Remove obselete tests

main
En Yi 2025-08-18 20:18:58 +08:00
parent 8fdf508054
commit ee1f0ef62a
3 changed files with 0 additions and 147 deletions

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@ -88,12 +88,10 @@ if (NOT EMSCRIPTEN)
if (BUILD_EXTRAS AND NOT RUN_PROFILER) if (BUILD_EXTRAS AND NOT RUN_PROFILER)
add_target_exe(entManager_test) add_target_exe(entManager_test)
add_target_exe(water_test) add_target_exe(water_test)
add_target_exe(level_load_test)
add_target_exe(menu_test) add_target_exe(menu_test)
add_target_exe(assets_test) add_target_exe(assets_test)
add_target_exe(particle_test) add_target_exe(particle_test)
add_target_exe(scene_man_test) add_target_exe(scene_man_test)
add_target_exe(level_select_test)
endif() endif()
if (BUILD_TESTING) if (BUILD_TESTING)
find_package(cmocka 1.1.0 REQUIRED) find_package(cmocka 1.1.0 REQUIRED)

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@ -1,65 +0,0 @@
#include "constants.h"
#include "scene_impl.h"
#include "ent_impl.h"
#include "water_flow.h"
#include "game_systems.h"
#include "assets_loader.h"
#include <stdio.h>
#include <unistd.h>
#include <math.h>
Scene_t* scenes[1];
static GameEngine_t engine =
{
.scenes = scenes,
.max_scenes = 1,
.curr_scene = 0,
.assets = {0}
};
int main(void)
{
init_engine(&engine, (Vector2){1280,640});
SetTargetFPS(60);
load_from_infofile("res/test_assets.info", &engine.assets);
LevelPack_t* pack = get_level_pack(&engine.assets, "TestLevels");
assert(pack != NULL);
LevelScene_t scene;
scene.scene.engine = &engine;
scene.data.level_pack = pack;
scene.data.current_level = 0;
init_game_scene(&scene);
assert(load_level_tilemap(&scene, 0) == true);
scene.data.tile_sprites[ONEWAY_TILE] = get_sprite(&engine.assets, "tl_owp");
scene.data.tile_sprites[LADDER] = get_sprite(&engine.assets, "tl_ldr");
scenes[0] = &scene.scene;
change_scene(&engine, 0);
const float DT = 1.0f/60.0f;
while(true)
{
float frame_time = GetFrameTime();
float delta_time = fminf(frame_time, DT);
process_inputs(&engine, &scene.scene);
update_scene(&scene.scene, delta_time);
update_entity_manager(&scene.scene.ent_manager);
// This is needed to advance time delta
render_scene(&scene.scene);
if (WindowShouldClose()) break;
}
unsigned int m_id;
Entity_t* ent;
sc_map_foreach(&scene.scene.ent_manager.entities_map[DYNMEM_ENT_TAG], m_id, ent)
{
free_water_runner(ent, &scene.scene.ent_manager);
}
free_scene(&scene.scene);
term_level_scene_data(&scene.data);
deinit_engine(&engine);
}

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@ -1,80 +0,0 @@
#include "mempool.h"
#include "scene_impl.h"
#include "gui.h"
#include <stdio.h>
#include <unistd.h>
#include <math.h>
// Maintain own queue to handle key presses
struct sc_queue_32 key_buffer;
const float DT = 1.0f/60.0f;
int main(void)
{
sc_queue_init(&key_buffer);
InitWindow(1280, 640, "raylib");
SetTargetFPS(60);
init_memory_pools();
init_UI();
LevelSelectScene_t scene;
init_level_select_scene(&scene);
scene.scene.bg_colour = RAYWHITE;
while(true)
{
Vector2 raw_mouse_pos = GetMousePosition();
scene.scene.mouse_pos = raw_mouse_pos;
// This entire key processing relies on the assumption that a pressed key will
// appear in the polling of raylib
unsigned int sz = sc_queue_size(&key_buffer);
// Process any existing pressed key
for (size_t i = 0; i < sz; i++)
{
int button = sc_queue_del_first(&key_buffer);
ActionType_t action = sc_map_get_64(&scene.scene.action_map, button);
if (IsKeyReleased(button))
{
do_action(&scene.scene, action, false);
}
else
{
do_action(&scene.scene, action, true);
sc_queue_add_last(&key_buffer, button);
}
}
// Detect new key presses
while(true)
{
int button = GetKeyPressed();
if (button == 0) break;
ActionType_t action = sc_map_get_64(&scene.scene.action_map, button);
if (!sc_map_found(&scene.scene.action_map)) continue;
do_action(&scene.scene, action, true);
sc_queue_add_last(&key_buffer, button);
}
ActionType_t action = sc_map_get_64(&scene.scene.action_map, MOUSE_BUTTON_LEFT);
if (sc_map_found(&scene.scene.action_map))
{
if (IsMouseButtonDown(MOUSE_BUTTON_LEFT))
{
do_action(&scene.scene, action, true);
}
else if (IsMouseButtonReleased(MOUSE_BUTTON_LEFT))
{
do_action(&scene.scene, action, false);
}
}
float frame_time = GetFrameTime();
float delta_time = fminf(frame_time, DT);
update_scene(&scene.scene, delta_time);
// This is needed to advance time delta
render_scene(&scene.scene);
if (WindowShouldClose()) break;
}
free_level_select_scene(&scene);
sc_queue_term(&key_buffer);
CloseWindow();
}