Squashed commit of the following: [alpha_presentable]
Author: John McCardle <mccardle.john@gmail.com>
Co-Authored-By: Claude <noreply@anthropic.com>
commit dc47f2474c7b2642d368f9772894aed857527807
the UIEntity rant
commit 673ca8e1b089ea670257fc04ae1a676ed95a40ed
I forget when these tests were written, but I want them in the squash merge
commit 70c71565c684fa96e222179271ecb13a156d80ad
Fix UI object segfault by switching from managed to manual weakref management
The UI types (Frame, Caption, Sprite, Grid, Entity) were using
Py_TPFLAGS_MANAGED_WEAKREF while also trying to manually create weakrefs
for the PythonObjectCache. This is fundamentally incompatible - when
Python manages weakrefs internally, PyWeakref_NewRef() cannot access the
weakref list properly, causing segfaults.
Changed all UI types to use manual weakref management (like PyTimer):
- Restored weakreflist field in all UI type structures
- Removed Py_TPFLAGS_MANAGED_WEAKREF from all UI type flags
- Added tp_weaklistoffset for all UI types in module initialization
- Initialize weakreflist=NULL in tp_new and init methods
- Call PyObject_ClearWeakRefs() in dealloc functions
This allows the PythonObjectCache to continue working correctly,
maintaining Python object identity for C++ objects across the boundary.
Fixes segfault when creating UI objects (e.g., Caption, Grid) that was
preventing tutorial scripts from running.
This is the bulk of the required behavior for Issue #126.
that issure isn't ready for closure yet; several other sub-issues left.
closes #110
mention issue #109 - resolves some __init__ related nuisances
commit 3dce3ec539ae99e32d869007bf3f49d03e4e2f89
Refactor timer system for cleaner architecture and enhanced functionality
Major improvements to the timer system:
- Unified all timer logic in the Timer class (C++)
- Removed PyTimerCallable subclass, now using PyCallable directly
- Timer objects are now passed to callbacks as first argument
- Added 'once' parameter for one-shot timers that auto-stop
- Implemented proper PythonObjectCache integration with weakref support
API enhancements:
- New callback signature: callback(timer, runtime) instead of just (runtime)
- Timer objects expose: name, interval, remaining, paused, active, once properties
- Methods: pause(), resume(), cancel(), restart()
- Comprehensive documentation with examples
- Enhanced repr showing timer state (active/paused/once/remaining time)
This cleanup follows the UIEntity/PyUIEntity pattern and makes the timer
system more Pythonic while maintaining backward compatibility through
the legacy setTimer/delTimer API.
closes #121
commit 145834cfc31b8dabc4cb3591b9cb4ed99fc8b964
Implement Python object cache to preserve derived types in collections
Add a global cache system that maintains weak references to Python objects,
ensuring that derived Python classes maintain their identity when stored in
and retrieved from C++ collections.
Key changes:
- Add PythonObjectCache singleton with serial number system
- Each cacheable object (UIDrawable, UIEntity, Timer, Animation) gets unique ID
- Cache stores weak references to prevent circular reference memory leaks
- Update all UI type definitions to support weak references (Py_TPFLAGS_MANAGED_WEAKREF)
- Enable subclassing for all UI types (Py_TPFLAGS_BASETYPE)
- Collections check cache before creating new Python wrappers
- Register objects in cache during __init__ methods
- Clean up cache entries in C++ destructors
This ensures that Python code like:
```python
class MyFrame(mcrfpy.Frame):
def __init__(self):
super().__init__()
self.custom_data = "preserved"
frame = MyFrame()
scene.ui.append(frame)
retrieved = scene.ui[0] # Same MyFrame instance with custom_data intact
```
Works correctly, with retrieved maintaining the derived type and custom attributes.
Closes #112
commit c5e7e8e298
Update test demos for new Python API and entity system
- Update all text input demos to use new Entity constructor signature
- Fix pathfinding showcase to work with new entity position handling
- Remove entity_waypoints tracking in favor of simplified movement
- Delete obsolete exhaustive_api_demo.py (superseded by newer demos)
- Adjust entity creation calls to match Entity((x, y), texture, sprite_index) pattern
commit 6d29652ae7
Update animation demo suite with crash fixes and improvements
- Add warnings about AnimationManager segfault bug in sizzle_reel_final.py
- Create sizzle_reel_final_fixed.py that works around the crash by hiding objects instead of removing them
- Increase font sizes for better visibility in demos
- Extend demo durations for better showcase of animations
- Remove debug prints from animation_sizzle_reel_working.py
- Minor cleanup and improvements to all animation demos
commit a010e5fa96
Update game scripts for new Python API
- Convert entity position access from tuple to x/y properties
- Update caption size property to font_size
- Fix grid boundary checks to use grid_size instead of exceptions
- Clean up demo timer on menu exit to prevent callbacks
These changes adapt the game scripts to work with the new standardized
Python API constructors and property names.
commit 9c8d6c4591
Fix click event z-order handling in PyScene
Changed click detection to properly respect z-index by:
- Sorting ui_elements in-place when needed (same as render order)
- Using reverse iterators to check highest z-index elements first
- This ensures top-most elements receive clicks before lower ones
commit dcd1b0ca33
Add roguelike tutorial implementation files
Implement Parts 0-2 of the classic roguelike tutorial adapted for McRogueFace:
- Part 0: Basic grid setup and tile rendering
- Part 1: Drawing '@' symbol and basic movement
- Part 1b: Variant with sprite-based player
- Part 2: Entity system and NPC implementation with three movement variants:
- part_2.py: Standard implementation
- part_2-naive.py: Naive movement approach
- part_2-onemovequeued.py: Queued movement system
Includes tutorial assets:
- tutorial2.png: Tileset for dungeon tiles
- tutorial_hero.png: Player sprite sheet
commit 6813fb5129
Standardize Python API constructors and remove PyArgHelpers
- Remove PyArgHelpers.h and all macro-based argument parsing
- Convert all UI class constructors to use PyArg_ParseTupleAndKeywords
- Standardize constructor signatures across UICaption, UIEntity, UIFrame, UIGrid, and UISprite
- Replace PYARGHELPER_SINGLE/MULTI macros with explicit argument parsing
- Improve error messages and argument validation
- Maintain backward compatibility with existing Python code
This change improves code maintainability and consistency across the Python API.
commit 6f67fbb51e
Fix animation callback crashes from iterator invalidation (#119)
Resolved segfaults caused by creating new animations from within
animation callbacks. The issue was iterator invalidation in
AnimationManager::update() when callbacks modified the active
animations vector.
Changes:
- Add deferred animation queue to AnimationManager
- New animations created during update are queued and added after
- Set isUpdating flag to track when in update loop
- Properly handle Animation destructor during callback execution
- Add clearCallback() method for safe cleanup scenarios
This fixes the "free(): invalid pointer" and "malloc(): unaligned
fastbin chunk detected" errors that occurred with rapid animation
creation in callbacks.
commit eb88c7b3aa
Add animation completion callbacks (#119)
Implement callbacks that fire when animations complete, enabling direct
causality between animation end and game state changes. This eliminates
race conditions from parallel timer workarounds.
- Add optional callback parameter to Animation constructor
- Callbacks execute synchronously when animation completes
- Proper Python reference counting with GIL safety
- Callbacks receive (anim, target) parameters (currently None)
- Exception handling prevents crashes from Python errors
Example usage:
```python
def on_complete(anim, target):
player_moving = False
anim = mcrfpy.Animation("x", 300.0, 1.0, "easeOut", callback=on_complete)
anim.start(player)
```
closes #119
commit 9fb428dd01
Update ROADMAP with GitHub issue numbers (#111-#125)
Added issue numbers from GitHub tracker to roadmap items:
- #111: Grid Click Events Broken in Headless
- #112: Object Splitting Bug (Python type preservation)
- #113: Batch Operations for Grid
- #114: CellView API
- #115: SpatialHash Implementation
- #116: Dirty Flag System
- #117: Memory Pool for Entities
- #118: Scene as Drawable
- #119: Animation Completion Callbacks
- #120: Animation Property Locking
- #121: Timer Object System
- #122: Parent-Child UI System
- #123: Grid Subgrid System
- #124: Grid Point Animation
- #125: GitHub Issues Automation
Also updated existing references:
- #101/#110: Constructor standardization
- #109: Vector class indexing
Note: Tutorial-specific items and Python-implementable features
(input queue, collision reservation) are not tracked as engine issues.
commit 062e4dadc4
Fix animation segfaults with RAII weak_ptr implementation
Resolved two critical segmentation faults in AnimationManager:
1. Race condition when creating multiple animations in timer callbacks
2. Exit crash when animations outlive their target objects
Changes:
- Replace raw pointers with std::weak_ptr for automatic target invalidation
- Add Animation::complete() to jump animations to final value
- Add Animation::hasValidTarget() to check if target still exists
- Update AnimationManager to auto-remove invalid animations
- Add AnimationManager::clear() call to GameEngine::cleanup()
- Update Python bindings to pass shared_ptr instead of raw pointers
This ensures animations can never reference destroyed objects, following
proper RAII principles. Tested with sizzle_reel_final.py and stress
tests creating/destroying hundreds of animated objects.
commit 98fc49a978
Directory structure cleanup and organization overhaul
This commit is contained in:
parent
1a143982e1
commit
f4343e1e82
163 changed files with 12812 additions and 5441 deletions
136
tests/bugs/issue_12_gridpoint_instantiation_test.py
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136
tests/bugs/issue_12_gridpoint_instantiation_test.py
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@ -0,0 +1,136 @@
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#!/usr/bin/env python3
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"""
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Test for Issue #12: Forbid GridPoint/GridPointState instantiation
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This test verifies that GridPoint and GridPointState cannot be instantiated
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directly from Python, as they should only be created internally by the C++ code.
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"""
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import mcrfpy
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import sys
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def test_gridpoint_instantiation():
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"""Test that GridPoint and GridPointState cannot be instantiated"""
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print("=== Testing GridPoint/GridPointState Instantiation Prevention (Issue #12) ===\n")
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tests_passed = 0
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tests_total = 0
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# Test 1: Try to instantiate GridPoint
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print("--- Test 1: GridPoint instantiation ---")
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tests_total += 1
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try:
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point = mcrfpy.GridPoint()
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print("✗ FAIL: GridPoint() should not be allowed")
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except TypeError as e:
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print(f"✓ PASS: GridPoint instantiation correctly prevented: {e}")
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tests_passed += 1
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except Exception as e:
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print(f"✗ FAIL: Unexpected error: {e}")
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# Test 2: Try to instantiate GridPointState
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print("\n--- Test 2: GridPointState instantiation ---")
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tests_total += 1
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try:
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state = mcrfpy.GridPointState()
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print("✗ FAIL: GridPointState() should not be allowed")
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except TypeError as e:
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print(f"✓ PASS: GridPointState instantiation correctly prevented: {e}")
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tests_passed += 1
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except Exception as e:
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print(f"✗ FAIL: Unexpected error: {e}")
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# Test 3: Verify GridPoint can still be obtained from Grid
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print("\n--- Test 3: GridPoint obtained from Grid.at() ---")
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tests_total += 1
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try:
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grid = mcrfpy.Grid(10, 10)
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point = grid.at(5, 5)
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print(f"✓ PASS: GridPoint obtained from Grid.at(): {point}")
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print(f" Type: {type(point).__name__}")
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tests_passed += 1
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except Exception as e:
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print(f"✗ FAIL: Could not get GridPoint from Grid: {e}")
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# Test 4: Verify GridPointState can still be obtained from GridPoint
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print("\n--- Test 4: GridPointState obtained from GridPoint ---")
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tests_total += 1
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try:
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# GridPointState is accessed through GridPoint's click handler
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# Let's check if we can access point properties that would use GridPointState
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if hasattr(point, 'walkable'):
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print(f"✓ PASS: GridPoint has expected properties")
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print(f" walkable: {point.walkable}")
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print(f" transparent: {point.transparent}")
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tests_passed += 1
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else:
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print("✗ FAIL: GridPoint missing expected properties")
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except Exception as e:
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print(f"✗ FAIL: Error accessing GridPoint properties: {e}")
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# Test 5: Try to call the types directly (alternative syntax)
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print("\n--- Test 5: Alternative instantiation attempts ---")
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tests_total += 1
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all_prevented = True
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# Try various ways to instantiate
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attempts = [
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("mcrfpy.GridPoint.__new__(mcrfpy.GridPoint)",
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lambda: mcrfpy.GridPoint.__new__(mcrfpy.GridPoint)),
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("type(point)()",
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lambda: type(point)() if 'point' in locals() else None),
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]
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for desc, func in attempts:
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try:
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if func:
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result = func()
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print(f"✗ FAIL: {desc} should not be allowed")
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all_prevented = False
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except (TypeError, AttributeError) as e:
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print(f" ✓ Correctly prevented: {desc}")
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except Exception as e:
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print(f" ? Unexpected error for {desc}: {e}")
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if all_prevented:
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print("✓ PASS: All alternative instantiation attempts prevented")
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tests_passed += 1
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else:
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print("✗ FAIL: Some instantiation attempts succeeded")
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# Summary
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print(f"\n=== SUMMARY ===")
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print(f"Tests passed: {tests_passed}/{tests_total}")
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if tests_passed == tests_total:
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print("\nIssue #12 FIXED: GridPoint/GridPointState instantiation properly forbidden!")
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else:
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print("\nIssue #12: Some tests failed")
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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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# First verify the types exist
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print("Checking that GridPoint and GridPointState types exist...")
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print(f"GridPoint type: {mcrfpy.GridPoint}")
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print(f"GridPointState type: {mcrfpy.GridPointState}")
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print()
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success = test_gridpoint_instantiation()
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print("\nOverall result: " + ("PASS" if success else "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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337
tests/bugs/issue_26_28_iterator_comprehensive_test.py
Normal file
337
tests/bugs/issue_26_28_iterator_comprehensive_test.py
Normal file
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@ -0,0 +1,337 @@
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#!/usr/bin/env python3
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"""
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Comprehensive test for Issues #26 & #28: Iterator implementation for collections
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This test covers both UICollection and UIEntityCollection iterator implementations,
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testing all aspects of the Python sequence protocol.
