Files
GDevelop/Extensions/PlatformBehavior/tests/platformerobjectruntimebehavior.spec.js
T

484 lines
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JavaScript

const makeTestRuntimeScene = () => {
const runtimeGame = new gdjs.RuntimeGame({
variables: [],
resources: {
resources: [],
},
properties: { windowWidth: 800, windowHeight: 600 },
});
const runtimeScene = new gdjs.RuntimeScene(runtimeGame);
runtimeScene.loadFromScene({
layers: [{ name: '', visibility: true, effects: [] }],
variables: [],
behaviorsSharedData: [],
objects: [],
instances: [],
});
runtimeScene._timeManager.getElapsedTime = function() {
return (1 / 60) * 1000;
};
return runtimeScene;
};
const addPlatformObject = runtimeScene => {
var platform = new gdjs.RuntimeObject(runtimeScene, {
name: 'obj2',
type: '',
behaviors: [
{
type: 'PlatformBehavior::PlatformBehavior',
canBeGrabbed: true,
},
],
});
platform.getWidth = function() {
return 60;
};
platform.getHeight = function() {
return 32;
};
runtimeScene.addObject(platform);
return platform;
};
describe('gdjs.PlatformerObjectRuntimeBehavior', function() {
const runtimeScene = makeTestRuntimeScene();
//Put a platformer object in the air.
var object = new gdjs.RuntimeObject(runtimeScene, {
name: 'obj1',
type: '',
behaviors: [
{
type: 'PlatformBehavior::PlatformerObjectBehavior',
name: 'auto1',
gravity: 900,
maxFallingSpeed: 1500,
acceleration: 500,
deceleration: 1500,
maxSpeed: 500,
jumpSpeed: 1500,
canGrabPlatforms: true,
ignoreDefaultControls: true,
slopeMaxAngle: 60,
},
],
});
object.getWidth = function() {
return 10;
};
object.getHeight = function() {
return 20;
};
runtimeScene.addObject(object);
object.setPosition(0, -100);
//Put a platform
const platform = addPlatformObject(runtimeScene);
platform.setPosition(0, -10);
it('can fall when in the air', function() {
for (var i = 0; i < 30; ++i) {
runtimeScene.renderAndStep();
if (i < 10) expect(object.getBehavior('auto1').isFalling()).to.be(true);
}
//Check the platform stopped the platformer object.
expect(object.getY()).to.be(-30); // -30 = -10 (platform y) + -20 (object height)
expect(object.getBehavior('auto1').isFalling()).to.be(false);
expect(object.getBehavior('auto1').isMoving()).to.be(false);
for (var i = 0; i < 35; ++i) {
//Check that the platformer object can fall.
object.getBehavior('auto1').simulateRightKey();
runtimeScene.renderAndStep();
}
expect(object.getX()).to.be.within(87.5, 87.51);
expect(object.getY()).to.be(-24.75);
expect(object.getBehavior('auto1').isFalling()).to.be(true);
for (var i = 0; i < 100; ++i) {
//Let the speed on X axis go back to 0.
runtimeScene.renderAndStep();
}
});
it('can grab, and release, a platform', function() {
//Put the object near the right ledge of the platform.
object.setPosition(
platform.getX() + platform.getWidth() + 2,
platform.getY() - 10
);
for (var i = 0; i < 35; ++i) {
object.getBehavior('auto1').simulateLeftKey();
runtimeScene.renderAndStep();
}
//Check that the object grabbed the platform
expect(object.getX()).to.be.within(
platform.getX() + platform.getWidth() + 1,
platform.getX() + platform.getWidth() + 2
);
expect(object.getY()).to.be(platform.getY());
object.getBehavior('auto1').simulateReleaseKey();
for (var i = 0; i < 10; ++i) {
runtimeScene.renderAndStep();
}
//Check that the object is falling
expect(object.getY()).to.be(1.25);
});
it('can track object height changes', function() {
//Put the object near the right ledge of the platform.
