Standardize sprite_index property and add scale_x/scale_y to UISprite
closes #81, closes #82 - Issue #81: Standardized property name to sprite_index across UISprite and UIEntity - Added sprite_index as the primary property name - Kept sprite_number as a deprecated alias for backward compatibility - Updated repr() methods to use sprite_index - Updated animation system to recognize both names - Issue #82: Added scale_x and scale_y properties to UISprite - Enables non-uniform scaling of sprites - scale property still works for uniform scaling - Both properties work with the animation system All existing code using sprite_number continues to work due to backward compatibility.
This commit is contained in:
parent
5a003a9aa5
commit
2f2b488fb5
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@ -90,8 +90,8 @@ void Animation::startEntity(UIEntity* target) {
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}
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}
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else if constexpr (std::is_same_v<T, int>) {
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// For entities, we might need to handle sprite_number differently
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if (targetProperty == "sprite_number") {
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// For entities, we might need to handle sprite_index differently
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if (targetProperty == "sprite_index" || targetProperty == "sprite_number") {
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startValue = target->sprite.getSpriteIndex();
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}
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}
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@ -254,7 +254,8 @@ PyGetSetDef UIEntity::getsetters[] = {
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{"draw_pos", (getter)UIEntity::get_position, (setter)UIEntity::set_position, "Entity position (graphically)", (void*)0},
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{"pos", (getter)UIEntity::get_position, (setter)UIEntity::set_position, "Entity position (integer grid coordinates)", (void*)1},
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{"gridstate", (getter)UIEntity::get_gridstate, NULL, "Grid point states for the entity", NULL},
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{"sprite_number", (getter)UIEntity::get_spritenumber, (setter)UIEntity::set_spritenumber, "Sprite number (index) on the texture on the display", NULL},
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{"sprite_index", (getter)UIEntity::get_spritenumber, (setter)UIEntity::set_spritenumber, "Sprite index on the texture on the display", NULL},
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{"sprite_number", (getter)UIEntity::get_spritenumber, (setter)UIEntity::set_spritenumber, "Sprite index on the texture on the display (deprecated: use sprite_index)", NULL},
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{NULL} /* Sentinel */
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};
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@ -263,7 +264,7 @@ PyObject* UIEntity::repr(PyUIEntityObject* self) {
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if (!self->data) ss << "<Entity (invalid internal object)>";
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else {
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auto ent = self->data;
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ss << "<Entity (x=" << self->data->position.x << ", y=" << self->data->position.y << ", sprite_number=" << self->data->sprite.getSpriteIndex() <<
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ss << "<Entity (x=" << self->data->position.x << ", y=" << self->data->position.y << ", sprite_index=" << self->data->sprite.getSpriteIndex() <<
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")>";
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}
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std::string repr_str = ss.str();
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@ -295,7 +296,7 @@ bool UIEntity::setProperty(const std::string& name, float value) {
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}
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bool UIEntity::setProperty(const std::string& name, int value) {
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if (name == "sprite_number") {
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if (name == "sprite_index" || name == "sprite_number") {
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sprite.setSpriteIndex(value);
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return true;
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}
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@ -92,6 +92,10 @@ PyObject* UISprite::get_float_member(PyUISpriteObject* self, void* closure)
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return PyFloat_FromDouble(self->data->getPosition().y);
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else if (member_ptr == 2)
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return PyFloat_FromDouble(self->data->getScale().x); // scale X and Y are identical, presently
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else if (member_ptr == 3)
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return PyFloat_FromDouble(self->data->getScale().x); // scale_x
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else if (member_ptr == 4)
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return PyFloat_FromDouble(self->data->getScale().y); // scale_y
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else
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{
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PyErr_SetString(PyExc_AttributeError, "Invalid attribute");
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@ -120,8 +124,12 @@ int UISprite::set_float_member(PyUISpriteObject* self, PyObject* value, void* cl
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self->data->setPosition(sf::Vector2f(val, self->data->getPosition().y));
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else if (member_ptr == 1) //y
