fix: plunger tests

pull/10/head
Erick Zanardo 4 years ago
parent 7048618ce5
commit 902d3092ee

@ -120,13 +120,20 @@ void main() {
}); });
group('PlungerAnchorPrismaticJointDef', () { group('PlungerAnchorPrismaticJointDef', () {
final plunger = Plunger(Vector2.zero())..createBody(); late Plunger plunger;
final anchor = Plunger(Vector2(0, -5))..createBody(); late Plunger anchor;
setUp(() {
plunger = Plunger(Vector2.zero());
anchor = Plunger(Vector2(0, -5));
});
group('initializes with', () { group('initializes with', () {
flameTester.test( flameTester.test(
'plunger as bodyA', 'plunger as bodyA',
(game) async { (game) async {
await game.ensureAddAll([plunger, anchor]);
final jointDef = PlungerAnchorPrismaticJointDef( final jointDef = PlungerAnchorPrismaticJointDef(
plunger: plunger, plunger: plunger,
anchor: anchor, anchor: anchor,
@ -139,6 +146,8 @@ void main() {
flameTester.test( flameTester.test(
'anchor as bodyB', 'anchor as bodyB',
(game) async { (game) async {
await game.ensureAddAll([plunger, anchor]);
final jointDef = PlungerAnchorPrismaticJointDef( final jointDef = PlungerAnchorPrismaticJointDef(
plunger: plunger, plunger: plunger,
anchor: anchor, anchor: anchor,
@ -152,6 +161,8 @@ void main() {
flameTester.test( flameTester.test(
'limits enabled', 'limits enabled',
(game) async { (game) async {
await game.ensureAddAll([plunger, anchor]);
final jointDef = PlungerAnchorPrismaticJointDef( final jointDef = PlungerAnchorPrismaticJointDef(
plunger: plunger, plunger: plunger,
anchor: anchor, anchor: anchor,
@ -165,6 +176,8 @@ void main() {
flameTester.test( flameTester.test(
'lower translation limit as negative infinity', 'lower translation limit as negative infinity',
(game) async { (game) async {
await game.ensureAddAll([plunger, anchor]);
final jointDef = PlungerAnchorPrismaticJointDef( final jointDef = PlungerAnchorPrismaticJointDef(
plunger: plunger, plunger: plunger,
anchor: anchor, anchor: anchor,
@ -178,6 +191,8 @@ void main() {
flameTester.test( flameTester.test(
'connected body collison enabled', 'connected body collison enabled',
(game) async { (game) async {
await game.ensureAddAll([plunger, anchor]);
final jointDef = PlungerAnchorPrismaticJointDef( final jointDef = PlungerAnchorPrismaticJointDef(
plunger: plunger, plunger: plunger,
anchor: anchor, anchor: anchor,

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