Remove obselete tests
parent
8fdf508054
commit
ee1f0ef62a
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@ -88,12 +88,10 @@ if (NOT EMSCRIPTEN)
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if (BUILD_EXTRAS AND NOT RUN_PROFILER)
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if (BUILD_EXTRAS AND NOT RUN_PROFILER)
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add_target_exe(entManager_test)
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add_target_exe(entManager_test)
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add_target_exe(water_test)
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add_target_exe(water_test)
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add_target_exe(level_load_test)
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add_target_exe(menu_test)
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add_target_exe(menu_test)
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add_target_exe(assets_test)
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add_target_exe(assets_test)
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add_target_exe(particle_test)
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add_target_exe(particle_test)
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add_target_exe(scene_man_test)
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add_target_exe(scene_man_test)
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add_target_exe(level_select_test)
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endif()
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endif()
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if (BUILD_TESTING)
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if (BUILD_TESTING)
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find_package(cmocka 1.1.0 REQUIRED)
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find_package(cmocka 1.1.0 REQUIRED)
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@ -1,65 +0,0 @@
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#include "constants.h"
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#include "scene_impl.h"
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#include "ent_impl.h"
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#include "water_flow.h"
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#include "game_systems.h"
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#include "assets_loader.h"
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#include <stdio.h>
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#include <unistd.h>
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#include <math.h>
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Scene_t* scenes[1];
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static GameEngine_t engine =
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{
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.scenes = scenes,
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.max_scenes = 1,
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.curr_scene = 0,
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.assets = {0}
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};
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int main(void)
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{
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init_engine(&engine, (Vector2){1280,640});
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SetTargetFPS(60);
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load_from_infofile("res/test_assets.info", &engine.assets);
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LevelPack_t* pack = get_level_pack(&engine.assets, "TestLevels");
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assert(pack != NULL);
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LevelScene_t scene;
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scene.scene.engine = &engine;
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scene.data.level_pack = pack;
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scene.data.current_level = 0;
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init_game_scene(&scene);
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assert(load_level_tilemap(&scene, 0) == true);
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scene.data.tile_sprites[ONEWAY_TILE] = get_sprite(&engine.assets, "tl_owp");
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scene.data.tile_sprites[LADDER] = get_sprite(&engine.assets, "tl_ldr");
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scenes[0] = &scene.scene;
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change_scene(&engine, 0);
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const float DT = 1.0f/60.0f;
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while(true)
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{
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float frame_time = GetFrameTime();
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float delta_time = fminf(frame_time, DT);
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process_inputs(&engine, &scene.scene);
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update_scene(&scene.scene, delta_time);
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update_entity_manager(&scene.scene.ent_manager);
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// This is needed to advance time delta
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render_scene(&scene.scene);
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if (WindowShouldClose()) break;
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}
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unsigned int m_id;
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Entity_t* ent;
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sc_map_foreach(&scene.scene.ent_manager.entities_map[DYNMEM_ENT_TAG], m_id, ent)
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{
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free_water_runner(ent, &scene.scene.ent_manager);
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}
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free_scene(&scene.scene);
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term_level_scene_data(&scene.data);
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deinit_engine(&engine);
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}
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@ -1,80 +0,0 @@
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#include "mempool.h"
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#include "scene_impl.h"
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#include "gui.h"
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#include <stdio.h>
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#include <unistd.h>
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#include <math.h>
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// Maintain own queue to handle key presses
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struct sc_queue_32 key_buffer;
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const float DT = 1.0f/60.0f;
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int main(void)
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{
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sc_queue_init(&key_buffer);
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InitWindow(1280, 640, "raylib");
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SetTargetFPS(60);
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init_memory_pools();
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init_UI();
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LevelSelectScene_t scene;
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init_level_select_scene(&scene);
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scene.scene.bg_colour = RAYWHITE;
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while(true)
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{
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Vector2 raw_mouse_pos = GetMousePosition();
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scene.scene.mouse_pos = raw_mouse_pos;
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// This entire key processing relies on the assumption that a pressed key will
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// appear in the polling of raylib
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unsigned int sz = sc_queue_size(&key_buffer);
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// Process any existing pressed key
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for (size_t i = 0; i < sz; i++)
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{
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int button = sc_queue_del_first(&key_buffer);
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ActionType_t action = sc_map_get_64(&scene.scene.action_map, button);
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if (IsKeyReleased(button))
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{
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do_action(&scene.scene, action, false);
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}
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else
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{
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do_action(&scene.scene, action, true);
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sc_queue_add_last(&key_buffer, button);
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}
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}
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// Detect new key presses
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while(true)
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{
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int button = GetKeyPressed();
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if (button == 0) break;
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ActionType_t action = sc_map_get_64(&scene.scene.action_map, button);
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if (!sc_map_found(&scene.scene.action_map)) continue;
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do_action(&scene.scene, action, true);
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sc_queue_add_last(&key_buffer, button);
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}
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ActionType_t action = sc_map_get_64(&scene.scene.action_map, MOUSE_BUTTON_LEFT);
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if (sc_map_found(&scene.scene.action_map))
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{
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if (IsMouseButtonDown(MOUSE_BUTTON_LEFT))
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{
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do_action(&scene.scene, action, true);
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}
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else if (IsMouseButtonReleased(MOUSE_BUTTON_LEFT))
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{
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do_action(&scene.scene, action, false);
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}
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}
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float frame_time = GetFrameTime();
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float delta_time = fminf(frame_time, DT);
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update_scene(&scene.scene, delta_time);
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// This is needed to advance time delta
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render_scene(&scene.scene);
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if (WindowShouldClose()) break;
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}
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free_level_select_scene(&scene);
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sc_queue_term(&key_buffer);
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CloseWindow();
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}
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