123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305 |
- /**
- @file main_test.c
- This is a front end that serves as a basic automatic test of the game. At this
- point it's very simple and basically just checks if anything really
- substantial wasn't broken.
- This fronted tries to play the game and see if it behaves how expected. If you
- change anything substantial in the game, this test may start to fail and you
- may need to adjust it.
- by Miloslav Ciz (drummyfish), 2019
- Released under CC0 1.0 (https://creativecommons.org/publicdomain/zero/1.0/)
- plus a waiver of all other intellectual property. The goal of this work is
- be and remain completely in the public domain forever, available for any use
- whatsoever.
- */
- #include <stdio.h>
- #include <time.h>
- #define SFG_SCREEN_RESOLUTION_X 67
- #define SFG_SCREEN_RESOLUTION_Y 31
- #define SFG_BACKGROUND_BLUR 1
- #define SFG_DITHERED_SHADOW 1
- #define SFG_FPS 30
- #include "game.h"
- #include "sounds.h"
- uint8_t screen[SFG_SCREEN_RESOLUTION_X * SFG_SCREEN_RESOLUTION_Y];
- uint8_t keys[SFG_KEY_COUNT];
- uint32_t gameTime = 0;
- int8_t SFG_keyPressed(uint8_t key)
- {
- return keys[key];
- }
- void SFG_getMouseOffset(int16_t *x, int16_t *y)
- {
- }
- uint32_t SFG_getTimeMs()
- {
- return gameTime;
- }
- void SFG_sleepMs(uint16_t gameTimeMs)
- {
- }
- int aaa = 100;
- static inline void SFG_setPixel(uint16_t x, uint16_t y, uint8_t colorIndex)
- {
- screen[y * SFG_SCREEN_RESOLUTION_X + x] = colorIndex;
- }
- void SFG_playSound(uint8_t soundIndex, uint8_t volume)
- {
- }
- void SFG_setMusic(uint8_t value)
- {
- }
- void SFG_processEvent(uint8_t event, uint8_t data)
- {
- }
- void SFG_save(uint8_t data[SFG_SAVE_SIZE])
- {
- }
- uint8_t SFG_load(uint8_t data[SFG_SAVE_SIZE])
- {
- return 0;
- }
- void printTestHeading(const char *text)
- {
- printf("\n~~~~~ testing: %s ~~~~~\n\n",text);
- }
- const char colors[8] = " .,-;imX";
- void printScreen()
- {
- const char *c = screen;
- for (uint8_t y = 0; y < SFG_SCREEN_RESOLUTION_Y; ++y)
- {
- for (uint8_t x = 0; x < SFG_SCREEN_RESOLUTION_X; ++x)
- {
- putchar(*c != 7 ? colors[(*c) % 8] : '@');
- ++c;
- }
- putchar('\n');
- }
- }
- int main(void)
- {
- puts("===== TESTING ANARCH =====\n");
- puts("initializing");
- #define ASSERT(text,cond) { printf("checking \"%s\": ",text); if (cond) puts("OK"); else { puts("ERROR"); return 1; }}
- SFG_init();
- double msPerFrame = 0;
- ASSERT("frame == 0",SFG_game.frame == 0);
- {
- printTestHeading("music and sounds");
- static const uint8_t expectedSamples[] = { 1, 0, 0, 0, 0, 0, 255, 251, 80, 240, 240, 10, 0, 6, 4, 0 };
- uint16_t pos = 0;
- for (uint32_t i = 0; i < (SFG_TRACK_COUNT * SFG_TRACK_SAMPLES); ++i)
- {
- uint8_t sample = SFG_getNextMusicSample();
- if (i % 200000 == 0)
- {
- ASSERT("music sample", sample == expectedSamples[pos]);
- pos++;
- }
- }
- ASSERT("sfx sample",SFG_GET_SFX_SAMPLE(0,0) == 128);
- ASSERT("sfx sample",SFG_GET_SFX_SAMPLE(1,200) == 112);
- ASSERT("sfx sample",SFG_GET_SFX_SAMPLE(3,512) == 112);
- ASSERT("sfx sample",SFG_GET_SFX_SAMPLE(4,1000) == 128);
- }
- {
- printTestHeading("levels");
-
- SFG_TileDefinition t;
- uint8_t p;
- t = SFG_getMapTile(&SFG_level1,10,8,&p);
- ASSERT("level1 tile",SFG_TILE_FLOOR_HEIGHT(t) == 14 && SFG_TILE_CEILING_HEIGHT(t) == 0 && SFG_TILE_FLOOR_TEXTURE(t) == 4 && p == 0);
- t = SFG_getMapTile(&SFG_level3,9,20,&p);
- ASSERT("level3 tile",SFG_TILE_FLOOR_HEIGHT(t) == 17 && SFG_TILE_CEILING_HEIGHT(t) == 13 && SFG_TILE_FLOOR_TEXTURE(t) == 0 && p == 128);
