raycaster/tests/animation.cpp

169 lines
4.1 KiB
C++

#include <catch2/catch_test_macros.hpp>
#include "graphics/textures.hpp"
#include "algos/dinkyecs.hpp"
#include "game/config.hpp"
#include <iostream>
#include <memory>
#include <chrono>
#include <thread>
#include "algos/rand.hpp"
#include "graphics/animation.hpp"
#include "game/sound.hpp"
#include "game/components.hpp"
using namespace components;
using namespace textures;
using namespace std::chrono_literals;
using namespace animation;
Animation load_animation(const string& name) {
auto anim = animation::load("assets/animation.json", "rat_king_boss");
anim.set_form("attack");
anim.transform.looped = false;
for(size_t i = 0; i < anim.sequence.durations.size(); i++) {
anim.sequence.durations[i] = Random::uniform(1, 5);
}
return anim;
}
void FAKE_RENDER() {
std::this_thread::sleep_for(Random::milliseconds(5, 32));
}
void PLAY_TEST(Animation &anim) {
REQUIRE(anim.transform.looped == false);
anim.play();
while(anim.playing) {
anim.update();
FAKE_RENDER();
}
REQUIRE(anim.playing == false);
}
/*
* Animation is a Sheet + Sequence + Transform.
*
* A Sheet is just a grid of images with a predefined size for each cell. Arbitrary sized cells not supported.
*
* A Sequence is a list of Sheet cells _in any order_. See https://github.com/yottahmd/ganim8-lib. Sequences have a timing element for the cells, possibly a list of durations or a single duration.
*
* A Transform is combinations of scale and/or position easing/motion, shader effects, and things like if it's looped or toggled.
*
* I like the ganim8 onLoop concept, just a callback that says what to do when the animation has looped.
*/
TEST_CASE("new animation system", "[animation-new]") {
textures::init();
sound::init();
sound::mute(true);
auto anim = load_animation("rat_king_boss");
PLAY_TEST(anim);
// test that toggled works
anim.transform.toggled = true;
PLAY_TEST(anim);
REQUIRE(anim.sequence.current == anim.sequence.frames.size() - 1);
anim.transform.toggled = false;
bool onLoop_ran = false;
anim.onLoop = [&](auto& seq, auto& tr) -> bool {
seq.current = 0;
onLoop_ran = true;
return tr.looped;
};
PLAY_TEST(anim);
REQUIRE(onLoop_ran == true);
// only runs twice
anim.onLoop = [](auto& seq, auto& tr) -> bool {
if(seq.loop_count == 2) {
seq.current = 0;
return false;
} else {
seq.current = seq.current % seq.frame_count;
return true;
}
};
PLAY_TEST(anim);
REQUIRE(anim.sequence.loop_count == 2);
}
TEST_CASE("confirm frame sequencing works", "[animation-new]") {
textures::init();
sound::init();
sound::mute(true);
auto anim = load_animation("rat_king_boss");
auto boss = textures::get_sprite("rat_king_boss");
sf::IntRect init_rect{{0,0}, {anim.sheet.frame_width, anim.sheet.frame_height}};
anim.play();
bool loop_ran = false;
// this will check that it moved to the next frame
anim.onLoop = [&](auto& seq, auto& tr) -> bool {
seq.current = 0;
loop_ran = true;
return false;
};
anim.onFrame = [&](){
anim.apply(*boss.sprite);
};
while(anim.playing) {
anim.update();
FAKE_RENDER();
}
REQUIRE(loop_ran == true);
REQUIRE(anim.playing == false);
}
TEST_CASE("confirm transition changes work", "[animation-new]") {
textures::init();
sound::init();
sound::mute(true);
auto sprite = *textures::get_sprite("rat_king_boss").sprite;
sf::Vector2f pos{100,100};
sprite.setPosition(pos);
auto scale = sprite.getScale();
auto anim = load_animation("rat_king_boss");
// also testing that onFrame being null means it's not run
REQUIRE(anim.onFrame == nullptr);
anim.play();
REQUIRE(anim.playing == true);
while(anim.playing) {
anim.update();
anim.motion(sprite, pos, scale);
FAKE_RENDER();
}
REQUIRE(anim.playing == false);
REQUIRE(pos == sf::Vector2f{100, 100});
REQUIRE(scale != sf::Vector2f{0,0});
}
TEST_CASE("playing with delta time", "[animation-new]") {
animation::Timer timer;
timer.start();
for(int i = 0; i < 20; i++) {
FAKE_RENDER();
auto [tick_count, alpha] = timer.commit();
// fmt::println("tick: {}, alpha: {}", tick_count, alpha);
}
}