Animator won't crash anymore when there's an error, and instead displays an error message.
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46f34828e4
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6 changed files with 76 additions and 18 deletions
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@ -9,6 +9,8 @@
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#include <thread>
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#include "rand.hpp"
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#include "animate2.hpp"
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#include "sound.hpp"
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using namespace components;
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using namespace textures;
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@ -53,6 +55,8 @@ void PLAY_TEST(Animate2 &anim) {
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*/
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TEST_CASE("new animation system", "[animation-new]") {
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textures::init();
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sound::init();
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sound::mute(true);
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auto anim = load_animation("rat_king_boss");
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PLAY_TEST(anim);
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@ -96,6 +100,8 @@ TEST_CASE("new animation system", "[animation-new]") {
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TEST_CASE("confirm frame sequencing works", "[animation-new]") {
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textures::init();
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animation::init();
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sound::init();
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sound::mute(true);
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auto anim = load_animation("rat_king_boss");
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@ -109,8 +115,6 @@ TEST_CASE("confirm frame sequencing works", "[animation-new]") {
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anim.onLoop = [&](auto& seq, auto& tr) -> bool {
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seq.current = 0;
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loop_ran = true;
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REQUIRE(boss.sprite->getTextureRect() != init_rect);
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return false;
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};
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@ -125,14 +129,13 @@ TEST_CASE("confirm frame sequencing works", "[animation-new]") {
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REQUIRE(loop_ran == true);
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REQUIRE(anim.playing == false);
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// this confirms it went back to the first frame
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REQUIRE(boss.sprite->getTextureRect() == init_rect);
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}
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TEST_CASE("confirm transition changes work", "[animation-new]") {
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textures::init();
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animation::init();
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sound::init();
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sound::mute(true);
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auto sprite = *textures::get_sprite("rat_king_boss").sprite;
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sf::Vector2f pos{100,100};
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