- t = SFG_getMapTile(&SFG_level5,-9,0,&p);
- ASSERT("outside tile",SFG_TILE_FLOOR_HEIGHT(t) == 31 && SFG_TILE_CEILING_HEIGHT(t) == 0 && SFG_TILE_FLOOR_TEXTURE(t) == 7 && p == 0);
- }
-
- {
- printTestHeading("gameplay");
- for (uint8_t i = 0; i < SFG_KEY_COUNT; ++i)
- keys[i] = 0;
- #define STEP(ms) { printf("(fr %d, step %d ms) ",SFG_game.frame,ms); gameTime += ms; SFG_mainLoopBody(); }
- #define PRESS(k) { printf("(press %d) ",k); keys[k] = 1; }
- #define RELEASE(k) { printf("(release %d) ",k); keys[k] = 0; }
- #define TEST_PIXEL(x,y,v) { printf("(testing pixel %d %d)",x,y); uint8_t val = screen[y * SFG_SCREEN_RESOLUTION_X + y]; if (val != v) { printf("\nERROR: expcted %d, got %d\n",v,val); return 1; }}
- STEP(10)
- STEP(100)
- PRESS(SFG_KEY_DOWN) // select "exit"
- STEP(1000)
- RELEASE(SFG_KEY_DOWN)
- TEST_PIXEL(10,20,64)
- putchar('\n');
- ASSERT("menu item == exit",SFG_getMenuItem(SFG_game.selectedMenuItem) == SFG_MENU_ITEM_EXIT)
- PRESS(SFG_KEY_UP) // select "play"
- STEP(700)
- RELEASE(SFG_KEY_UP)
- PRESS(SFG_KEY_A) // confirm "play"
- STEP(100)
- TEST_PIXEL(30,21,0)
- RELEASE(SFG_KEY_A)
- STEP(100)
- PRESS(SFG_KEY_A) // skip intro
- STEP(2000)
- putchar('\n');
- ASSERT("state == playing",SFG_game.state == SFG_GAME_STATE_PLAYING)
- RELEASE(SFG_KEY_A)
- PRESS(SFG_KEY_RIGHT) // turn
- STEP(400)
- RELEASE(SFG_KEY_RIGHT)
- PRESS(SFG_KEY_UP) // take ammo
- STEP(400)
- putchar('\n');
- ASSERT("weapon == shotgun",SFG_player.weapon == SFG_WEAPON_SHOTGUN)
- RELEASE(SFG_KEY_UP)
- PRESS(SFG_KEY_LEFT) // turn back
- STEP(700)
- RELEASE(SFG_KEY_LEFT)
- PRESS(SFG_KEY_UP) // go to barrels
- STEP(1000)
- RELEASE(SFG_KEY_UP)
- PRESS(SFG_KEY_RIGHT)
- STEP(200)
- RELEASE(SFG_KEY_RIGHT)
- PRESS(SFG_KEY_A) // shoot barrels
- STEP(700)
- RELEASE(SFG_KEY_A)
- putchar('\n');
- ASSERT("health < 100",SFG_player.health < 100)
- PRESS(SFG_KEY_UP)
- STEP(720)
- RELEASE(SFG_KEY_UP)
- PRESS(SFG_KEY_LEFT)
- STEP(300)
- RELEASE(SFG_KEY_LEFT)
- PRESS(SFG_KEY_UP)
- STEP(700)
- RELEASE(SFG_KEY_UP)
- PRESS(SFG_KEY_RIGHT)
- STEP(700)
- RELEASE(SFG_KEY_RIGHT)
- PRESS(SFG_KEY_UP)
- STEP(850)
- RELEASE(SFG_KEY_UP)
- STEP(2500)
- PRESS(SFG_KEY_A) // shoot monster
- STEP(200)
- RELEASE(SFG_KEY_A) // shoot monster
- STEP(900)
- PRESS(SFG_KEY_LEFT)
- PRESS(SFG_KEY_NEXT_WEAPON) // switch to machine gun
- STEP(100)
- RELEASE(SFG_KEY_LEFT)
- RELEASE(SFG_KEY_NEXT_WEAPON)
- putchar('\n');
- ASSERT("weapon == machine gun",SFG_player.weapon == SFG_WEAPON_MACHINE_GUN)
- STEP(1000)
- PRESS(SFG_KEY_A) // shoot
- STEP(2000)
-
- putchar('\n');
- ASSERT("health == 74",SFG_player.health == 74)
-
- RELEASE(SFG_KEY_A)
- STEP(100)
- PRESS(SFG_KEY_LEFT)
- #define FRAMES 1000000
- printf("\nbenchmarking frame time on %d frames.\n",FRAMES);
-
- clock_t t1, t2;
-
- t1 = clock();
- STEP(FRAMES);
- t2 = clock();
- msPerFrame = (((double) (t2 - t1)) * 1000.0) / (CLOCKS_PER_SEC * FRAMES);
- RELEASE(SFG_KEY_LEFT)
- STEP(100)
- PRESS(SFG_KEY_C) // open menu
- PRESS(SFG_KEY_DOWN)
- STEP(200)
- RELEASE(SFG_KEY_C)
- putchar('\n');
- ASSERT("state == menu",SFG_game.state == SFG_GAME_STATE_MENU)
- STEP(1000)
- PRESS(SFG_KEY_A) // exit game
- STEP(100)
- putchar('\n');
- ASSERT("game exitted",SFG_mainLoopBody() == 0)
- putchar('\n');
- printScreen();
- #undef PRESS
- #undef RELEASE
- #undef STEP
- }
-
- puts("======================================\n\nDone.\nEverything seems OK.");
- printf("benchmarked ms per frame: %lf\n",msPerFrame);
- return 0;
- }
|