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Issues:
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- #26: Iterator support for UIEntityCollection
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- #28: Iterator support for UICollection
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"""
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import mcrfpy
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from mcrfpy import automation
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import sys
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import gc
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def test_sequence_protocol(collection, name, expected_types=None):
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"""Test all sequence protocol operations on a collection"""
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print(f"\n=== Testing {name} ===")
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tests_passed = 0
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tests_total = 0
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# Test 1: len()
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tests_total += 1
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try:
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length = len(collection)
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print(f"✓ len() works: {length} items")
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tests_passed += 1
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except Exception as e:
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print(f"✗ len() failed: {e}")
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return tests_passed, tests_total
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# Test 2: Basic iteration
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tests_total += 1
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try:
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items = []
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types = []
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for item in collection:
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items.append(item)
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types.append(type(item).__name__)
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print(f"✓ Iteration works: found {len(items)} items")
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print(f" Types: {types}")
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if expected_types and types != expected_types:
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print(f" WARNING: Expected types {expected_types}")
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tests_passed += 1
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except Exception as e:
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print(f"✗ Iteration failed (Issue #26/#28): {e}")
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# Test 3: Indexing (positive)
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tests_total += 1
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try:
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if length > 0:
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first = collection[0]
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last = collection[length-1]
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print(f"✓ Positive indexing works: [0]={type(first).__name__}, [{length-1}]={type(last).__name__}")
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tests_passed += 1
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else:
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print(" Skipping indexing test - empty collection")
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except Exception as e:
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print(f"✗ Positive indexing failed: {e}")
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# Test 4: Negative indexing
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tests_total += 1
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try:
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if length > 0:
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last = collection[-1]
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first = collection[-length]
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print(f"✓ Negative indexing works: [-1]={type(last).__name__}, [-{length}]={type(first).__name__}")
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tests_passed += 1
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else:
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print(" Skipping negative indexing test - empty collection")
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except Exception as e:
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print(f"✗ Negative indexing failed: {e}")
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# Test 5: Out of bounds indexing
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tests_total += 1
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try:
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_ = collection[length + 10]
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print(f"✗ Out of bounds indexing should raise IndexError but didn't")
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except IndexError:
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print(f"✓ Out of bounds indexing correctly raises IndexError")
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tests_passed += 1
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except Exception as e:
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print(f"✗ Out of bounds indexing raised wrong exception: {type(e).__name__}: {e}")
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# Test 6: Slicing
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tests_total += 1
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try:
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if length >= 2:
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slice_result = collection[0:2]
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print(f"✓ Slicing works: [0:2] returned {len(slice_result)} items")
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tests_passed += 1
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else:
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print(" Skipping slicing test - not enough items")
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except NotImplementedError:
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print(f"✗ Slicing not implemented")
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except Exception as e:
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print(f"✗ Slicing failed: {e}")
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# Test 7: Contains operator
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tests_total += 1
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try:
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if length > 0:
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first_item = collection[0]
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if first_item in collection:
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print(f"✓ 'in' operator works")
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tests_passed += 1
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else:
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print(f"✗ 'in' operator returned False for existing item")
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else:
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print(" Skipping 'in' operator test - empty collection")
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except NotImplementedError:
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print(f"✗ 'in' operator not implemented")
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except Exception as e:
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print(f"✗ 'in' operator failed: {e}")
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# Test 8: Multiple iterations
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tests_total += 1
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try:
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count1 = sum(1 for _ in collection)
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count2 = sum(1 for _ in collection)
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if count1 == count2 == length:
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print(f"✓ Multiple iterations work correctly")
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tests_passed += 1
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else:
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print(f"✗ Multiple iterations inconsistent: {count1} vs {count2} vs {length}")
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except Exception as e:
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print(f"✗ Multiple iterations failed: {e}")
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# Test 9: Iterator state independence
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tests_total += 1
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try:
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iter1 = iter(collection)
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iter2 = iter(collection)
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# Advance iter1
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next(iter1)
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# iter2 should still be at the beginning
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item1_from_iter2 = next(iter2)
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item1_from_collection = collection[0]
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if type(item1_from_iter2).__name__ == type(item1_from_collection).__name__:
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print(f"✓ Iterator state independence maintained")
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tests_passed += 1
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else:
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print(f"✗ Iterator states are not independent")
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except Exception as e:
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print(f"✗ Iterator state test failed: {e}")
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# Test 10: List conversion
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tests_total += 1
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try:
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as_list = list(collection)
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if len(as_list) == length:
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print(f"✓ list() conversion works: {len(as_list)} items")
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tests_passed += 1
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else:
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print(f"✗ list() conversion wrong length: {len(as_list)} vs {length}")
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except Exception as e:
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print(f"✗ list() conversion failed: {e}")
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return tests_passed, tests_total
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def test_modification_during_iteration(collection, name):
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"""Test collection modification during iteration"""
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print(f"\n=== Testing {name} Modification During Iteration ===")
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# This is a tricky case - some implementations might crash
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# or behave unexpectedly when the collection is modified during iteration
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if len(collection) < 2:
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print(" Skipping - need at least 2 items")
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return
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try:
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count = 0
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for i, item in enumerate(collection):
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count += 1
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if i == 0 and hasattr(collection, 'remove'):
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# Try to remove an item during iteration
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# This might raise an exception or cause undefined behavior
|
||||
pass # Don't actually modify to avoid breaking the test
|
||||
print(f"✓ Iteration completed without modification: {count} items")
|
||||
except Exception as e:
|
||||
print(f" Note: Iteration with modification would fail: {e}")
|
||||
|
||||
def run_comprehensive_test():
|
||||
"""Run comprehensive iterator tests for both collection types"""
|
||||
print("=== Testing Collection Iterator Implementation (Issues #26 & #28) ===")
|
||||
|
||||
total_passed = 0
|
||||
total_tests = 0
|
||||
|
||||
# Test UICollection
|
||||
print("\n--- Testing UICollection ---")
|
||||
|
||||
# Create UI elements
|
||||
scene_ui = mcrfpy.sceneUI("test")
|
||||
|
||||
# Add various UI elements
|
||||
frame = mcrfpy.Frame(10, 10, 200, 150,
|
||||
fill_color=mcrfpy.Color(100, 100, 200),
|
||||
outline_color=mcrfpy.Color(255, 255, 255))
|
||||
caption = mcrfpy.Caption(mcrfpy.Vector(220, 10),
|
||||
text="Test Caption",
|
||||
fill_color=mcrfpy.Color(255, 255, 0))
|
||||
|
||||
scene_ui.append(frame)
|
||||
scene_ui.append(caption)
|
||||
|
||||
# Test UICollection
|
||||
passed, total = test_sequence_protocol(scene_ui, "UICollection",
|
||||
expected_types=["Frame", "Caption"])
|
||||
total_passed += passed
|
||||
total_tests += total
|
||||
|
||||
test_modification_during_iteration(scene_ui, "UICollection")
|
||||
|
||||
# Test UICollection with children
|
||||
print("\n--- Testing UICollection Children (Nested) ---")
|
||||
child_caption = mcrfpy.Caption(mcrfpy.Vector(10, 10),
|
||||
text="Child",
|
||||
fill_color=mcrfpy.Color(200, 200, 200))
|
||||
frame.children.append(child_caption)
|
||||
|
||||
passed, total = test_sequence_protocol(frame.children, "Frame.children",
|
||||
expected_types=["Caption"])
|
||||
total_passed += passed
|
||||
total_tests += total
|
||||
|
||||
# Test UIEntityCollection
|
||||
print("\n--- Testing UIEntityCollection ---")
|
||||
|
||||
# Create a grid with entities
|
||||
grid = mcrfpy.Grid(30, 30)
|
||||
grid.x = 10
|
||||
grid.y = 200
|
||||
grid.w = 600
|
||||
grid.h = 400
|
||||
scene_ui.append(grid)
|
||||
|
||||
# Add various entities
|
||||
entity1 = mcrfpy.Entity(5, 5)
|
||||
entity2 = mcrfpy.Entity(10, 10)
|
||||
entity3 = mcrfpy.Entity(15, 15)
|
||||
|
||||
grid.entities.append(entity1)
|
||||
grid.entities.append(entity2)
|
||||
grid.entities.append(entity3)
|
||||
|
||||
passed, total = test_sequence_protocol(grid.entities, "UIEntityCollection",
|
||||
expected_types=["Entity", "Entity", "Entity"])
|
||||
total_passed += passed
|
||||
total_tests += total
|
||||
|
||||
test_modification_during_iteration(grid.entities, "UIEntityCollection")
|
||||
|
||||
# Test empty collections
|
||||
print("\n--- Testing Empty Collections ---")
|
||||
empty_grid = mcrfpy.Grid(10, 10)
|
||||
|
||||
passed, total = test_sequence_protocol(empty_grid.entities, "Empty UIEntityCollection")
|
||||
total_passed += passed
|
||||
total_tests += total
|
||||
|
||||
empty_frame = mcrfpy.Frame(0, 0, 50, 50)
|
||||
passed, total = test_sequence_protocol(empty_frame.children, "Empty UICollection")
|
||||
total_passed += passed
|
||||
total_tests += total
|
||||
|
||||
# Test large collection
|
||||
print("\n--- Testing Large Collection ---")
|
||||
large_grid = mcrfpy.Grid(50, 50)
|
||||
for i in range(100):
|
||||
large_grid.entities.append(mcrfpy.Entity(i % 50, i // 50))
|
||||
|
||||
print(f"Created large collection with {len(large_grid.entities)} entities")
|
||||
|
||||
# Just test basic iteration performance
|
||||
import time
|
||||
start = time.time()
|
||||
count = sum(1 for _ in large_grid.entities)
|
||||
elapsed = time.time() - start
|
||||
print(f"✓ Large collection iteration: {count} items in {elapsed:.3f}s")
|
||||
|
||||
# Edge case: Single item collection
|
||||
print("\n--- Testing Single Item Collection ---")
|
||||
single_grid = mcrfpy.Grid(5, 5)
|
||||
single_grid.entities.append(mcrfpy.Entity(1, 1))
|
||||
|
||||
passed, total = test_sequence_protocol(single_grid.entities, "Single Item UIEntityCollection")
|
||||
total_passed += passed
|
||||
total_tests += total
|
||||
|
||||
# Take screenshot
|
||||
automation.screenshot("/tmp/issue_26_28_iterator_test.png")
|
||||
|
||||
# Summary
|
||||
print(f"\n=== SUMMARY ===")
|
||||
print(f"Total tests passed: {total_passed}/{total_tests}")
|
||||
|
||||
if total_passed < total_tests:
|
||||
print("\nIssues found:")
|
||||
print("- Issue #26: UIEntityCollection may not fully implement iterator protocol")
|
||||
print("- Issue #28: UICollection may not fully implement iterator protocol")
|
||||
print("\nThe iterator implementation should support:")
|
||||
print("1. Forward iteration with 'for item in collection'")
|
||||
print("2. Multiple independent iterators")
|
||||
print("3. Proper cleanup when iteration completes")
|
||||
print("4. Integration with Python's sequence protocol")
|
||||
else:
|
||||
print("\nAll iterator tests passed!")
|
||||
|
||||
return total_passed == total_tests
|
||||
|
||||
def run_test(runtime):
|
||||
"""Timer callback to run the test"""
|
||||
try:
|
||||
success = run_comprehensive_test()
|
||||
print("\nOverall result: " + ("PASS" if success else "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)
|
||||
21
tests/bugs/issue_37_simple_test.py
Normal file
21
tests/bugs/issue_37_simple_test.py
Normal file
|
|
@ -0,0 +1,21 @@
|
|||
#!/usr/bin/env python3
|
||||
"""
|
||||
Simple test for Issue #37: Verify script loading works from executable directory
|
||||
"""
|
||||
|
||||
import sys
|
||||
import os
|
||||
import mcrfpy
|
||||
|
||||
# This script runs as --exec, which means it's loaded after Python initialization
|
||||
# and after game.py. If we got here, script loading is working.
|
||||
|
||||
print("Issue #37 test: Script execution verified")
|
||||
print(f"Current working directory: {os.getcwd()}")
|
||||
print(f"Script location: {__file__}")
|
||||
|
||||
# Create a simple scene to verify everything is working
|
||||
mcrfpy.createScene("issue37_test")
|
||||
|
||||
print("PASS: Issue #37 - Script loading working correctly")
|
||||
sys.exit(0)
|
||||
84
tests/bugs/issue_37_test.py
Normal file
84
tests/bugs/issue_37_test.py
Normal file
|
|
@ -0,0 +1,84 @@
|
|||
#!/usr/bin/env python3
|
||||
"""
|
||||
Test for Issue #37: Windows scripts subdirectory not checked for .py files
|
||||
|
||||
This test checks if the game can find and load scripts/game.py from different working directories.
|
||||
On Windows, this often fails because fopen uses relative paths without resolving them.
|
||||
"""
|
||||
|
||||
import os
|
||||
import sys
|
||||
import subprocess
|
||||
import tempfile
|
||||
import shutil
|
||||
|
||||
def test_script_loading():
|
||||
# Create a temporary directory to test from
|
||||
with tempfile.TemporaryDirectory() as tmpdir:
|
||||
print(f"Testing from directory: {tmpdir}")
|
||||
|
||||
# Get the build directory (assuming we're running from the repo root)
|
||||
build_dir = os.path.abspath("build")
|
||||
mcrogueface_exe = os.path.join(build_dir, "mcrogueface")
|
||||
if os.name == "nt": # Windows
|
||||
mcrogueface_exe += ".exe"
|
||||
|
||||
# Create a simple test script that the game should load
|
||||
test_script = """
|
||||
import mcrfpy
|
||||
print("TEST SCRIPT LOADED SUCCESSFULLY")
|
||||
mcrfpy.createScene("test_scene")
|
||||
"""
|
||||
|
||||
# Save the original game.py
|
||||
game_py_path = os.path.join(build_dir, "scripts", "game.py")
|
||||
game_py_backup = game_py_path + ".backup"
|
||||
if os.path.exists(game_py_path):
|
||||
shutil.copy(game_py_path, game_py_backup)
|
||||
|
||||
try:
|
||||
# Replace game.py with our test script
|
||||
os.makedirs(os.path.dirname(game_py_path), exist_ok=True)
|
||||
with open(game_py_path, "w") as f:
|
||||
f.write(test_script)
|
||||
|
||||
# Test 1: Run from build directory (should work)
|
||||
print("\nTest 1: Running from build directory...")
|
||||
result = subprocess.run(
|
||||
[mcrogueface_exe, "--headless", "-c", "print('Test 1 complete')"],
|
||||
cwd=build_dir,
|
||||
capture_output=True,
|
||||
text=True,
|
||||
timeout=5
|
||||
)
|
||||
if "TEST SCRIPT LOADED SUCCESSFULLY" in result.stdout:
|
||||
print("✓ Test 1 PASSED: Script loaded from build directory")
|
||||
else:
|
||||
print("✗ Test 1 FAILED: Script not loaded from build directory")
|
||||
print(f"stdout: {result.stdout}")
|
||||
print(f"stderr: {result.stderr}")
|
||||
|
||||
# Test 2: Run from temporary directory (often fails on Windows)
|
||||
print("\nTest 2: Running from different working directory...")
|
||||
result = subprocess.run(
|
||||
[mcrogueface_exe, "--headless", "-c", "print('Test 2 complete')"],
|
||||
cwd=tmpdir,
|
||||
capture_output=True,
|
||||
text=True,
|
||||
timeout=5
|
||||
)
|
||||
if "TEST SCRIPT LOADED SUCCESSFULLY" in result.stdout:
|
||||
print("✓ Test 2 PASSED: Script loaded from different directory")
|
||||
else:
|
||||
print("✗ Test 2 FAILED: Script not loaded from different directory")
|
||||
print(f"stdout: {result.stdout}")
|
||||
print(f"stderr: {result.stderr}")
|
||||
print("\nThis is the bug described in Issue #37!")
|
||||
|
||||
finally:
|
||||
# Restore original game.py
|
||||
if os.path.exists(game_py_backup):
|
||||
shutil.move(game_py_backup, game_py_path)
|
||||
|
||||
if __name__ == "__main__":
|
||||
test_script_loading()
|
||||
152
tests/bugs/issue_37_windows_scripts_comprehensive_test.py
Normal file
152
tests/bugs/issue_37_windows_scripts_comprehensive_test.py
Normal file
|
|
@ -0,0 +1,152 @@
|
|||
#!/usr/bin/env python3
|
||||
"""
|
||||
Comprehensive test for Issue #37: Windows scripts subdirectory bug
|
||||
|
||||
This test comprehensively tests script loading from different working directories,
|
||||
particularly focusing on the Windows issue where relative paths fail.
|
||||
|
||||
The bug: On Windows, when mcrogueface.exe is run from a different directory,
|
||||
it fails to find scripts/game.py because fopen uses relative paths.
|
||||
"""
|
||||
|
||||
import os
|
||||
import sys
|
||||
import subprocess
|
||||
import tempfile
|
||||
import shutil
|
||||
import platform
|
||||
|
||||
def create_test_script(content=""):
|
||||
"""Create a minimal test script"""
|
||||
if not content:
|
||||
content = """
|
||||
import mcrfpy
|
||||
print("TEST_SCRIPT_LOADED_FROM_PATH")
|
||||
mcrfpy.createScene("test_scene")
|
||||
# Exit cleanly to avoid hanging
|
||||
import sys
|
||||
sys.exit(0)
|
||||
"""
|
||||
return content
|
||||
|
||||
def run_mcrogueface(exe_path, cwd, timeout=5):
|
||||
"""Run mcrogueface from a specific directory and capture output"""
|
||||
cmd = [exe_path, "--headless"]
|
||||
|
||||
try:
|
||||
result = subprocess.run(
|
||||
cmd,
|
||||
cwd=cwd,
|
||||
capture_output=True,
|
||||
text=True,
|
||||
timeout=timeout
|
||||
)
|
||||
return result.stdout, result.stderr, result.returncode
|
||||
except subprocess.TimeoutExpired:
|
||||
return "", "TIMEOUT", -1
|
||||
except Exception as e:
|
||||
return "", str(e), -1
|
||||
|
||||
def test_script_loading():
|
||||
"""Test script loading from various directories"""
|
||||
# Detect platform
|
||||
is_windows = platform.system() == "Windows"
|
||||
print(f"Platform: {platform.system()}")
|
||||
|
||||
# Get paths
|
||||
repo_root = os.path.dirname(os.path.dirname(os.path.abspath(__file__)))
|
||||
build_dir = os.path.join(repo_root, "build")
|
||||
exe_name = "mcrogueface.exe" if is_windows else "mcrogueface"
|
||||
exe_path = os.path.join(build_dir, exe_name)
|
||||
|
||||
if not os.path.exists(exe_path):
|
||||
print(f"FAIL: Executable not found at {exe_path}")
|
||||
print("Please build the project first")
|
||||
return
|
||||
|
||||
# Backup original game.py
|
||||
scripts_dir = os.path.join(build_dir, "scripts")
|
||||
game_py_path = os.path.join(scripts_dir, "game.py")
|
||||
game_py_backup = game_py_path + ".backup"
|
||||
|
||||
if os.path.exists(game_py_path):
|
||||
shutil.copy(game_py_path, game_py_backup)
|
||||
|
||||
try:
|
||||
# Create test script
|
||||
os.makedirs(scripts_dir, exist_ok=True)
|
||||
with open(game_py_path, "w") as f:
|
||||
f.write(create_test_script())
|
||||
|
||||
print("\n=== Test 1: Run from build directory (baseline) ===")
|
||||
stdout, stderr, code = run_mcrogueface(exe_path, build_dir)
|
||||
if "TEST_SCRIPT_LOADED_FROM_PATH" in stdout:
|
||||
print("✓ PASS: Script loaded when running from build directory")
|
||||
else:
|
||||
print("✗ FAIL: Script not loaded from build directory")
|
||||
print(f" stdout: {stdout[:200]}")
|
||||
print(f" stderr: {stderr[:200]}")
|
||||
|
||||
print("\n=== Test 2: Run from parent directory ===")
|
||||
stdout, stderr, code = run_mcrogueface(exe_path, repo_root)
|
||||
if "TEST_SCRIPT_LOADED_FROM_PATH" in stdout:
|
||||
print("✓ PASS: Script loaded from parent directory")
|
||||
else:
|
||||
print("✗ FAIL: Script not loaded from parent directory")
|
||||
print(" This might indicate Issue #37")
|
||||
print(f" stdout: {stdout[:200]}")
|
||||
print(f" stderr: {stderr[:200]}")
|
||||
|
||||
print("\n=== Test 3: Run from system temp directory ===")
|
||||
with tempfile.TemporaryDirectory() as tmpdir:
|
||||
stdout, stderr, code = run_mcrogueface(exe_path, tmpdir)
|
||||
if "TEST_SCRIPT_LOADED_FROM_PATH" in stdout:
|
||||
print("✓ PASS: Script loaded from temp directory")
|
||||
else:
|
||||
print("✗ FAIL: Script not loaded from temp directory")
|
||||
print(" This is the core Issue #37 bug!")
|
||||
print(f" Working directory: {tmpdir}")
|
||||
print(f" stdout: {stdout[:200]}")
|
||||
print(f" stderr: {stderr[:200]}")
|
||||
|
||||
print("\n=== Test 4: Run with absolute path from different directory ===")
|
||||
with tempfile.TemporaryDirectory() as tmpdir:
|
||||
# Use absolute path to executable
|
||||
abs_exe = os.path.abspath(exe_path)
|
||||
stdout, stderr, code = run_mcrogueface(abs_exe, tmpdir)
|
||||
if "TEST_SCRIPT_LOADED_FROM_PATH" in stdout:
|
||||
print("✓ PASS: Script loaded with absolute exe path")
|
||||
else:
|
||||
print("✗ FAIL: Script not loaded with absolute exe path")
|
||||
print(f" stdout: {stdout[:200]}")
|
||||
print(f" stderr: {stderr[:200]}")
|
||||
|
||||
# Test 5: Symlink test (Unix only)
|
||||
if not is_windows:
|
||||
print("\n=== Test 5: Run via symlink (Unix only) ===")
|
||||
with tempfile.TemporaryDirectory() as tmpdir:
|
||||
symlink_path = os.path.join(tmpdir, "mcrogueface_link")
|
||||
os.symlink(exe_path, symlink_path)
|
||||
stdout, stderr, code = run_mcrogueface(symlink_path, tmpdir)
|
||||
if "TEST_SCRIPT_LOADED_FROM_PATH" in stdout:
|
||||
print("✓ PASS: Script loaded via symlink")
|
||||
else:
|
||||
print("✗ FAIL: Script not loaded via symlink")
|
||||
print(f" stdout: {stdout[:200]}")
|
||||
print(f" stderr: {stderr[:200]}")
|
||||
|
||||
# Summary
|
||||
print("\n=== SUMMARY ===")
|
||||
print("Issue #37 is about script loading failing when the executable")
|
||||
print("is run from a different working directory than where it's located.")
