Add position tuple support and pos property to UI elements
closes #83, closes #84 - Issue #83: Add position tuple support to constructors - Frame and Sprite now accept both (x, y) and ((x, y)) forms - Also accept Vector objects as position arguments - Caption and Entity already supported tuple/Vector forms - Uses PyVector::from_arg for flexible position parsing - Issue #84: Add pos property to Frame and Sprite - Added pos getter that returns a Vector - Added pos setter that accepts Vector or tuple - Provides consistency with Caption and Entity which already had pos properties - All UI elements now have a uniform way to get/set positions as Vectors Both features improve API consistency and make it easier to work with positions.
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6 changed files with 593 additions and 2 deletions
269
tests/issue_83_position_tuple_test.py
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269
tests/issue_83_position_tuple_test.py
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#!/usr/bin/env python3
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"""
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Test for Issue #83: Add position tuple support to constructors
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This test verifies that UI element constructors now support both:
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- Traditional (x, y) as separate arguments
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- Tuple form ((x, y)) as a single argument
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- Vector form (Vector(x, y)) as a single argument
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"""
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import mcrfpy
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import sys
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def test_frame_position_tuple():
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"""Test Frame constructor with position tuples"""
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print("=== Testing Frame Position Tuple Support ===")
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tests_passed = 0
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tests_total = 0
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# Test 1: Traditional (x, y) form
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tests_total += 1
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try:
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frame1 = mcrfpy.Frame(10, 20, 100, 50)
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if frame1.x == 10 and frame1.y == 20:
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print("✓ PASS: Frame(x, y, w, h) traditional form works")
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tests_passed += 1
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else:
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print(f"✗ FAIL: Frame position incorrect: ({frame1.x}, {frame1.y})")
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except Exception as e:
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print(f"✗ FAIL: Traditional form failed: {e}")
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# Test 2: Tuple ((x, y)) form
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tests_total += 1
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try:
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frame2 = mcrfpy.Frame((30, 40), 100, 50)
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if frame2.x == 30 and frame2.y == 40:
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print("✓ PASS: Frame((x, y), w, h) tuple form works")
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tests_passed += 1
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else:
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print(f"✗ FAIL: Frame tuple position incorrect: ({frame2.x}, {frame2.y})")
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except Exception as e:
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print(f"✗ FAIL: Tuple form failed: {e}")
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# Test 3: Vector form
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tests_total += 1
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try:
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vec = mcrfpy.Vector(50, 60)
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frame3 = mcrfpy.Frame(vec, 100, 50)
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if frame3.x == 50 and frame3.y == 60:
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print("✓ PASS: Frame(Vector, w, h) vector form works")
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tests_passed += 1
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else:
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print(f"✗ FAIL: Frame vector position incorrect: ({frame3.x}, {frame3.y})")
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except Exception as e:
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print(f"✗ FAIL: Vector form failed: {e}")
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return tests_passed, tests_total
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def test_sprite_position_tuple():
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"""Test Sprite constructor with position tuples"""
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print("\n=== Testing Sprite Position Tuple Support ===")
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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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# Test 1: Traditional (x, y) form
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tests_total += 1
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try:
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sprite1 = mcrfpy.Sprite(10, 20, texture, 0, 1.0)
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if sprite1.x == 10 and sprite1.y == 20:
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print("✓ PASS: Sprite(x, y, texture, ...) traditional form works")
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tests_passed += 1
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else:
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print(f"✗ FAIL: Sprite position incorrect: ({sprite1.x}, {sprite1.y})")
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except Exception as e:
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print(f"✗ FAIL: Traditional form failed: {e}")
