Three things, sorry. SDL composite texture bugfix, sprite offset position, some Grid render efficiencies
This commit is contained in:
parent
456e5e676e
commit
120b0aa2a4
5 changed files with 273 additions and 27 deletions
100
src/UIEntity.cpp
100
src/UIEntity.cpp
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@ -18,8 +18,8 @@
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UIEntity::UIEntity()
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: self(nullptr), grid(nullptr), position(0.0f, 0.0f)
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UIEntity::UIEntity()
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: self(nullptr), grid(nullptr), position(0.0f, 0.0f), sprite_offset(0.0f, 0.0f)
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{
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// Initialize sprite with safe defaults (sprite has its own safe constructor now)
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// gridstate vector starts empty - will be lazily initialized when needed
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@ -172,19 +172,20 @@ int UIEntity::init(PyUIEntityObject* self, PyObject* args, PyObject* kwds) {
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float opacity = 1.0f;
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const char* name = nullptr;
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float x = 0.0f, y = 0.0f;
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PyObject* sprite_offset_obj = nullptr;
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// Keywords list matches the new spec: positional args first, then all keyword args
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static const char* kwlist[] = {
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"grid_pos", "texture", "sprite_index", // Positional args (as per spec)
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// Keyword-only args
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"grid", "visible", "opacity", "name", "x", "y",
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"grid", "visible", "opacity", "name", "x", "y", "sprite_offset",
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nullptr
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};
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// Parse arguments with | for optional positional args
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if (!PyArg_ParseTupleAndKeywords(args, kwds, "|OOiOifzff", const_cast<char**>(kwlist),
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if (!PyArg_ParseTupleAndKeywords(args, kwds, "|OOiOifzffO", const_cast<char**>(kwlist),
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&grid_pos_obj, &texture, &sprite_index, // Positional
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&grid_obj, &visible, &opacity, &name, &x, &y)) {
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&grid_obj, &visible, &opacity, &name, &x, &y, &sprite_offset_obj)) {
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return -1;
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}
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@ -257,7 +258,16 @@ int UIEntity::init(PyUIEntityObject* self, PyObject* args, PyObject* kwds) {
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// Set position using grid coordinates
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self->data->position = sf::Vector2f(x, y);
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// Handle sprite_offset argument (optional tuple, default (0,0))
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if (sprite_offset_obj && sprite_offset_obj != Py_None) {
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sf::Vector2f offset = PyObject_to_sfVector2f(sprite_offset_obj);
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if (PyErr_Occurred()) {
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return -1;
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}
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self->data->sprite_offset = offset;
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}
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// Set other properties (delegate to sprite)
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self->data->sprite.visible = visible;
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self->data->sprite.opacity = opacity;
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@ -708,6 +718,47 @@ int UIEntity::set_grid(PyUIEntityObject* self, PyObject* value, void* closure)
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return 0;
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}
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// sprite_offset property - Vector (tuple)
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PyObject* UIEntity::get_sprite_offset(PyUIEntityObject* self, void* closure) {
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return sfVector2f_to_PyObject(self->data->sprite_offset);
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}
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int UIEntity::set_sprite_offset(PyUIEntityObject* self, PyObject* value, void* closure) {
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sf::Vector2f vec = PyObject_to_sfVector2f(value);
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if (PyErr_Occurred()) return -1;
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self->data->sprite_offset = vec;
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if (self->data->grid) self->data->grid->markDirty();
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return 0;
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}
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// sprite_offset_x / sprite_offset_y individual components
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PyObject* UIEntity::get_sprite_offset_member(PyUIEntityObject* self, void* closure) {
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auto member_ptr = reinterpret_cast<intptr_t>(closure);
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if (member_ptr == 0)
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return PyFloat_FromDouble(self->data->sprite_offset.x);
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else
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return PyFloat_FromDouble(self->data->sprite_offset.y);
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}
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int UIEntity::set_sprite_offset_member(PyUIEntityObject* self, PyObject* value, void* closure) {
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float val;
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if (PyFloat_Check(value))
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val = PyFloat_AsDouble(value);
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else if (PyLong_Check(value))
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val = PyLong_AsLong(value);
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else {
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PyErr_SetString(PyExc_TypeError, "sprite_offset component must be a number");
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return -1;
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}
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auto member_ptr = reinterpret_cast<intptr_t>(closure);
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if (member_ptr == 0)
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self->data->sprite_offset.x = val;
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else
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self->data->sprite_offset.y = val;
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if (self->data->grid) self->data->grid->markDirty();
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return 0;
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}
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PyObject* UIEntity::die(PyUIEntityObject* self, PyObject* Py_UNUSED(ignored))
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{
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// Check if entity has a grid
