Add support for converting generated levels to walls, and merge one into the entity map at the beginning of the game. There's nothing here that guarantees the character ends up *inside* the level though (they almost always don't) so that'll have to be slotted into the level generation process.
30 lines
1 KiB
Haskell
30 lines
1 KiB
Haskell
module Xanthous.GameSpec where
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import Test.Prelude hiding (Down)
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import Xanthous.Game
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import Control.Lens.Properties
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import Xanthous.Data (move, Direction(Down))
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import Xanthous.Data.EntityMap (atPosition)
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import Xanthous.Entities (SomeEntity(SomeEntity))
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main :: IO ()
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main = defaultMain test
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test :: TestTree
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test = testGroup "Xanthous.Game"
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[ testGroup "positionedCharacter"
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[ testProperty "lens laws" $ isLens positionedCharacter
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, testCase "updates the position of the character" $ do
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initialGame <- getInitialState
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let initialPos = initialGame ^. characterPosition
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updatedGame = initialGame & characterPosition %~ move Down
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updatedPos = updatedGame ^. characterPosition
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updatedPos @?= move Down initialPos
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updatedGame ^. entities . atPosition initialPos @?= fromList []
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updatedGame ^. entities . atPosition updatedPos
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@?= fromList [SomeEntity $ initialGame ^. character]
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]
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, testGroup "characterPosition"
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[ testProperty "lens laws" $ isLens characterPosition
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]
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]
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