mirror of
https://github.com/zoriya/Gamacon.git
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Cleaning up
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21
Makefile
21
Makefile
@@ -76,26 +76,12 @@ SRC = src/engine/engine.c \
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OBJ = $(SRC:%.c=%.o)
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GCDA = *.gcda
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GCNO = *.gcno
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TESTS = tests/deserializations.c \
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tests/game_loop.c
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INCLUDE = -I ./include
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CFLAGS = $(INCLUDE) -Wall -Wshadow -Wextra -Wno-unused-parameter
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LDFLAGS = -L ../my -L ../xmlparser -L ../quadtree\
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-lxmlparser -lquadtree -lmy -lcsfml-system -lcsfml-graphics -lcsfml-window -lm
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COVERAGE = --coverage -lcriterion
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NAME = libgamacon.a
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UT = ./ut
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CC = gcc
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AR = ar rc
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@@ -105,18 +91,11 @@ all: $(NAME)
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$(NAME): $(OBJ)
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$(AR) $(NAME) $(OBJ)
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tests_run:
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$(CC) -o $(UT) $(SRC) $(TESTS) $(COVERAGE) $(CFLAGS) $(LDFLAGS)
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$(UT)
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clean:
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$(RM) $(OBJ)
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$(RM) $(GCDA)
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$(RM) $(GCNO)
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fclean: clean
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$(RM) $(NAME)
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$(RM) $(UT)
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re: fclean all
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@@ -1,28 +0,0 @@
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/*
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** EPITECH PROJECT, 2019
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** MUL_my_runner_2019
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** File description:
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** deserializations
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*/
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#include <criterion/criterion.h>
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#include <stddef.h>
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#include "engine.h"
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#include "prefab.h"
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Test(deserialization, deserialize_entity)
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{
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gc_engine *engine = engine_create();
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gc_scene *scene = scene_create((const char **){ NULL }, "tests/player.gcprefab");
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int ret;
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engine->change_scene(engine, scene);
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ret = prefab_load(engine, "tests/player.gcprefab");
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cr_assert_eq(ret, 0);
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cr_assert_neq(engine->scene, NULL);
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cr_assert_eq(((gc_entity *)engine->scene->entities->data)->id, 0);
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cr_assert_str_eq(((gc_entity *)engine->scene->entities->data)->components->name, "transform_component");
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cr_assert_str_eq(((gc_entity *)engine->scene->entities->data)->components->next->name, "renderer");
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cr_assert_str_eq(((gc_entity *)engine->scene->entities->data)->components->next->next->name, "movable_component");
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cr_assert_str_eq(((gc_entity *)engine->scene->entities->data)->components->next->next->next->name, "controllable_component");
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}
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@@ -1,75 +0,0 @@
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<gc_scene>
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<gc_entities>
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<gc_entity>
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<transform_component>
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<Position x="0" y="0" />
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<Size x="800" y="600" />
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</transform_component>
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<renderer src="assets/sprites/bck_layer4.png">
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<Rect height="auto" width="auto" top="0" left="0" />
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</renderer>
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<parallax_component speed="60" />
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</gc_entity>
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<gc_entity>
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<transform_component>
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<Position x="0" y="0" />
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<Size x="800" y="600" />
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</transform_component>
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<renderer src="assets/sprites/bck_layer3.png">
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<Rect height="auto" width="auto" top="0" left="0" />
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</renderer>
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<parallax_component speed="90" />
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</gc_entity>
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<gc_entity>
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<transform_component>
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<Position x="0" y="0" />
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<Size x="800" y="600" />
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</transform_component>
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<renderer src="assets/sprites/bck_layer2.png">
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<Rect height="auto" width="auto" top="0" left="0" />
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</renderer>
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<parallax_component speed="100" />
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</gc_entity>
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<gc_entity>
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<transform_component>
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<Position x="0" y="0" />
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<Size x="800" y="600" />
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</transform_component>
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<renderer src="assets/sprites/bck_layer1.png">
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<Rect height="auto" width="auto" top="0" left="0" />
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</renderer>
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<parallax_component speed="120" />
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</gc_entity>
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<gc_entity>
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<transform_component>
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<Position x="200" y="500" />
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<Size x="500" y="50" />
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</transform_component>
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<renderer src="assets/sprites/grass.png">
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<Rect height="auto" width="auto" top="0" left="0" />
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</renderer>
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<movable_component speed="0" />
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</gc_entity>
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<gc_entity>
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<transform_component>
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<Position x="100" y="200" />
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<Size x="100" y="300" />
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</transform_component>
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<renderer src="assets/sprites/grass.png">
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<Rect height="auto" width="auto" top="0" left="0" />
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</renderer>
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<movable_component speed="0" />
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</gc_entity>
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<gc_entity>
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<transform_component>
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<Position x="700" y="200" />
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<Size x="100" y="300" />
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</transform_component>
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<renderer src="assets/sprites/grass.png">
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<Rect height="auto" width="auto" top="0" left="0" />
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</renderer>
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<movable_component speed="0" />
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</gc_entity>
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</gc_entities>
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</gc_scene>
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@@ -1,27 +0,0 @@
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/*
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** EPITECH PROJECT, 2019
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** MUL_my_runner_2019
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** File description:
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** game_loop
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*/
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#include <criterion/criterion.h>
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#include "engine.h"
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#include "prefab.h"
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Test(getentities, filter)
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{
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gc_engine *engine = engine_create();
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gc_scene *scene = scene_create((const char **){ NULL });
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gc_list *list;
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int count = 0;
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engine->change_scene(engine, scene);
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prefab_load(engine, "tests/game.gcprefab");
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list = engine->scene->get_entity_by_cmp(engine->scene, "movable_component");
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while (list) {
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count++;
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list = list->next;
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}
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cr_assert_eq(count, 3);
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}
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@@ -1,13 +0,0 @@
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<gc_entities>
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<gc_entity>
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<transform_component>
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<Position x="300" y="300" />
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<Size x="50" y="50" />
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</transform_component>
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<renderer src="assets/sprites/grass.png">
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<Rect height="auto" width="auto" top="0" left="0" />
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</renderer>
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<movable_component speed="700" />
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<controllable_component left="16" right="3" jump=" " />
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</gc_entity>
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</gc_entities>
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