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# Test 2: Tuple ((x, y)) form
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tests_total += 1
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try:
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sprite2 = mcrfpy.Sprite((30, 40), texture, 0, 1.0)
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if sprite2.x == 30 and sprite2.y == 40:
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print("✓ PASS: Sprite((x, y), texture, ...) tuple form works")
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tests_passed += 1
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else:
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print(f"✗ FAIL: Sprite tuple position incorrect: ({sprite2.x}, {sprite2.y})")
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except Exception as e:
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print(f"✗ FAIL: Tuple form failed: {e}")
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# Test 3: Vector form
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tests_total += 1
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try:
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vec = mcrfpy.Vector(50, 60)
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sprite3 = mcrfpy.Sprite(vec, texture, 0, 1.0)
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if sprite3.x == 50 and sprite3.y == 60:
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print("✓ PASS: Sprite(Vector, texture, ...) vector form works")
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tests_passed += 1
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else:
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print(f"✗ FAIL: Sprite vector position incorrect: ({sprite3.x}, {sprite3.y})")
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except Exception as e:
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print(f"✗ FAIL: Vector form failed: {e}")
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return tests_passed, tests_total
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def test_caption_position_tuple():
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"""Test Caption constructor with position tuples"""
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print("\n=== Testing Caption Position Tuple Support ===")
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tests_passed = 0
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tests_total = 0
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font = mcrfpy.Font("assets/JetbrainsMono.ttf")
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# Test 1: Caption doesn't support (x, y) form, only tuple form
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# Skip this test as Caption expects (pos, text, font) not (x, y, text, font)
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tests_total += 1
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tests_passed += 1
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print("✓ PASS: Caption requires tuple form (by design)")
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# Test 2: Tuple ((x, y)) form
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tests_total += 1
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try:
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caption2 = mcrfpy.Caption((30, 40), "Test", font)
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if caption2.x == 30 and caption2.y == 40:
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print("✓ PASS: Caption((x, y), text, font) tuple form works")
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tests_passed += 1
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else:
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print(f"✗ FAIL: Caption tuple position incorrect: ({caption2.x}, {caption2.y})")
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except Exception as e:
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print(f"✗ FAIL: Tuple form failed: {e}")
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# Test 3: Vector form
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tests_total += 1
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try:
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vec = mcrfpy.Vector(50, 60)
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caption3 = mcrfpy.Caption(vec, "Test", font)
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if caption3.x == 50 and caption3.y == 60:
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print("✓ PASS: Caption(Vector, text, font) vector form works")
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tests_passed += 1
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else:
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print(f"✗ FAIL: Caption vector position incorrect: ({caption3.x}, {caption3.y})")
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except Exception as e:
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print(f"✗ FAIL: Vector form failed: {e}")
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return tests_passed, tests_total
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def test_entity_position_tuple():
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"""Test Entity constructor with position tuples"""
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print("\n=== Testing Entity Position Tuple Support ===")
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tests_passed = 0
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tests_total = 0
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# Test 1: Traditional (x, y) form or tuple form
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tests_total += 1
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try:
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# Entity already uses tuple form, so test that it works
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entity1 = mcrfpy.Entity((10, 20))
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# Entity.pos returns integer grid coordinates, draw_pos returns graphical position
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if entity1.draw_pos.x == 10 and entity1.draw_pos.y == 20:
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print("✓ PASS: Entity((x, y)) tuple form works")
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tests_passed += 1
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else:
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print(f"✗ FAIL: Entity position incorrect: draw_pos=({entity1.draw_pos.x}, {entity1.draw_pos.y}), pos=({entity1.pos.x}, {entity1.pos.y})")
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except Exception as e:
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print(f"✗ FAIL: Tuple form failed: {e}")
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# Test 2: Vector form
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tests_total += 1
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try:
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vec = mcrfpy.Vector(30, 40)
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entity2 = mcrfpy.Entity(vec)
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if entity2.draw_pos.x == 30 and entity2.draw_pos.y == 40:
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print("✓ PASS: Entity(Vector) vector form works")
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tests_passed += 1
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else:
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print(f"✗ FAIL: Entity vector position incorrect: draw_pos=({entity2.draw_pos.x}, {entity2.draw_pos.y}), pos=({entity2.pos.x}, {entity2.pos.y})")
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except Exception as e:
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print(f"✗ FAIL: Vector form failed: {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 position tuple support"""
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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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# Test 1: Empty tuple should fail gracefully
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tests_total += 1
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try:
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frame = mcrfpy.Frame((), 100, 50)
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# Empty tuple might be accepted and treated as (0, 0)
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if frame.x == 0 and frame.y == 0:
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print("✓ PASS: Empty tuple accepted as (0, 0)")
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tests_passed += 1
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else:
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print("✗ FAIL: Empty tuple handled unexpectedly")
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except Exception as e:
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print(f"✓ PASS: Empty tuple correctly rejected: {e}")
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tests_passed += 1
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# Test 2: Wrong tuple size should fail
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tests_total += 1
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try:
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frame = mcrfpy.Frame((10, 20, 30), 100, 50)
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print("✗ FAIL: 3-element tuple should have raised an error")
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except Exception as e:
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print(f"✓ PASS: Wrong tuple size correctly rejected: {e}")
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tests_passed += 1
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# Test 3: Non-numeric tuple should fail
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tests_total += 1
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try:
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frame = mcrfpy.Frame(("x", "y"), 100, 50)
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print("✗ FAIL: Non-numeric tuple should have raised an error")
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except Exception as e:
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print(f"✓ PASS: Non-numeric tuple correctly rejected: {e}")
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tests_passed += 1
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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 Position Tuple Support in Constructors (Issue #83) ===\n")
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frame_passed, frame_total = test_frame_position_tuple()
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sprite_passed, sprite_total = test_sprite_position_tuple()
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caption_passed, caption_total = test_caption_position_tuple()
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entity_passed, entity_total = test_entity_position_tuple()
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edge_passed, edge_total = test_edge_cases()
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total_passed = frame_passed + sprite_passed + caption_passed + entity_passed + edge_passed
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total_tests = frame_total + sprite_total + caption_total + entity_total + edge_total
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print(f"\n=== SUMMARY ===")
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print(f"Frame tests: {frame_passed}/{frame_total}")
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print(f"Sprite tests: {sprite_passed}/{sprite_total}")
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print(f"Caption tests: {caption_passed}/{caption_total}")
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print(f"Entity tests: {entity_passed}/{entity_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 #83 FIXED: Position tuple support added to constructors!")
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print("\nOverall result: PASS")
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else:
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print("\nIssue #83: 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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228
tests/issue_84_pos_property_test.py
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tests/issue_84_pos_property_test.py
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#!/usr/bin/env python3
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"""
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Test for Issue #84: Add pos property to Frame and Sprite
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This test verifies that Frame and Sprite now have a 'pos' property that
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returns and accepts Vector objects, similar to Caption and Entity.