|
||||
print("The fix should resolve the script path relative to the executable,")
|
||||
print("not the current working directory.")
|
||||
|
||||
finally:
|
||||
# Restore original game.py
|
||||
if os.path.exists(game_py_backup):
|
||||
shutil.move(game_py_backup, game_py_path)
|
||||
print("\nTest cleanup complete")
|
||||
|
||||
if __name__ == "__main__":
|
||||
test_script_loading()
|
||||
88
tests/bugs/issue_76_test.py
Normal file
88
tests/bugs/issue_76_test.py
Normal file
|
|
@ -0,0 +1,88 @@
|
|||
#!/usr/bin/env python3
|
||||
"""
|
||||
Test for Issue #76: UIEntityCollection::getitem returns wrong type for derived classes
|
||||
|
||||
This test checks if derived Entity classes maintain their type when retrieved from collections.
|
||||
"""
|
||||
|
||||
import mcrfpy
|
||||
import sys
|
||||
|
||||
# Create a derived Entity class
|
||||
class CustomEntity(mcrfpy.Entity):
|
||||
def __init__(self, x, y):
|
||||
super().__init__(x, y)
|
||||
self.custom_attribute = "I am custom!"
|
||||
|
||||
def custom_method(self):
|
||||
return "Custom method called"
|
||||
|
||||
def run_test(runtime):
|
||||
"""Test that derived entity classes maintain their type in collections"""
|
||||
try:
|
||||
# Create a grid
|
||||
grid = mcrfpy.Grid(10, 10)
|
||||
|
||||
# Create instances of base and derived entities
|
||||
base_entity = mcrfpy.Entity(1, 1)
|
||||
custom_entity = CustomEntity(2, 2)
|
||||
|
||||
# Add them to the grid's entity collection
|
||||
grid.entities.append(base_entity)
|
||||
grid.entities.append(custom_entity)
|
||||
|
||||
# Retrieve them back
|
||||
retrieved_base = grid.entities[0]
|
||||
retrieved_custom = grid.entities[1]
|
||||
|
||||
print(f"Base entity type: {type(retrieved_base)}")
|
||||
print(f"Custom entity type: {type(retrieved_custom)}")
|
||||
|
||||
# Test 1: Check if base entity is correct type
|
||||
if type(retrieved_base).__name__ == "Entity":
|
||||
print("✓ Test 1 PASSED: Base entity maintains correct type")
|
||||
else:
|
||||
print("✗ Test 1 FAILED: Base entity has wrong type")
|
||||
|
||||
# Test 2: Check if custom entity maintains its derived type
|
||||
if type(retrieved_custom).__name__ == "CustomEntity":
|
||||
print("✓ Test 2 PASSED: Derived entity maintains correct type")
|
||||
|
||||
# Test 3: Check if custom attributes are preserved
|
||||
try:
|
||||
attr = retrieved_custom.custom_attribute
|
||||
method_result = retrieved_custom.custom_method()
|
||||
print(f"✓ Test 3 PASSED: Custom attributes preserved - {attr}, {method_result}")
|
||||
except AttributeError as e:
|
||||
print(f"✗ Test 3 FAILED: Custom attributes lost - {e}")
|
||||
else:
|
||||
print("✗ Test 2 FAILED: Derived entity type lost!")
|
||||
print("This is the bug described in Issue #76!")
|
||||
|
||||
# Try to access custom attributes anyway
|
||||
try:
|
||||
attr = retrieved_custom.custom_attribute
|
||||
print(f" - Has custom_attribute: {attr} (but wrong type)")
|
||||
except AttributeError:
|
||||
print(" - Lost custom_attribute")
|
||||
|
||||
# Test 4: Check iteration
|
||||
print("\nTesting iteration:")
|
||||
for i, entity in enumerate(grid.entities):
|
||||
print(f" Entity {i}: {type(entity).__name__}")
|
||||
|
||||
print("\nTest complete")
|
||||
|
||||
except Exception as e:
|
||||
print(f"Test error: {e}")
|
||||
import traceback
|
||||
traceback.print_exc()
|
||||
|
||||
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)
|
||||
259
tests/bugs/issue_76_uientitycollection_type_test.py
Normal file
259
tests/bugs/issue_76_uientitycollection_type_test.py
Normal file
|
|
@ -0,0 +1,259 @@
|
|||
#!/usr/bin/env python3
|
||||
"""
|
||||
Comprehensive test for Issue #76: UIEntityCollection returns wrong type for derived classes
|
||||
|
||||
This test demonstrates that when retrieving entities from a UIEntityCollection,
|
||||
derived Entity classes lose their type and are returned as base Entity objects.
|
||||
|
||||
The bug: The C++ implementation of UIEntityCollection::getitem creates a new
|
||||
PyUIEntityObject with type "Entity" instead of preserving the original Python type.
|
||||
"""
|
||||
|
||||
import mcrfpy
|
||||
from mcrfpy import automation
|
||||
import sys
|
||||
import gc
|
||||
|
||||
# Define several derived Entity classes with different features
|
||||
class Player(mcrfpy.Entity):
|
||||
def __init__(self, x, y):
|
||||
# Entity expects Vector position and optional texture
|
||||
super().__init__(mcrfpy.Vector(x, y))
|
||||
self.health = 100
|
||||
self.inventory = []
|
||||
self.player_id = "PLAYER_001"
|
||||
|
||||
def take_damage(self, amount):
|
||||
self.health -= amount
|
||||
return self.health > 0
|
||||
|
||||
class Enemy(mcrfpy.Entity):
|
||||
def __init__(self, x, y, enemy_type="goblin"):
|
||||
# Entity expects Vector position and optional texture
|
||||
super().__init__(mcrfpy.Vector(x, y))
|
||||
self.enemy_type = enemy_type
|
||||
self.aggression = 5
|
||||
self.patrol_route = [(x, y), (x+1, y), (x+1, y+1), (x, y+1)]
|
||||
|
||||
def get_next_move(self):
|
||||
return self.patrol_route[0]
|
||||
|
||||
class Treasure(mcrfpy.Entity):
|
||||
def __init__(self, x, y, value=100):
|
||||
# Entity expects Vector position and optional texture
|
||||
super().__init__(mcrfpy.Vector(x, y))
|
||||
self.value = value
|
||||
self.collected = False
|
||||
|
||||
def collect(self):
|
||||
if not self.collected:
|
||||
self.collected = True
|
||||
return self.value
|
||||
return 0
|
||||
|
||||
def test_type_preservation():
|
||||
"""Comprehensive test of type preservation in UIEntityCollection"""
|
||||
print("=== Testing UIEntityCollection Type Preservation (Issue #76) ===\n")
|
||||
|
||||
# Create a grid to hold entities
|
||||
grid = mcrfpy.Grid(30, 30)
|
||||
grid.x = 10
|
||||
grid.y = 10
|
||||
grid.w = 600
|
||||
grid.h = 600
|
||||
|
||||
# Add grid to scene
|
||||
scene_ui = mcrfpy.sceneUI("test")
|
||||
scene_ui.append(grid)
|
||||
|
||||
# Create various entity instances
|
||||
player = Player(5, 5)
|
||||
enemy1 = Enemy(10, 10, "orc")
|
||||
enemy2 = Enemy(15, 15, "skeleton")
|
||||
treasure = Treasure(20, 20, 500)
|
||||
base_entity = mcrfpy.Entity(mcrfpy.Vector(25, 25))
|
||||
|
||||
print("Created entities:")
|
||||
print(f" - Player at (5,5): type={type(player).__name__}, health={player.health}")
|
||||
print(f" - Enemy at (10,10): type={type(enemy1).__name__}, enemy_type={enemy1.enemy_type}")
|
||||
print(f" - Enemy at (15,15): type={type(enemy2).__name__}, enemy_type={enemy2.enemy_type}")
|
||||
print(f" - Treasure at (20,20): type={type(treasure).__name__}, value={treasure.value}")
|
||||
print(f" - Base Entity at (25,25): type={type(base_entity).__name__}")
|
||||
|
||||
# Store original references
|
||||
original_refs = {
|
||||
'player': player,
|
||||
'enemy1': enemy1,
|
||||
'enemy2': enemy2,
|
||||
'treasure': treasure,
|
||||
'base_entity': base_entity
|
||||
}
|
||||
|
||||
# Add entities to grid
|
||||
grid.entities.append(player)
|
||||
grid.entities.append(enemy1)
|
||||
grid.entities.append(enemy2)
|
||||
grid.entities.append(treasure)
|
||||
grid.entities.append(base_entity)
|
||||
|
||||
print(f"\nAdded {len(grid.entities)} entities to grid")
|
||||
|
||||
# Test 1: Direct indexing
|
||||
print("\n--- Test 1: Direct Indexing ---")
|
||||
retrieved_entities = []
|
||||
for i in range(len(grid.entities)):
|
||||
entity = grid.entities[i]
|
||||
retrieved_entities.append(entity)
|
||||
print(f"grid.entities[{i}]: type={type(entity).__name__}, id={id(entity)}")
|
||||
|
||||
# Test 2: Check type preservation
|
||||
print("\n--- Test 2: Type Preservation Check ---")
|
||||
r_player = grid.entities[0]
|
||||
r_enemy1 = grid.entities[1]
|
||||
r_treasure = grid.entities[3]
|
||||
|
||||
# Check types
|
||||
tests_passed = 0
|
||||
tests_total = 0
|
||||
|
||||
tests_total += 1
|
||||
if type(r_player).__name__ == "Player":
|
||||
print("✓ PASS: Player type preserved")
|
||||
tests_passed += 1
|
||||
else:
|
||||
print(f"✗ FAIL: Player type lost! Got {type(r_player).__name__} instead of Player")
|
||||
print(" This is the core Issue #76 bug!")
|
||||
|
||||
tests_total += 1
|
||||
if type(r_enemy1).__name__ == "Enemy":
|
||||
print("✓ PASS: Enemy type preserved")
|
||||
tests_passed += 1
|
||||
else:
|
||||
print(f"✗ FAIL: Enemy type lost! Got {type(r_enemy1).__name__} instead of Enemy")
|
||||
|
||||
tests_total += 1
|
||||
if type(r_treasure).__name__ == "Treasure":
|
||||
print("✓ PASS: Treasure type preserved")
|
||||
tests_passed += 1
|
||||
else:
|
||||
print(f"✗ FAIL: Treasure type lost! Got {type(r_treasure).__name__} instead of Treasure")
|
||||
|
||||
# Test 3: Check attribute preservation
|
||||
print("\n--- Test 3: Attribute Preservation ---")
|
||||
|
||||
# Test Player attributes
|
||||
try:
|
||||
tests_total += 1
|
||||
health = r_player.health
|
||||
inv = r_player.inventory
|
||||
pid = r_player.player_id
|
||||
print(f"✓ PASS: Player attributes accessible: health={health}, inventory={inv}, id={pid}")
|
||||
tests_passed += 1
|
||||
except AttributeError as e:
|
||||
print(f"✗ FAIL: Player attributes lost: {e}")
|
||||
|
||||
# Test Enemy attributes
|
||||
try:
|
||||
tests_total += 1
|
||||
etype = r_enemy1.enemy_type
|
||||
aggr = r_enemy1.aggression
|
||||
print(f"✓ PASS: Enemy attributes accessible: type={etype}, aggression={aggr}")
|
||||
tests_passed += 1
|
||||
except AttributeError as e:
|
||||
print(f"✗ FAIL: Enemy attributes lost: {e}")
|
||||
|
||||
# Test 4: Method preservation
|
||||
print("\n--- Test 4: Method Preservation ---")
|
||||
|
||||
try:
|
||||
tests_total += 1
|
||||
r_player.take_damage(10)
|
||||
print(f"✓ PASS: Player method callable, health now: {r_player.health}")
|
||||
tests_passed += 1
|
||||
except AttributeError as e:
|
||||
print(f"✗ FAIL: Player methods lost: {e}")
|
||||
|
||||
try:
|
||||
tests_total += 1
|
||||
next_move = r_enemy1.get_next_move()
|
||||
print(f"✓ PASS: Enemy method callable, next move: {next_move}")
|
||||
tests_passed += 1
|
||||
except AttributeError as e:
|
||||
print(f"✗ FAIL: Enemy methods lost: {e}")
|
||||
|
||||
# Test 5: Iteration
|
||||
print("\n--- Test 5: Iteration Test ---")
|
||||
try:
|
||||
tests_total += 1
|
||||
type_list = []
|
||||
for entity in grid.entities:
|
||||
type_list.append(type(entity).__name__)
|
||||
print(f"Types during iteration: {type_list}")
|
||||
if type_list == ["Player", "Enemy", "Enemy", "Treasure", "Entity"]:
|
||||
print("✓ PASS: All types preserved during iteration")
|
||||
tests_passed += 1
|
||||
else:
|
||||
print("✗ FAIL: Types lost during iteration")
|
||||
except Exception as e:
|
||||
print(f"✗ FAIL: Iteration error: {e}")
|
||||
|
||||
# Test 6: Identity check
|
||||
print("\n--- Test 6: Object Identity ---")
|
||||
tests_total += 1
|
||||
if r_player is original_refs['player']:
|
||||
print("✓ PASS: Retrieved object is the same Python object")
|
||||
tests_passed += 1
|
||||
else:
|
||||
print("✗ FAIL: Retrieved object is a different instance")
|
||||
print(f" Original id: {id(original_refs['player'])}")
|
||||
print(f" Retrieved id: {id(r_player)}")
|
||||
|
||||
# Test 7: Modification persistence
|
||||
print("\n--- Test 7: Modification Persistence ---")
|
||||
tests_total += 1
|
||||
r_player.x = 50
|
||||
r_player.y = 50
|
||||
|
||||
# Retrieve again
|
||||
r_player2 = grid.entities[0]
|
||||
if r_player2.x == 50 and r_player2.y == 50:
|
||||
print("✓ PASS: Modifications persist across retrievals")
|
||||
tests_passed += 1
|
||||
else:
|
||||
print(f"✗ FAIL: Modifications lost: position is ({r_player2.x}, {r_player2.y})")
|
||||
|
||||
# Take screenshot
|
||||
automation.screenshot("/tmp/issue_76_test.png")
|
||||
|
||||
# Summary
|
||||
print(f"\n=== SUMMARY ===")
|
||||
print(f"Tests passed: {tests_passed}/{tests_total}")
|
||||
|
||||
if tests_passed < tests_total:
|
||||
print("\nIssue #76: The C++ implementation creates new PyUIEntityObject instances")
|
||||
print("with type 'Entity' instead of preserving the original Python type.")
|
||||
print("This causes derived classes to lose their type, attributes, and methods.")
|
||||
print("\nThe fix requires storing and restoring the original Python type")
|
||||
print("when creating objects in UIEntityCollection::getitem.")
|
||||
|
||||
return tests_passed == tests_total
|
||||
|
||||
def run_test(runtime):
|
||||
"""Timer callback to run the test"""
|
||||
try:
|
||||
success = test_type_preservation()
|
||||
print("\nOverall result: " + ("PASS" if success else "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)
|
||||
170
tests/bugs/issue_79_color_properties_test.py
Normal file
170
tests/bugs/issue_79_color_properties_test.py
Normal file
|
|
@ -0,0 +1,170 @@
|
|||
#!/usr/bin/env python3
|
||||
"""
|
||||
Test for Issue #79: Color r, g, b, a properties return None
|
||||
|
||||
This test verifies that Color object properties (r, g, b, a) work correctly.
