|
|
|
// ignore_for_file: cascade_invocations
|
|
|
|
|
|
|
|
import 'package:bloc_test/bloc_test.dart';
|
|
|
|
import 'package:flame/effects.dart';
|
|
|
|
import 'package:flame_forge2d/flame_forge2d.dart';
|
|
|
|
import 'package:flame_test/flame_test.dart';
|
|
|
|
import 'package:flutter_test/flutter_test.dart';
|
|
|
|
import 'package:mocktail/mocktail.dart';
|
|
|
|
import 'package:pinball/game/game.dart';
|
|
|
|
|
|
|
|
import '../../helpers/helpers.dart';
|
|
|
|
|
|
|
|
void main() {
|
|
|
|
TestWidgetsFlutterBinding.ensureInitialized();
|
|
|
|
final flameTester = FlameTester(PinballGameTest.create);
|
|
|
|
|
|
|
|
group('BonusWord', () {
|
|
|
|
flameTester.test(
|
|
|
|
'loads the letters correctly',
|
|
|
|
(game) async {
|
|
|
|
await game.ready();
|
|
|
|
|
|
|
|
final bonusWord = game.children.whereType<BonusWord>().first;
|
|
|
|
final letters = bonusWord.children.whereType<BonusLetter>();
|
|
|
|
expect(letters.length, equals(GameBloc.bonusWord.length));
|
|
|
|
},
|
|
|
|
);
|
|
|
|
|
|
|
|
group('listenWhen', () {
|
|
|
|
final previousState = MockGameState();
|
|
|
|
final currentState = MockGameState();
|
|
|
|
test(
|
|
|
|
'returns true when there is a new word bonus awarded',
|
|
|
|
() {
|
|
|
|
when(() => previousState.bonusHistory).thenReturn([]);
|
|
|
|
when(() => currentState.bonusHistory).thenReturn([GameBonus.word]);
|
|
|
|
|
|
|
|
expect(
|
|
|
|
BonusWord(position: Vector2.zero()).listenWhen(
|
|
|
|
previousState,
|
|
|
|
currentState,
|
|
|
|
),
|
|
|
|
isTrue,
|
|
|
|
);
|
|
|
|
},
|
|
|
|
);
|
|
|
|
|
|
|
|
test(
|
|
|
|
'returns false when there is no new word bonus awarded',
|
|
|
|
() {
|
|
|
|
when(() => previousState.bonusHistory).thenReturn([GameBonus.word]);
|
|
|
|
when(() => currentState.bonusHistory).thenReturn([GameBonus.word]);
|
|
|
|
|
|
|
|
expect(
|
|
|
|
BonusWord(position: Vector2.zero()).listenWhen(
|
|
|
|
previousState,
|
|
|
|
currentState,
|
|
|
|
),
|
|
|
|
isFalse,
|
|
|
|
);
|
|
|
|
},
|
|
|
|
);
|
|
|
|
});
|
|
|
|
|
|
|
|
group('onNewState', () {
|
|
|
|
final state = MockGameState();
|
|
|
|
flameTester.test(
|
|
|
|
'adds sequence effect to the letters when the player receives a bonus',
|
|
|
|
(game) async {
|
|
|
|
when(() => state.bonusHistory).thenReturn([GameBonus.word]);
|
|
|
|
|
|
|
|
final bonusWord = BonusWord(position: Vector2.zero());
|
|
|
|
await game.ensureAdd(bonusWord);
|
|
|
|
await game.ready();
|
|
|
|
|
|
|
|
bonusWord.onNewState(state);
|
|
|
|
game.update(0); // Run one frame so the effects are added
|
|
|
|
|
|
|
|
final letters = bonusWord.children.whereType<BonusLetter>();
|
|
|
|
expect(letters.length, equals(GameBloc.bonusWord.length));
|
|
|
|
|
|
|
|
for (final letter in letters) {
|
|
|
|
expect(
|
|
|
|
letter.children.whereType<SequenceEffect>().length,
|
|
|
|
equals(1),
|
|
|
|
);
|
|
|
|
}
|
|
|
|
},
|
|
|
|
);
|
|
|
|
|
|
|
|
flameTester.test(
|
|
|
|
'adds a color effect to reset the color when the sequence is finished',
|
|
|
|
(game) async {
|
|
|
|
when(() => state.bonusHistory).thenReturn([GameBonus.word]);
|
|
|
|
|
|
|
|
