Files
GDevelop/Extensions/PathfindingBehavior/tests/FrameRatePathfindingRuntimeBehavior.spec.js
T
D8H 7dd4d13a7a Upgrade to Three.js 0.185.1 (#8853)
- Point lights and spot lights now uses a realistic decay. It's not possible to find the exact same result as before, but you can tweak the intensity and the decay properties. Hemisphere lights, directional lights and ambient lights still work the same as before.
- The 3D particle emitter must be updated to the last version to handle the new 3D renderer world scale property.
- Ensure any 3D extension you use is also updated to the latest version.
2026-10-03 13:55:50 +02:00

264 lines
8.6 KiB
JavaScript

// @ts-check
describe('gdjs.PathfindingRuntimeBehavior', function () {
const epsilon = 1 / (2 << 16);
// tests cases where every collisionMethod has the same behavior.
let doCommonPathFindingTests = (collisionMethod) => {
const pathFindingName = 'auto1';
const createScene = (framePerSecond = 60) => {
const runtimeGame = gdjs.getPixiRuntimeGame();
const runtimeScene = new gdjs.RuntimeScene(runtimeGame);
runtimeScene.loadFromScene({
sceneData: {
layers: [
{
name: '',
visibility: true,
effects: [],
cameras: [],
ambientLightColorR: 0,
ambientLightColorG: 0,
ambientLightColorB: 0,
isLightingLayer: false,
followBaseLayerCamera: true,
},
],
variables: [],
r: 0,
v: 0,
b: 0,
mangledName: 'Scene1',
name: 'Scene1',
stopSoundsOnStartup: false,
title: '',
renderer3DWorldScale: 100,
behaviorsSharedData: [],
objects: [],
objectsGroups: [],
instances: [],
usedResources: [],
uiSettings: {
grid: false,
gridType: 'rectangular',
gridWidth: 10,
gridHeight: 10,
gridDepth: 10,
gridOffsetX: 0,
gridOffsetY: 0,
gridOffsetZ: 0,
gridColor: 0,
gridAlpha: 1,
snap: false,
},
},
usedExtensionsWithVariablesData: [],
});
setFramePerSecond(runtimeScene, framePerSecond);
return runtimeScene;
};
const setFramePerSecond = (runtimeScene, framePerSecond) => {
runtimeScene._timeManager.getElapsedTime = function () {
return 1000 / framePerSecond;
};
};
const addPlayer = (runtimeScene, allowDiagonals) => {
const player = new gdjs.RuntimeObject(
runtimeScene,
{
name: 'player',
type: '',
behaviors: [
{
type: 'PathfindingBehavior::PathfindingBehavior',
name: 'auto1',
// @ts-ignore - properties are not typed
allowDiagonals: allowDiagonals,
acceleration: 400,
maxSpeed: 200,
angularMaxSpeed: 180,
rotateObject: false,
angleOffset: 0,
cellWidth: 20,
cellHeight: 20,
extraBorder: 0,
collisionMethod: true,
},
],
effects: [],
variables: [],
},
undefined
);
player.getWidth = function () {
return 90;
};
player.getHeight = function () {
return 90;
};
runtimeScene.addObject(player);
return player;
};
const addObstacle = (runtimeScene) => {
const obstacle = new gdjs.RuntimeObject(
runtimeScene,
{
name: 'obstacle',
type: '',
behaviors: [
{
type: 'PathfindingBehavior::PathfindingObstacleBehavior',
// @ts-ignore - properties are not typed
impassable: true,
cost: 2,
},
],
effects: [],
variables: [],
},
undefined
);
obstacle.getWidth = function () {
return 100;
};
obstacle.getHeight = function () {
return 100;
};
runtimeScene.addObject(obstacle);
return obstacle;
};
const getPathLength = (player) => {
/** @type gdjs.PathfindingRuntimeBehavior */
const behavior = player.getBehavior(pathFindingName);
if (behavior.getNodeCount() < 2) {
return 0;
}
let pathLength = 0;
let previousNodeX = behavior.getNodeX(0);
let previousNodeY = behavior.getNodeY(0);
for (let index = 1; index < behavior.getNodeCount(); index++) {
const nodeX = behavior.getNodeX(index);
const nodeY = behavior.getNodeY(index);
pathLength += Math.hypot(nodeX - previousNodeX, nodeY - previousNodeY);
previousNodeX = nodeX;
previousNodeY = nodeY;
}
return pathLength;
};
describe(`(allowDiagonals: true)`, function () {
let runtimeScene;
let player;
beforeEach(function () {
runtimeScene = createScene();
const allowDiagonals = true;
player = addPlayer(runtimeScene, allowDiagonals);
});
[20, 30, 60, 120].forEach((framePerSecond) => {
describe(`(${framePerSecond} fps)`, function () {
it('can move on the path at the right speed', function () {
setFramePerSecond(runtimeScene, framePerSecond);
const obstacle = addObstacle(runtimeScene);
obstacle.setPosition(600, 300);
// To ensure obstacles are registered.