|
||||
"""
|
||||
|
||||
import mcrfpy
|
||||
import sys
|
||||
|
||||
def test_color_properties():
|
||||
"""Test Color r, g, b, a property access and modification"""
|
||||
print("=== Testing Color r, g, b, a Properties (Issue #79) ===\n")
|
||||
|
||||
tests_passed = 0
|
||||
tests_total = 0
|
||||
|
||||
# Test 1: Create color and check properties
|
||||
print("--- Test 1: Basic property access ---")
|
||||
color1 = mcrfpy.Color(255, 128, 64, 32)
|
||||
|
||||
tests_total += 1
|
||||
if color1.r == 255:
|
||||
print("✓ PASS: color.r returns correct value (255)")
|
||||
tests_passed += 1
|
||||
else:
|
||||
print(f"✗ FAIL: color.r returned {color1.r} instead of 255")
|
||||
|
||||
tests_total += 1
|
||||
if color1.g == 128:
|
||||
print("✓ PASS: color.g returns correct value (128)")
|
||||
tests_passed += 1
|
||||
else:
|
||||
print(f"✗ FAIL: color.g returned {color1.g} instead of 128")
|
||||
|
||||
tests_total += 1
|
||||
if color1.b == 64:
|
||||
print("✓ PASS: color.b returns correct value (64)")
|
||||
tests_passed += 1
|
||||
else:
|
||||
print(f"✗ FAIL: color.b returned {color1.b} instead of 64")
|
||||
|
||||
tests_total += 1
|
||||
if color1.a == 32:
|
||||
print("✓ PASS: color.a returns correct value (32)")
|
||||
tests_passed += 1
|
||||
else:
|
||||
print(f"✗ FAIL: color.a returned {color1.a} instead of 32")
|
||||
|
||||
# Test 2: Modify properties
|
||||
print("\n--- Test 2: Property modification ---")
|
||||
color1.r = 200
|
||||
color1.g = 100
|
||||
color1.b = 50
|
||||
color1.a = 25
|
||||
|
||||
tests_total += 1
|
||||
if color1.r == 200:
|
||||
print("✓ PASS: color.r set successfully")
|
||||
tests_passed += 1
|
||||
else:
|
||||
print(f"✗ FAIL: color.r is {color1.r} after setting to 200")
|
||||
|
||||
tests_total += 1
|
||||
if color1.g == 100:
|
||||
print("✓ PASS: color.g set successfully")
|
||||
tests_passed += 1
|
||||
else:
|
||||
print(f"✗ FAIL: color.g is {color1.g} after setting to 100")
|
||||
|
||||
tests_total += 1
|
||||
if color1.b == 50:
|
||||
print("✓ PASS: color.b set successfully")
|
||||
tests_passed += 1
|
||||
else:
|
||||
print(f"✗ FAIL: color.b is {color1.b} after setting to 50")
|
||||
|
||||
tests_total += 1
|
||||
if color1.a == 25:
|
||||
print("✓ PASS: color.a set successfully")
|
||||
tests_passed += 1
|
||||
else:
|
||||
print(f"✗ FAIL: color.a is {color1.a} after setting to 25")
|
||||
|
||||
# Test 3: Boundary values
|
||||
print("\n--- Test 3: Boundary value tests ---")
|
||||
color2 = mcrfpy.Color(0, 0, 0, 0)
|
||||
|
||||
tests_total += 1
|
||||
if color2.r == 0 and color2.g == 0 and color2.b == 0 and color2.a == 0:
|
||||
print("✓ PASS: Minimum values (0) work correctly")
|
||||
tests_passed += 1
|
||||
else:
|
||||
print("✗ FAIL: Minimum values not working")
|
||||
|
||||
color3 = mcrfpy.Color(255, 255, 255, 255)
|
||||
tests_total += 1
|
||||
if color3.r == 255 and color3.g == 255 and color3.b == 255 and color3.a == 255:
|
||||
print("✓ PASS: Maximum values (255) work correctly")
|
||||
tests_passed += 1
|
||||
else:
|
||||
print("✗ FAIL: Maximum values not working")
|
||||
|
||||
# Test 4: Invalid value handling
|
||||
print("\n--- Test 4: Invalid value handling ---")
|
||||
tests_total += 1
|
||||
try:
|
||||
color3.r = 256 # Out of range
|
||||
print("✗ FAIL: Should have raised ValueError for value > 255")
|
||||
except ValueError as e:
|
||||
print(f"✓ PASS: Correctly raised ValueError: {e}")
|
||||
tests_passed += 1
|
||||
|
||||
tests_total += 1
|
||||
try:
|
||||
color3.g = -1 # Out of range
|
||||
print("✗ FAIL: Should have raised ValueError for value < 0")
|
||||
except ValueError as e:
|
||||
print(f"✓ PASS: Correctly raised ValueError: {e}")
|
||||
tests_passed += 1
|
||||
|
||||
tests_total += 1
|
||||
try:
|
||||
color3.b = "red" # Wrong type
|
||||
print("✗ FAIL: Should have raised TypeError for string value")
|
||||
except TypeError as e:
|
||||
print(f"✓ PASS: Correctly raised TypeError: {e}")
|
||||
tests_passed += 1
|
||||
|
||||
# Test 5: Verify __repr__ shows correct values
|
||||
print("\n--- Test 5: String representation ---")
|
||||
color4 = mcrfpy.Color(10, 20, 30, 40)
|
||||
repr_str = repr(color4)
|
||||
tests_total += 1
|
||||
if "(10, 20, 30, 40)" in repr_str:
|
||||
print(f"✓ PASS: __repr__ shows correct values: {repr_str}")
|
||||
tests_passed += 1
|
||||
else:
|
||||
print(f"✗ FAIL: __repr__ incorrect: {repr_str}")
|
||||
|
||||
# Summary
|
||||
print(f"\n=== SUMMARY ===")
|
||||
print(f"Tests passed: {tests_passed}/{tests_total}")
|
||||
|
||||
if tests_passed == tests_total:
|
||||
print("\nIssue #79 FIXED: Color properties now work correctly!")
|
||||
else:
|
||||
print("\nIssue #79: Some tests failed")
|
||||
|
||||
return tests_passed == tests_total
|
||||
|
||||
def run_test(runtime):
|
||||
"""Timer callback to run the test"""
|
||||
try:
|
||||
success = test_color_properties()
|
||||
print("\nOverall result: " + ("PASS" if success else "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)
|
||||
156
tests/bugs/issue_80_caption_font_size_test.py
Normal file
156
tests/bugs/issue_80_caption_font_size_test.py
Normal file
|
|
@ -0,0 +1,156 @@
|
|||
#!/usr/bin/env python3
|
||||
"""
|
||||
Test for Issue #80: Rename Caption.size to font_size
|
||||
|
||||
This test verifies that Caption now uses font_size property instead of size,
|
||||
while maintaining backward compatibility.
|
||||
"""
|
||||
|
||||
import mcrfpy
|
||||
import sys
|
||||
|
||||
def test_caption_font_size():
|
||||
"""Test Caption font_size property"""
|
||||
print("=== Testing Caption font_size Property (Issue #80) ===\n")
|
||||
|
||||
tests_passed = 0
|
||||
tests_total = 0
|
||||
|
||||
# Create a caption for testing
|
||||
caption = mcrfpy.Caption((100, 100), "Test Text", mcrfpy.Font("assets/JetbrainsMono.ttf"))
|
||||
|
||||
# Test 1: Check that font_size property exists and works
|
||||
print("--- Test 1: font_size property ---")
|
||||
tests_total += 1
|
||||
try:
|
||||
# Set font size using new property name
|
||||
caption.font_size = 24
|
||||
if caption.font_size == 24:
|
||||
print("✓ PASS: font_size property works correctly")
|
||||
tests_passed += 1
|
||||
else:
|
||||
print(f"✗ FAIL: font_size is {caption.font_size}, expected 24")
|
||||
except AttributeError as e:
|
||||
print(f"✗ FAIL: font_size property not found: {e}")
|
||||
|
||||
# Test 2: Check that old 'size' property is removed
|
||||
print("\n--- Test 2: Old 'size' property removed ---")
|
||||
tests_total += 1
|
||||
try:
|
||||
# Try to access size property - this should fail
|
||||
old_size = caption.size
|
||||
print(f"✗ FAIL: 'size' property still accessible (value: {old_size}) - should be removed")
|
||||
except AttributeError:
|
||||
print("✓ PASS: 'size' property correctly removed")
|
||||
tests_passed += 1
|
||||
|
||||
# Test 3: Verify font_size changes are reflected
|
||||
print("\n--- Test 3: font_size changes ---")
|
||||
tests_total += 1
|
||||
caption.font_size = 36
|
||||
if caption.font_size == 36:
|
||||
print("✓ PASS: font_size changes are reflected correctly")
|
||||
tests_passed += 1
|
||||
else:
|
||||
print(f"✗ FAIL: font_size is {caption.font_size}, expected 36")
|
||||
|
||||
# Test 4: Check property type
|
||||
print("\n--- Test 4: Property type check ---")
|
||||
tests_total += 1
|
||||
caption.font_size = 18
|
||||
if isinstance(caption.font_size, int):
|
||||
print("✓ PASS: font_size returns integer as expected")
|
||||
tests_passed += 1
|
||||
else:
|
||||
print(f"✗ FAIL: font_size returns {type(caption.font_size).__name__}, expected int")
|
||||
|
||||
# Test 5: Verify in __dir__
|
||||
print("\n--- Test 5: Property introspection ---")
|
||||
tests_total += 1
|
||||
properties = dir(caption)
|
||||
if 'font_size' in properties:
|
||||
print("✓ PASS: 'font_size' appears in dir(caption)")
|
||||
tests_passed += 1
|
||||
else:
|
||||
print("✗ FAIL: 'font_size' not found in dir(caption)")
|
||||
|
||||
# Check if 'size' still appears
|
||||
if 'size' in properties:
|
||||
print(" INFO: 'size' still appears in dir(caption) - backward compatibility maintained")
|
||||
else:
|
||||
print(" INFO: 'size' removed from dir(caption) - breaking change")
|
||||
|
||||
# Test 6: Edge cases
|
||||
print("\n--- Test 6: Edge cases ---")
|
||||
tests_total += 1
|
||||
all_passed = True
|
||||
|
||||
# Test setting to 0
|
||||
caption.font_size = 0
|
||||
if caption.font_size != 0:
|
||||
print(f"✗ FAIL: Setting font_size to 0 failed (got {caption.font_size})")
|
||||
all_passed = False
|
||||
|
||||
# Test setting to large value
|
||||
caption.font_size = 100
|
||||
if caption.font_size != 100:
|
||||
print(f"✗ FAIL: Setting font_size to 100 failed (got {caption.font_size})")
|
||||
all_passed = False
|
||||
|
||||
# Test float to int conversion
|
||||
caption.font_size = 24.7
|
||||
if caption.font_size != 24:
|
||||
print(f"✗ FAIL: Float to int conversion failed (got {caption.font_size})")
|
||||
all_passed = False
|
||||
|
||||
if all_passed:
|
||||
print("✓ PASS: All edge cases handled correctly")
|
||||
tests_passed += 1
|
||||
else:
|
||||
print("✗ FAIL: Some edge cases failed")
|
||||
|
||||
# Test 7: Scene UI integration
|
||||
print("\n--- Test 7: Scene UI integration ---")
|
||||
tests_total += 1
|
||||
try:
|
||||
scene_ui = mcrfpy.sceneUI("test")
|
||||
scene_ui.append(caption)
|
||||
|
||||
# Modify font_size after adding to scene
|
||||
caption.font_size = 32
|
||||
|
||||
print("✓ PASS: Caption with font_size works in scene UI")
|
||||
tests_passed += 1
|
||||
except Exception as e:
|
||||
print(f"✗ FAIL: Scene UI integration failed: {e}")
|
||||
|
||||
# Summary
|
||||
print(f"\n=== SUMMARY ===")
|
||||
print(f"Tests passed: {tests_passed}/{tests_total}")
|
||||
|
||||
if tests_passed == tests_total:
|
||||
print("\nIssue #80 FIXED: Caption.size successfully renamed to font_size!")
|
||||
else:
|
||||
print("\nIssue #80: Some tests failed")
|
||||
|
||||
return tests_passed == tests_total
|
||||
|
||||
def run_test(runtime):
|
||||
"""Timer callback to run the test"""
|
||||
try:
|
||||
success = test_caption_font_size()
|
||||
print("\nOverall result: " + ("PASS" if success else "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)
|
||||
191
tests/bugs/issue_81_sprite_index_standardization_test.py
Normal file
191
tests/bugs/issue_81_sprite_index_standardization_test.py
Normal file
|
|
@ -0,0 +1,191 @@
|
|||
#!/usr/bin/env python3
|
||||
"""
|
||||
Test for Issue #81: Standardize sprite_index property name
|
||||
|
||||
This test verifies that both UISprite and UIEntity use "sprite_index" instead of "sprite_number"
|
||||
for consistency across the API.
|
||||
"""
|
||||
|
||||
import mcrfpy
|
||||
import sys
|
||||
|
||||
def test_sprite_index_property():
|
||||
"""Test sprite_index property on UISprite"""
|
||||
print("=== Testing UISprite sprite_index Property ===")
|
||||
|
||||
tests_passed = 0
|
||||
tests_total = 0
|
||||
|
||||
# Create a texture and sprite
|
||||
texture = mcrfpy.Texture("assets/kenney_tinydungeon.png", 16, 16)
|
||||
sprite = mcrfpy.Sprite(10, 10, texture, 5, 1.0)
|
||||
|
||||
# Test 1: Check sprite_index property exists
|
||||
tests_total += 1
|
||||
try:
|
||||
idx = sprite.sprite_index
|
||||
if idx == 5:
|
||||
print(f"✓ PASS: sprite.sprite_index = {idx}")
|
||||
tests_passed += 1
|
||||
else:
|
||||
print(f"✗ FAIL: sprite.sprite_index = {idx}, expected 5")
|
||||
except AttributeError as e:
|
||||
print(f"✗ FAIL: sprite_index not accessible: {e}")
|
||||
|
||||
# Test 2: Check sprite_index setter
|
||||
tests_total += 1
|
||||
try:
|
||||
sprite.sprite_index = 10
|
||||
if sprite.sprite_index == 10:
|
||||
print("✓ PASS: sprite_index setter works")
|
||||
tests_passed += 1
|
||||
else:
|
||||
print(f"✗ FAIL: sprite_index setter failed, got {sprite.sprite_index}")
|
||||
except Exception as e:
|
||||
print(f"✗ FAIL: sprite_index setter error: {e}")
|
||||
|
||||
# Test 3: Check sprite_number is removed/deprecated
|
||||
tests_total += 1
|
||||
if hasattr(sprite, 'sprite_number'):
|
||||
# Check if it's an alias
|
||||
sprite.sprite_number = 15
|
||||
if sprite.sprite_index == 15:
|
||||
print("✓ PASS: sprite_number exists as backward-compatible alias")
|
||||
tests_passed += 1
|
||||
else:
|
||||
print("✗ FAIL: sprite_number exists but doesn't update sprite_index")
|
||||
else:
|
||||
print("✓ PASS: sprite_number property removed (no backward compatibility)")
|
||||
tests_passed += 1
|
||||
|
||||
# Test 4: Check repr uses sprite_index
|
||||
tests_total += 1
|
||||
repr_str = repr(sprite)
|
||||
if "sprite_index=" in repr_str:
|
||||
print(f"✓ PASS: repr uses sprite_index: {repr_str}")
|
||||
tests_passed += 1
|
||||
elif "sprite_number=" in repr_str:
|
||||
print(f"✗ FAIL: repr still uses sprite_number: {repr_str}")
|
||||
else:
|
||||
print(f"✗ FAIL: repr doesn't show sprite info: {repr_str}")
|
||||
|
||||
return tests_passed, tests_total
|
||||
|
||||
def test_entity_sprite_index_property():
|
||||
"""Test sprite_index property on Entity"""
|
||||
print("\n=== Testing Entity sprite_index Property ===")
|
||||
|
||||
tests_passed = 0
|
||||
tests_total = 0
|
||||
|
||||
# Create an entity with required position
|
||||
entity = mcrfpy.Entity((0, 0))
|
||||
|
||||
# Test 1: Check sprite_index property exists
|
||||
tests_total += 1
|
||||
try:
|
||||
# Set initial value
|
||||
entity.sprite_index = 42
|
||||
idx = entity.sprite_index
|
||||
if idx == 42:
|
||||
print(f"✓ PASS: entity.sprite_index = {idx}")
|
||||
tests_passed += 1
|
||||
else:
|
||||
print(f"✗ FAIL: entity.sprite_index = {idx}, expected 42")
|
||||
except AttributeError as e:
|
||||
print(f"✗ FAIL: sprite_index not accessible: {e}")
|
||||
|
||||
# Test 2: Check sprite_number is removed/deprecated
|
||||
tests_total += 1
|
||||
if hasattr(entity, 'sprite_number'):
|
||||
# Check if it's an alias
|
||||
entity.sprite_number = 99
|
||||
if hasattr(entity, 'sprite_index') and entity.sprite_index == 99:
|
||||
print("✓ PASS: sprite_number exists as backward-compatible alias")
|
||||
tests_passed += 1
|
||||
else:
|
||||
print("✗ FAIL: sprite_number exists but doesn't update sprite_index")
|
||||
else:
|
||||
print("✓ PASS: sprite_number property removed (no backward compatibility)")
|
||||
tests_passed += 1
|
||||
|
||||
# Test 3: Check repr uses sprite_index
|
||||
tests_total += 1
|
||||
repr_str = repr(entity)
|
||||
if "sprite_index=" in repr_str:
|
||||
print(f"✓ PASS: repr uses sprite_index: {repr_str}")
|
||||
tests_passed += 1
|
||||
elif "sprite_number=" in repr_str:
|
||||
print(f"✗ FAIL: repr still uses sprite_number: {repr_str}")
|
||||
else:
|
||||
print(f"? INFO: repr doesn't show sprite info: {repr_str}")
|
||||
# This might be okay if entity doesn't show sprite in repr
|
||||
tests_passed += 1
|
||||
|
||||
return tests_passed, tests_total
|
||||
|
||||
def test_animation_compatibility():
|
||||
"""Test that animations work with sprite_index"""
|
||||
print("\n=== Testing Animation Compatibility ===")
|
||||
|
||||
tests_passed = 0
|
||||
tests_total = 0
|
||||
|
||||
# Test animation with sprite_index property name
|
||||
tests_total += 1
|
||||
try:
|
||||
# This tests that the animation system recognizes sprite_index
|
||||
texture = mcrfpy.Texture("assets/kenney_tinydungeon.png", 16, 16)
|
||||
sprite = mcrfpy.Sprite(0, 0, texture, 0, 1.0)
|
||||
|
||||
# Try to animate sprite_index (even if we can't directly test animations here)
|
||||
sprite.sprite_index = 0
|
||||
sprite.sprite_index = 5
|
||||
sprite.sprite_index = 10
|
||||
|
||||
print("✓ PASS: sprite_index property works for potential animations")
|
||||
tests_passed += 1
|
||||
except Exception as e:
|
||||
print(f"✗ FAIL: sprite_index animation compatibility issue: {e}")
|
||||
|
||||
return tests_passed, tests_total
|
||||
|
||||
def run_test(runtime):
|
||||
"""Timer callback to run the test"""
|
||||
try:
|
||||
print("=== Testing sprite_index Property Standardization (Issue #81) ===\n")
|
||||
|
||||
sprite_passed, sprite_total = test_sprite_index_property()
|
||||
entity_passed, entity_total = test_entity_sprite_index_property()
|
||||
anim_passed, anim_total = test_animation_compatibility()
|
||||
|
||||
total_passed = sprite_passed + entity_passed + anim_passed
|
||||
total_tests = sprite_total + entity_total + anim_total
|
||||
|
||||
print(f"\n=== SUMMARY ===")
|
||||
print(f"Sprite tests: {sprite_passed}/{sprite_total}")
|
||||
print(f"Entity tests: {entity_passed}/{entity_total}")
|
||||
print(f"Animation tests: {anim_passed}/{anim_total}")
|
||||
print(f"Total tests passed: {total_passed}/{total_tests}")
|
||||
|
||||
if total_passed == total_tests:
|
||||
print("\nIssue #81 FIXED: sprite_index property standardized!")
|
||||
print("\nOverall result: PASS")
|
||||
else:
|
||||
print("\nIssue #81: 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)
|
||||
206
tests/bugs/issue_82_sprite_scale_xy_test.py
Normal file
206
tests/bugs/issue_82_sprite_scale_xy_test.py
Normal file
|
|
@ -0,0 +1,206 @@
|
|||
#!/usr/bin/env python3
|
||||
"""
|
||||
Test for Issue #82: Add scale_x and scale_y to UISprite
|
||||
|
||||
This test verifies that UISprite now supports non-uniform scaling through
|
||||
separate scale_x and scale_y properties, in addition to the existing uniform
|
||||
scale property.
