
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)
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func TestBetweenBoxes(t *testing.T) {
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mkrect := func(x, y, w, h int) render.Rect {
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return render.Rect{
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X: x,
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Y: y,
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W: w,
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H: h,
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}
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}
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table := []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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{
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A: mkrect(0, 0, 32, 32),
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B: mkrect(32, 0, 32, 32),
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Expect: true,
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},
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{
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A: mkrect(0, 0, 32, 32),
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B: mkrect(100, 100, 40, 40),
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Expect: false,
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},
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{
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A: mkrect(100, 100, 50, 50),
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B: mkrect(80, 110, 100, 30),
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Expect: true,
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},
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}
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var actual bool
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for i, test := range table {
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actual = false
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for range collision.BetweenBoxes([]render.Rect{test.A, test.B}) {
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actual = true
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break
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}
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if test.Expect != actual {
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t.Errorf(
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"Test %d BetweenBoxes: %s cmp %s\n"+
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"Expected: %+v\n"+
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"Actually: %+v",
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i, test.A, test.B, test.Expect, actual,
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)
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}
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}
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}
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