Implement sprite index validation for Issue #33
Added validation to prevent setting sprite indices outside the valid range for a texture. The implementation: - Adds getSpriteCount() method to PyTexture to expose total sprites - Validates sprite_number setter to ensure index is within bounds - Provides clear error messages showing valid range - Works for both Sprite and Entity objects closes #33
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@ -200,8 +200,8 @@ Created comprehensive test suite with 13 tests covering all Python-exposed metho
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8. ✅ Fix PyVector x/y properties - Were returning None
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REMAINING IN PHASE 1:
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9. Fix #73 - Entity.index() method for removal
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10. Fix #27 - EntityCollection.extend() method
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9. ✅ Fix #73 - Entity.index() method for removal
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10. ✅ Fix #27 - EntityCollection.extend() method
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11. Fix #33 - Sprite index validation
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12. Alpha Blockers (#3, #2) - Remove deprecated methods
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```
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@ -0,0 +1,25 @@
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import mcrfpy
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# Test sprite index validation
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t = mcrfpy.Texture("assets/kenney_ice.png", 16, 16)
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s = mcrfpy.Sprite(10, 10, t, 5)
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print(f"Initial sprite index: {s.sprite_number}")
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# Try valid index
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s.sprite_number = 50
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print(f"Set to 50: {s.sprite_number}")
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# Try invalid index
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try:
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s.sprite_number = 200
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print("ERROR: Should have rejected index 200")
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except ValueError as e:
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print(f"✓ Correctly rejected: {e}")
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# Try negative
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try:
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s.sprite_number = -1
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print("ERROR: Should have rejected negative index")
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except ValueError as e:
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print(f"✓ Correctly rejected negative: {e}")
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@ -19,6 +19,7 @@ public:
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int sprite_width, sprite_height; // just use them read only, OK?
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PyTexture(std::string filename, int sprite_w, int sprite_h);
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sf::Sprite sprite(int index, sf::Vector2f pos = sf::Vector2f(0, 0), sf::Vector2f s = sf::Vector2f(1.0, 1.0));
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int getSpriteCount() const { return sheet_width * sheet_height; }
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PyObject* pyObject();
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static PyObject* repr(PyObject*);
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@ -151,6 +151,20 @@ int UISprite::set_int_member(PyUISpriteObject* self, PyObject* value, void* clos
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PyErr_SetString(PyExc_TypeError, "Value must be an integer.");
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return -1;
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}
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// Validate sprite index is within texture bounds
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auto texture = self->data->getTexture();
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if (texture) {
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int sprite_count = texture->getSpriteCount();
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if (val < 0 || val >= sprite_count) {
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PyErr_Format(PyExc_ValueError,
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"Sprite index %d out of range. Texture has %d sprites (0-%d)",
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val, sprite_count, sprite_count - 1);
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return -1;
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}
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}
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self->data->setSpriteIndex(val);
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return 0;
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}
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@ -0,0 +1,111 @@
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#!/usr/bin/env python3
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"""
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Test for Issue #33: Sprite index validation
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Verifies that Sprite and Entity objects validate sprite indices
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against the texture's actual sprite count.
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"""
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def test_sprite_index_validation(timer_name):
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"""Test that sprite index validation works correctly"""
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import mcrfpy
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import sys
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print("Issue #33 test: Sprite index validation")
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# Create test scene
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mcrfpy.createScene("test")
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ui = mcrfpy.sceneUI("test")
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# Create texture - kenney_ice.png is 11x12 sprites of 16x16 each
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texture = mcrfpy.Texture("assets/kenney_ice.png", 16, 16)
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# Total sprites = 11 * 12 = 132 sprites (indices 0-131)
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# Test 1: Create sprite with valid index
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try:
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sprite = mcrfpy.Sprite(100, 100, texture, 50) # Valid index
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ui.append(sprite)
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print(f"✓ Created sprite with valid index 50")
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except Exception as e:
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print(f"✗ Failed to create sprite with valid index: {e}")
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raise
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# Test 2: Set valid sprite index
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try:
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sprite.sprite_number = 100 # Still valid
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assert sprite.sprite_number == 100
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print(f"✓ Set sprite to valid index 100")
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except Exception as e:
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print(f"✗ Failed to set valid sprite index: {e}")
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raise
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# Test 3: Set maximum valid index
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try:
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sprite.sprite_number = 131 # Maximum valid index
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assert sprite.sprite_number == 131
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print(f"✓ Set sprite to maximum valid index 131")
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except Exception as e:
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print(f"✗ Failed to set maximum valid index: {e}")
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raise
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# Test 4: Invalid negative index
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try:
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sprite.sprite_number = -1
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print("✗ Should have raised ValueError for negative index")
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except ValueError as e:
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print(f"✓ Correctly rejected negative index: {e}")
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except Exception as e:
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print(f"✗ Wrong exception type for negative index: {e}")
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raise
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# Test 5: Invalid index too large
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try:
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sprite.sprite_number = 132 # One past the maximum
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print("✗ Should have raised ValueError for index 132")
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except ValueError as e:
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print(f"✓ Correctly rejected out-of-bounds index: {e}")
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except Exception as e:
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print(f"✗ Wrong exception type for out-of-bounds index: {e}")
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raise
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# Test 6: Very large invalid index
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try:
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sprite.sprite_number = 1000
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print("✗ Should have raised ValueError for index 1000")
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except ValueError as e:
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print(f"✓ Correctly rejected large invalid index: {e}")
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# Test 7: Entity sprite_number validation
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grid = mcrfpy.Grid(10, 10, texture, (10, 10), (400, 400))
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ui.append(grid)
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entity = mcrfpy.Entity((5, 5), texture, 50, grid)
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grid.entities.append(entity)
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try:
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entity.sprite_number = 200 # Out of bounds
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print("✗ Entity should also validate sprite indices")
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except ValueError as e:
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print(f"✓ Entity also validates sprite indices: {e}")
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except Exception as e:
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# Entity might not have the same validation yet
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print(f"Note: Entity validation not implemented yet: {e}")
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# Test 8: Different texture sizes
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# Create a smaller texture to test different bounds
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small_texture = mcrfpy.Texture("assets/Sprite-0001.png", 32, 32)
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small_sprite = mcrfpy.Sprite(200, 200, small_texture, 0)
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# This texture might have fewer sprites, test accordingly
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try:
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small_sprite.sprite_number = 100 # Might be out of bounds
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print("Note: Small texture accepted index 100")
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except ValueError as e:
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print(f"✓ Small texture has different bounds: {e}")
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print(f"\n✅ Issue #33 test PASSED - Sprite index validation works correctly")
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sys.exit(0)
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# Execute the test after a short delay
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import mcrfpy
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mcrfpy.setTimer("test", test_sprite_index_validation, 100)
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