final bonusWord = BonusWord(position: Vector2.zero());
|
|
|
|
await game.ensureAdd(bonusWord);
|
|
|
|
await game.ready();
|
|
|
|
|
|
|
|
bonusWord.onNewState(state);
|
|
|
|
// Run the amount of time necessary for the animation to finish
|
|
|
|
game.update(3);
|
|
|
|
game.update(0); // Run one additional frame so the effects are added
|
|
|
|
|
|
|
|
final letters = bonusWord.children.whereType<BonusLetter>();
|
|
|
|
expect(letters.length, equals(GameBloc.bonusWord.length));
|
|
|
|
|
|
|
|
for (final letter in letters) {
|
|
|
|
expect(
|
|
|
|
letter.children.whereType<ColorEffect>().length,
|
|
|
|
equals(1),
|
|
|
|
);
|
|
|
|
}
|
|
|
|
},
|
|
|
|
);
|
|
|
|
});
|
|
|
|
});
|
|
|
|
|
|
|
|
group('BonusLetter', () {
|
|
|
|
final flameTester = FlameTester(PinballGameTest.create);
|
|
|
|
|
|
|
|
flameTester.test(
|
|
|
|
'loads correctly',
|
|
|
|
(game) async {
|
|
|
|
final bonusLetter = BonusLetter(
|
|
|
|
letter: 'G',
|
|
|
|
index: 0,
|
|
|
|
);
|
|
|
|
await game.ensureAdd(bonusLetter);
|
|
|
|
await game.ready();
|
|
|
|
|
|
|
|
expect(game.contains(bonusLetter), isTrue);
|
|
|
|
},
|
|
|
|
);
|
|
|
|
|
|
|
|
group('body', () {
|
|
|
|
flameTester.test(
|
|
|
|
'is static',
|
|
|
|
(game) async {
|
|
|
|
final bonusLetter = BonusLetter(
|
|
|
|
letter: 'G',
|
|
|
|
index: 0,
|
|
|
|
);
|
|
|
|
await game.ensureAdd(bonusLetter);
|
|
|
|
|
|
|
|
expect(bonusLetter.body.bodyType, equals(BodyType.static));
|
|
|
|
},
|
|
|
|
);
|
|
|
|
});
|
|
|
|
|
|
|
|
group('fixture', () {
|
|
|
|
flameTester.test(
|
|
|
|
'exists',
|
|
|
|
(game) async {
|
|
|
|
final bonusLetter = BonusLetter(
|
|
|
|
letter: 'G',
|
|
|
|
index: 0,
|
|
|
|
);
|
|
|
|
await game.ensureAdd(bonusLetter);
|
|
|
|
|
|
|
|
expect(bonusLetter.body.fixtures[0], isA<Fixture>());
|
|
|
|
},
|
|
|
|
);
|
|
|
|
|
|
|
|
flameTester.test(
|
|
|
|
'is sensor',
|
|
|
|
(game) async {
|
|
|
|
final bonusLetter = BonusLetter(
|
|
|
|
letter: 'G',
|
|
|
|
index: 0,
|
|
|
|
);
|
|
|
|
await game.ensureAdd(bonusLetter);
|
|
|
|
|
|
|
|
final fixture = bonusLetter.body.fixtures[0];
|
|
|
|
expect(fixture.isSensor, isTrue);
|
|
|
|
},
|
|
|
|
);
|
|
|
|
|
|
|
|
flameTester.test(
|
|
|
|
'shape is circular',
|
|
|
|
(game) async {
|
|
|
|
final bonusLetter = BonusLetter(
|
|
|
|
letter: 'G',
|
|
|
|
index: 0,
|
|
|
|
);
|
|
|
|
await game.ensureAdd(bonusLetter);
|
|
|
|
|
|
|
|
final fixture = bonusLetter.body.fixtures[0];
|
|
|
|
expect(fixture.shape.shapeType, equals(ShapeType.circle));
|
|
|
|
expect(fixture.shape.radius, equals(2));
|
|
|
|
},
|
|
|
|
);
|
|
|
|
});
|
|
|
|
|
|
|
|
group('bonus letter activation', () {
|
|
|
|
final gameBloc = MockGameBloc();
|
|
|
|
|
|
|
|
BonusLetter _getBonusLetter(PinballGame game) {
|
|
|
|
return game.children
|
|
|
|
.whereType<BonusWord>()
|
|
|
|
.first
|
|
|
|
.children
|
|
|
|
.whereType<BonusLetter>()
|
|
|
|
.first;
|
|
|
|
}
|
|
|
|
|
|
|
|
setUp(() {
|
|
|
|
whenListen(
|
|
|
|
gameBloc,
|
|
|
|
const Stream<GameState>.empty(),
|
|
|
|
initialState: const GameState.initial(),
|
|
|
|
);
|
|
|
|
});
|
|
|
|
|
|
|
|
final tester = flameBlocTester(gameBloc: () => gameBloc);
