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pinball/test/game/components/ramp_opening_test.dart

250 lines
7.5 KiB

feat: crossing upper ramps (#40) * feat: added generic area and area callback for ramps crossing * feat: added jetpack ramp (blue one) and own area, contact callback and maskbits * feat: added sparky ramp (yellow one) and own area, contact callback and maskbits * feat: included ramp components * feat: added maskbits to ball for collisions * feat: added paths to pinball game * feat: added maskbits to paths * fix: fixed collisions of a ball that only touch path entrance but doesn't get into * fix: analysis warnings * feat: ball default maskbits * chore: refactor some names and vars * test: tests for ramps and callbacks, and coverage * test: pinball game check ramps are added * test: tests for ramps check childrens * test: fixing tests for ramps * test: fix tests * chore: increase sparky angle * fix: placed plunge aligned with straight launcher path * fix: fixed maskBits change for ball on crossing ramps and tests coverage * doc: public member api docs * chore: placed launcher ramp * test: moved mock from crossing ramps to helpers file * fix: build and dep where broken by forge2d/position_body_component * Update lib/game/components/crossing_ramp.dart Co-authored-by: Erick <erickzanardoo@gmail.com> * Update lib/game/components/jetpack_ramp.dart Co-authored-by: Erick <erickzanardoo@gmail.com> * Update test/game/components/crossing_ramp_test.dart Co-authored-by: Erick <erickzanardoo@gmail.com> * Update test/game/components/jetpack_ramp_test.dart Co-authored-by: Erick <erickzanardoo@gmail.com> * Update test/game/components/sparky_ramp_test.dart Co-authored-by: Erick <erickzanardoo@gmail.com> * Update lib/game/components/jetpack_ramp.dart Co-authored-by: Erick <erickzanardoo@gmail.com> * chore: fixed formatting * chore: removed coverage tool * Update lib/game/components/crossing_ramp.dart Co-authored-by: Allison Ryan <77211884+allisonryan0002@users.noreply.github.com> * Update test/game/components/ball_test.dart Co-authored-by: Allison Ryan <77211884+allisonryan0002@users.noreply.github.com> * Update lib/game/components/crossing_ramp.dart Co-authored-by: Allison Ryan <77211884+allisonryan0002@users.noreply.github.com> * Update lib/game/components/jetpack_ramp.dart Co-authored-by: Allison Ryan <77211884+allisonryan0002@users.noreply.github.com> * Update test/game/components/crossing_ramp_test.dart Co-authored-by: Allison Ryan <77211884+allisonryan0002@users.noreply.github.com> * Update test/game/components/pathway_test.dart Co-authored-by: Allison Ryan <77211884+allisonryan0002@users.noreply.github.com> * Update test/game/pinball_game_test.dart Co-authored-by: Allison Ryan <77211884+allisonryan0002@users.noreply.github.com> * Update test/game/components/pathway_test.dart Co-authored-by: Allison Ryan <77211884+allisonryan0002@users.noreply.github.com> * test: fix tests and groups * chore: ramp area name changed to opening * refactor: ball with mixin Layer for mask collisions * chore: avoid foreach in a function literal * refactor: hide maskbits and manage only with layer param * chore: formatting file * refactor: changed name for ramp area * refactor: sparky+launcher into one path * doc: doc layer for ball * refactor: sparky to launcher * feat: allow jetpack ramp to be over the board * feat: refactor to allow jetpack ramp to be above board and launcher ramp * test: coverage * fix: fixed conflict with merge Component position * chore: analysis fixes * chore: doc and comments * refactor: initial position to ramps and cleaned ramp callbacks * refactor: improved ramp contact callback * refactor: ball layer and ramp addAll components * refactor: create fixtures