Standardize sprite_index property and add scale_x/scale_y to UISprite
closes #81, closes #82 - Issue #81: Standardized property name to sprite_index across UISprite and UIEntity - Added sprite_index as the primary property name - Kept sprite_number as a deprecated alias for backward compatibility - Updated repr() methods to use sprite_index - Updated animation system to recognize both names - Issue #82: Added scale_x and scale_y properties to UISprite - Enables non-uniform scaling of sprites - scale property still works for uniform scaling - Both properties work with the animation system All existing code using sprite_number continues to work due to backward compatibility.
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5 changed files with 420 additions and 11 deletions
191
tests/issue_81_sprite_index_standardization_test.py
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191
tests/issue_81_sprite_index_standardization_test.py
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#!/usr/bin/env python3
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"""
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Test for Issue #81: Standardize sprite_index property name
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This test verifies that both UISprite and UIEntity use "sprite_index" instead of "sprite_number"
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for consistency across the API.
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"""
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import mcrfpy
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import sys
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def test_sprite_index_property():
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"""Test sprite_index property on UISprite"""
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print("=== Testing UISprite sprite_index Property ===")
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tests_passed = 0
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tests_total = 0
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# Create a texture and sprite
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texture = mcrfpy.Texture("assets/kenney_tinydungeon.png", 16, 16)
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sprite = mcrfpy.Sprite(10, 10, texture, 5, 1.0)
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# Test 1: Check sprite_index property exists
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tests_total += 1
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try:
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idx = sprite.sprite_index
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if idx == 5:
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print(f"✓ PASS: sprite.sprite_index = {idx}")
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tests_passed += 1
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else:
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print(f"✗ FAIL: sprite.sprite_index = {idx}, expected 5")
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except AttributeError as e:
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print(f"✗ FAIL: sprite_index not accessible: {e}")
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# Test 2: Check sprite_index setter
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tests_total += 1
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try:
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sprite.sprite_index = 10
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if sprite.sprite_index == 10:
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print("✓ PASS: sprite_index setter works")
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tests_passed += 1
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else:
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print(f"✗ FAIL: sprite_index setter failed, got {sprite.sprite_index}")
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except Exception as e:
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print(f"✗ FAIL: sprite_index setter error: {e}")
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# Test 3: Check sprite_number is removed/deprecated
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tests_total += 1
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if hasattr(sprite, 'sprite_number'):
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# Check if it's an alias
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sprite.sprite_number = 15
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if sprite.sprite_index == 15:
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print("✓ PASS: sprite_number exists as backward-compatible alias")
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tests_passed += 1
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else:
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print("✗ FAIL: sprite_number exists but doesn't update sprite_index")
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else:
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print("✓ PASS: sprite_number property removed (no backward compatibility)")
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tests_passed += 1
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# Test 4: Check repr uses sprite_index
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tests_total += 1
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repr_str = repr(sprite)
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if "sprite_index=" in repr_str:
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print(f"✓ PASS: repr uses sprite_index: {repr_str}")
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tests_passed += 1
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elif "sprite_number=" in repr_str:
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print(f"✗ FAIL: repr still uses sprite_number: {repr_str}")
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else:
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print(f"✗ FAIL: repr doesn't show sprite info: {repr_str}")
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return tests_passed, tests_total
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def test_entity_sprite_index_property():
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"""Test sprite_index property on Entity"""
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print("\n=== Testing Entity sprite_index Property ===")
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tests_passed = 0
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tests_total = 0
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# Create an entity with required position
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entity = mcrfpy.Entity((0, 0))
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# Test 1: Check sprite_index property exists
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tests_total += 1
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try:
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# Set initial value
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entity.sprite_index = 42
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idx = entity.sprite_index
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if idx == 42:
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print(f"✓ PASS: entity.sprite_index = {idx}")
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tests_passed += 1
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else:
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print(f"✗ FAIL: entity.sprite_index = {idx}, expected 42")
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except AttributeError as e:
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print(f"✗ FAIL: sprite_index not accessible: {e}")
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# Test 2: Check sprite_number is removed/deprecated
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tests_total += 1
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if hasattr(entity, 'sprite_number'):
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# Check if it's an alias
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entity.sprite_number = 99
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if hasattr(entity, 'sprite_index') and entity.sprite_index == 99:
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print("✓ PASS: sprite_number exists as backward-compatible alias")
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tests_passed += 1
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else:
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print("✗ FAIL: sprite_number exists but doesn't update sprite_index")
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else:
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print("✓ PASS: sprite_number property removed (no backward compatibility)")
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tests_passed += 1
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# Test 3: Check repr uses sprite_index
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tests_total += 1
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repr_str = repr(entity)
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if "sprite_index=" in repr_str:
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print(f"✓ PASS: repr uses sprite_index: {repr_str}")
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tests_passed += 1
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elif "sprite_number=" in repr_str:
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print(f"✗ FAIL: repr still uses sprite_number: {repr_str}")
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else:
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print(f"? INFO: repr doesn't show sprite info: {repr_str}")
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# This might be okay if entity doesn't show sprite in repr