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self->data->setPosition(sf::Vector2f(self->data->getPosition().x, val));
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else if (member_ptr == 2) // scale
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else if (member_ptr == 2) // scale (uniform)
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self->data->setScale(sf::Vector2f(val, val));
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else if (member_ptr == 3) // scale_x
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self->data->setScale(sf::Vector2f(val, self->data->getScale().y));
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else if (member_ptr == 4) // scale_y
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self->data->setScale(sf::Vector2f(self->data->getScale().x, val));
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return 0;
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}
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@ -198,8 +206,11 @@ int UISprite::set_texture(PyUISpriteObject* self, PyObject* value, void* closure
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PyGetSetDef UISprite::getsetters[] = {
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{"x", (getter)UISprite::get_float_member, (setter)UISprite::set_float_member, "X coordinate of top-left corner", (void*)0},
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{"y", (getter)UISprite::get_float_member, (setter)UISprite::set_float_member, "Y coordinate of top-left corner", (void*)1},
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{"scale", (getter)UISprite::get_float_member, (setter)UISprite::set_float_member, "Size factor", (void*)2},
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{"sprite_number", (getter)UISprite::get_int_member, (setter)UISprite::set_int_member, "Which sprite on the texture is shown", NULL},
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{"scale", (getter)UISprite::get_float_member, (setter)UISprite::set_float_member, "Uniform size factor", (void*)2},
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{"scale_x", (getter)UISprite::get_float_member, (setter)UISprite::set_float_member, "Horizontal scale factor", (void*)3},
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{"scale_y", (getter)UISprite::get_float_member, (setter)UISprite::set_float_member, "Vertical scale factor", (void*)4},
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{"sprite_index", (getter)UISprite::get_int_member, (setter)UISprite::set_int_member, "Which sprite on the texture is shown", NULL},
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{"sprite_number", (getter)UISprite::get_int_member, (setter)UISprite::set_int_member, "Which sprite on the texture is shown (deprecated: use sprite_index)", NULL},
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{"texture", (getter)UISprite::get_texture, (setter)UISprite::set_texture, "Texture object", NULL},
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{"click", (getter)UIDrawable::get_click, (setter)UIDrawable::set_click, "Object called with (x, y, button) when clicked", (void*)PyObjectsEnum::UISPRITE},
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{"z_index", (getter)UIDrawable::get_int, (setter)UIDrawable::set_int, "Z-order for rendering (lower values rendered first)", (void*)PyObjectsEnum::UISPRITE},
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@ -214,7 +225,7 @@ PyObject* UISprite::repr(PyUISpriteObject* self)
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//auto sprite = self->data->sprite;
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ss << "<Sprite (x=" << self->data->getPosition().x << ", y=" << self->data->getPosition().y << ", " <<
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"scale=" << self->data->getScale().x << ", " <<
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"sprite_number=" << self->data->getSpriteIndex() << ")>";
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"sprite_index=" << self->data->getSpriteIndex() << ")>";
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}
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std::string repr_str = ss.str();
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return PyUnicode_DecodeUTF8(repr_str.c_str(), repr_str.size(), "replace");
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@ -288,7 +299,7 @@ bool UISprite::setProperty(const std::string& name, float value) {
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}
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bool UISprite::setProperty(const std::string& name, int value) {
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if (name == "sprite_number") {
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if (name == "sprite_index" || name == "sprite_number") {
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setSpriteIndex(value);
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return true;
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}
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@ -328,7 +339,7 @@ bool UISprite::getProperty(const std::string& name, float& value) const {
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}
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bool UISprite::getProperty(const std::string& name, int& value) const {
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if (name == "sprite_number") {
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if (name == "sprite_index" || name == "sprite_number") {
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value = sprite_index;
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return true;
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}
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@ -0,0 +1,191 @@
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#!/usr/bin/env python3
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"""
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Test for Issue #81: Standardize sprite_index property name
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This test verifies that both UISprite and UIEntity use "sprite_index" instead of "sprite_number"
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for consistency across the API.
