test: anchor at setup

pull/152/head
RuiAlonso 4 years ago
parent 4d3337ea3e
commit da7075e14e

@ -195,6 +195,7 @@ void main() {
plunger = Plunger( plunger = Plunger(
compressionDistance: compressionDistance, compressionDistance: compressionDistance,
); );
anchor = PlungerAnchor(plunger: plunger);
}); });
group('initializes with', () { group('initializes with', () {
@ -202,7 +203,6 @@ void main() {
'plunger body as bodyA', 'plunger body as bodyA',
(game) async { (game) async {
await game.ensureAdd(plunger); await game.ensureAdd(plunger);
anchor = PlungerAnchor(plunger: plunger);
await game.ensureAdd(anchor); await game.ensureAdd(anchor);
final jointDef = PlungerAnchorPrismaticJointDef( final jointDef = PlungerAnchorPrismaticJointDef(
@ -218,7 +218,6 @@ void main() {
'anchor body as bodyB', 'anchor body as bodyB',
(game) async { (game) async {
await game.ensureAdd(plunger); await game.ensureAdd(plunger);
anchor = PlungerAnchor(plunger: plunger);
await game.ensureAdd(anchor); await game.ensureAdd(anchor);
final jointDef = PlungerAnchorPrismaticJointDef( final jointDef = PlungerAnchorPrismaticJointDef(
@ -235,7 +234,6 @@ void main() {
'limits enabled', 'limits enabled',
(game) async { (game) async {
await game.ensureAdd(plunger); await game.ensureAdd(plunger);
anchor = PlungerAnchor(plunger: plunger);
await game.ensureAdd(anchor); await game.ensureAdd(anchor);
final jointDef = PlungerAnchorPrismaticJointDef( final jointDef = PlungerAnchorPrismaticJointDef(
@ -252,7 +250,6 @@ void main() {
'lower translation limit as negative infinity', 'lower translation limit as negative infinity',
(game) async { (game) async {
await game.ensureAdd(plunger); await game.ensureAdd(plunger);
anchor = PlungerAnchor(plunger: plunger);
await game.ensureAdd(anchor); await game.ensureAdd(anchor);
final jointDef = PlungerAnchorPrismaticJointDef( final jointDef = PlungerAnchorPrismaticJointDef(
@ -269,7 +266,6 @@ void main() {
'connected body collison enabled', 'connected body collison enabled',
(game) async { (game) async {
await game.ensureAdd(plunger); await game.ensureAdd(plunger);
anchor = PlungerAnchor(plunger: plunger);
await game.ensureAdd(anchor); await game.ensureAdd(anchor);
final jointDef = PlungerAnchorPrismaticJointDef( final jointDef = PlungerAnchorPrismaticJointDef(
@ -287,7 +283,6 @@ void main() {
'plunger cannot go below anchor', 'plunger cannot go below anchor',
setUp: (game, tester) async { setUp: (game, tester) async {
await game.ensureAdd(plunger); await game.ensureAdd(plunger);
anchor = PlungerAnchor(plunger: plunger);
await game.ensureAdd(anchor); await game.ensureAdd(anchor);
// Giving anchor a shape for the plunger to collide with. // Giving anchor a shape for the plunger to collide with.
@ -310,7 +305,6 @@ void main() {
'plunger cannot excessively exceed starting position', 'plunger cannot excessively exceed starting position',
setUp: (game, tester) async { setUp: (game, tester) async {
await game.ensureAdd(plunger); await game.ensureAdd(plunger);
anchor = PlungerAnchor(plunger: plunger);
await game.ensureAdd(anchor); await game.ensureAdd(anchor);
final jointDef = PlungerAnchorPrismaticJointDef( final jointDef = PlungerAnchorPrismaticJointDef(

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