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@ -1046,6 +1097,12 @@ PyGetSetDef UIEntity::getsetters[] = {
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"Collection of shader uniforms (read-only access to collection). "
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"Set uniforms via dict-like syntax: entity.uniforms['name'] = value. "
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"Supports float, vec2/3/4 tuples, PropertyBinding, and CallableBinding.", NULL},
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{"sprite_offset", (getter)UIEntity::get_sprite_offset, (setter)UIEntity::set_sprite_offset,
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"Pixel offset for oversized sprites (Vector). Applied pre-zoom during grid rendering.", NULL},
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{"sprite_offset_x", (getter)UIEntity::get_sprite_offset_member, (setter)UIEntity::set_sprite_offset_member,
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"X component of sprite pixel offset.", (void*)0},
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{"sprite_offset_y", (getter)UIEntity::get_sprite_offset_member, (setter)UIEntity::set_sprite_offset_member,
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"Y component of sprite pixel offset.", (void*)1},
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{NULL} /* Sentinel */
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};
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@ -1070,18 +1127,28 @@ bool UIEntity::setProperty(const std::string& name, float value) {
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if (name == "draw_x" || name == "x") { // #176 - draw_x is preferred, x is alias
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position.x = value;
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// Don't update sprite position here - UIGrid::render() handles the pixel positioning
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if (grid) grid->markDirty(); // #144 - Propagate to parent grid for texture caching
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if (grid) grid->markCompositeDirty(); // #144 - Propagate to parent grid for texture caching
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return true;
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}
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else if (name == "draw_y" || name == "y") { // #176 - draw_y is preferred, y is alias
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position.y = value;
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// Don't update sprite position here - UIGrid::render() handles the pixel positioning
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if (grid) grid->markDirty(); // #144 - Propagate to parent grid for texture caching
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if (grid) grid->markCompositeDirty(); // #144 - Propagate to parent grid for texture caching
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return true;
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}
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else if (name == "sprite_scale") {
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sprite.setScale(sf::Vector2f(value, value));
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if (grid) grid->markDirty(); // #144 - Content change
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if (grid) grid->markCompositeDirty(); // #144 - Content change
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return true;
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}
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else if (name == "sprite_offset_x") {
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sprite_offset.x = value;
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if (grid) grid->markCompositeDirty();
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return true;
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}
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else if (name == "sprite_offset_y") {
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sprite_offset.y = value;
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if (grid) grid->markCompositeDirty();
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return true;
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}
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// #106: Shader uniform properties - delegate to sprite
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@ -1113,6 +1180,14 @@ bool UIEntity::getProperty(const std::string& name, float& value) const {
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value = sprite.getScale().x; // Assuming uniform scale
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return true;
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}
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else if (name == "sprite_offset_x") {
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value = sprite_offset.x;
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return true;
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}
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else if (name == "sprite_offset_y") {
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value = sprite_offset.y;
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return true;
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}
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// #106: Shader uniform properties - delegate to sprite
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if (sprite.getShaderProperty(name, value)) {
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return true;
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@ -1122,7 +1197,8 @@ bool UIEntity::getProperty(const std::string& name, float& value) const {
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bool UIEntity::hasProperty(const std::string& name) const {
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// #176 - Float properties (draw_x/draw_y preferred, x/y are aliases)
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if (name == "draw_x" || name == "draw_y" || name == "x" || name == "y" || name == "sprite_scale") {
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if (name == "draw_x" || name == "draw_y" || name == "x" || name == "y" || name == "sprite_scale"
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|| name == "sprite_offset_x" || name == "sprite_offset_y") {
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return true;
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}
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// Int properties
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@ -66,6 +66,7 @@ public:
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std::vector<UIGridPointState> gridstate;
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UISprite sprite;
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sf::Vector2f position; //(x,y) in grid coordinates; float for animation
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sf::Vector2f sprite_offset; // pixel offset for oversized sprites (applied pre-zoom)
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//void render(sf::Vector2f); //override final;
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UIEntity();
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@ -115,6 +116,10 @@ public:
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static int set_grid_int_member(PyUIEntityObject* self, PyObject* value, void* closure);
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static PyObject* get_grid(PyUIEntityObject* self, void* closure);
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static int set_grid(PyUIEntityObject* self, PyObject* value, void* closure);
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static PyObject* get_sprite_offset(PyUIEntityObject* self, void* closure);
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static int set_sprite_offset(PyUIEntityObject* self, PyObject* value, void* closure);
