First cut of pulling out the relevant parts of my original game to make a little framework.

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Zed A. Shaw 2026-03-22 10:37:45 -04:00
commit 6a0c9e8d46
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#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);
}
}