Adding tests and cleaning up

This commit is contained in:
Zoe Roux
2021-05-31 12:02:19 +02:00
parent e24ad0fa50
commit d034514e28
5 changed files with 56 additions and 5 deletions
+1 -1
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@@ -71,7 +71,7 @@ add_executable(unit_tests EXCLUDE_FROM_ALL
tests/MainTest.cpp
tests/EngineTests.cpp
tests/CallbackTest.cpp
)
tests/MoveTests.cpp)
target_include_directories(unit_tests PUBLIC sources)
target_link_libraries(unit_tests PUBLIC wal ray)
+2
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@@ -17,6 +17,7 @@
#include <Component/Movable/MovableComponent.hpp>
#include <Component/Controllable/ControllableComponent.hpp>
#include <Component/Keyboard/KeyboardComponent.hpp>
#include <System/Gamepad/GamepadSystem.hpp>
#include "Models/Vector2.hpp"
#include "Component/Renderer/CameraComponent.hpp"
#include "Runner.hpp"
@@ -40,6 +41,7 @@ namespace BBM
void addSystems(WAL::Wal &wal)
{
wal.addSystem<KeyboardSystem>()
.addSystem<GamepadSystem>()
.addSystem<ControllableSystem>()
.addSystem<MovableSystem>();
}
+1 -2
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@@ -1,6 +1,5 @@
//
// Created by Tom Augier on 2021-05-20.
// Edited by Benjamin Henry on 2021-05-20.
// Created by Arthur Jamet on 2021-05-31.
//
#include "GamepadSystem.hpp"
+1 -2
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@@ -1,6 +1,5 @@
//
// Created by Tom Augier on 2021-05-20.
// Edited by Benjamin Henry on 2021-05-20.
// Created by Arthur Jamet on 2021-05-31.
//
#pragma once
+51
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@@ -0,0 +1,51 @@
//
// Created by Zoe Roux on 5/31/21.
//
#include "Entity/Entity.hpp"
#include "Component/Position/PositionComponent.hpp"
#include "System/Movable/MovableSystem.hpp"
#include "System/Controllable/ControllableSystem.hpp"
#include <catch2/catch.hpp>
#include <Wal.hpp>
#include <Component/Controllable/ControllableComponent.hpp>
#define private public
#include <Component/Movable/MovableComponent.hpp>
using namespace WAL;
using namespace BBM;
TEST_CASE("Move test", "[Component][System]")
{
Scene scene;
scene.addEntity("player")
.addComponent<ControllableComponent>()
.addComponent<MovableComponent>()
.addComponent<PositionComponent>();
Entity &entity = scene.getEntities()[0];
REQUIRE(entity.getComponent<PositionComponent>().position == Vector3f());
entity.getComponent<ControllableComponent>().move = Vector2f(1, 1);
ControllableSystem controllable;
controllable.onUpdate(entity, std::chrono::nanoseconds(1));
controllable.onFixedUpdate(entity);
REQUIRE(entity.getComponent<MovableComponent>()._acceleration.x > 0);
REQUIRE(entity.getComponent<MovableComponent>()._acceleration.z > 0);
MovableSystem movable;
movable.onUpdate(entity, std::chrono::nanoseconds(1));
movable.onFixedUpdate(entity);
REQUIRE(entity.getComponent<MovableComponent>()._velocity.x > 0);
REQUIRE(entity.getComponent<MovableComponent>()._velocity.z > 0);
REQUIRE(entity.getComponent<MovableComponent>()._acceleration.x == 0);
REQUIRE(entity.getComponent<MovableComponent>()._acceleration.z == 0);
movable.onUpdate(entity, std::chrono::nanoseconds(1));
movable.onFixedUpdate(entity);
REQUIRE(entity.getComponent<PositionComponent>().position.x > 0);
REQUIRE(entity.getComponent<PositionComponent>().position.z > 0);
}