object.setPosition(
platform.getX() + 10,
platform.getY() - object.getHeight() - 1
);
for (var i = 0; i < 15; ++i) {
runtimeScene.renderAndStep();
}
expect(object.getBehavior('auto1').isFalling()).to.be(false);
expect(object.getX()).to.be(10);
expect(object.getY()).to.be(-30); // -30 = -10 (platform y) + -20 (object height)
object.getHeight = function() {
return 9;
};
runtimeScene.renderAndStep();
expect(object.getBehavior('auto1').isFalling()).to.be(false);
expect(object.getY()).to.be(-19); // -19 = -10 (platform y) + -9 (object height)
for (var i = 0; i < 10; ++i) {
object.getBehavior('auto1').simulateRightKey();
runtimeScene.renderAndStep();
expect(object.getBehavior('auto1').isFalling()).to.be(false);
}
expect(object.getY()).to.be(-19);
expect(object.getX()).to.be.within(17.638, 17.639);
object.getHeight = function() {
return 20;
};
runtimeScene.renderAndStep();
expect(object.getY()).to.be(-30); // -30 = -10 (platform y) + -20 (object height)
});
});
describe('gdjs.PlatformerObjectRuntimeBehavior, jump and jump sustain (round coordinates on)', function() {
const runtimeScene = makeTestRuntimeScene();
//Put a platformer object on a platform
var object = new gdjs.RuntimeObject(runtimeScene, {
name: 'obj1',
type: '',
behaviors: [
{
type: 'PlatformBehavior::PlatformerObjectBehavior',
name: 'auto1',
gravity: 1500,
maxFallingSpeed: 1500,
acceleration: 500,
deceleration: 1500,
maxSpeed: 500,
jumpSpeed: 900,
canGrabPlatforms: true,
ignoreDefaultControls: true,
slopeMaxAngle: 60,
jumpSustainTime: 0.2,
roundCoordinates: true,
},
],
});
object.getWidth = function() {
return 10;
};
object.getHeight = function() {
return 20;
};
runtimeScene.addObject(object);
object.setPosition(0, -32);
//Put a platform
const platform = addPlatformObject(runtimeScene);
platform.setPosition(0, -10);
it('can jump', function() {
// Ensure the object falls on the platform
for (var i = 0; i < 10; ++i) {
runtimeScene.renderAndStep();
}
//Check the object is on the platform
expect(object.getY()).to.be(-30); // -30 = -10 (platform y) + -20 (object height)
expect(object.getBehavior('auto1').isFalling()).to.be(false);
expect(object.getBehavior('auto1').isMoving()).to.be(false);
// Jump without sustaining
object.getBehavior('auto1').simulateJumpKey();
for (var i = 0; i < 18; ++i) {
runtimeScene.renderAndStep();
}
// Check that we reached the maximum height
expect(object.getY()).to.be.within(-180, -179);
runtimeScene.renderAndStep();
expect(object.getY()).to.be(-180);
runtimeScene.renderAndStep();
expect(object.getY()).to.be.within(-180, -179);
// Then let the object fall
for (var i = 0; i < 60; ++i) {
runtimeScene.renderAndStep();
}
expect(object.getY()).to.be(-30);
});
it('can jump, sustaining the jump', function() {
//Check the object is on the platform
expect(object.getY()).to.be(-30); // -30 = -10 (platform y) + -20 (object height)
expect(object.getBehavior('auto1').isFalling()).to.be(false);
expect(object.getBehavior('auto1').isMoving()).to.be(false);
// Jump with sustaining as much as possible, and
// even more (18 frames at 60fps is greater than 0.2s)
for (var i = 0; i < 18; ++i) {
object.getBehavior('auto1').simulateJumpKey();
runtimeScene.renderAndStep();
}
// Check the height reached
expect(object.getY()).to.be(-230);
runtimeScene.renderAndStep();
expect(object.getY()).to.be(-235);
for (var i = 0; i < 5; ++i) {
// Verify that pressing the jump key does not change anything
object.getBehavior('auto1').simulateJumpKey();
runtimeScene.renderAndStep();
}
// Check that we reached the maximum height
expect(object.getY()).to.be(-247.5);
runtimeScene.renderAndStep();
expect(object.getY()).to.be(-247.5);
runtimeScene.renderAndStep();
expect(object.getY()).to.be.within(-247, -246);
// Then let the object fall
for (var i = 0; i < 60; ++i) {
runtimeScene.renderAndStep();
}
expect(object.getY()).to.be(-30);
});
it('can jump, and only sustain the jump while key held', function() {
//Check the object is on the platform
expect(object.getY()).to.be(-30); // -30 = -10 (platform y) + -20 (object height)
expect(object.getBehavior('auto1').isFalling()).to.be(false);
expect(object.getBehavior('auto1').isMoving()).to.be(false);
// Jump with sustaining a bit (5 frames at 60fps = 0.08s), then stop
for (var i = 0; i < 5; ++i) {
object.getBehavior('auto1').simulateJumpKey();
runtimeScene.renderAndStep();
}
expect(object.getY()).to.be.within(-101, -100);
// Stop holding the jump key
runtimeScene.renderAndStep();
for (var i = 0; i < 13; ++i) {
// then hold it again (but it's too late, jump sustain is gone for this jump)
object.getBehavior('auto1').simulateJumpKey();
runtimeScene.renderAndStep();
}
// Check that we reached the maximum height
expect(object.getY()).to.be.within(-206, -205);
runtimeScene.renderAndStep();
expect(object.getY()).to.be.within(-208, -207);
runtimeScene.renderAndStep();
expect(object.getY()).to.be.within(-208, -207);
runtimeScene.renderAndStep();
expect(object.getY()).to.be.within(-208, -207);
runtimeScene.renderAndStep();
expect(object.getY()).to.be.within(-206, -205);
runtimeScene.renderAndStep();
// Then let the object fall
for (var i = 0; i < 60; ++i) {
runtimeScene.renderAndStep();
}
expect(object.getY()).to.be(-30);
});
});
describe('gdjs.PlatformerObjectRuntimeBehavior, jumpthru', function() {
const runtimeScene = makeTestRuntimeScene();
//Put a platformer object in a platform.