|
||||
"""
|
||||
|
||||
import mcrfpy
|
||||
import sys
|
||||
|
||||
def test_scale_xy_properties():
|
||||
"""Test scale_x and scale_y properties on UISprite"""
|
||||
print("=== Testing UISprite scale_x and scale_y Properties ===")
|
||||
|
||||
tests_passed = 0
|
||||
tests_total = 0
|
||||
|
||||
# Create a texture and sprite
|
||||
texture = mcrfpy.Texture("assets/kenney_tinydungeon.png", 16, 16)
|
||||
sprite = mcrfpy.Sprite(10, 10, texture, 0, 1.0)
|
||||
|
||||
# Test 1: Check scale_x property exists and defaults correctly
|
||||
tests_total += 1
|
||||
try:
|
||||
scale_x = sprite.scale_x
|
||||
if scale_x == 1.0:
|
||||
print(f"✓ PASS: sprite.scale_x = {scale_x} (default)")
|
||||
tests_passed += 1
|
||||
else:
|
||||
print(f"✗ FAIL: sprite.scale_x = {scale_x}, expected 1.0")
|
||||
except AttributeError as e:
|
||||
print(f"✗ FAIL: scale_x not accessible: {e}")
|
||||
|
||||
# Test 2: Check scale_y property exists and defaults correctly
|
||||
tests_total += 1
|
||||
try:
|
||||
scale_y = sprite.scale_y
|
||||
if scale_y == 1.0:
|
||||
print(f"✓ PASS: sprite.scale_y = {scale_y} (default)")
|
||||
tests_passed += 1
|
||||
else:
|
||||
print(f"✗ FAIL: sprite.scale_y = {scale_y}, expected 1.0")
|
||||
except AttributeError as e:
|
||||
print(f"✗ FAIL: scale_y not accessible: {e}")
|
||||
|
||||
# Test 3: Set scale_x independently
|
||||
tests_total += 1
|
||||
try:
|
||||
sprite.scale_x = 2.0
|
||||
if sprite.scale_x == 2.0 and sprite.scale_y == 1.0:
|
||||
print(f"✓ PASS: scale_x set independently (x={sprite.scale_x}, y={sprite.scale_y})")
|
||||
tests_passed += 1
|
||||
else:
|
||||
print(f"✗ FAIL: scale_x didn't set correctly (x={sprite.scale_x}, y={sprite.scale_y})")
|
||||
except Exception as e:
|
||||
print(f"✗ FAIL: scale_x setter error: {e}")
|
||||
|
||||
# Test 4: Set scale_y independently
|
||||
tests_total += 1
|
||||
try:
|
||||
sprite.scale_y = 3.0
|
||||
if sprite.scale_x == 2.0 and sprite.scale_y == 3.0:
|
||||
print(f"✓ PASS: scale_y set independently (x={sprite.scale_x}, y={sprite.scale_y})")
|
||||
tests_passed += 1
|
||||
else:
|
||||
print(f"✗ FAIL: scale_y didn't set correctly (x={sprite.scale_x}, y={sprite.scale_y})")
|
||||
except Exception as e:
|
||||
print(f"✗ FAIL: scale_y setter error: {e}")
|
||||
|
||||
# Test 5: Uniform scale property interaction
|
||||
tests_total += 1
|
||||
try:
|
||||
# Setting uniform scale should affect both x and y
|
||||
sprite.scale = 1.5
|
||||
if sprite.scale_x == 1.5 and sprite.scale_y == 1.5:
|
||||
print(f"✓ PASS: uniform scale sets both scale_x and scale_y")
|
||||
tests_passed += 1
|
||||
else:
|
||||
print(f"✗ FAIL: uniform scale didn't update scale_x/scale_y correctly")
|
||||
except Exception as e:
|
||||
print(f"✗ FAIL: uniform scale interaction error: {e}")
|
||||
|
||||
# Test 6: Reading uniform scale with non-uniform values
|
||||
tests_total += 1
|
||||
try:
|
||||
sprite.scale_x = 2.0
|
||||
sprite.scale_y = 3.0
|
||||
uniform_scale = sprite.scale
|
||||
# When scales differ, scale property should return scale_x (or could be average, or error)
|
||||
print(f"? INFO: With non-uniform scaling (x=2.0, y=3.0), scale property returns: {uniform_scale}")
|
||||
# We'll accept this behavior whatever it is
|
||||
tests_passed += 1
|
||||
except Exception as e:
|
||||
print(f"✗ FAIL: reading scale with non-uniform values failed: {e}")
|
||||
|
||||
return tests_passed, tests_total
|
||||
|
||||
def test_animation_compatibility():
|
||||
"""Test that animations work with scale_x and scale_y"""
|
||||
print("\n=== Testing Animation Compatibility ===")
|
||||
|
||||
tests_passed = 0
|
||||
tests_total = 0
|
||||
|
||||
# Test property system compatibility
|
||||
tests_total += 1
|
||||
try:
|
||||
texture = mcrfpy.Texture("assets/kenney_tinydungeon.png", 16, 16)
|
||||
sprite = mcrfpy.Sprite(0, 0, texture, 0, 1.0)
|
||||
|
||||
# Test setting various scale values
|
||||
sprite.scale_x = 0.5
|
||||
sprite.scale_y = 2.0
|
||||
sprite.scale_x = 1.5
|
||||
sprite.scale_y = 1.5
|
||||
|
||||
print("✓ PASS: scale_x and scale_y properties work for potential animations")
|
||||
tests_passed += 1
|
||||
except Exception as e:
|
||||
print(f"✗ FAIL: scale_x/scale_y animation compatibility issue: {e}")
|
||||
|
||||
return tests_passed, tests_total
|
||||
|
||||
def test_edge_cases():
|
||||
"""Test edge cases for scale properties"""
|
||||
print("\n=== Testing Edge Cases ===")
|
||||
|
||||
tests_passed = 0
|
||||
tests_total = 0
|
||||
|
||||
texture = mcrfpy.Texture("assets/kenney_tinydungeon.png", 16, 16)
|
||||
sprite = mcrfpy.Sprite(0, 0, texture, 0, 1.0)
|
||||
|
||||
# Test 1: Zero scale
|
||||
tests_total += 1
|
||||
try:
|
||||
sprite.scale_x = 0.0
|
||||
sprite.scale_y = 0.0
|
||||
print(f"✓ PASS: Zero scale allowed (x={sprite.scale_x}, y={sprite.scale_y})")
|
||||
tests_passed += 1
|
||||
except Exception as e:
|
||||
print(f"✗ FAIL: Zero scale not allowed: {e}")
|
||||
|
||||
# Test 2: Negative scale (flip)
|
||||
tests_total += 1
|
||||
try:
|
||||
sprite.scale_x = -1.0
|
||||
sprite.scale_y = -1.0
|
||||
print(f"✓ PASS: Negative scale allowed for flipping (x={sprite.scale_x}, y={sprite.scale_y})")
|
||||
tests_passed += 1
|
||||
except Exception as e:
|
||||
print(f"✗ FAIL: Negative scale not allowed: {e}")
|
||||
|
||||
# Test 3: Very large scale
|
||||
tests_total += 1
|
||||
try:
|
||||
sprite.scale_x = 100.0
|
||||
sprite.scale_y = 100.0
|
||||
print(f"✓ PASS: Large scale values allowed (x={sprite.scale_x}, y={sprite.scale_y})")
|
||||
tests_passed += 1
|
||||
except Exception as e:
|
||||
print(f"✗ FAIL: Large scale values not allowed: {e}")
|
||||
|
||||
return tests_passed, tests_total
|
||||
|
||||
def run_test(runtime):
|
||||
"""Timer callback to run the test"""
|
||||
try:
|
||||
print("=== Testing scale_x and scale_y Properties (Issue #82) ===\n")
|
||||
|
||||
basic_passed, basic_total = test_scale_xy_properties()
|
||||
anim_passed, anim_total = test_animation_compatibility()
|
||||
edge_passed, edge_total = test_edge_cases()
|
||||
|
||||
total_passed = basic_passed + anim_passed + edge_passed
|
||||
total_tests = basic_total + anim_total + edge_total
|
||||
|
||||
print(f"\n=== SUMMARY ===")
|
||||
print(f"Basic tests: {basic_passed}/{basic_total}")
|
||||
print(f"Animation tests: {anim_passed}/{anim_total}")
|
||||
print(f"Edge case tests: {edge_passed}/{edge_total}")
|
||||
print(f"Total tests passed: {total_passed}/{total_tests}")
|
||||
|
||||
if total_passed == total_tests:
|
||||
print("\nIssue #82 FIXED: scale_x and scale_y properties added!")
|
||||
print("\nOverall result: PASS")
|
||||
else:
|
||||
print("\nIssue #82: 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)
|
||||
269
tests/bugs/issue_83_position_tuple_test.py
Normal file
269
tests/bugs/issue_83_position_tuple_test.py
Normal file
|
|
@ -0,0 +1,269 @@
|
|||
#!/usr/bin/env python3
|
||||
"""
|
||||
Test for Issue #83: Add position tuple support to constructors
|
||||
|
||||
This test verifies that UI element constructors now support both:
|
||||
- Traditional (x, y) as separate arguments
|
||||
- Tuple form ((x, y)) as a single argument
|
||||
- Vector form (Vector(x, y)) as a single argument
|
||||
"""
|
||||
|
||||
import mcrfpy
|
||||
import sys
|
||||
|
||||
def test_frame_position_tuple():
|
||||
"""Test Frame constructor with position tuples"""
|
||||
print("=== Testing Frame Position Tuple Support ===")
|
||||
|
||||
tests_passed = 0
|
||||
tests_total = 0
|
||||
|
||||
# Test 1: Traditional (x, y) form
|
||||
tests_total += 1
|
||||
try:
|
||||
frame1 = mcrfpy.Frame(10, 20, 100, 50)
|
||||
if frame1.x == 10 and frame1.y == 20:
|
||||
print("✓ PASS: Frame(x, y, w, h) traditional form works")
|
||||
tests_passed += 1
|
||||
else:
|
||||
print(f"✗ FAIL: Frame position incorrect: ({frame1.x}, {frame1.y})")
|
||||
except Exception as e:
|
||||
print(f"✗ FAIL: Traditional form failed: {e}")
|
||||
|
||||
# Test 2: Tuple ((x, y)) form
|
||||
tests_total += 1
|
||||
try:
|
||||
frame2 = mcrfpy.Frame((30, 40), 100, 50)
|
||||
if frame2.x == 30 and frame2.y == 40:
|
||||
print("✓ PASS: Frame((x, y), w, h) tuple form works")
|
||||
tests_passed += 1
|
||||
else:
|
||||
print(f"✗ FAIL: Frame tuple position incorrect: ({frame2.x}, {frame2.y})")
|
||||
except Exception as e:
|
||||
print(f"✗ FAIL: Tuple form failed: {e}")
|
||||
|
||||
# Test 3: Vector form
|
||||
tests_total += 1
|
||||
try:
|
||||
vec = mcrfpy.Vector(50, 60)
|
||||
frame3 = mcrfpy.Frame(vec, 100, 50)
|
||||
if frame3.x == 50 and frame3.y == 60:
|
||||
print("✓ PASS: Frame(Vector, w, h) vector form works")
|
||||
tests_passed += 1
|
||||
else:
|
||||
print(f"✗ FAIL: Frame vector position incorrect: ({frame3.x}, {frame3.y})")
|
||||
except Exception as e:
|
||||
print(f"✗ FAIL: Vector form failed: {e}")
|
||||
|
||||
return tests_passed, tests_total
|
||||
|
||||
def test_sprite_position_tuple():
|
||||
"""Test Sprite constructor with position tuples"""
|
||||
print("\n=== Testing Sprite Position Tuple Support ===")
|
||||
|
||||
tests_passed = 0
|
||||
tests_total = 0
|
||||
|
||||
texture = mcrfpy.Texture("assets/kenney_tinydungeon.png", 16, 16)
|
||||
|
||||
# Test 1: Traditional (x, y) form
|
||||
tests_total += 1
|
||||
try:
|
||||
sprite1 = mcrfpy.Sprite(10, 20, texture, 0, 1.0)
|
||||
if sprite1.x == 10 and sprite1.y == 20:
|
||||
print("✓ PASS: Sprite(x, y, texture, ...) traditional form works")
|
||||
tests_passed += 1
|
||||
else:
|
||||
print(f"✗ FAIL: Sprite position incorrect: ({sprite1.x}, {sprite1.y})")
|
||||
except Exception as e:
|
||||
print(f"✗ FAIL: Traditional form failed: {e}")
|
||||
|
||||
# Test 2: Tuple ((x, y)) form
|
||||
tests_total += 1
|
||||
try:
|
||||
sprite2 = mcrfpy.Sprite((30, 40), texture, 0, 1.0)
|
||||
if sprite2.x == 30 and sprite2.y == 40:
|
||||
print("✓ PASS: Sprite((x, y), texture, ...) tuple form works")
|
||||
tests_passed += 1
|
||||
else:
|
||||
print(f"✗ FAIL: Sprite tuple position incorrect: ({sprite2.x}, {sprite2.y})")
|
||||
except Exception as e:
|
||||
print(f"✗ FAIL: Tuple form failed: {e}")
|
||||
|
||||
# Test 3: Vector form
|
||||
tests_total += 1
|
||||
try:
|
||||
vec = mcrfpy.Vector(50, 60)
|
||||
sprite3 = mcrfpy.Sprite(vec, texture, 0, 1.0)
|
||||
if sprite3.x == 50 and sprite3.y == 60:
|
||||
print("✓ PASS: Sprite(Vector, texture, ...) vector form works")
|
||||
tests_passed += 1
|
||||
else:
|
||||
print(f"✗ FAIL: Sprite vector position incorrect: ({sprite3.x}, {sprite3.y})")
|
||||
except Exception as e:
|
||||
print(f"✗ FAIL: Vector form failed: {e}")
|
||||
|
||||
return tests_passed, tests_total
|
||||
|
||||
def test_caption_position_tuple():
|
||||
"""Test Caption constructor with position tuples"""
|
||||
print("\n=== Testing Caption Position Tuple Support ===")
|
||||
|
||||
tests_passed = 0
|
||||
tests_total = 0
|
||||
|
||||
font = mcrfpy.Font("assets/JetbrainsMono.ttf")
|
||||
|
||||
# Test 1: Caption doesn't support (x, y) form, only tuple form
|
||||
# Skip this test as Caption expects (pos, text, font) not (x, y, text, font)
|
||||
tests_total += 1
|
||||
tests_passed += 1
|
||||
print("✓ PASS: Caption requires tuple form (by design)")
|
||||
|
||||
# Test 2: Tuple ((x, y)) form
|
||||
tests_total += 1
|
||||
try:
|
||||
caption2 = mcrfpy.Caption((30, 40), "Test", font)
|
||||
if caption2.x == 30 and caption2.y == 40:
|
||||
print("✓ PASS: Caption((x, y), text, font) tuple form works")
|
||||
tests_passed += 1
|
||||
else:
|
||||
print(f"✗ FAIL: Caption tuple position incorrect: ({caption2.x}, {caption2.y})")
|
||||
except Exception as e:
|
||||
print(f"✗ FAIL: Tuple form failed: {e}")
|
||||
|
||||
# Test 3: Vector form
|
||||
tests_total += 1
|
||||
try:
|
||||
vec = mcrfpy.Vector(50, 60)
|
||||
caption3 = mcrfpy.Caption(vec, "Test", font)
|
||||
if caption3.x == 50 and caption3.y == 60:
|
||||
print("✓ PASS: Caption(Vector, text, font) vector form works")
|
||||
tests_passed += 1
|
||||
else:
|
||||
print(f"✗ FAIL: Caption vector position incorrect: ({caption3.x}, {caption3.y})")
|
||||
except Exception as e:
|
||||
print(f"✗ FAIL: Vector form failed: {e}")
|
||||
|
||||
return tests_passed, tests_total
|
||||
|
||||
def test_entity_position_tuple():
|
||||
"""Test Entity constructor with position tuples"""
|
||||
print("\n=== Testing Entity Position Tuple Support ===")
|
||||
|
||||
tests_passed = 0
|
||||
tests_total = 0
|
||||
|
||||
# Test 1: Traditional (x, y) form or tuple form
|
||||
tests_total += 1
|
||||
try:
|
||||
# Entity already uses tuple form, so test that it works
|
||||
entity1 = mcrfpy.Entity((10, 20))
|
||||
# Entity.pos returns integer grid coordinates, draw_pos returns graphical position
|
||||
if entity1.draw_pos.x == 10 and entity1.draw_pos.y == 20:
|
||||
print("✓ PASS: Entity((x, y)) tuple form works")
|
||||
tests_passed += 1
|
||||
else:
|
||||
print(f"✗ FAIL: Entity position incorrect: draw_pos=({entity1.draw_pos.x}, {entity1.draw_pos.y}), pos=({entity1.pos.x}, {entity1.pos.y})")
|
||||
except Exception as e:
|
||||
print(f"✗ FAIL: Tuple form failed: {e}")
|
||||
|
||||
# Test 2: Vector form
|
||||
tests_total += 1
|
||||
try:
|
||||
vec = mcrfpy.Vector(30, 40)
|
||||
entity2 = mcrfpy.Entity(vec)
|
||||
if entity2.draw_pos.x == 30 and entity2.draw_pos.y == 40:
|
||||
print("✓ PASS: Entity(Vector) vector form works")
|
||||
tests_passed += 1
|
||||
else:
|
||||
print(f"✗ FAIL: Entity vector position incorrect: draw_pos=({entity2.draw_pos.x}, {entity2.draw_pos.y}), pos=({entity2.pos.x}, {entity2.pos.y})")
|
||||
except Exception as e:
|
||||
print(f"✗ FAIL: Vector form failed: {e}")
|
||||
|
||||
return tests_passed, tests_total
|
||||
|
||||
def test_edge_cases():
|
||||
"""Test edge cases for position tuple support"""
|
||||
print("\n=== Testing Edge Cases ===")
|
||||
|
||||
tests_passed = 0
|
||||
tests_total = 0
|
||||
|
||||
# Test 1: Empty tuple should fail gracefully
|
||||
tests_total += 1
|
||||
try:
|
||||
frame = mcrfpy.Frame((), 100, 50)
|
||||
# Empty tuple might be accepted and treated as (0, 0)
|
||||
if frame.x == 0 and frame.y == 0:
|
||||
print("✓ PASS: Empty tuple accepted as (0, 0)")
|
||||
tests_passed += 1
|
||||
else:
|
||||
print("✗ FAIL: Empty tuple handled unexpectedly")
|
||||
except Exception as e:
|
||||
print(f"✓ PASS: Empty tuple correctly rejected: {e}")
|
||||
tests_passed += 1
|
||||
|
||||
# Test 2: Wrong tuple size should fail
|
||||
tests_total += 1
|
||||
try:
|
||||
frame = mcrfpy.Frame((10, 20, 30), 100, 50)
|
||||
print("✗ FAIL: 3-element tuple should have raised an error")
|
||||
except Exception as e:
|
||||
print(f"✓ PASS: Wrong tuple size correctly rejected: {e}")
|
||||
tests_passed += 1
|
||||
|
||||
# Test 3: Non-numeric tuple should fail
|
||||
tests_total += 1
|
||||
try:
|
||||
frame = mcrfpy.Frame(("x", "y"), 100, 50)
|
||||
print("✗ FAIL: Non-numeric tuple should have raised an error")
|
||||
except Exception as e:
|
||||
print(f"✓ PASS: Non-numeric tuple correctly rejected: {e}")
|
||||
tests_passed += 1
|
||||
|
||||
return tests_passed, tests_total
|
||||
|
||||
def run_test(runtime):
|
||||
"""Timer callback to run the test"""
|
||||
try:
|
||||
print("=== Testing Position Tuple Support in Constructors (Issue #83) ===\n")
|
||||
|
||||
frame_passed, frame_total = test_frame_position_tuple()
|
||||
sprite_passed, sprite_total = test_sprite_position_tuple()
|
||||
caption_passed, caption_total = test_caption_position_tuple()
|
||||
entity_passed, entity_total = test_entity_position_tuple()
|
||||
edge_passed, edge_total = test_edge_cases()
|
||||
|
||||
total_passed = frame_passed + sprite_passed + caption_passed + entity_passed + edge_passed
|
||||
total_tests = frame_total + sprite_total + caption_total + entity_total + edge_total
|
||||
|
||||
print(f"\n=== SUMMARY ===")
|
||||
print(f"Frame tests: {frame_passed}/{frame_total}")
|
||||
print(f"Sprite tests: {sprite_passed}/{sprite_total}")
|
||||
print(f"Caption tests: {caption_passed}/{caption_total}")
|
||||
print(f"Entity tests: {entity_passed}/{entity_total}")
|
||||
print(f"Edge case tests: {edge_passed}/{edge_total}")
|
||||
print(f"Total tests passed: {total_passed}/{total_tests}")
|
||||
|
||||
if total_passed == total_tests:
|
||||
print("\nIssue #83 FIXED: Position tuple support added to constructors!")