runtimeScene.renderAndStep(1000 / framePerSecond);
player.setPosition(480, 300);
player.getBehavior(pathFindingName).moveTo(runtimeScene, 720, 300);
expect(player.getBehavior(pathFindingName).pathFound()).to.be(true);
expect(getPathLength(player)).to.be.above(720 - 480 + 50);
// Move on the path and stop before the last 1/10 of second.
for (let i = 0; i < (framePerSecond * 17) / 10; i++) {
runtimeScene.renderAndStep(1000 / framePerSecond);
expect(
player.getBehavior(pathFindingName).destinationReached()
).to.be(false);
}
// The position is the same no matter the frame rate.
expect(player.getX()).to.be(720);
expect(player.getY()).to.be.within(
288.5786437626905 - epsilon,
288.5786437626905 + epsilon
);
// Let 1/10 of second pass,
// because the calculus interval is not the same for each case.
for (let i = 0; i < framePerSecond / 10; i++) {
runtimeScene.renderAndStep(1000 / framePerSecond);
}
// The destination is reached for every frame rate within 1/10 of second.
expect(player.getX()).to.be(720);
expect(player.getY()).to.be(300);
expect(
player.getBehavior(pathFindingName).destinationReached()
).to.be(true);
});
});
});
});
describe(`(allowDiagonals: false)`, function () {
let runtimeScene;
let player;
beforeEach(function () {
runtimeScene = createScene();
const allowDiagonals = false;
player = addPlayer(runtimeScene, allowDiagonals);
});
[20, 30, 60, 120].forEach((framePerSecond) => {
describe(`(${framePerSecond} fps)`, function () {
it('can move on the path at the right speed', function () {
setFramePerSecond(runtimeScene, framePerSecond);
const obstacle = addObstacle(runtimeScene);
obstacle.setPosition(600, 300);
// To ensure obstacles are registered.
runtimeScene.renderAndStep(1000 / framePerSecond);
player.setPosition(480, 300);
player.getBehavior(pathFindingName).moveTo(runtimeScene, 720, 300);
expect(player.getBehavior(pathFindingName).pathFound()).to.be(true);
expect(getPathLength(player)).to.be.above(720 - 480 + 100);
// Move on the path and stop before the last 1/10 of second.
for (let i = 0; i < (framePerSecond * 20) / 10; i++) {
runtimeScene.renderAndStep(1000 / framePerSecond);
expect(
player.getBehavior(pathFindingName).destinationReached()
).to.be(false);
}
expect(player.getX()).to.be(710);
expect(player.getY()).to.be.within(300 - epsilon, 300 + epsilon);
// Let 1/10 of second pass,
// because the calculus interval is not the same for each case.
for (let i = 0; i < (framePerSecond * 1) / 10; i++) {
runtimeScene.renderAndStep(1000 / framePerSecond);
}
// The destination is reached for every frame rate within 1/10 of second.
expect(player.getX()).to.be(720);
expect(player.getY()).to.be(300);
expect(
player.getBehavior(pathFindingName).destinationReached()
).to.be(true);
});
});
});
});
};
['Legacy'].forEach((collisionMethod) => {
describe(`(collisionMethod: ${collisionMethod}, `, function () {
doCommonPathFindingTests(collisionMethod);
});
});
});