for pathways and opening improved * refactor: placed ramps on pinball game * refactor: splitted layer from rampopening * refactor: rampopening with layered mixin * test: fixed all changes with tests * test: fixed tests after Layer mixin changes * chore: refactor names, test and doc * chore: review docs and names * fix: fixed tests and bug with initialposition collision * chore: analysis error * fix: fixed collision end from ramps * test: coverage * chore: fixed spaces between methods and other comments from pr * chore: remove unnecessary layer set on Layered * fix: removed unrelated files from pr * chore: removed unused import * refactor: ballsInside private and removed from tests * chore: todo comment * chore: removed unused import * chore: removed podfile * doc: changed Layered doc * doc: changed Layered doc * Update test/game/components/ramp_opening_test.dart Co-authored-by: Alejandro Santiago <dev@alestiago.com> * Update lib/game/components/layer.dart Co-authored-by: Alejandro Santiago <dev@alestiago.com> * docs: improved punctuation Co-authored-by: Erick <erickzanardoo@gmail.com> Co-authored-by: Allison Ryan <77211884+allisonryan0002@users.noreply.github.com> Co-authored-by: Alejandro Santiago <dev@alestiago.com>
3 years ago
// ignore_for_file: cascade_invocations
import 'package:flame_forge2d/flame_forge2d.dart';
import 'package:flame_test/flame_test.dart';
import 'package:flutter_test/flutter_test.dart';
import 'package:mockingjay/mockingjay.dart';
import 'package:pinball/game/game.dart';
import '../../helpers/helpers.dart';
class TestRampOpening extends RampOpening {
TestRampOpening({
required RampOrientation orientation,
required Layer pathwayLayer,
}) : super(
pathwayLayer: pathwayLayer,
orientation: orientation,
);
@override
Shape get shape => PolygonShape()
..set([
Vector2(0, 0),
Vector2(0, 1),
Vector2(1, 1),
Vector2(1, 0),
]);
}
class TestRampOpeningBallContactCallback
extends RampOpeningBallContactCallback<TestRampOpening> {
TestRampOpeningBallContactCallback() : super();
}
void main() {
TestWidgetsFlutterBinding.ensureInitialized();
final flameTester = FlameTester(PinballGameTest.create);
group('RampOpening', () {
TestWidgetsFlutterBinding.ensureInitialized();
final flameTester = FlameTester(PinballGameTest.create);
flameTester.test(
'loads correctly',
(game) async {
final ramp = TestRampOpening(
orientation: RampOrientation.down,
pathwayLayer: Layer.jetpack,
);
await game.ready();
await game.ensureAdd(ramp);
expect(game.contains(ramp), isTrue);
},
);
group('body', () {
flameTester.test(
'is static',
(game) async {
final ramp = TestRampOpening(
orientation: RampOrientation.down,
pathwayLayer: Layer.jetpack,
);
await game.ensureAdd(ramp);
expect(ramp.body.bodyType, equals(BodyType.static));
},
);
group('first fixture', () {
const pathwayLayer = Layer.jetpack;
const openingLayer = Layer.opening;
flameTester.test(
'exists',
(game) async {
final ramp = TestRampOpening(
orientation: RampOrientation.down,
pathwayLayer: pathwayLayer,
)..layer = openingLayer;
await game.ensureAdd(ramp);
expect(ramp.body.fixtures[0], isA<Fixture>());
},
);
flameTester.test(
'shape is a polygon',
(game) async {
final ramp = TestRampOpening(
orientation: RampOrientation.down,
pathwayLayer: pathwayLayer,
)..layer = openingLayer;
await game.ensureAdd(ramp);
final fixture = ramp.body.fixtures[0];
expect(fixture.shape.shapeType, equals(ShapeType.polygon));
},
);
flameTester.test(
'is sensor',
(game) async {
final ramp = TestRampOpening(
orientation: RampOrientation.down,
pathwayLayer: pathwayLayer,
)..layer = openingLayer;
await game.ensureAdd(ramp);
final fixture = ramp.body.fixtures[0];
expect(fixture.isSensor, isTrue);
},
);
});
});
});
group('RampOpeningBallContactCallback', () {