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static PyObject* get_sprite_offset_member(PyUIEntityObject* self, void* closure);
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static int set_sprite_offset_member(PyUIEntityObject* self, PyObject* value, void* closure);
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static PyMethodDef methods[];
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static PyGetSetDef getsetters[];
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static PyObject* repr(PyUIEntityObject* self);
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@ -143,7 +148,8 @@ namespace mcrfpydef {
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" opacity (float): Opacity (0.0-1.0). Default: 1.0\n"
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" name (str): Element name for finding. Default: None\n"
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" x (float): X grid position override (tile coords). Default: 0\n"
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" y (float): Y grid position override (tile coords). Default: 0\n\n"
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" y (float): Y grid position override (tile coords). Default: 0\n"
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" sprite_offset (tuple): Pixel offset for oversized sprites. Default: (0, 0)\n\n"
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"Attributes:\n"
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" pos (Vector): Pixel position relative to grid (requires grid attachment)\n"
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" x, y (float): Pixel position components (requires grid attachment)\n"
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@ -154,7 +160,10 @@ namespace mcrfpydef {
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" sprite_index (int): Current sprite index\n"
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" visible (bool): Visibility state\n"
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" opacity (float): Opacity value\n"
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" name (str): Element name"),
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" name (str): Element name\n"
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" sprite_offset (Vector): Pixel offset for oversized sprites\n"
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" sprite_offset_x (float): X component of sprite offset\n"
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" sprite_offset_y (float): Y component of sprite offset"),
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.tp_methods = UIEntity_all_methods,
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.tp_getset = UIEntity::getsetters,
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.tp_base = NULL,
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@ -148,6 +148,26 @@ void UIGrid::render(sf::Vector2f offset, sf::RenderTarget& target)
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// #228 - Ensure renderTexture matches current game resolution
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ensureRenderTextureSize();
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if (!render_dirty && !composite_dirty) {
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if (shader && shader->shader) {
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sf::Vector2f resolution(box.getSize().x, box.getSize().y);
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PyShader::applyEngineUniforms(*shader->shader, resolution);
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// Apply user uniforms
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if (uniforms) {
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uniforms->applyTo(*shader->shader);
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}
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target.draw(output, shader->shader.get());
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}
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else
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{
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output.setPosition(box.getPosition() + offset);
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target.draw(output);
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return;
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}
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}
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// TODO: Apply opacity to output sprite
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// Get cell dimensions - use texture if available, otherwise defaults
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@ -228,9 +248,9 @@ void UIGrid::render(sf::Vector2f offset, sf::RenderTarget& target)
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for (auto e : *entities) {
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// Skip out-of-bounds entities for performance
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// Check if entity is within visible bounds (with 1 cell margin for partially visible entities)
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if (e->position.x < left_edge - 1 || e->position.x >= left_edge + width_sq + 1 ||
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e->position.y < top_edge - 1 || e->position.y >= top_edge + height_sq + 1) {
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// Check if entity is within visible bounds (with 2 cell margin for offset/oversized sprites)
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if (e->position.x < left_edge - 2 || e->position.x >= left_edge + width_sq + 2 ||
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e->position.y < top_edge - 2 || e->position.y >= top_edge + height_sq + 2) {
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continue; // Skip this entity as it's not visible
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}
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@ -239,8 +259,8 @@ void UIGrid::render(sf::Vector2f offset, sf::RenderTarget& target)
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//drawent.setScale(zoom, zoom);
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drawent.setScale(sf::Vector2f(zoom, zoom));
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auto pixel_pos = sf::Vector2f(
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(e->position.x*cell_width - left_spritepixels) * zoom,
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(e->position.y*cell_height - top_spritepixels) * zoom );
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(e->position.x*cell_width - left_spritepixels + e->sprite_offset.x) * zoom,
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(e->position.y*cell_height - top_spritepixels + e->sprite_offset.y) * zoom );
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drawent.render(pixel_pos, *activeTexture);
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entitiesRendered++;
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@ -1111,11 +1111,16 @@ Texture::~Texture() {
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}
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Texture::Texture(const Texture& other)
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: size_(other.size_), smooth_(other.smooth_), repeated_(other.repeated_) {
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if (other.textureId_) {
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// Create new texture with same properties
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textureId_ = SDL2Renderer::getInstance().createTexture(size_.x, size_.y, nullptr);
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// Note: Would need to copy pixel data for full implementation
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: size_(other.size_), smooth_(other.smooth_), repeated_(other.repeated_),
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flippedY_(false) {
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if (other.textureId_ && size_.x > 0 && size_.y > 0) {
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// Read back pixel data from source texture via FBO, then upload to new texture.