|
|
|
|
|
|
|
|
tester.widgetTest(
|
|
|
|
'adds BonusLetterActivated to GameBloc when not activated',
|
|
|
|
(game, tester) async {
|
|
|
|
await game.ready();
|
|
|
|
|
|
|
|
_getBonusLetter(game).activate();
|
|
|
|
|
|
|
|
await tester.pump();
|
|
|
|
|
|
|
|
verify(() => gameBloc.add(const BonusLetterActivated(0))).called(1);
|
|
|
|
},
|
|
|
|
);
|
|
|
|
|
|
|
|
tester.widgetTest(
|
|
|
|
"doesn't add BonusLetterActivated to GameBloc when already activated",
|
|
|
|
(game, tester) async {
|
|
|
|
const state = GameState(
|
|
|
|
score: 0,
|
|
|
|
balls: 2,
|
|
|
|
activatedBonusLetters: [0],
|
|
|
|
activatedDashNests: {},
|
|
|
|
bonusHistory: [],
|
|
|
|
);
|
|
|
|
whenListen(
|
|
|
|
gameBloc,
|
|
|
|
Stream.value(state),
|
|
|
|
initialState: state,
|
|
|
|
);
|
|
|
|
await game.ready();
|
|
|
|
|
|
|
|
_getBonusLetter(game).activate();
|
|
|
|
await game.ready(); // Making sure that all additions are done
|
|
|
|
|
|
|
|
verifyNever(() => gameBloc.add(const BonusLetterActivated(0)));
|
|
|
|
},
|
|
|
|
);
|
|
|
|
|
|
|
|
tester.widgetTest(
|
|
|
|
'adds a ColorEffect',
|
|
|
|
(game, tester) async {
|
|
|
|
await game.ready();
|
|
|
|
|
|
|
|
const state = GameState(
|
|
|
|
score: 0,
|
|
|
|
balls: 2,
|
|
|
|
activatedBonusLetters: [0],
|
|
|
|
activatedDashNests: {},
|
|
|
|
bonusHistory: [],
|
|
|
|
);
|
|
|
|
|
|
|
|
final bonusLetter = _getBonusLetter(game);
|
|
|
|
|
|
|
|
bonusLetter.onNewState(state);
|
|
|
|
await tester.pump();
|
|
|
|
|
|
|
|
expect(
|
|
|
|
bonusLetter.children.whereType<ColorEffect>().length,
|
|
|
|
equals(1),
|
|
|
|
);
|
|
|
|
},
|
|
|
|
);
|
|
|
|
|
|
|
|
tester.widgetTest(
|
|
|
|
'only listens when there is a change on the letter status',
|
|
|
|
(game, tester) async {
|
|
|
|
await game.ready();
|
|
|
|
|
|
|
|
const state = GameState(
|
|
|
|
score: 0,
|
|
|
|
balls: 2,
|
|
|
|
activatedBonusLetters: [0],
|
|
|
|
activatedDashNests: {},
|
|
|
|
bonusHistory: [],
|
|
|
|
);
|
|
|
|
|
|
|
|
final bonusLetter = _getBonusLetter(game);
|
|
|
|
|
|
|
|
expect(
|
|
|
|
bonusLetter.listenWhen(const GameState.initial(), state),
|
|
|
|
isTrue,
|
|
|
|
);
|
|
|
|
},
|
|
|
|
);
|
|
|
|
});
|
|
|
|
|
|
|
|
group('BonusLetterBallContactCallback', () {
|
|
|
|
test('calls ball.activate', () {
|
|
|
|
final ball = MockBall();
|
|
|
|
final bonusLetter = MockBonusLetter();
|
|
|
|
final contactCallback = BonusLetterBallContactCallback();
|
|
|
|
|
|
|
|
when(() => bonusLetter.isEnabled).thenReturn(true);
|
|
|
|
|
|
|
|
contactCallback.begin(ball, bonusLetter, MockContact());
|
|
|
|
|
|
|
|
verify(bonusLetter.activate).called(1);
|
|
|
|
});
|
|
|
|
|
|
|
|
test("doesn't call ball.activate when letter is disabled", () {
|
|
|
|
final ball = MockBall();
|
|
|
|
final bonusLetter = MockBonusLetter();
|
|
|
|
final contactCallback = BonusLetterBallContactCallback();
|
|
|
|
|
|
|
|
when(() => bonusLetter.isEnabled).thenReturn(false);
|
|
|
|
|
|
|
|
contactCallback.begin(ball, bonusLetter, MockContact());
|
|
|
|
|
|
|
|
verifyNever(bonusLetter.activate);
|
|
|
|
});
|
|
|
|
});
|
|
|
|
});
|
|
|
|
}
|