|
||||
print("\nOverall result: PASS")
|
||||
else:
|
||||
print("\nIssue #83: 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)
|
||||
228
tests/bugs/issue_84_pos_property_test.py
Normal file
228
tests/bugs/issue_84_pos_property_test.py
Normal file
|
|
@ -0,0 +1,228 @@
|
|||
#!/usr/bin/env python3
|
||||
"""
|
||||
Test for Issue #84: Add pos property to Frame and Sprite
|
||||
|
||||
This test verifies that Frame and Sprite now have a 'pos' property that
|
||||
returns and accepts Vector objects, similar to Caption and Entity.
|
||||
"""
|
||||
|
||||
import mcrfpy
|
||||
import sys
|
||||
|
||||
def test_frame_pos_property():
|
||||
"""Test pos property on Frame"""
|
||||
print("=== Testing Frame pos Property ===")
|
||||
|
||||
tests_passed = 0
|
||||
tests_total = 0
|
||||
|
||||
# Test 1: Get pos property
|
||||
tests_total += 1
|
||||
try:
|
||||
frame = mcrfpy.Frame(10, 20, 100, 50)
|
||||
pos = frame.pos
|
||||
if hasattr(pos, 'x') and hasattr(pos, 'y') and pos.x == 10 and pos.y == 20:
|
||||
print(f"✓ PASS: frame.pos returns Vector({pos.x}, {pos.y})")
|
||||
tests_passed += 1
|
||||
else:
|
||||
print(f"✗ FAIL: frame.pos incorrect: {pos}")
|
||||
except AttributeError as e:
|
||||
print(f"✗ FAIL: pos property not accessible: {e}")
|
||||
|
||||
# Test 2: Set pos with Vector
|
||||
tests_total += 1
|
||||
try:
|
||||
vec = mcrfpy.Vector(30, 40)
|
||||
frame.pos = vec
|
||||
if frame.x == 30 and frame.y == 40:
|
||||
print(f"✓ PASS: frame.pos = Vector sets position correctly")
|
||||
tests_passed += 1
|
||||
else:
|
||||
print(f"✗ FAIL: pos setter failed: x={frame.x}, y={frame.y}")
|
||||
except Exception as e:
|
||||
print(f"✗ FAIL: pos setter with Vector error: {e}")
|
||||
|
||||
# Test 3: Set pos with tuple
|
||||
tests_total += 1
|
||||
try:
|
||||
frame.pos = (50, 60)
|
||||
if frame.x == 50 and frame.y == 60:
|
||||
print(f"✓ PASS: frame.pos = tuple sets position correctly")
|
||||
tests_passed += 1
|
||||
else:
|
||||
print(f"✗ FAIL: pos setter with tuple failed: x={frame.x}, y={frame.y}")
|
||||
except Exception as e:
|
||||
print(f"✗ FAIL: pos setter with tuple error: {e}")
|
||||
|
||||
# Test 4: Verify pos getter reflects changes
|
||||
tests_total += 1
|
||||
try:
|
||||
frame.x = 70
|
||||
frame.y = 80
|
||||
pos = frame.pos
|
||||
if pos.x == 70 and pos.y == 80:
|
||||
print(f"✓ PASS: pos property reflects x/y changes")
|
||||
tests_passed += 1
|
||||
else:
|
||||
print(f"✗ FAIL: pos doesn't reflect changes: {pos.x}, {pos.y}")
|
||||
except Exception as e:
|
||||
print(f"✗ FAIL: pos getter after change error: {e}")
|
||||
|
||||
return tests_passed, tests_total
|
||||
|
||||
def test_sprite_pos_property():
|
||||
"""Test pos property on Sprite"""
|
||||
print("\n=== Testing Sprite pos Property ===")
|
||||
|
||||
tests_passed = 0
|
||||
tests_total = 0
|
||||
|
||||
texture = mcrfpy.Texture("assets/kenney_tinydungeon.png", 16, 16)
|
||||
|
||||
# Test 1: Get pos property
|
||||
tests_total += 1
|
||||
try:
|
||||
sprite = mcrfpy.Sprite(10, 20, texture, 0, 1.0)
|
||||
pos = sprite.pos
|
||||
if hasattr(pos, 'x') and hasattr(pos, 'y') and pos.x == 10 and pos.y == 20:
|
||||
print(f"✓ PASS: sprite.pos returns Vector({pos.x}, {pos.y})")
|
||||
tests_passed += 1
|
||||
else:
|
||||
print(f"✗ FAIL: sprite.pos incorrect: {pos}")
|
||||
except AttributeError as e:
|
||||
print(f"✗ FAIL: pos property not accessible: {e}")
|
||||
|
||||
# Test 2: Set pos with Vector
|
||||
tests_total += 1
|
||||
try:
|
||||
vec = mcrfpy.Vector(30, 40)
|
||||
sprite.pos = vec
|
||||
if sprite.x == 30 and sprite.y == 40:
|
||||
print(f"✓ PASS: sprite.pos = Vector sets position correctly")
|
||||
tests_passed += 1
|
||||
else:
|
||||
print(f"✗ FAIL: pos setter failed: x={sprite.x}, y={sprite.y}")
|
||||
except Exception as e:
|
||||
print(f"✗ FAIL: pos setter with Vector error: {e}")
|
||||
|
||||
# Test 3: Set pos with tuple
|
||||
tests_total += 1
|
||||
try:
|
||||
sprite.pos = (50, 60)
|
||||
if sprite.x == 50 and sprite.y == 60:
|
||||
print(f"✓ PASS: sprite.pos = tuple sets position correctly")
|
||||
tests_passed += 1
|
||||
else:
|
||||
print(f"✗ FAIL: pos setter with tuple failed: x={sprite.x}, y={sprite.y}")
|
||||
except Exception as e:
|
||||
print(f"✗ FAIL: pos setter with tuple error: {e}")
|
||||
|
||||
# Test 4: Verify pos getter reflects changes
|
||||
tests_total += 1
|
||||
try:
|
||||
sprite.x = 70
|
||||
sprite.y = 80
|
||||
pos = sprite.pos
|
||||
if pos.x == 70 and pos.y == 80:
|
||||
print(f"✓ PASS: pos property reflects x/y changes")
|
||||
tests_passed += 1
|
||||
else:
|
||||
print(f"✗ FAIL: pos doesn't reflect changes: {pos.x}, {pos.y}")
|
||||
except Exception as e:
|
||||
print(f"✗ FAIL: pos getter after change error: {e}")
|
||||
|
||||
return tests_passed, tests_total
|
||||
|
||||
def test_consistency_with_caption_entity():
|
||||
"""Test that pos property is consistent across all UI elements"""
|
||||
print("\n=== Testing Consistency with Caption/Entity ===")
|
||||
|
||||
tests_passed = 0
|
||||
tests_total = 0
|
||||
|
||||
# Test 1: Caption pos property (should already exist)
|
||||
tests_total += 1
|
||||
try:
|
||||
font = mcrfpy.Font("assets/JetbrainsMono.ttf")
|
||||
caption = mcrfpy.Caption((10, 20), "Test", font)
|
||||
pos = caption.pos
|
||||
if hasattr(pos, 'x') and hasattr(pos, 'y'):
|
||||
print(f"✓ PASS: Caption.pos works as expected")
|
||||
tests_passed += 1
|
||||
else:
|
||||
print(f"✗ FAIL: Caption.pos doesn't return Vector")
|
||||
except Exception as e:
|
||||
print(f"✗ FAIL: Caption.pos error: {e}")
|
||||
|
||||
# Test 2: Entity draw_pos property (should already exist)
|
||||
tests_total += 1
|
||||
try:
|
||||
entity = mcrfpy.Entity((10, 20))
|
||||
pos = entity.draw_pos
|
||||
if hasattr(pos, 'x') and hasattr(pos, 'y'):
|
||||
print(f"✓ PASS: Entity.draw_pos works as expected")
|
||||
tests_passed += 1
|
||||
else:
|
||||
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)
|
||||
169
tests/bugs/issue_95_uicollection_repr_test.py
Normal file
169
tests/bugs/issue_95_uicollection_repr_test.py
Normal file
|
|
@ -0,0 +1,169 @@
|
|||
#!/usr/bin/env python3
|
||||
"""
|
||||
Test for Issue #95: Fix UICollection __repr__ type display
|
||||
|
||||
This test verifies that UICollection's repr shows the actual types of contained
|
||||
objects instead of just showing them all as "UIDrawable".
|
||||
"""
|
||||
|
||||
import mcrfpy
|
||||
import sys
|
||||
|
||||
def test_uicollection_repr():
|
||||
"""Test UICollection repr shows correct types"""
|
||||
print("=== Testing UICollection __repr__ Type Display (Issue #95) ===\n")
|
||||
|
||||
tests_passed = 0
|
||||
tests_total = 0
|
||||
|
||||
# Get scene UI collection
|
||||
scene_ui = mcrfpy.sceneUI("test")
|
||||
|
||||
# Test 1: Empty collection
|
||||
print("--- Test 1: Empty collection ---")
|
||||
tests_total += 1
|
||||
repr_str = repr(scene_ui)
|
||||
print(f"Empty collection repr: {repr_str}")
|
||||
if "0 objects" in repr_str:
|
||||
print("✓ PASS: Empty collection shows correctly")
|
||||
tests_passed += 1
|
||||
else:
|
||||
print("✗ FAIL: Empty collection repr incorrect")
|
||||
|
||||
# Test 2: Add various UI elements
|
||||
print("\n--- Test 2: Mixed UI elements ---")
|
||||
tests_total += 1
|
||||
|
||||
# Add Frame
|
||||
frame = mcrfpy.Frame(10, 10, 100, 100)
|
||||
scene_ui.append(frame)
|
||||
|
||||
# Add Caption
|
||||
caption = mcrfpy.Caption((150, 50), "Test", mcrfpy.Font("assets/JetbrainsMono.ttf"))
|
||||
scene_ui.append(caption)
|
||||
|
||||
# Add Sprite
|
||||
sprite = mcrfpy.Sprite(200, 100)
|
||||
scene_ui.append(sprite)
|
||||
|
||||
# Add Grid
|
||||
grid = mcrfpy.Grid(10, 10)
|
||||
grid.x = 300
|
||||
grid.y = 100
|
||||
scene_ui.append(grid)
|
||||
|
||||
# Check repr
|
||||
repr_str = repr(scene_ui)
|
||||
print(f"Collection repr: {repr_str}")
|
||||
|
||||
# Verify it shows the correct types
|
||||
expected_types = ["1 Frame", "1 Caption", "1 Sprite", "1 Grid"]
|
||||
all_found = all(expected in repr_str for expected in expected_types)
|
||||
|
||||
if all_found and "UIDrawable" not in repr_str:
|
||||
print("✓ PASS: All types shown correctly, no generic UIDrawable")
|
||||
tests_passed += 1
|
||||
else:
|
||||
print("✗ FAIL: Types not shown correctly")
|
||||
for expected in expected_types:
|
||||
if expected in repr_str:
|
||||
print(f" ✓ Found: {expected}")
|
||||
else:
|
||||
print(f" ✗ Missing: {expected}")
|
||||
if "UIDrawable" in repr_str:
|
||||
print(" ✗ Still shows generic UIDrawable")
|
||||
|
||||
# Test 3: Multiple of same type
|
||||
print("\n--- Test 3: Multiple objects of same type ---")
|
||||
tests_total += 1
|
||||
|
||||
# Add more frames
|
||||
frame2 = mcrfpy.Frame(10, 120, 100, 100)
|
||||
frame3 = mcrfpy.Frame(10, 230, 100, 100)
|
||||
scene_ui.append(frame2)
|
||||
scene_ui.append(frame3)
|
||||
|
||||
repr_str = repr(scene_ui)
|
||||
print(f"Collection repr: {repr_str}")
|
||||
|
||||
if "3 Frames" in repr_str:
|
||||
print("✓ PASS: Plural form shown correctly for multiple Frames")
|
||||
tests_passed += 1
|
||||
else:
|
||||
print("✗ FAIL: Plural form not correct")
|
||||
|
||||
# Test 4: Check total count
|
||||
print("\n--- Test 4: Total count verification ---")
|
||||
tests_total += 1
|
||||
|
||||
# Should have: 3 Frames, 1 Caption, 1 Sprite, 1 Grid = 6 total
|
||||
if "6 objects:" in repr_str:
|
||||
print("✓ PASS: Total count shown correctly")
|
||||
tests_passed += 1
|
||||
else:
|
||||
print("✗ FAIL: Total count incorrect")
|
||||
|
||||
# Test 5: Nested collections (Frame with children)
|
||||
print("\n--- Test 5: Nested collections ---")
|
||||
tests_total += 1
|
||||
|
||||
# Add child to frame
|
||||
child_sprite = mcrfpy.Sprite(10, 10)
|
||||
frame.children.append(child_sprite)
|
||||
|
||||
# Check frame's children collection
|
||||
children_repr = repr(frame.children)
|
||||
print(f"Frame children repr: {children_repr}")
|
||||
|
||||
if "1 Sprite" in children_repr:
|
||||
print("✓ PASS: Nested collection shows correct type")
|
||||
tests_passed += 1
|
||||
else:
|
||||
print("✗ FAIL: Nested collection type incorrect")
|
||||
|
||||
# Test 6: Collection remains valid after modifications
|
||||
print("\n--- Test 6: Collection after modifications ---")
|
||||
tests_total += 1
|
||||
|
||||
# Remove an item
|
||||
scene_ui.remove(0) # Remove first frame
|
||||
|
||||
repr_str = repr(scene_ui)
|
||||
print(f"After removal repr: {repr_str}")
|
||||
|
||||
if "2 Frames" in repr_str and "5 objects:" in repr_str:
|
||||
print("✓ PASS: Collection repr updated correctly after removal")
|
||||
tests_passed += 1
|
||||
else:
|
||||
print("✗ FAIL: Collection repr not updated correctly")
|
||||
|
||||
# Summary
|
||||
print(f"\n=== SUMMARY ===")
|
||||
print(f"Tests passed: {tests_passed}/{tests_total}")
|
||||
|
||||
if tests_passed == tests_total:
|
||||
print("\nIssue #95 FIXED: UICollection __repr__ now shows correct types!")
|
||||
else:
|
||||
print("\nIssue #95: Some tests failed")
|
||||
|
||||
return tests_passed == tests_total
|
||||
|
||||
def run_test(runtime):
|
||||
"""Timer callback to run the test"""
|
||||
try:
|
||||
success = test_uicollection_repr()
|
||||
print("\nOverall result: " + ("PASS" if success else "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)
|
||||
205
tests/bugs/issue_96_uicollection_extend_test.py
Normal file
205
tests/bugs/issue_96_uicollection_extend_test.py
Normal file
|
|
@ -0,0 +1,205 @@
|
|||
#!/usr/bin/env python3
|
||||
"""
|
||||
Test for Issue #96: Add extend() method to UICollection
|
||||
|
||||
This test verifies that UICollection now has an extend() method similar to
|
||||
UIEntityCollection.extend().
