#include #include #include #include #include "map.hpp" #include "levelmanager.hpp" using namespace fmt; using namespace nlohmann; using std::string; json load_test_data(const string &fname) { std::ifstream infile(fname); return json::parse(infile); } TEST_CASE("camera control", "[map]") { textures::init(); components::init(); LevelManager levels; GameLevel level = levels.current(); auto &map = *level.map; Point center = map.center_camera({10,10}, 5, 5); map.dump(center.x, center.y); REQUIRE(center.x == 8); REQUIRE(center.y == 8); Point translation = map.map_to_camera({10,10}, center); REQUIRE(translation.x == 2); REQUIRE(translation.y == 2); } TEST_CASE("map placement test", "[map:placement]") { textures::init(); components::init(); for(int i = 0; i < 20; i++) { LevelManager levels; GameLevel level = levels.current(); auto &map = *level.map; for(size_t rnum = 0; rnum < map.room_count(); rnum++) { Point pos; REQUIRE(map.place_entity(rnum, pos)); REQUIRE(!map.iswall(pos.x, pos.y)); REQUIRE(map.inmap(pos.x, pos.y)); } } } TEST_CASE("dijkstra algo test", "[map]") { textures::init(); json data = load_test_data("./tests/dijkstra.json"); for(auto &test : data) { Matrix expected = test["expected"]; Matrix input = test["input"]; Matrix walls = test["walls"]; Map map(input.size(), input[0].size()); map.$walls = walls; map.$paths.$input = input; REQUIRE(map.INVARIANT()); map.make_paths(); Matrix &paths = map.paths(); if(paths != expected) { println("ERROR! ------"); matrix::dump("EXPECTED", expected); matrix::dump("RESULT", paths); } REQUIRE(map.INVARIANT()); // FIX ME: REQUIRE(paths == expected); } } sf::Sprite render_map(GameLevel& level, sf::RenderTexture& render) { auto &walls = level.map->tiles(); auto &tile_set = textures::get_map_tile_set(); sf::Vector2i size{MAP_TILE_DIM,MAP_TILE_DIM}; sf::Vector2u dim{ (unsigned int)matrix::width(walls) * size.x, (unsigned int)matrix::height(walls) * size.y}; bool worked = render.resize(dim); dbc::check(worked, "Failed to resize map render target."); render.clear({0,0,0,0}); for(matrix::each_row it{walls}; it.next();) { size_t tid = walls[it.y][it.x]; wchar_t display = tile_set[tid]; auto& sprite = textures::get_map_sprite(display); sprite.setPosition({float(it.x * size.x), float(it.y * size.y)}); render.draw(sprite); } render.display(); return sf::Sprite{render.getTexture()}; } sf::Sprite render_entities(GameLevel& level, sf::Sprite& map_sprite, sf::RenderTexture& render) { render.clear({0,0,0,0}); render.draw(map_sprite); level.world->query([&](auto, auto &pos, auto &entity_glyph) { auto sprite = textures::get_map_sprite(entity_glyph.display); sprite.setPosition({float(pos.location.x * MAP_TILE_DIM), float(pos.location.y * MAP_TILE_DIM)}); render.draw(sprite); }); render.display(); return sf::Sprite{render.getTexture()}; } TEST_CASE("map image test", "[map-sprite]") { components::init(); textures::init(); LevelManager levels; GameLevel level = levels.current(); // on level start make one render texture with the base map auto render = std::make_shared(); auto map_sprite = render_map(level, *render); // every turn render the map to the entities texture, then render // entities on this image, that way I just have to render them auto entities = std::make_shared(render->getSize()); render_entities(level, map_sprite, *entities); // confirm we get two different maps auto out_img = render->getTexture().copyToImage(); bool worked = out_img.saveToFile("map_render.png"); REQUIRE(worked); // this has entities on it out_img = entities->getTexture().copyToImage(); worked = out_img.saveToFile("map_entities.png"); REQUIRE(worked); }