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test.js
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test.js
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var test = require('tape')
var createEngine = require('./')
var gameOptions = { generate: function(x, y, z) { if (y === 1) return 1; return 0; } }
// # helper fucntions
function gameTest(fn) {
test(fn.name, function (t) {
t.plan(1)
var game = createEngine(gameOptions)
fn(game, t)
game.destroy()
})
}
function dummyItem(THREE) {
var geometry = new THREE.SphereGeometry( 5, 10, 10 )
var material = new THREE.MeshPhongMaterial( { color: 0xffffff, shading: THREE.FlatShading } )
var mesh = new THREE.Mesh( geometry, material )
return mesh
}
// # Tests
test('create, destroy', function (t) {
t.plan(1)
var game = createEngine(gameOptions)
t.equal(!!game, true)
game.destroy()
})
gameTest(function addItem(game, t) {
t.plan(2)
var item = { tick: function(){} }
var newItem = game.addItem(item)
t.equal(game.items.length, 1)
t.equal(newItem, game.items[game.items.length - 1])
})
gameTest(function removeItem(game, t) {
var item = { tick: function(){} }
game.addItem(item)
game.removeItem(item)
t.equal(game.items.length, 0)
})
gameTest(function getBlock(game, t) {
t.equal(game.getBlock([50, 50, 50]), 0)
})
gameTest(function setBlock(game, t) {
game.setBlock([50, 50, 50], 1)
t.equal(game.getBlock([50, 50, 50]), 1)
})
gameTest(function setBlockWithMaterialName(game, t) {
// simulate a game.materials.load
['grass', 'brick', 'dirt'].forEach(function(material, idx) {
for (var i = 0; i < 6; i++) {
game.materials.materials.push({name: material})
}
idx *= 6
game.materials.materialIndex.push([idx, idx + 6])
})
game.setBlock([50, 50, 50], 'brick')
t.equal(game.getBlock([50, 50, 50]), 2)
})
gameTest(function blocksCreation(game, t) {
var pos = [50, 50, 50]
var inTheWay = { mesh: dummyItem(game.THREE), size: 5, blocksCreation: true }
inTheWay.mesh.position.copy({x: pos[0], y: pos[1], z: pos[2]})
game.addItem(inTheWay)
t.equal(!!game.createBlock(pos), false)
})
gameTest(function createBlock(game, t) {
var pos = [50, 50, 50]
var inTheWay = { mesh: dummyItem(game.THREE), size: 5, blocksCreation: false }
inTheWay.mesh.position.copy(pos)
game.addItem(inTheWay)
t.equal(game.createBlock(pos), true)
})
gameTest(function blocks(game, t) {
var pos = [6,6,6]
game.setBlock(pos, 1)
var blocks = game.blocks([5,5,5], [7,7,7]).voxels
t.equal(!!blocks[7], true)
})
gameTest(function raycastVoxels(game, t) {
var pos = [50, 50, 50]
game.setBlock(pos, 1)
var start = [50.5, 55, 50.5]
var direction = [0, -1, 0]
var hit = game.raycast(start, direction, 10)
t.equal(!!hit, true)
})
gameTest(function raycastVoxelsPrecise(game, t) {
var pos = [1, 1, 1]
game.setBlock(pos, 1)
var start = [1.994133710861206, 3.1129817962646484, 3.9677624702453613]
var direction = [-0.16332358934799918, -0.4095857816495397, -0.8975326693959512]
var hit = game.raycast(start, direction, 10)
t.equal(hit.adjacent[1], 2)
})
gameTest(function raycastVoxelsMiss(game, t) {
var start = [50.5, 55, 50.5]
var direction = [0, -1, 0]
var hit = game.raycast(start, direction, 10)
t.equal(!!hit, false)
})
gameTest(function createAdjacent(game, t) {
var pos = [50, 50, 50]
game.setBlock(pos, 1)
var start = [50.5, 55, 50.5]
var direction = [0, -1, 0]
var hit = game.raycast(start, direction, 10)
game.createBlock(hit.adjacent, 1)
t.equal(!!game.getBlock(50, 51, 50), true)
})
test('onRenderChunk', function onRenderChunk(t) {
t.plan(1)
var game = createEngine(gameOptions)
game.on('renderChunk', function(chunk) {
t.equal(JSON.stringify(chunk.position), JSON.stringify([1, 1, 1]))
game.destroy()
})
game.setBlock([50, 50, 50], 1)
})
test('onRemoveChunk', function gravity(t) {
t.plan(1)
var game = createEngine(gameOptions)
var item = dummyItem(game.THREE)
var physical = game.makePhysical(item)
item.position.set(0, 2, 0)
physical.mesh = item
game.addItem(physical)
var buttons = {}
game.hookupControls(buttons)
game.control(physical)
setTimeout(function() {
// move player forward 2 chunks
game.controls.target().avatar.position.z = 64
game.scene.updateMatrixWorld()
}, 150)
game.once('removeChunk', function(chunk) {
t.equal(!!game.voxels.chunks[chunk.join('|')], false)
game.destroy()
})
})
test('gravity', function gravity(t) {
t.plan(2)
var game = createEngine(gameOptions)
var item = dummyItem(game.THREE)
var physical = game.makePhysical(item)
physical.subjectTo(game.gravity)
item.position.set(0, 2.5, 0)
physical.mesh = item
game.addItem(physical)
setTimeout(function() {
// should have fallen due to gravity
t.notEqual(item.position.y, 2.5)
}, 150)
setTimeout(function() {
// show now be resting on top of the voxel at position 1
t.equal(item.position.y, 2)
game.destroy()
}, 300)
})
test('infinite terrain', function gravity(t) {
t.plan(1)
var game = createEngine(gameOptions)
var item = dummyItem(game.THREE)
var physical = game.makePhysical(item)
item.position.set(0, 2, 0)
physical.mesh = item
game.addItem(physical)
var buttons = {}
game.hookupControls(buttons)
game.control(physical)
setTimeout(function() {
// move player forward 2 chunks
game.controls.target().avatar.position.z = 64
game.scene.updateMatrixWorld()
}, 150)
setTimeout(function() {
t.equal(!!game.voxels.chunks['1|1|3'], true)
game.destroy()
}, 300)
})
gameTest(function tic(game, t) {
t.plan(3)
game.setInterval(function() { t.ok(true) }, 500)
game.setTimeout(function() { t.ok(true) }, 500)
var interval = setInterval(function() { game.tick(100) }, 100)
setTimeout(function() { clearInterval(interval) }, 1200)
})