|
||||
"""
|
||||
|
||||
import mcrfpy
|
||||
import sys
|
||||
|
||||
def test_uicollection_extend():
|
||||
"""Test UICollection extend method"""
|
||||
print("=== Testing UICollection extend() Method (Issue #96) ===\n")
|
||||
|
||||
tests_passed = 0
|
||||
tests_total = 0
|
||||
|
||||
# Get scene UI collection
|
||||
scene_ui = mcrfpy.sceneUI("test")
|
||||
|
||||
# Test 1: Basic extend with list
|
||||
print("--- Test 1: Extend with list ---")
|
||||
tests_total += 1
|
||||
try:
|
||||
# Create a list of UI elements
|
||||
elements = [
|
||||
mcrfpy.Frame(10, 10, 100, 100),
|
||||
mcrfpy.Caption((150, 50), "Test1", mcrfpy.Font("assets/JetbrainsMono.ttf")),
|
||||
mcrfpy.Sprite(200, 100)
|
||||
]
|
||||
|
||||
# Extend the collection
|
||||
scene_ui.extend(elements)
|
||||
|
||||
if len(scene_ui) == 3:
|
||||
print("✓ PASS: Extended collection with 3 elements")
|
||||
tests_passed += 1
|
||||
else:
|
||||
print(f"✗ FAIL: Expected 3 elements, got {len(scene_ui)}")
|
||||
except Exception as e:
|
||||
print(f"✗ FAIL: Error extending with list: {e}")
|
||||
|
||||
# Test 2: Extend with tuple
|
||||
print("\n--- Test 2: Extend with tuple ---")
|
||||
tests_total += 1
|
||||
try:
|
||||
# Create a tuple of UI elements
|
||||
more_elements = (
|
||||
mcrfpy.Grid(10, 10),
|
||||
mcrfpy.Frame(300, 10, 100, 100)
|
||||
)
|
||||
|
||||
# Extend the collection
|
||||
scene_ui.extend(more_elements)
|
||||
|
||||
if len(scene_ui) == 5:
|
||||
print("✓ PASS: Extended collection with tuple (now 5 elements)")
|
||||
tests_passed += 1
|
||||
else:
|
||||
print(f"✗ FAIL: Expected 5 elements, got {len(scene_ui)}")
|
||||
except Exception as e:
|
||||
print(f"✗ FAIL: Error extending with tuple: {e}")
|
||||
|
||||
# Test 3: Extend with generator
|
||||
print("\n--- Test 3: Extend with generator ---")
|
||||
tests_total += 1
|
||||
try:
|
||||
# Create a generator of UI elements
|
||||
def create_sprites():
|
||||
for i in range(3):
|
||||
yield mcrfpy.Sprite(50 + i*50, 200)
|
||||
|
||||
# Extend with generator
|
||||
scene_ui.extend(create_sprites())
|
||||
|
||||
if len(scene_ui) == 8:
|
||||
print("✓ PASS: Extended collection with generator (now 8 elements)")
|
||||
tests_passed += 1
|
||||
else:
|
||||
print(f"✗ FAIL: Expected 8 elements, got {len(scene_ui)}")
|
||||
except Exception as e:
|
||||
print(f"✗ FAIL: Error extending with generator: {e}")
|
||||
|
||||
# Test 4: Error handling - non-iterable
|
||||
print("\n--- Test 4: Error handling - non-iterable ---")
|
||||
tests_total += 1
|
||||
try:
|
||||
scene_ui.extend(42) # Not iterable
|
||||
print("✗ FAIL: Should have raised TypeError for non-iterable")
|
||||
except TypeError as e:
|
||||
print(f"✓ PASS: Correctly raised TypeError: {e}")
|
||||
tests_passed += 1
|
||||
except Exception as e:
|
||||
print(f"✗ FAIL: Wrong exception type: {e}")
|
||||
|
||||
# Test 5: Error handling - wrong element type
|
||||
print("\n--- Test 5: Error handling - wrong element type ---")
|
||||
tests_total += 1
|
||||
try:
|
||||
scene_ui.extend([1, 2, 3]) # Wrong types
|
||||
print("✗ FAIL: Should have raised TypeError for non-UIDrawable elements")
|
||||
except TypeError as e:
|
||||
print(f"✓ PASS: Correctly raised TypeError: {e}")
|
||||
tests_passed += 1
|
||||
except Exception as e:
|
||||
print(f"✗ FAIL: Wrong exception type: {e}")
|
||||
|
||||
# Test 6: Extend empty iterable
|
||||
print("\n--- Test 6: Extend with empty list ---")
|
||||
tests_total += 1
|
||||
try:
|
||||
initial_len = len(scene_ui)
|
||||
scene_ui.extend([]) # Empty list
|
||||
|
||||
if len(scene_ui) == initial_len:
|
||||
print("✓ PASS: Extending with empty list works correctly")
|
||||
tests_passed += 1
|
||||
else:
|
||||
print(f"✗ FAIL: Length changed from {initial_len} to {len(scene_ui)}")
|
||||
except Exception as e:
|
||||
print(f"✗ FAIL: Error extending with empty list: {e}")
|
||||
|
||||
# Test 7: Z-index ordering
|
||||
print("\n--- Test 7: Z-index ordering ---")
|
||||
tests_total += 1
|
||||
try:
|
||||
# Clear and add fresh elements
|
||||
while len(scene_ui) > 0:
|
||||
scene_ui.remove(0)
|
||||
|
||||
# Add some initial elements
|
||||
frame1 = mcrfpy.Frame(0, 0, 50, 50)
|
||||
scene_ui.append(frame1)
|
||||
|
||||
# Extend with more elements
|
||||
new_elements = [
|
||||
mcrfpy.Frame(60, 0, 50, 50),
|
||||
mcrfpy.Caption((120, 25), "Test", mcrfpy.Font("assets/JetbrainsMono.ttf"))
|
||||
]
|
||||
scene_ui.extend(new_elements)
|
||||
|
||||
# Check z-indices are properly assigned
|
||||
z_indices = [scene_ui[i].z_index for i in range(3)]
|
||||
|
||||
# Z-indices should be increasing
|
||||
if z_indices[0] < z_indices[1] < z_indices[2]:
|
||||
print(f"✓ PASS: Z-indices properly ordered: {z_indices}")
|
||||
tests_passed += 1
|
||||
else:
|
||||
print(f"✗ FAIL: Z-indices not properly ordered: {z_indices}")
|
||||
except Exception as e:
|
||||
print(f"✗ FAIL: Error checking z-indices: {e}")
|
||||
|
||||
# Test 8: Extend with another UICollection
|
||||
print("\n--- Test 8: Extend with another UICollection ---")
|
||||
tests_total += 1
|
||||
try:
|
||||
# Create a Frame with children
|
||||
frame_with_children = mcrfpy.Frame(200, 200, 100, 100)
|
||||
frame_with_children.children.append(mcrfpy.Sprite(10, 10))
|
||||
frame_with_children.children.append(mcrfpy.Caption((10, 50), "Child", mcrfpy.Font("assets/JetbrainsMono.ttf")))
|
||||
|
||||
# Try to extend scene_ui with the frame's children collection
|
||||
initial_len = len(scene_ui)
|
||||
scene_ui.extend(frame_with_children.children)
|
||||
|
||||
if len(scene_ui) == initial_len + 2:
|
||||
print("✓ PASS: Extended with another UICollection")
|
||||
tests_passed += 1
|
||||
else:
|
||||
print(f"✗ FAIL: Expected {initial_len + 2} elements, got {len(scene_ui)}")
|
||||
except Exception as e:
|
||||
print(f"✗ FAIL: Error extending with UICollection: {e}")
|
||||
|
||||
# Summary
|
||||
print(f"\n=== SUMMARY ===")
|
||||
print(f"Tests passed: {tests_passed}/{tests_total}")
|
||||
|
||||
if tests_passed == tests_total:
|
||||
print("\nIssue #96 FIXED: UICollection.extend() implemented successfully!")
|
||||
else:
|
||||
print("\nIssue #96: Some tests failed")
|
||||
|
||||
return tests_passed == tests_total
|
||||
|
||||
def run_test(runtime):
|
||||
"""Timer callback to run the test"""
|
||||
try:
|
||||
success = test_uicollection_extend()
|
||||
print("\nOverall result: " + ("PASS" if success else "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)
|
||||
224
tests/bugs/issue_99_texture_font_properties_test.py
Normal file
224
tests/bugs/issue_99_texture_font_properties_test.py
Normal file
|
|
@ -0,0 +1,224 @@
|
|||
#!/usr/bin/env python3
|
||||
"""
|
||||
Test for Issue #99: Expose Texture and Font properties
|
||||
|
||||
This test verifies that Texture and Font objects now expose their properties
|
||||
as read-only attributes.
|
||||
"""
|
||||
|
||||
import mcrfpy
|
||||
import sys
|
||||
|
||||
def test_texture_properties():
|
||||
"""Test Texture properties"""
|
||||
print("=== Testing Texture Properties ===")
|
||||
|
||||
tests_passed = 0
|
||||
tests_total = 0
|
||||
|
||||
# Create a texture
|
||||
texture = mcrfpy.Texture("assets/kenney_tinydungeon.png", 16, 16)
|
||||
|
||||
# Test 1: sprite_width property
|
||||
tests_total += 1
|
||||
try:
|
||||
width = texture.sprite_width
|
||||
if width == 16:
|
||||
print(f"✓ PASS: sprite_width = {width}")
|
||||
tests_passed += 1
|
||||
else:
|
||||
print(f"✗ FAIL: sprite_width = {width}, expected 16")
|
||||
except AttributeError as e:
|
||||
print(f"✗ FAIL: sprite_width not accessible: {e}")
|
||||
|
||||
# Test 2: sprite_height property
|
||||
tests_total += 1
|
||||
try:
|
||||
height = texture.sprite_height
|
||||
if height == 16:
|
||||
print(f"✓ PASS: sprite_height = {height}")
|
||||
tests_passed += 1
|
||||
else:
|
||||
print(f"✗ FAIL: sprite_height = {height}, expected 16")
|
||||
except AttributeError as e:
|
||||
print(f"✗ FAIL: sprite_height not accessible: {e}")
|
||||
|
||||
# Test 3: sheet_width property
|
||||
tests_total += 1
|
||||
try:
|
||||
sheet_w = texture.sheet_width
|
||||
if isinstance(sheet_w, int) and sheet_w > 0:
|
||||
print(f"✓ PASS: sheet_width = {sheet_w}")
|
||||
tests_passed += 1
|
||||
else:
|
||||
print(f"✗ FAIL: sheet_width invalid: {sheet_w}")
|
||||
except AttributeError as e:
|
||||
print(f"✗ FAIL: sheet_width not accessible: {e}")
|
||||
|
||||
# Test 4: sheet_height property
|
||||
tests_total += 1
|
||||
try:
|
||||
sheet_h = texture.sheet_height
|
||||
if isinstance(sheet_h, int) and sheet_h > 0:
|
||||
print(f"✓ PASS: sheet_height = {sheet_h}")
|
||||
tests_passed += 1
|
||||
else:
|
||||
print(f"✗ FAIL: sheet_height invalid: {sheet_h}")
|
||||
except AttributeError as e:
|
||||
print(f"✗ FAIL: sheet_height not accessible: {e}")
|
||||
|
||||
# Test 5: sprite_count property
|
||||
tests_total += 1
|
||||
try:
|
||||
count = texture.sprite_count
|
||||
expected = texture.sheet_width * texture.sheet_height
|
||||
if count == expected:
|
||||
print(f"✓ PASS: sprite_count = {count} (sheet_width * sheet_height)")
|
||||
tests_passed += 1
|
||||
else:
|
||||
print(f"✗ FAIL: sprite_count = {count}, expected {expected}")
|
||||
except AttributeError as e:
|
||||
print(f"✗ FAIL: sprite_count not accessible: {e}")
|
||||
|
||||
# Test 6: source property
|
||||
tests_total += 1
|
||||
try:
|
||||
source = texture.source
|
||||
if "kenney_tinydungeon.png" in source:
|
||||
print(f"✓ PASS: source = '{source}'")
|
||||
tests_passed += 1
|
||||
else:
|
||||
print(f"✗ FAIL: source unexpected: '{source}'")
|
||||
except AttributeError as e:
|
||||
print(f"✗ FAIL: source not accessible: {e}")
|
||||
|
||||
# Test 7: Properties are read-only
|
||||
tests_total += 1
|
||||
try:
|
||||
texture.sprite_width = 32 # Should fail
|
||||
print("✗ FAIL: sprite_width should be read-only")
|
||||
except AttributeError as e:
|
||||
print(f"✓ PASS: sprite_width is read-only: {e}")
|
||||
tests_passed += 1
|
||||
|
||||
return tests_passed, tests_total
|
||||
|
||||
def test_font_properties():
|
||||
"""Test Font properties"""
|
||||
print("\n=== Testing Font Properties ===")
|
||||
|
||||
tests_passed = 0
|
||||
tests_total = 0
|
||||
|
||||
# Create a font
|
||||
font = mcrfpy.Font("assets/JetbrainsMono.ttf")
|
||||
|
||||
# Test 1: family property
|
||||
tests_total += 1
|
||||
try:
|
||||
family = font.family
|
||||
if isinstance(family, str) and len(family) > 0:
|
||||
print(f"✓ PASS: family = '{family}'")
|
||||
tests_passed += 1
|
||||
else:
|
||||
print(f"✗ FAIL: family invalid: '{family}'")
|
||||
except AttributeError as e:
|
||||
print(f"✗ FAIL: family not accessible: {e}")
|
||||
|
||||
# Test 2: source property
|
||||
tests_total += 1
|
||||
try:
|
||||
source = font.source
|
||||
if "JetbrainsMono.ttf" in source:
|
||||
print(f"✓ PASS: source = '{source}'")
|
||||
tests_passed += 1
|
||||
else:
|
||||
print(f"✗ FAIL: source unexpected: '{source}'")
|
||||
except AttributeError as e:
|
||||
print(f"✗ FAIL: source not accessible: {e}")
|
||||
|
||||
# Test 3: Properties are read-only
|
||||
tests_total += 1
|
||||
try:
|
||||
font.family = "Arial" # Should fail
|
||||
print("✗ FAIL: family should be read-only")
|
||||
except AttributeError as e:
|
||||
print(f"✓ PASS: family is read-only: {e}")
|
||||
tests_passed += 1
|
||||
|
||||
return tests_passed, tests_total
|
||||
|
||||
def test_property_introspection():
|
||||
"""Test that properties appear in dir()"""
|
||||
print("\n=== Testing Property Introspection ===")
|
||||
|
||||
tests_passed = 0
|
||||
tests_total = 0
|
||||
|
||||
# Test Texture properties in dir()
|
||||
tests_total += 1
|
||||
texture = mcrfpy.Texture("assets/kenney_tinydungeon.png", 16, 16)
|
||||
texture_props = dir(texture)
|
||||
expected_texture_props = ['sprite_width', 'sprite_height', 'sheet_width', 'sheet_height', 'sprite_count', 'source']
|
||||
|
||||
missing = [p for p in expected_texture_props if p not in texture_props]
|
||||
if not missing:
|
||||
print("✓ PASS: All Texture properties appear in dir()")
|
||||
tests_passed += 1
|
||||
else:
|
||||
print(f"✗ FAIL: Missing Texture properties in dir(): {missing}")
|
||||
|
||||
# Test Font properties in dir()
|
||||
tests_total += 1
|
||||
font = mcrfpy.Font("assets/JetbrainsMono.ttf")
|
||||
font_props = dir(font)
|
||||
expected_font_props = ['family', 'source']
|
||||
|
||||
missing = [p for p in expected_font_props if p not in font_props]
|
||||
if not missing:
|
||||
print("✓ PASS: All Font properties appear in dir()")
|
||||
tests_passed += 1
|
||||
else:
|
||||
print(f"✗ FAIL: Missing Font properties in dir(): {missing}")
|
||||
|
||||
return tests_passed, tests_total
|
||||
|
||||
def run_test(runtime):
|
||||
"""Timer callback to run the test"""
|
||||
try:
|
||||
print("=== Testing Texture and Font Properties (Issue #99) ===\n")
|
||||
|
||||
texture_passed, texture_total = test_texture_properties()
|
||||
font_passed, font_total = test_font_properties()
|
||||
intro_passed, intro_total = test_property_introspection()
|
||||
|
||||
total_passed = texture_passed + font_passed + intro_passed
|
||||
total_tests = texture_total + font_total + intro_total
|
||||
|
||||
print(f"\n=== SUMMARY ===")
|
||||
print(f"Texture tests: {texture_passed}/{texture_total}")
|
||||
print(f"Font tests: {font_passed}/{font_total}")
|
||||
print(f"Introspection tests: {intro_passed}/{intro_total}")
|
||||
print(f"Total tests passed: {total_passed}/{total_tests}")
|
||||
|
||||
if total_passed == total_tests:
|
||||
print("\nIssue #99 FIXED: Texture and Font properties exposed successfully!")
|
||||
print("\nOverall result: PASS")
|
||||
else:
|
||||
print("\nIssue #99: 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)
|
||||
67
tests/bugs/issue_9_minimal_test.py
Normal file
67
tests/bugs/issue_9_minimal_test.py
Normal file
|
|
@ -0,0 +1,67 @@
|
|||
#!/usr/bin/env python3
|
||||
"""
|
||||
Minimal test for Issue #9: RenderTexture resize
|
||||
"""
|
||||
|
||||
import mcrfpy
|
||||
from mcrfpy import automation
|
||||
import sys
|
||||
|
||||
def run_test(runtime):
|
||||
"""Test RenderTexture resizing"""
|
||||
print("Testing Issue #9: RenderTexture resize (minimal)")
|
||||
|
||||
try:
|
||||
# Create a grid
|
||||
print("Creating grid...")
|
||||
grid = mcrfpy.Grid(30, 30)
|
||||
grid.x = 10
|
||||
grid.y = 10
|
||||
grid.w = 300
|
||||
grid.h = 300
|
||||
|
||||
# Add to scene
|
||||
scene_ui = mcrfpy.sceneUI("test")
|
||||
scene_ui.append(grid)
|
||||
|
||||
# Test accessing grid points
|
||||
print("Testing grid.at()...")
|
||||
point = grid.at(5, 5)
|
||||
print(f"Got grid point: {point}")
|
||||
|
||||
# Test color creation
|
||||
print("Testing Color creation...")
|
||||
red = mcrfpy.Color(255, 0, 0, 255)
|
||||
print(f"Created color: {red}")
|
||||
|
||||
# Set color
|
||||
print("Setting grid point color...")
|
||||
point.color = red
|
||||
|
||||
print("Taking screenshot before resize...")
|
||||
automation.screenshot("/tmp/issue_9_minimal_before.png")
|
||||
|
||||
# Resize grid
|
||||
print("Resizing grid to 2500x2500...")
|
||||
grid.w = 2500
|
||||
grid.h = 2500
|
||||
|
||||
print("Taking screenshot after resize...")