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"""
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import mcrfpy
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import sys
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def test_sprite_index_property():
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"""Test sprite_index property on UISprite"""
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print("=== Testing UISprite sprite_index Property ===")
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tests_passed = 0
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tests_total = 0
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# Create a texture and sprite
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texture = mcrfpy.Texture("assets/kenney_tinydungeon.png", 16, 16)
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sprite = mcrfpy.Sprite(10, 10, texture, 5, 1.0)
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# Test 1: Check sprite_index property exists
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tests_total += 1
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try:
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idx = sprite.sprite_index
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if idx == 5:
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print(f"✓ PASS: sprite.sprite_index = {idx}")
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tests_passed += 1
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else:
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print(f"✗ FAIL: sprite.sprite_index = {idx}, expected 5")
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except AttributeError as e:
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print(f"✗ FAIL: sprite_index not accessible: {e}")
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# Test 2: Check sprite_index setter
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tests_total += 1
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try:
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sprite.sprite_index = 10
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if sprite.sprite_index == 10:
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print("✓ PASS: sprite_index setter works")
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tests_passed += 1
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else:
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print(f"✗ FAIL: sprite_index setter failed, got {sprite.sprite_index}")
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except Exception as e:
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print(f"✗ FAIL: sprite_index setter error: {e}")
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# Test 3: Check sprite_number is removed/deprecated
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tests_total += 1
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if hasattr(sprite, 'sprite_number'):
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# Check if it's an alias
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sprite.sprite_number = 15
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if sprite.sprite_index == 15:
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print("✓ PASS: sprite_number exists as backward-compatible alias")
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tests_passed += 1
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else:
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print("✗ FAIL: sprite_number exists but doesn't update sprite_index")
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else:
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print("✓ PASS: sprite_number property removed (no backward compatibility)")
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tests_passed += 1
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# Test 4: Check repr uses sprite_index
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tests_total += 1
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repr_str = repr(sprite)
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if "sprite_index=" in repr_str:
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print(f"✓ PASS: repr uses sprite_index: {repr_str}")
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tests_passed += 1
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elif "sprite_number=" in repr_str:
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print(f"✗ FAIL: repr still uses sprite_number: {repr_str}")
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else:
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print(f"✗ FAIL: repr doesn't show sprite info: {repr_str}")
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return tests_passed, tests_total
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def test_entity_sprite_index_property():
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"""Test sprite_index property on Entity"""
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print("\n=== Testing Entity sprite_index Property ===")
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tests_passed = 0
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tests_total = 0
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# Create an entity with required position
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entity = mcrfpy.Entity((0, 0))
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# Test 1: Check sprite_index property exists
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tests_total += 1
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try:
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# Set initial value
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entity.sprite_index = 42
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idx = entity.sprite_index
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if idx == 42:
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print(f"✓ PASS: entity.sprite_index = {idx}")
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tests_passed += 1
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else:
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print(f"✗ FAIL: entity.sprite_index = {idx}, expected 42")
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except AttributeError as e:
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print(f"✗ FAIL: sprite_index not accessible: {e}")
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# Test 2: Check sprite_number is removed/deprecated
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tests_total += 1
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if hasattr(entity, 'sprite_number'):
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# Check if it's an alias
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entity.sprite_number = 99
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if hasattr(entity, 'sprite_index') and entity.sprite_index == 99:
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print("✓ PASS: sprite_number exists as backward-compatible alias")
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tests_passed += 1
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else:
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print("✗ FAIL: sprite_number exists but doesn't update sprite_index")
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else:
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print("✓ PASS: sprite_number property removed (no backward compatibility)")
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tests_passed += 1
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# Test 3: Check repr uses sprite_index
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tests_total += 1
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repr_str = repr(entity)
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if "sprite_index=" in repr_str:
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print(f"✓ PASS: repr uses sprite_index: {repr_str}")
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tests_passed += 1
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elif "sprite_number=" in repr_str:
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print(f"✗ FAIL: repr still uses sprite_number: {repr_str}")
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else:
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print(f"? INFO: repr doesn't show sprite info: {repr_str}")
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# This might be okay if entity doesn't show sprite in repr
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tests_passed += 1
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return tests_passed, tests_total
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def test_animation_compatibility():
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"""Test that animations work with sprite_index"""
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print("\n=== Testing Animation Compatibility ===")
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tests_passed = 0
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tests_total = 0
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# Test animation with sprite_index property name
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tests_total += 1
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try:
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# This tests that the animation system recognizes sprite_index
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texture = mcrfpy.Texture("assets/kenney_tinydungeon.png", 16, 16)
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sprite = mcrfpy.Sprite(0, 0, texture, 0, 1.0)
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# Try to animate sprite_index (even if we can't directly test animations here)
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sprite.sprite_index = 0
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sprite.sprite_index = 5
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sprite.sprite_index = 10
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print("✓ PASS: sprite_index property works for potential animations")
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tests_passed += 1
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except Exception as e:
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print(f"✗ FAIL: sprite_index animation compatibility issue: {e}")
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return tests_passed, tests_total
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def run_test(runtime):
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"""Timer callback to run the test"""
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try:
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print("=== Testing sprite_index Property Standardization (Issue #81) ===\n")
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sprite_passed, sprite_total = test_sprite_index_property()
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entity_passed, entity_total = test_entity_sprite_index_property()
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anim_passed, anim_total = test_animation_compatibility()
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total_passed = sprite_passed + entity_passed + anim_passed
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total_tests = sprite_total + entity_total + anim_total
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print(f"\n=== SUMMARY ===")
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print(f"Sprite tests: {sprite_passed}/{sprite_total}")
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print(f"Entity tests: {entity_passed}/{entity_total}")
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print(f"Animation tests: {anim_passed}/{anim_total}")
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print(f"Total tests passed: {total_passed}/{total_tests}")
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if total_passed == total_tests:
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print("\nIssue #81 FIXED: sprite_index property standardized!")
