feat: updated SlingShot tests

pull/63/head
alestiago 4 years ago
parent 9026219f5e
commit 13f27f478c

@ -42,7 +42,7 @@ class SlingShot extends BodyComponent with InitialPosition {
final upperCircle = CircleShape()..radius = 1.45;
upperCircle.position.setValues(0, -upperCircle.radius / 2);
final upperCircleFixtureDef = FixtureDef(upperCircle);
final upperCircleFixtureDef = FixtureDef(upperCircle)..friction = 0;
fixturesDefs.add(upperCircleFixtureDef);
final lowerCircle = CircleShape()..radius = 1.45;
@ -50,7 +50,7 @@ class SlingShot extends BodyComponent with InitialPosition {
size.x * -direction,
-size.y,
);
final lowerCircleFixtureDef = FixtureDef(lowerCircle);
final lowerCircleFixtureDef = FixtureDef(lowerCircle)..friction = 0;
fixturesDefs.add(lowerCircleFixtureDef);
final wallFacingEdge = EdgeShape()
@ -63,7 +63,7 @@ class SlingShot extends BodyComponent with InitialPosition {
// TODO(alestiago): Use values from design.
Vector2(2.0 * direction, -size.y + 2),
);
final wallFacingLineFixtureDef = FixtureDef(wallFacingEdge);
final wallFacingLineFixtureDef = FixtureDef(wallFacingEdge)..friction = 0;
fixturesDefs.add(wallFacingLineFixtureDef);
final bottomEdge = EdgeShape()
@ -75,7 +75,7 @@ class SlingShot extends BodyComponent with InitialPosition {
-lowerCircle.radius * math.sin(quarterPi),
),
);
final bottomLineFixtureDef = FixtureDef(bottomEdge);
final bottomLineFixtureDef = FixtureDef(bottomEdge)..friction = 0;
fixturesDefs.add(bottomLineFixtureDef);
final kickerEdge = EdgeShape()

@ -7,6 +7,7 @@ import 'package:pinball/game/game.dart';
void main() {
group('SlingShot', () {
// TODO(alestiago): Include golden tests for left and right.
final flameTester = FlameTester(Forge2DGame.new);
flameTester.test(
@ -21,135 +22,48 @@ void main() {
},
);
group('body', () {
flameTester.test(
'is static',
(game) async {
final slingShot = SlingShot(
side: BoardSide.left,
);
await game.ensureAdd(slingShot);
expect(slingShot.body.bodyType, equals(BodyType.static));
},
);
});
group('first fixture', () {
flameTester.test(
'exists',
(game) async {
final slingShot = SlingShot(
side: BoardSide.left,
);
await game.ensureAdd(slingShot);
expect(slingShot.body.fixtures[0], isA<Fixture>());
},
);
flameTester.test(
'shape is triangular',
(game) async {
final slingShot = SlingShot(
side: BoardSide.left,
);
await game.ensureAdd(slingShot);
final fixture = slingShot.body.fixtures[0];
expect(fixture.shape.shapeType, equals(ShapeType.polygon));
expect((fixture.shape as PolygonShape).vertices.length, equals(3));
},
);
flameTester.test(
'triangular shapes are different '
'when side is left or right',
(game) async {
final leftSlingShot = SlingShot(
side: BoardSide.left,
);
final rightSlingShot = SlingShot(
side: BoardSide.right,
);
await game.ensureAdd(leftSlingShot);
await game.ensureAdd(rightSlingShot);
final rightShape =
rightSlingShot.body.fixtures[0].shape as PolygonShape;
final leftShape =
leftSlingShot.body.fixtures[0].shape as PolygonShape;
expect(rightShape.vertices, isNot(equals(leftShape.vertices)));
},
);
flameTester.test(
'has no friction',
(game) async {
final slingShot = SlingShot(
side: BoardSide.left,
);
await game.ensureAdd(slingShot);
final fixture = slingShot.body.fixtures[0];
expect(fixture.friction, equals(0));
},
);
});
group('second fixture', () {
flameTester.test(
'exists',
(game) async {
final slingShot = SlingShot(
side: BoardSide.left,
);
await game.ensureAdd(slingShot);
expect(slingShot.body.fixtures[1], isA<Fixture>());
},
);
flameTester.test(
'shape is edge',
(game) async {
final slingShot = SlingShot(
side: BoardSide.left,
);
await game.ensureAdd(slingShot);
flameTester.test(
'bdoy is static',
(game) async {
final slingShot = SlingShot(
side: BoardSide.left,
);
await game.ensureAdd(slingShot);
final fixture = slingShot.body.fixtures[1];
expect(fixture.shape.shapeType, equals(ShapeType.edge));
},
);
expect(slingShot.body.bodyType, equals(BodyType.static));
},
);
flameTester.test(
'has restitution',
(game) async {
final slingShot = SlingShot(
side: BoardSide.left,
);
await game.ensureAdd(slingShot);
flameTester.test(
'has restitution',
(game) async {
final slingShot = SlingShot(
side: BoardSide.left,
);
await game.ensureAdd(slingShot);
final fixture = slingShot.body.fixtures[1];
expect(fixture.restitution, greaterThan(0));
},
);
final totalRestitution = slingShot.body.fixtures.fold<double>(
0,
(total, fixture) => total + fixture.restitution,
);
expect(totalRestitution, greaterThan(0));
},
);
flameTester.test(
'has no friction',
(game) async {
final slingShot = SlingShot(
side: BoardSide.left,
);
await game.ensureAdd(slingShot);
flameTester.test(
'has no friction',
(game) async {
final slingShot = SlingShot(
side: BoardSide.left,
);
await game.ensureAdd(slingShot);
final fixture = slingShot.body.fixtures[1];
expect(fixture.friction, equals(0));
},
);
});
final totalFriction = slingShot.body.fixtures.fold<double>(
0,
(total, fixture) => total + fixture.friction,
);
expect(totalFriction, equals(0));
},
);
});
}

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