|
||||
automation.screenshot("/tmp/issue_9_minimal_after.png")
|
||||
|
||||
print("\nTest complete - check screenshots")
|
||||
print("If RenderTexture is recreated properly, grid should render correctly at large size")
|
||||
|
||||
except Exception as e:
|
||||
print(f"Error: {e}")
|
||||
import traceback
|
||||
traceback.print_exc()
|
||||
|
||||
sys.exit(0)
|
||||
|
||||
# Create and set scene
|
||||
mcrfpy.createScene("test")
|
||||
mcrfpy.setScene("test")
|
||||
|
||||
# Schedule test
|
||||
mcrfpy.setTimer("test", run_test, 100)
|
||||
229
tests/bugs/issue_9_rendertexture_resize_test.py
Normal file
229
tests/bugs/issue_9_rendertexture_resize_test.py
Normal file
|
|
@ -0,0 +1,229 @@
|
|||
#!/usr/bin/env python3
|
||||
"""
|
||||
Comprehensive test for Issue #9: Recreate RenderTexture when UIGrid is resized
|
||||
|
||||
This test demonstrates that UIGrid has a hardcoded RenderTexture size of 1920x1080,
|
||||
which causes rendering issues when the grid is resized beyond these dimensions.
|
||||
|
||||
The bug: UIGrid::render() creates a RenderTexture with fixed size (1920x1080) once,
|
||||
but never recreates it when the grid is resized, causing clipping and rendering artifacts.
|
||||
"""
|
||||
|
||||
import mcrfpy
|
||||
from mcrfpy import automation
|
||||
import sys
|
||||
import os
|
||||
|
||||
def create_checkerboard_pattern(grid, grid_width, grid_height, cell_size=2):
|
||||
"""Create a checkerboard pattern on the grid for visibility"""
|
||||
for x in range(grid_width):
|
||||
for y in range(grid_height):
|
||||
if (x // cell_size + y // cell_size) % 2 == 0:
|
||||
grid.at(x, y).color = mcrfpy.Color(255, 255, 255, 255) # White
|
||||
else:
|
||||
grid.at(x, y).color = mcrfpy.Color(100, 100, 100, 255) # Gray
|
||||
|
||||
def add_border_markers(grid, grid_width, grid_height):
|
||||
"""Add colored markers at the borders to test rendering limits"""
|
||||
# Red border on top
|
||||
for x in range(grid_width):
|
||||
grid.at(x, 0).color = mcrfpy.Color(255, 0, 0, 255)
|
||||
|
||||
# Green border on right
|
||||
for y in range(grid_height):
|
||||
grid.at(grid_width-1, y).color = mcrfpy.Color(0, 255, 0, 255)
|
||||
|
||||
# Blue border on bottom
|
||||
for x in range(grid_width):
|
||||
grid.at(x, grid_height-1).color = mcrfpy.Color(0, 0, 255, 255)
|
||||
|
||||
# Yellow border on left
|
||||
for y in range(grid_height):
|
||||
grid.at(0, y).color = mcrfpy.Color(255, 255, 0, 255)
|
||||
|
||||
def test_rendertexture_resize():
|
||||
"""Test RenderTexture behavior with various grid sizes"""
|
||||
print("=== Testing UIGrid RenderTexture Resize (Issue #9) ===\n")
|
||||
|
||||
scene_ui = mcrfpy.sceneUI("test")
|
||||
|
||||
# Test 1: Small grid (should work fine)
|
||||
print("--- Test 1: Small Grid (400x300) ---")
|
||||
grid1 = mcrfpy.Grid(20, 15) # 20x15 tiles
|
||||
grid1.x = 10
|
||||
grid1.y = 10
|
||||
grid1.w = 400
|
||||
grid1.h = 300
|
||||
scene_ui.append(grid1)
|
||||
|
||||
create_checkerboard_pattern(grid1, 20, 15)
|
||||
add_border_markers(grid1, 20, 15)
|
||||
|
||||
automation.screenshot("/tmp/issue_9_small_grid.png")
|
||||
print("✓ Small grid created and rendered")
|
||||
|
||||
# Test 2: Medium grid at 1920x1080 limit
|
||||
print("\n--- Test 2: Medium Grid at 1920x1080 Limit ---")
|
||||
grid2 = mcrfpy.Grid(64, 36) # 64x36 tiles at 30px each = 1920x1080
|
||||
grid2.x = 10
|
||||
grid2.y = 320
|
||||
grid2.w = 1920
|
||||
grid2.h = 1080
|
||||
scene_ui.append(grid2)
|
||||
|
||||
create_checkerboard_pattern(grid2, 64, 36, 4)
|
||||
add_border_markers(grid2, 64, 36)
|
||||
|
||||
automation.screenshot("/tmp/issue_9_limit_grid.png")
|
||||
print("✓ Grid at RenderTexture limit created")
|
||||
|
||||
# Test 3: Resize grid1 beyond limits
|
||||
print("\n--- Test 3: Resizing Small Grid Beyond 1920x1080 ---")
|
||||
print("Original size: 400x300")
|
||||
grid1.w = 2400
|
||||
grid1.h = 1400
|
||||
print(f"Resized to: {grid1.w}x{grid1.h}")
|
||||
|
||||
# The content should still be visible but may be clipped
|
||||
automation.screenshot("/tmp/issue_9_resized_beyond_limit.png")
|
||||
print("✗ EXPECTED ISSUE: Grid resized beyond RenderTexture limits")
|
||||
print(" Content beyond 1920x1080 will be clipped!")
|
||||
|
||||
# Test 4: Create large grid from start
|
||||
print("\n--- Test 4: Large Grid from Start (2400x1400) ---")
|
||||
# Clear previous grids
|
||||
while len(scene_ui) > 0:
|
||||
scene_ui.remove(0)
|
||||
|
||||
grid3 = mcrfpy.Grid(80, 50) # Large tile count
|
||||
grid3.x = 10
|
||||
grid3.y = 10
|
||||
grid3.w = 2400
|
||||
grid3.h = 1400
|
||||
scene_ui.append(grid3)
|
||||
|
||||
create_checkerboard_pattern(grid3, 80, 50, 5)
|
||||
add_border_markers(grid3, 80, 50)
|
||||
|
||||
# Add markers at specific positions to test rendering
|
||||
# Mark the center
|
||||
center_x, center_y = 40, 25
|
||||
for dx in range(-2, 3):
|
||||
for dy in range(-2, 3):
|
||||
grid3.at(center_x + dx, center_y + dy).color = mcrfpy.Color(255, 0, 255, 255) # Magenta
|
||||
|
||||
# Mark position at 1920 pixel boundary (64 tiles * 30 pixels/tile = 1920)
|
||||
if 64 < 80: # Only if within grid bounds
|
||||
for y in range(min(50, 10)):
|
||||
grid3.at(64, y).color = mcrfpy.Color(255, 128, 0, 255) # Orange
|
||||
|
||||
automation.screenshot("/tmp/issue_9_large_grid.png")
|
||||
print("✗ EXPECTED ISSUE: Large grid created")
|
||||
print(" Content beyond 1920x1080 will not render!")
|
||||
print(" Look for missing orange line at x=1920 boundary")
|
||||
|
||||
# Test 5: Dynamic resize test
|
||||
print("\n--- Test 5: Dynamic Resize Test ---")
|
||||
scene_ui.remove(0)
|
||||
|
||||
grid4 = mcrfpy.Grid(100, 100)
|
||||
grid4.x = 10
|
||||
grid4.y = 10
|
||||
scene_ui.append(grid4)
|
||||
|
||||
sizes = [(500, 500), (1000, 1000), (1500, 1500), (2000, 2000), (2500, 2500)]
|
||||
|
||||
for i, (w, h) in enumerate(sizes):
|
||||
grid4.w = w
|
||||
grid4.h = h
|
||||
|
||||
# Add pattern at current size
|
||||
visible_tiles_x = min(100, w // 30)
|
||||
visible_tiles_y = min(100, h // 30)
|
||||
|
||||
# Clear and create new pattern
|
||||
for x in range(visible_tiles_x):
|
||||
for y in range(visible_tiles_y):
|
||||
if x == visible_tiles_x - 1 or y == visible_tiles_y - 1:
|
||||
# Edge markers
|
||||
grid4.at(x, y).color = mcrfpy.Color(255, 255, 0, 255)
|
||||
elif (x + y) % 10 == 0:
|
||||
# Diagonal lines
|
||||
grid4.at(x, y).color = mcrfpy.Color(0, 255, 255, 255)
|
||||
|
||||
automation.screenshot(f"/tmp/issue_9_resize_{w}x{h}.png")
|
||||
|
||||
if w > 1920 or h > 1080:
|
||||
print(f"✗ Size {w}x{h}: Content clipped at 1920x1080")
|
||||
else:
|
||||
print(f"✓ Size {w}x{h}: Rendered correctly")
|
||||
|
||||
# Test 6: Verify exact clipping boundary
|
||||
print("\n--- Test 6: Exact Clipping Boundary Test ---")
|
||||
scene_ui.remove(0)
|
||||
|
||||
grid5 = mcrfpy.Grid(70, 40)
|
||||
grid5.x = 0
|
||||
grid5.y = 0
|
||||
grid5.w = 2100 # 70 * 30 = 2100 pixels
|
||||
grid5.h = 1200 # 40 * 30 = 1200 pixels
|
||||
scene_ui.append(grid5)
|
||||
|
||||
# Create a pattern that shows the boundary clearly
|
||||
for x in range(70):
|
||||
for y in range(40):
|
||||
pixel_x = x * 30
|
||||
pixel_y = y * 30
|
||||
|
||||
if pixel_x == 1920 - 30: # Last tile before boundary
|
||||
grid5.at(x, y).color = mcrfpy.Color(255, 0, 0, 255) # Red
|
||||
elif pixel_x == 1920: # First tile after boundary
|
||||
grid5.at(x, y).color = mcrfpy.Color(0, 255, 0, 255) # Green
|
||||
elif pixel_y == 1080 - 30: # Last row before boundary
|
||||
grid5.at(x, y).color = mcrfpy.Color(0, 0, 255, 255) # Blue
|
||||
elif pixel_y == 1080: # First row after boundary
|
||||
grid5.at(x, y).color = mcrfpy.Color(255, 255, 0, 255) # Yellow
|
||||
else:
|
||||
# Normal checkerboard
|
||||
if (x + y) % 2 == 0:
|
||||
grid5.at(x, y).color = mcrfpy.Color(200, 200, 200, 255)
|
||||
|
||||
automation.screenshot("/tmp/issue_9_boundary_test.png")
|
||||
print("Screenshot saved showing clipping boundary")
|
||||
print("- Red tiles: Last visible column (x=1890-1919)")
|
||||
print("- Green tiles: First clipped column (x=1920+)")
|
||||
print("- Blue tiles: Last visible row (y=1050-1079)")
|
||||
print("- Yellow tiles: First clipped row (y=1080+)")
|
||||
|
||||
# Summary
|
||||
print("\n=== SUMMARY ===")
|
||||
print("Issue #9: UIGrid uses a hardcoded RenderTexture size of 1920x1080")
|
||||
print("Problems demonstrated:")
|
||||
print("1. Grids larger than 1920x1080 are clipped")
|
||||
print("2. Resizing grids doesn't recreate the RenderTexture")
|
||||
print("3. Content beyond the boundary is not rendered")
|
||||
print("\nThe fix should:")
|
||||
print("1. Recreate RenderTexture when grid size changes")
|
||||
print("2. Use the actual grid dimensions instead of hardcoded values")
|
||||
print("3. Consider memory limits for very large grids")
|
||||
|
||||
print(f"\nScreenshots saved to /tmp/issue_9_*.png")
|
||||
|
||||
def run_test(runtime):
|
||||
"""Timer callback to run the test"""
|
||||
try:
|
||||
test_rendertexture_resize()
|
||||
print("\nTest complete - check screenshots for visual verification")
|
||||
except Exception as e:
|
||||
print(f"\nTest error: {e}")
|
||||
import traceback
|
||||
traceback.print_exc()
|
||||
|
||||
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)
|
||||
71
tests/bugs/issue_9_simple_test.py
Normal file
71
tests/bugs/issue_9_simple_test.py
Normal file
|
|
@ -0,0 +1,71 @@
|
|||
#!/usr/bin/env python3
|
||||
"""
|
||||
Simple test for Issue #9: RenderTexture resize
|
||||
"""
|
||||
|
||||
import mcrfpy
|
||||
from mcrfpy import automation
|
||||
import sys
|
||||
|
||||
def run_test(runtime):
|
||||
"""Test RenderTexture resizing"""
|
||||
print("Testing Issue #9: RenderTexture resize")
|
||||
|
||||
# Create a scene
|
||||
scene_ui = mcrfpy.sceneUI("test")
|
||||
|
||||
# Create a small grid
|
||||
print("Creating 50x50 grid with initial size 500x500")
|
||||
grid = mcrfpy.Grid(50, 50)
|
||||
grid.x = 10
|
||||
grid.y = 10
|
||||
grid.w = 500
|
||||
grid.h = 500
|
||||
scene_ui.append(grid)
|
||||
|
||||
# Color some tiles to make it visible
|
||||
print("Coloring tiles...")
|
||||
for i in range(50):
|
||||
# Diagonal line
|
||||
grid.at(i, i).color = mcrfpy.Color(255, 0, 0, 255)
|
||||
# Borders
|
||||
grid.at(i, 0).color = mcrfpy.Color(0, 255, 0, 255)
|
||||
grid.at(0, i).color = mcrfpy.Color(0, 0, 255, 255)
|
||||
grid.at(i, 49).color = mcrfpy.Color(255, 255, 0, 255)
|
||||
grid.at(49, i).color = mcrfpy.Color(255, 0, 255, 255)
|
||||
|
||||
# Take initial screenshot
|
||||
automation.screenshot("/tmp/issue_9_before_resize.png")
|
||||
print("Screenshot saved: /tmp/issue_9_before_resize.png")
|
||||
|
||||
# Resize to larger than 1920x1080
|
||||
print("\nResizing grid to 2500x2500...")
|
||||
grid.w = 2500
|
||||
grid.h = 2500
|
||||
|
||||
# Take screenshot after resize
|
||||
automation.screenshot("/tmp/issue_9_after_resize.png")
|
||||
print("Screenshot saved: /tmp/issue_9_after_resize.png")
|
||||
|
||||
# Test individual dimension changes
|
||||
print("\nTesting individual dimension changes...")
|
||||
grid.w = 3000
|
||||
automation.screenshot("/tmp/issue_9_width_3000.png")
|
||||
print("Width set to 3000, screenshot: /tmp/issue_9_width_3000.png")
|
||||
|
||||
grid.h = 3000
|
||||
automation.screenshot("/tmp/issue_9_both_3000.png")
|
||||
print("Height set to 3000, screenshot: /tmp/issue_9_both_3000.png")
|
||||
|
||||
print("\nIf the RenderTexture is properly recreated, all colored tiles")
|
||||
print("should be visible in all screenshots, not clipped at 1920x1080.")
|
||||
|
||||
print("\nTest complete - PASS")
|
||||
sys.exit(0)
|
||||
|
||||
# Create and set scene
|
||||
mcrfpy.createScene("test")
|
||||
mcrfpy.setScene("test")
|
||||
|
||||
# Schedule test
|
||||
mcrfpy.setTimer("test", run_test, 100)
|
||||
89
tests/bugs/issue_9_test.py
Normal file
89
tests/bugs/issue_9_test.py
Normal file
|
|
@ -0,0 +1,89 @@
|
|||
#!/usr/bin/env python3
|
||||
"""
|
||||
Test for Issue #9: Recreate RenderTexture when UIGrid is resized
|
||||
|
||||
This test checks if resizing a UIGrid properly recreates its RenderTexture.
|
||||
"""
|
||||
|
||||
import mcrfpy
|
||||
from mcrfpy import automation
|
||||
import sys
|
||||
|
||||
def run_test(runtime):
|
||||
"""Test that UIGrid properly handles resizing"""
|
||||
try:
|
||||
# Create a grid with initial size
|
||||
grid = mcrfpy.Grid(20, 20)
|
||||
grid.x = 50
|
||||
grid.y = 50
|
||||
grid.w = 200
|
||||
grid.h = 200
|
||||
|
||||
# Add grid to scene
|
||||
scene_ui = mcrfpy.sceneUI("test")
|
||||
scene_ui.append(grid)
|
||||
|
||||
# Take initial screenshot
|
||||
automation.screenshot("/tmp/grid_initial.png")
|
||||
print("Initial grid created at 200x200")
|
||||
|
||||
# Add some visible content to the grid
|
||||
for x in range(5):
|
||||
for y in range(5):
|
||||
grid.at(x, y).color = mcrfpy.Color(255, 0, 0, 255) # Red squares
|
||||
|
||||
automation.screenshot("/tmp/grid_with_content.png")
|
||||
print("Added red squares to grid")
|
||||
|
||||
# Test 1: Resize the grid smaller
|
||||
print("\nTest 1: Resizing grid to 100x100...")
|
||||
grid.w = 100
|
||||
grid.h = 100
|
||||
|
||||
automation.screenshot("/tmp/grid_resized_small.png")
|
||||
|
||||
# The grid should still render correctly
|
||||
print("✓ Test 1: Grid resized to 100x100")
|
||||
|
||||
# Test 2: Resize the grid larger than initial
|
||||
print("\nTest 2: Resizing grid to 400x400...")
|
||||
grid.w = 400
|
||||
grid.h = 400
|
||||
|
||||
automation.screenshot("/tmp/grid_resized_large.png")
|
||||
|
||||
# Add content at the edges to test if render texture is big enough
|
||||
for x in range(15, 20):
|
||||
for y in range(15, 20):
|
||||
grid.at(x, y).color = mcrfpy.Color(0, 255, 0, 255) # Green squares
|
||||
|
||||
automation.screenshot("/tmp/grid_resized_with_edge_content.png")
|
||||
print("✓ Test 2: Grid resized to 400x400 with edge content")
|
||||
|
||||
# Test 3: Resize beyond the hardcoded 1920x1080 limit
|
||||
print("\nTest 3: Resizing grid beyond 1920x1080...")
|
||||
grid.w = 2000
|
||||
grid.h = 1200
|
||||
|
||||
automation.screenshot("/tmp/grid_resized_huge.png")
|
||||
|
||||
# This should fail with the current implementation
|
||||
print("✗ Test 3: This likely shows rendering errors due to fixed RenderTexture size")
|
||||
print("This is the bug described in Issue #9!")
|
||||
|
||||
print("\nScreenshots saved to /tmp/grid_*.png")
|
||||
print("Check grid_resized_huge.png for rendering artifacts")
|
||||
|
||||
except Exception as e:
|
||||
print(f"Test error: {e}")
|
||||
import traceback
|
||||
traceback.print_exc()
|
||||
|
||||
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