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// copyToImage() normalizes orientation (flips FBO textures to top-to-bottom),
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// so the copy is always in standard orientation: flippedY_ = false.
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Image img = other.copyToImage();
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textureId_ = SDL2Renderer::getInstance().createTexture(size_.x, size_.y, img.getPixelsPtr());
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if (smooth_) SDL2Renderer::getInstance().setTextureSmooth(textureId_, true);
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if (repeated_) SDL2Renderer::getInstance().setTextureRepeated(textureId_, true);
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}
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}
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@ -1123,12 +1128,18 @@ Texture& Texture::operator=(const Texture& other) {
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if (this != &other) {
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if (textureId_) {
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SDL2Renderer::getInstance().deleteTexture(textureId_);
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textureId_ = 0;
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}
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size_ = other.size_;
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smooth_ = other.smooth_;
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repeated_ = other.repeated_;
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if (other.textureId_) {
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textureId_ = SDL2Renderer::getInstance().createTexture(size_.x, size_.y, nullptr);
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// copyToImage() normalizes orientation, so the result is always standard.
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flippedY_ = false;
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if (other.textureId_ && size_.x > 0 && size_.y > 0) {
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Image img = other.copyToImage();
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textureId_ = SDL2Renderer::getInstance().createTexture(size_.x, size_.y, img.getPixelsPtr());
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if (smooth_) SDL2Renderer::getInstance().setTextureSmooth(textureId_, true);
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if (repeated_) SDL2Renderer::getInstance().setTextureRepeated(textureId_, true);
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}
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}
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return *this;
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@ -1211,7 +1222,46 @@ void Texture::setRepeated(bool repeated) {
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Image Texture::copyToImage() const {
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Image img;
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img.create(size_.x, size_.y);
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// TODO: Read back from GPU texture
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if (!textureId_ || size_.x == 0 || size_.y == 0) {
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return img;
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}
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// OpenGL ES 2 / WebGL doesn't have glGetTexImage.
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// Workaround: attach the texture to a temporary FBO and use glReadPixels.
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GLuint fbo = 0;
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glGenFramebuffers(1, &fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, fbo);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureId_, 0);
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if (glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE) {
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// Read RGBA pixels from the framebuffer
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std::vector<Uint8> pixels(size_.x * size_.y * 4);
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glReadPixels(0, 0, size_.x, size_.y, GL_RGBA, GL_UNSIGNED_BYTE, pixels.data());
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// For normal textures (loaded via stbi/loadFromImage), glReadPixels
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// returns rows in the same order they were uploaded — no flip needed.
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// For FBO/RenderTexture textures (flippedY_), GL renders bottom-to-top,
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// so readback is scene-bottom first — flip to get conventional top-to-bottom.