flameTester.test(
'changes ball layer '
'when a ball enters upwards into a downward ramp opening',
(game) async {
final ball = MockBall();
final body = MockBody();
final area = TestRampOpening(
orientation: RampOrientation.down,
pathwayLayer: Layer.jetpack,
);
final callback = TestRampOpeningBallContactCallback();
when(() => ball.body).thenReturn(body);
when(() => body.position).thenReturn(Vector2.zero());
when(() => ball.layer).thenReturn(Layer.board);
await game.ready();
await game.ensureAdd(area);
callback.begin(ball, area, MockContact());
verify(() => ball.layer = area.pathwayLayer).called(1);
});
flameTester.test(
'changes ball layer '
'when a ball enters downwards into a upward ramp opening',
(game) async {
final ball = MockBall();
final body = MockBody();
final area = TestRampOpening(
orientation: RampOrientation.up,
pathwayLayer: Layer.jetpack,
);
final callback = TestRampOpeningBallContactCallback();
when(() => ball.body).thenReturn(body);
when(() => body.position).thenReturn(Vector2.zero());
when(() => ball.layer).thenReturn(Layer.board);
await game.ready();
await game.ensureAdd(area);
callback.begin(ball, area, MockContact());
verify(() => ball.layer = area.pathwayLayer).called(1);
});
flameTester.test(
'changes ball layer '
'when a ball exits from a downward oriented ramp', (game) async {
final ball = MockBall();
final body = MockBody();
final area = TestRampOpening(
orientation: RampOrientation.down,
pathwayLayer: Layer.jetpack,
)..initialPosition = Vector2(0, 10);
final callback = TestRampOpeningBallContactCallback();
when(() => ball.body).thenReturn(body);
when(() => body.position).thenReturn(Vector2.zero());
when(() => body.linearVelocity).thenReturn(Vector2(0, -1));
when(() => ball.layer).thenReturn(Layer.board);
await game.ready();
await game.ensureAdd(area);
callback.begin(ball, area, MockContact());
verify(() => ball.layer = area.pathwayLayer).called(1);
callback.end(ball, area, MockContact());
verify(() => ball.layer = Layer.board);
});
flameTester.test(
'changes ball layer '
'when a ball exits from a upward oriented ramp', (game) async {
final ball = MockBall();
final body = MockBody();
final area = TestRampOpening(
orientation: RampOrientation.up,
pathwayLayer: Layer.jetpack,
)..initialPosition = Vector2(0, 10);
final callback = TestRampOpeningBallContactCallback();
when(() => ball.body).thenReturn(body);
when(() => body.position).thenReturn(Vector2.zero());
when(() => body.linearVelocity).thenReturn(Vector2(0, 1));
when(() => ball.layer).thenReturn(Layer.board);
await game.ready();
await game.ensureAdd(area);
callback.begin(ball, area, MockContact());
verify(() => ball.layer = area.pathwayLayer).called(1);
callback.end(ball, area, MockContact());
verify(() => ball.layer = Layer.board);
});
flameTester.test(
'change ball layer from pathwayLayer to Layer.board '
'when a ball enters and exits from ramp', (game) async {
final ball = MockBall();
final body = MockBody();
final area = TestRampOpening(
orientation: RampOrientation.down,
pathwayLayer: Layer.jetpack,
)..initialPosition = Vector2(0, 10);
final callback = TestRampOpeningBallContactCallback();
when(() => ball.body).thenReturn(body);
when(() => body.position).thenReturn(Vector2.zero());
when(() => body.linearVelocity).thenReturn(Vector2(0, 1));
when(() => ball.layer).thenReturn(Layer.board);
await game.ready();
await game.ensureAdd(area);
callback.begin(ball, area, MockContact());
verify(() => ball.layer = area.pathwayLayer).called(1);
callback.end(ball, area, MockContact());
verifyNever(() => ball.layer = Layer.board);
callback.begin(ball, area, MockContact());
verifyNever(() => ball.layer = area.pathwayLayer);
callback.end(ball, area, MockContact());
verify(() => ball.layer = Layer.board);
});
});
}