diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/example/game.cpp | 13 | ||||
-rw-r--r-- | src/test/CMakeLists.txt | 24 | ||||
-rw-r--r-- | src/test/PhysicsTest.cpp | 10 | ||||
-rw-r--r-- | src/test/Profiling.cpp | 10 |
4 files changed, 21 insertions, 36 deletions
diff --git a/src/example/game.cpp b/src/example/game.cpp index e851526..c439f5d 100644 --- a/src/example/game.cpp +++ b/src/example/game.cpp @@ -18,7 +18,7 @@ using namespace std; class MyScript : public Script { bool oncollision(const CollisionEvent& test) { - Log::logf("Box {} script on_collision()", test.info.first.collider.game_object_id); + Log::logf("Box {} script on_collision()", test.info.first_collider.game_object_id); return true; } void init() { @@ -50,8 +50,6 @@ public: .gravity_scale = 0, .body_type = Rigidbody::BodyType::STATIC, .constraints = {0, 0, 0}, - .use_gravity = false, - .bounce = false, .offset = {0,0} }); world.add_component<BoxCollider>(vec2{0, 0-(screen_size_height/2+world_collider/2)}, world_collider, world_collider);; // Top @@ -67,17 +65,14 @@ public: .body_type = Rigidbody::BodyType::DYNAMIC, .linear_velocity = {1,1}, .constraints = {0, 0, 0}, - .use_gravity = true, - .bounce = true, .elastisity = 1, .offset = {0,0}, }); game_object1.add_component<BoxCollider>(vec2{0, 0}, 20, 20); game_object1.add_component<BehaviorScript>().set_script<MyScript>(); - game_object1.add_component<Sprite>( - make_shared<Texture>("/home/jaro/crepe/asset/texture/green_square.png"), color, - FlipSettings{true, true}); - game_object1.add_component<Camera>(Color::WHITE); + auto img = Texture("asset/texture/green_square.png"); + game_object1.add_component<Sprite>(img, color, Sprite::FlipSettings{false, false}, 1, 1, 500); + game_object1.add_component<Camera>(Color::WHITE, ivec2{1080, 720},vec2{2000, 2000}, 1.0f); } string get_name() const { return "scene1"; } diff --git a/src/test/CMakeLists.txt b/src/test/CMakeLists.txt index 4555c0b..cd61fb7 100644 --- a/src/test/CMakeLists.txt +++ b/src/test/CMakeLists.txt @@ -1,17 +1,17 @@ target_sources(test_main PUBLIC CollisionTest.cpp main.cpp - # PhysicsTest.cpp - # ScriptTest.cpp - # ParticleTest.cpp - # AssetTest.cpp - # OptionalRefTest.cpp - # RenderSystemTest.cpp - # EventTest.cpp - # ECSTest.cpp - # SceneManagerTest.cpp - # ValueBrokerTest.cpp - # DBTest.cpp - # Vector2Test.cpp + PhysicsTest.cpp + ScriptTest.cpp + ParticleTest.cpp + AssetTest.cpp + OptionalRefTest.cpp + RenderSystemTest.cpp + EventTest.cpp + ECSTest.cpp + SceneManagerTest.cpp + ValueBrokerTest.cpp + DBTest.cpp + Vector2Test.cpp Profiling.cpp ) diff --git a/src/test/PhysicsTest.cpp b/src/test/PhysicsTest.cpp index 33b6020..5dd448f 100644 --- a/src/test/PhysicsTest.cpp +++ b/src/test/PhysicsTest.cpp @@ -28,8 +28,6 @@ public: .max_linear_velocity = vec2{10, 10}, .max_angular_velocity = 10, .constraints = {0, 0}, - .use_gravity = true, - .bounce = false, }); } transforms = mgr.get_components_by_id<Transform>(0); @@ -105,16 +103,16 @@ TEST_F(PhysicsTest, movement) { EXPECT_EQ(transform.position.y, 1); EXPECT_EQ(transform.rotation, 1); - rigidbody.data.linear_damping.x = 0.5; - rigidbody.data.linear_damping.y = 0.5; - rigidbody.data.angular_damping = 0.5; + rigidbody.data.linear_velocity_factor.x = 0.5; + rigidbody.data.linear_velocity_factor.y = 0.5; + rigidbody.data.angular_velocity_factor = 0.5; system.update(); EXPECT_EQ(rigidbody.data.linear_velocity.x, 0.5); EXPECT_EQ(rigidbody.data.linear_velocity.y, 0.5); EXPECT_EQ(rigidbody.data.angular_velocity, 0.5); rigidbody.data.constraints = {1, 1, 0}; - rigidbody.data.angular_damping = 0; + rigidbody.data.angular_velocity_factor = 0; rigidbody.data.max_angular_velocity = 1000; rigidbody.data.angular_velocity = 360; system.update(); diff --git a/src/test/Profiling.cpp b/src/test/Profiling.cpp index a88bf85..e46d5ff 100644 --- a/src/test/Profiling.cpp +++ b/src/test/Profiling.cpp @@ -26,14 +26,6 @@ using namespace std::chrono_literals; using namespace crepe; using namespace testing; - -/* -List of test cases with component settings/details -1. Minimal test creates gameobject without additonal components -2. Minimal 'Complex' gameobject. Has dynamic body without bounce and no collision handler -3. Minimal 'Complex' gameobject. Same as test 2 but with particle emitter -*/ - class TestScript : public Script { bool oncollision(const CollisionEvent& test) { Log::logf("Box {} script on_collision()", test.info.first_collider.game_object_id); @@ -55,7 +47,7 @@ public: // Minimum amount to let test pass const int min_gameobject_count = 100; // Maximum amount to stop test - const int max_gameobject_count = 200; + const int max_gameobject_count = 150; // Amount of times a test runs to calculate average const int average = 5; // Maximum duration to stop test |