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print("\nOverall result: PASS")
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else:
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print("\nIssue #81: Some tests failed")
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print("\nOverall result: FAIL")
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except Exception as e:
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print(f"\nTest error: {e}")
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import traceback
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traceback.print_exc()
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print("\nOverall result: FAIL")
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sys.exit(0)
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# Set up the test scene
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mcrfpy.createScene("test")
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mcrfpy.setScene("test")
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# Schedule test to run after game loop starts
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mcrfpy.setTimer("test", run_test, 100)
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@ -0,0 +1,206 @@
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#!/usr/bin/env python3
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"""
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Test for Issue #82: Add scale_x and scale_y to UISprite
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This test verifies that UISprite now supports non-uniform scaling through
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separate scale_x and scale_y properties, in addition to the existing uniform
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scale property.
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"""
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import mcrfpy
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import sys
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def test_scale_xy_properties():
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"""Test scale_x and scale_y properties on UISprite"""
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print("=== Testing UISprite scale_x and scale_y Properties ===")
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tests_passed = 0
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tests_total = 0
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# Create a texture and sprite
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texture = mcrfpy.Texture("assets/kenney_tinydungeon.png", 16, 16)
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sprite = mcrfpy.Sprite(10, 10, texture, 0, 1.0)
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# Test 1: Check scale_x property exists and defaults correctly
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tests_total += 1
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try:
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scale_x = sprite.scale_x
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if scale_x == 1.0:
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print(f"✓ PASS: sprite.scale_x = {scale_x} (default)")
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tests_passed += 1
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else:
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print(f"✗ FAIL: sprite.scale_x = {scale_x}, expected 1.0")
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except AttributeError as e:
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print(f"✗ FAIL: scale_x not accessible: {e}")
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# Test 2: Check scale_y property exists and defaults correctly
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tests_total += 1
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try:
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scale_y = sprite.scale_y
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if scale_y == 1.0:
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print(f"✓ PASS: sprite.scale_y = {scale_y} (default)")
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tests_passed += 1
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else:
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print(f"✗ FAIL: sprite.scale_y = {scale_y}, expected 1.0")
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except AttributeError as e:
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print(f"✗ FAIL: scale_y not accessible: {e}")
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# Test 3: Set scale_x independently
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tests_total += 1
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try:
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sprite.scale_x = 2.0
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if sprite.scale_x == 2.0 and sprite.scale_y == 1.0:
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print(f"✓ PASS: scale_x set independently (x={sprite.scale_x}, y={sprite.scale_y})")
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tests_passed += 1
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else:
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print(f"✗ FAIL: scale_x didn't set correctly (x={sprite.scale_x}, y={sprite.scale_y})")
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except Exception as e:
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print(f"✗ FAIL: scale_x setter error: {e}")
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# Test 4: Set scale_y independently
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tests_total += 1
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try:
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sprite.scale_y = 3.0
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if sprite.scale_x == 2.0 and sprite.scale_y == 3.0:
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print(f"✓ PASS: scale_y set independently (x={sprite.scale_x}, y={sprite.scale_y})")
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tests_passed += 1
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else:
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print(f"✗ FAIL: scale_y didn't set correctly (x={sprite.scale_x}, y={sprite.scale_y})")
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except Exception as e:
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print(f"✗ FAIL: scale_y setter error: {e}")
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# Test 5: Uniform scale property interaction
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tests_total += 1
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try:
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# Setting uniform scale should affect both x and y
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sprite.scale = 1.5
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if sprite.scale_x == 1.5 and sprite.scale_y == 1.5:
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print(f"✓ PASS: uniform scale sets both scale_x and scale_y")
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tests_passed += 1
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else:
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print(f"✗ FAIL: uniform scale didn't update scale_x/scale_y correctly")
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except Exception as e:
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print(f"✗ FAIL: uniform scale interaction error: {e}")
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# Test 6: Reading uniform scale with non-uniform values
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tests_total += 1
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try:
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sprite.scale_x = 2.0
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sprite.scale_y = 3.0
|
||||
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)
|
Loading…
Reference in New Issue