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tests_passed += 1
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return tests_passed, tests_total
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def test_animation_compatibility():
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"""Test that animations work with sprite_index"""
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print("\n=== Testing Animation Compatibility ===")
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tests_passed = 0
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tests_total = 0
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# Test animation with sprite_index property name
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tests_total += 1
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try:
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# This tests that the animation system recognizes sprite_index
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texture = mcrfpy.Texture("assets/kenney_tinydungeon.png", 16, 16)
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sprite = mcrfpy.Sprite(0, 0, texture, 0, 1.0)
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# Try to animate sprite_index (even if we can't directly test animations here)
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sprite.sprite_index = 0
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sprite.sprite_index = 5
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sprite.sprite_index = 10
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print("✓ PASS: sprite_index property works for potential animations")
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tests_passed += 1
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except Exception as e:
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print(f"✗ FAIL: sprite_index animation compatibility issue: {e}")
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return tests_passed, tests_total
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def run_test(runtime):
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"""Timer callback to run the test"""
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try:
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print("=== Testing sprite_index Property Standardization (Issue #81) ===\n")
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sprite_passed, sprite_total = test_sprite_index_property()
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entity_passed, entity_total = test_entity_sprite_index_property()
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anim_passed, anim_total = test_animation_compatibility()
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total_passed = sprite_passed + entity_passed + anim_passed
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total_tests = sprite_total + entity_total + anim_total
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print(f"\n=== SUMMARY ===")
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print(f"Sprite tests: {sprite_passed}/{sprite_total}")
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print(f"Entity tests: {entity_passed}/{entity_total}")
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print(f"Animation tests: {anim_passed}/{anim_total}")
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print(f"Total tests passed: {total_passed}/{total_tests}")
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if total_passed == total_tests:
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print("\nIssue #81 FIXED: sprite_index property standardized!")
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print("\nOverall result: PASS")
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else:
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print("\nIssue #81: Some tests failed")
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print("\nOverall result: FAIL")
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except Exception as e:
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print(f"\nTest error: {e}")
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import traceback
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traceback.print_exc()
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print("\nOverall result: FAIL")
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sys.exit(0)
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# Set up the test scene
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mcrfpy.createScene("test")
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mcrfpy.setScene("test")
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# Schedule test to run after game loop starts
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mcrfpy.setTimer("test", run_test, 100)
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206
tests/issue_82_sprite_scale_xy_test.py
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tests/issue_82_sprite_scale_xy_test.py
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#!/usr/bin/env python3
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"""
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Test for Issue #82: Add scale_x and scale_y to UISprite
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This test verifies that UISprite now supports non-uniform scaling through
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separate scale_x and scale_y properties, in addition to the existing uniform
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scale property.
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"""
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import mcrfpy
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import sys
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def test_scale_xy_properties():
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"""Test scale_x and scale_y properties on UISprite"""
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print("=== Testing UISprite scale_x and scale_y Properties ===")
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tests_passed = 0
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tests_total = 0
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# Create a texture and sprite
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texture = mcrfpy.Texture("assets/kenney_tinydungeon.png", 16, 16)
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sprite = mcrfpy.Sprite(10, 10, texture, 0, 1.0)
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# Test 1: Check scale_x property exists and defaults correctly
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tests_total += 1
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try:
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scale_x = sprite.scale_x
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if scale_x == 1.0:
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print(f"✓ PASS: sprite.scale_x = {scale_x} (default)")
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tests_passed += 1
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else:
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print(f"✗ FAIL: sprite.scale_x = {scale_x}, expected 1.0")
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except AttributeError as e:
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print(f"✗ FAIL: scale_x not accessible: {e}")
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# Test 2: Check scale_y property exists and defaults correctly
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tests_total += 1
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try:
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scale_y = sprite.scale_y
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if scale_y == 1.0:
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print(f"✓ PASS: sprite.scale_y = {scale_y} (default)")
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tests_passed += 1
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else:
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print(f"✗ FAIL: sprite.scale_y = {scale_y}, expected 1.0")
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except AttributeError as e:
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print(f"✗ FAIL: scale_y not accessible: {e}")
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# Test 3: Set scale_x independently
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tests_total += 1
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try:
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sprite.scale_x = 2.0
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if sprite.scale_x == 2.0 and sprite.scale_y == 1.0:
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print(f"✓ PASS: scale_x set independently (x={sprite.scale_x}, y={sprite.scale_y})")
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tests_passed += 1
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else:
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print(f"✗ FAIL: scale_x didn't set correctly (x={sprite.scale_x}, y={sprite.scale_y})")
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except Exception as e:
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print(f"✗ FAIL: scale_x setter error: {e}")
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# Test 4: Set scale_y independently
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tests_total += 1
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try:
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sprite.scale_y = 3.0
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if sprite.scale_x == 2.0 and sprite.scale_y == 3.0:
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print(f"✓ PASS: scale_y set independently (x={sprite.scale_x}, y={sprite.scale_y})")
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tests_passed += 1
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else:
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print(f"✗ FAIL: scale_y didn't set correctly (x={sprite.scale_x}, y={sprite.scale_y})")
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except Exception as e:
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print(f"✗ FAIL: scale_y setter error: {e}")
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# Test 5: Uniform scale property interaction
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tests_total += 1
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try:
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# Setting uniform scale should affect both x and y
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sprite.scale = 1.5
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if sprite.scale_x == 1.5 and sprite.scale_y == 1.5:
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print(f"✓ PASS: uniform scale sets both scale_x and scale_y")
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tests_passed += 1
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else:
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print(f"✗ FAIL: uniform scale didn't update scale_x/scale_y correctly")
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except Exception as e:
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print(f"✗ FAIL: uniform scale interaction error: {e}")
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# Test 6: Reading uniform scale with non-uniform values
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tests_total += 1
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try:
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sprite.scale_x = 2.0
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sprite.scale_y = 3.0
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uniform_scale = sprite.scale
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# When scales differ, scale property should return scale_x (or could be average, or error)
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print(f"? INFO: With non-uniform scaling (x=2.0, y=3.0), scale property returns: {uniform_scale}")
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# We'll accept this behavior whatever it is
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tests_passed += 1
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except Exception as e:
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print(f"✗ FAIL: reading scale with non-uniform values failed: {e}")
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return tests_passed, tests_total
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def test_animation_compatibility():
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"""Test that animations work with scale_x and scale_y"""
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print("\n=== Testing Animation Compatibility ===")
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tests_passed = 0
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tests_total = 0
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# Test property system compatibility
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tests_total += 1
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try:
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texture = mcrfpy.Texture("assets/kenney_tinydungeon.png", 16, 16)
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sprite = mcrfpy.Sprite(0, 0, texture, 0, 1.0)
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# Test setting various scale values
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sprite.scale_x = 0.5
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sprite.scale_y = 2.0
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sprite.scale_x = 1.5
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sprite.scale_y = 1.5
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print("✓ PASS: scale_x and scale_y properties work for potential animations")
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tests_passed += 1
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except Exception as e:
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print(f"✗ FAIL: scale_x/scale_y animation compatibility issue: {e}")
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return tests_passed, tests_total
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def test_edge_cases():
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"""Test edge cases for scale properties"""
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print("\n=== Testing Edge Cases ===")
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tests_passed = 0
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tests_total = 0
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texture = mcrfpy.Texture("assets/kenney_tinydungeon.png", 16, 16)
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sprite = mcrfpy.Sprite(0, 0, texture, 0, 1.0)
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# Test 1: Zero scale
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tests_total += 1
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try:
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sprite.scale_x = 0.0
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sprite.scale_y = 0.0
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print(f"✓ PASS: Zero scale allowed (x={sprite.scale_x}, y={sprite.scale_y})")
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tests_passed += 1
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except Exception as e:
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print(f"✗ FAIL: Zero scale not allowed: {e}")
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# Test 2: Negative scale (flip)
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tests_total += 1
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try:
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sprite.scale_x = -1.0
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sprite.scale_y = -1.0
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print(f"✓ PASS: Negative scale allowed for flipping (x={sprite.scale_x}, y={sprite.scale_y})")
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tests_passed += 1
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except Exception as e:
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print(f"✗ FAIL: Negative scale not allowed: {e}")
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# Test 3: Very large scale
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tests_total += 1
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try:
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sprite.scale_x = 100.0
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sprite.scale_y = 100.0
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print(f"✓ PASS: Large scale values allowed (x={sprite.scale_x}, y={sprite.scale_y})")
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tests_passed += 1
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except Exception as e:
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print(f"✗ FAIL: Large scale values not allowed: {e}")
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return tests_passed, tests_total
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def run_test(runtime):
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"""Timer callback to run the test"""
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try:
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print("=== Testing scale_x and scale_y Properties (Issue #82) ===\n")
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basic_passed, basic_total = test_scale_xy_properties()
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anim_passed, anim_total = test_animation_compatibility()
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edge_passed, edge_total = test_edge_cases()
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total_passed = basic_passed + anim_passed + edge_passed
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total_tests = basic_total + anim_total + edge_total
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print(f"\n=== SUMMARY ===")
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print(f"Basic tests: {basic_passed}/{basic_total}")
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print(f"Animation tests: {anim_passed}/{anim_total}")
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print(f"Edge case tests: {edge_passed}/{edge_total}")
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print(f"Total tests passed: {total_passed}/{total_tests}")
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if total_passed == total_tests:
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print("\nIssue #82 FIXED: scale_x and scale_y properties added!")
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print("\nOverall result: PASS")
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else:
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print("\nIssue #82: Some tests failed")
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print("\nOverall result: FAIL")
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except Exception as e:
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print(f"\nTest error: {e}")
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import traceback
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traceback.print_exc()
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print("\nOverall result: FAIL")
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sys.exit(0)
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# Set up the test scene
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mcrfpy.createScene("test")
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mcrfpy.setScene("test")
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# Schedule test to run after game loop starts
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mcrfpy.setTimer("test", run_test, 100)
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