9ebdc6fbb4
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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