var object = new gdjs.RuntimeObject(runtimeScene, {
name: 'obj1',
type: '',
behaviors: [
{
type: 'PlatformBehavior::PlatformerObjectBehavior',
name: 'auto1',
roundCoordinates: true,
gravity: 900,
maxFallingSpeed: 1500,
acceleration: 500,
deceleration: 1500,
maxSpeed: 500,
jumpSpeed: 500,
canGrabPlatforms: true,
ignoreDefaultControls: true,
slopeMaxAngle: 60,
},
],
});
object.getWidth = function() {
return 10;
};
object.getHeight = function() {
return 20;
};
runtimeScene.addObject(object);
object.setPosition(0, -30);
//Put a platform
const platform = addPlatformObject(runtimeScene);
platform.setPosition(0, -10);
// Put a jump thru, higher than the platform so that the object jump from under it
// and will land on it at the end of the jump.
var jumpthru = new gdjs.RuntimeObject(runtimeScene, {
name: 'obj2',
type: '',
behaviors: [
{
type: 'PlatformBehavior::PlatformBehavior',
canBeGrabbed: true,
platformType: 'Jumpthru',
},
],
});
jumpthru.getWidth = function() {
return 60;
};
jumpthru.getHeight = function() {
return 5;
};
runtimeScene.addObject(jumpthru);
jumpthru.setPosition(0, -33);
it('can jump through the jumpthru', function() {
//Check the platform stopped the platformer object.
for (var i = 0; i < 5; ++i) {
runtimeScene.renderAndStep();
}
expect(object.getY()).to.be(-30); // -30 = -10 (platform y) + -20 (object height)
expect(object.getBehavior('auto1').isFalling()).to.be(false);
expect(object.getBehavior('auto1').isMoving()).to.be(false);
// Check that the jump starts properly, and is not stopped on the jumpthru
object.getBehavior('auto1').simulateJumpKey();
runtimeScene.renderAndStep();
expect(object.getY()).to.be.within(-39, -38);
runtimeScene.renderAndStep();
expect(object.getY()).to.be.within(-47, -46);
runtimeScene.renderAndStep();
// At this step, the object is almost on the jumpthru (-53 + 20 (object height) = -33 (jump thru Y position)),
// but the object should not stop.
expect(object.getY()).to.be.within(-54, -53);
runtimeScene.renderAndStep();
expect(object.getY()).to.be.within(-61, -60);
runtimeScene.renderAndStep();
expect(object.getY()).to.be.within(-67, -66);
expect(object.getBehavior('auto1').isJumping()).to.be(true);
// Continue the simulation and check that position is correct in the middle of the jump
for (var i = 0; i < 20; ++i) {
runtimeScene.renderAndStep();
}
expect(object.getY()).to.be.within(-89, -88);
// Continue simulation and check that we arrive on the jumpthru
for (var i = 0; i < 10; ++i) {
runtimeScene.renderAndStep();
}
expect(object.getY()).to.be.within(
jumpthru.getY() - object.getHeight(),
jumpthru.getY() - object.getHeight() + 1
);
expect(object.getBehavior('auto1').isFalling()).to.be(false);
});
});
describe('gdjs.PlatformerObjectRuntimeBehavior, rounded coordinates (moving platforms)', function() {
const runtimeScene = makeTestRuntimeScene();
//Put a platformer object on a platform.
var object = new gdjs.RuntimeObject(runtimeScene, {
name: 'obj1',
type: '',
behaviors: [
{
type: 'PlatformBehavior::PlatformerObjectBehavior',
name: 'auto1',
roundCoordinates: true,
gravity: 900,
maxFallingSpeed: 1500,
acceleration: 500,
deceleration: 1500,
maxSpeed: 500,
jumpSpeed: 1500,
canGrabPlatforms: true,
ignoreDefaultControls: true,
slopeMaxAngle: 60,
},
],
});
object.getWidth = function() {
return 10;
};
object.getHeight = function() {
return 20;
};
runtimeScene.addObject(object);
object.setPosition(0, -30);
//Put a platform
const platform = addPlatformObject(runtimeScene);
platform.setPosition(0, -10);
it('follows the platform', function() {
for (var i = 0; i < 30; ++i) {
runtimeScene.renderAndStep();
}
// Check the object has not moved.
expect(object.getY()).to.be(-30);
expect(object.getX()).to.be(0);
expect(object.getBehavior('auto1').isOnFloor()).to.be(true);
expect(object.getBehavior('auto1').isFalling()).to.be(false);
expect(object.getBehavior('auto1').isMoving()).to.be(false);
// Check that the object follow the platform, even if the
// movement is less than one pixel.
platform.setX(platform.getX() + 0.12);
runtimeScene.renderAndStep();
platform.setX(platform.getX() + 0.12);
runtimeScene.renderAndStep();
platform.setX(platform.getX() + 0.12);
runtimeScene.renderAndStep();
expect(object.getX()).to.be(0.36);
});
});