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if (flippedY_) {
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const unsigned int rowBytes = size_.x * 4;
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std::vector<Uint8> rowBuf(rowBytes);
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for (unsigned int y = 0; y < size_.y / 2; ++y) {
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unsigned int opposite = size_.y - 1 - y;
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std::memcpy(rowBuf.data(), &pixels[y * rowBytes], rowBytes);
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std::memcpy(&pixels[y * rowBytes], &pixels[opposite * rowBytes], rowBytes);
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std::memcpy(&pixels[opposite * rowBytes], rowBuf.data(), rowBytes);
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}
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}
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img.create(size_.x, size_.y, pixels.data());
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}
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// Restore previous framebuffer binding
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, 0, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glDeleteFramebuffers(1, &fbo);
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return img;
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}
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91
tests/unit/entity_sprite_offset_test.py
Normal file
91
tests/unit/entity_sprite_offset_test.py
Normal file
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@ -0,0 +1,91 @@
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"""Test Entity sprite_offset property (#233 sub-feature 1)"""
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import mcrfpy
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import sys
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passed = 0
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failed = 0
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def test(name, condition):
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global passed, failed
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if condition:
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passed += 1
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else:
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failed += 1
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print(f"FAIL: {name}")
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# Setup: create a grid and texture for entity tests
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scene = mcrfpy.Scene("test")
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mcrfpy.current_scene = scene
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tex = mcrfpy.Texture("assets/kenney_tinydungeon.png", 16, 16)
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grid = mcrfpy.Grid(grid_size=(10, 10), texture=tex, pos=(0, 0), size=(160, 160))
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scene.children.append(grid)
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|
||||
# Test 1: Default sprite_offset is (0, 0)
|
||||
e = mcrfpy.Entity(grid_pos=(3, 3), texture=tex, sprite_index=0, grid=grid)
|
||||
test("default sprite_offset is (0,0)",
|
||||
e.sprite_offset.x == 0.0 and e.sprite_offset.y == 0.0)
|
||||
|
||||
# Test 2: Set sprite_offset via tuple
|
||||
e.sprite_offset = (-8, -16)
|
||||
test("set sprite_offset via tuple",
|
||||
e.sprite_offset.x == -8.0 and e.sprite_offset.y == -16.0)
|
||||
|
||||
# Test 3: Read individual components
|
||||
test("sprite_offset_x component", e.sprite_offset_x == -8.0)
|
||||
test("sprite_offset_y component", e.sprite_offset_y == -16.0)
|
||||
|
||||
# Test 4: Set individual components
|
||||
e.sprite_offset_x = 4.5
|
||||
e.sprite_offset_y = -3.0
|
||||
test("set sprite_offset_x", e.sprite_offset_x == 4.5)
|
||||
test("set sprite_offset_y", e.sprite_offset_y == -3.0)
|
||||
test("individual set reflects in vector",
|
||||
e.sprite_offset.x == 4.5 and e.sprite_offset.y == -3.0)
|
||||
|
||||
# Test 5: Constructor kwarg
|
||||
e2 = mcrfpy.Entity(grid_pos=(1, 1), texture=tex, sprite_index=0,
|
||||
grid=grid, sprite_offset=(-8, -16))
|
||||
test("constructor kwarg sprite_offset",
|
||||
e2.sprite_offset.x == -8.0 and e2.sprite_offset.y == -16.0)
|
||||
|
||||
# Test 6: Constructor default when not specified
|
||||
e3 = mcrfpy.Entity(grid_pos=(2, 2), texture=tex, sprite_index=0, grid=grid)
|
||||
test("constructor default (0,0)",
|
||||
e3.sprite_offset.x == 0.0 and e3.sprite_offset.y == 0.0)
|
||||
|
||||
# Test 7: Animation support - verify property is animatable
|
||||
try:
|
||||
e.animate("sprite_offset_x", -8.0, 0.5, "linear")
|
||||
test("animate sprite_offset_x accepted", True)
|
||||
except Exception as ex:
|
||||
test(f"animate sprite_offset_x accepted: {ex}", False)
|
||||
|
||||
try:
|
||||
e.animate("sprite_offset_y", -16.0, 0.5, "linear")
|
||||
test("animate sprite_offset_y accepted", True)
|
||||
except Exception as ex:
|
||||
test(f"animate sprite_offset_y accepted: {ex}", False)
|
||||
|
||||
# Test 8: Animation actually changes value (step the game loop)
|
||||
e.sprite_offset_x = 0.0
|
||||
e.animate("sprite_offset_x", 10.0, 0.1, "linear")
|
||||
# Step enough to complete the animation
|
||||
for _ in range(5):
|
||||
mcrfpy.step(0.05)
|
||||
test("animation changes sprite_offset_x", abs(e.sprite_offset_x - 10.0) < 0.1)
|
||||
|
||||
# Test 9: Type errors
|
||||
try:
|
||||
e.sprite_offset_x = "bad"
|
||||
test("type error on string", False)
|
||||
except TypeError:
|
||||
test("type error on string", True)
|
||||
|
||||
# Summary
|
||||
print(f"\n{passed} passed, {failed} failed out of {passed + failed} tests")
|
||||
if failed:
|
||||
print("FAIL")
|
||||
sys.exit(1)
|
||||
else:
|
||||
print("PASS")
|
||||
sys.exit(0)
|
||||
Loading…
Add table
Add a link
Reference in a new issue