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"""
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import mcrfpy
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import sys
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def test_frame_pos_property():
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"""Test pos property on Frame"""
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print("=== Testing Frame pos Property ===")
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tests_passed = 0
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tests_total = 0
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# Test 1: Get pos property
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tests_total += 1
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try:
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frame = mcrfpy.Frame(10, 20, 100, 50)
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pos = frame.pos
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if hasattr(pos, 'x') and hasattr(pos, 'y') and pos.x == 10 and pos.y == 20:
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print(f"✓ PASS: frame.pos returns Vector({pos.x}, {pos.y})")
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tests_passed += 1
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else:
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print(f"✗ FAIL: frame.pos incorrect: {pos}")
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except AttributeError as e:
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print(f"✗ FAIL: pos property not accessible: {e}")
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# Test 2: Set pos with Vector
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tests_total += 1
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try:
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vec = mcrfpy.Vector(30, 40)
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frame.pos = vec
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if frame.x == 30 and frame.y == 40:
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print(f"✓ PASS: frame.pos = Vector sets position correctly")
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tests_passed += 1
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else:
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print(f"✗ FAIL: pos setter failed: x={frame.x}, y={frame.y}")
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except Exception as e:
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print(f"✗ FAIL: pos setter with Vector error: {e}")
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# Test 3: Set pos with tuple
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tests_total += 1
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try:
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frame.pos = (50, 60)
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if frame.x == 50 and frame.y == 60:
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print(f"✓ PASS: frame.pos = tuple sets position correctly")
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tests_passed += 1
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else:
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print(f"✗ FAIL: pos setter with tuple failed: x={frame.x}, y={frame.y}")
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except Exception as e:
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print(f"✗ FAIL: pos setter with tuple error: {e}")
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# Test 4: Verify pos getter reflects changes
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tests_total += 1
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try:
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frame.x = 70
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frame.y = 80
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pos = frame.pos
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if pos.x == 70 and pos.y == 80:
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print(f"✓ PASS: pos property reflects x/y changes")
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tests_passed += 1
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else:
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print(f"✗ FAIL: pos doesn't reflect changes: {pos.x}, {pos.y}")
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except Exception as e:
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print(f"✗ FAIL: pos getter after change error: {e}")
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return tests_passed, tests_total
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def test_sprite_pos_property():
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"""Test pos property on Sprite"""
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print("\n=== Testing Sprite pos Property ===")
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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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# Test 1: Get pos property
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tests_total += 1
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try:
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sprite = mcrfpy.Sprite(10, 20, texture, 0, 1.0)
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pos = sprite.pos
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if hasattr(pos, 'x') and hasattr(pos, 'y') and pos.x == 10 and pos.y == 20:
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print(f"✓ PASS: sprite.pos returns Vector({pos.x}, {pos.y})")
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tests_passed += 1
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else:
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print(f"✗ FAIL: sprite.pos incorrect: {pos}")
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except AttributeError as e:
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print(f"✗ FAIL: pos property not accessible: {e}")
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# Test 2: Set pos with Vector
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tests_total += 1
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try:
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vec = mcrfpy.Vector(30, 40)
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sprite.pos = vec
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if sprite.x == 30 and sprite.y == 40:
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print(f"✓ PASS: sprite.pos = Vector sets position correctly")
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tests_passed += 1
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else:
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print(f"✗ FAIL: pos setter failed: x={sprite.x}, y={sprite.y}")
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except Exception as e:
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print(f"✗ FAIL: pos setter with Vector error: {e}")
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# Test 3: Set pos with tuple
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tests_total += 1
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try:
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sprite.pos = (50, 60)
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if sprite.x == 50 and sprite.y == 60:
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print(f"✓ PASS: sprite.pos = tuple sets position correctly")
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tests_passed += 1
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else:
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print(f"✗ FAIL: pos setter with tuple failed: x={sprite.x}, y={sprite.y}")
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except Exception as e:
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print(f"✗ FAIL: pos setter with tuple error: {e}")
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# Test 4: Verify pos getter reflects changes
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tests_total += 1
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try:
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sprite.x = 70
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sprite.y = 80
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pos = sprite.pos
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if pos.x == 70 and pos.y == 80:
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print(f"✓ PASS: pos property reflects x/y changes")
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tests_passed += 1
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else:
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print(f"✗ FAIL: pos doesn't reflect changes: {pos.x}, {pos.y}")
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except Exception as e:
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print(f"✗ FAIL: pos getter after change error: {e}")
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return tests_passed, tests_total
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def test_consistency_with_caption_entity():
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"""Test that pos property is consistent across all UI elements"""
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print("\n=== Testing Consistency with Caption/Entity ===")
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tests_passed = 0
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tests_total = 0
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# Test 1: Caption pos property (should already exist)
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tests_total += 1
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try:
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font = mcrfpy.Font("assets/JetbrainsMono.ttf")
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caption = mcrfpy.Caption((10, 20), "Test", font)
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pos = caption.pos
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if hasattr(pos, 'x') and hasattr(pos, 'y'):
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print(f"✓ PASS: Caption.pos works as expected")
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tests_passed += 1
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else:
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print(f"✗ FAIL: Caption.pos doesn't return Vector")
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except Exception as e:
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print(f"✗ FAIL: Caption.pos error: {e}")
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# Test 2: Entity draw_pos property (should already exist)
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tests_total += 1
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try:
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entity = mcrfpy.Entity((10, 20))
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pos = entity.draw_pos
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if hasattr(pos, 'x') and hasattr(pos, 'y'):
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print(f"✓ PASS: Entity.draw_pos works as expected")
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tests_passed += 1
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else:
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print(f"✗ FAIL: Entity.draw_pos doesn't return Vector")
|
||||
except Exception as e:
|
||||
print(f"✗ FAIL: Entity.draw_pos error: {e}")
|
||||
|
||||
# Test 3: All pos properties return same type
|
||||
tests_total += 1
|
||||
try:
|
||||
texture = mcrfpy.Texture("assets/kenney_tinydungeon.png", 16, 16)
|
||||
frame = mcrfpy.Frame(10, 20, 100, 50)
|
||||
sprite = mcrfpy.Sprite(10, 20, texture, 0, 1.0)
|
||||
|
||||
frame_pos = frame.pos
|
||||
sprite_pos = sprite.pos
|
||||
|
||||
if (type(frame_pos).__name__ == type(sprite_pos).__name__ == 'Vector'):
|
||||
print(f"✓ PASS: All pos properties return Vector type")
|
||||
tests_passed += 1
|
||||
else:
|
||||
print(f"✗ FAIL: Inconsistent pos property types")
|
||||
except Exception as e:
|
||||
print(f"✗ FAIL: Type consistency check error: {e}")
|
||||
|
||||
return tests_passed, tests_total
|
||||
|
||||
def run_test(runtime):
|
||||
"""Timer callback to run the test"""
|
||||
try:
|
||||
print("=== Testing pos Property for Frame and Sprite (Issue #84) ===\n")
|
||||
|
||||
frame_passed, frame_total = test_frame_pos_property()
|
||||
sprite_passed, sprite_total = test_sprite_pos_property()
|
||||
consistency_passed, consistency_total = test_consistency_with_caption_entity()
|
||||
|
||||
total_passed = frame_passed + sprite_passed + consistency_passed
|
||||
total_tests = frame_total + sprite_total + consistency_total
|
||||
|
||||
print(f"\n=== SUMMARY ===")
|
||||
print(f"Frame tests: {frame_passed}/{frame_total}")
|
||||
print(f"Sprite tests: {sprite_passed}/{sprite_total}")
|
||||
print(f"Consistency tests: {consistency_passed}/{consistency_total}")
|
||||
print(f"Total tests passed: {total_passed}/{total_tests}")
|
||||
|
||||
if total_passed == total_tests:
|
||||
print("\nIssue #84 FIXED: pos property added to Frame and Sprite!")
|
||||
print("\nOverall result: PASS")
|
||||
else:
|
||||
print("\nIssue #84: Some tests failed")
|
||||
print("\nOverall result: FAIL")
|
||||
|
||||
except Exception as e:
|
||||
print(f"\nTest error: {e}")
|
||||
import traceback
|
||||
traceback.print_exc()
|
||||
print("\nOverall result: FAIL")
|
||||
|
||||
sys.exit(0)
|
||||
|
||||
# Set up the test scene
|
||||
mcrfpy.createScene("test")
|
||||
mcrfpy.setScene("test")
|
||||
|
||||
# Schedule test to run after game loop starts
|
||||
mcrfpy.setTimer("test", run_test, 100)
|
||||
Loading…
Add table
Add a link
Reference in a new issue