{-# LANGUAGE LambdaCase #-} module AnimateSpec where import qualified Data.Vector as V import Test.Hspec import Animate data Ani = Ani'Stand | Ani'Walk deriving (Show, Eq, Enum, Ord, Bounded) instance Key Ani spec :: Spec spec = do describe "mkAnimations" $ do let getFrames Ani'Stand = [Frame 'a' 0.2, Frame 'b' 0.2] getFrames Ani'Walk = [Frame 'c' 0.2, Frame 'd' 0.2] let as = animations getFrames it "should have the correct frames for the given keyframe" $ do framesByAnimation as Ani'Stand `shouldBe` V.fromList [Frame 'a' 0.2, Frame 'b' 0.2] framesByAnimation as Ani'Walk `shouldBe` V.fromList [Frame 'c' 0.2, Frame 'd' 0.2] describe "stepFrame" $ do it "should have left over delta seconds and set the frame completion flag" $ do let delta = 0.9 let actual = stepFrame Frame { fLocation = 'a', fDelay = 1.0 } Position { pKey = (0 :: Int), pFrameIndex = 0, pCounter = 0.3, pLoop = Loop'Always } delta let expected = 0.2 actual `shouldSatisfy` (\(FrameStep'Delta actual') -> 1e6 > abs (actual' - expected)) describe "stepPosition" $ do let getFrames Ani'Stand = [Frame 'a' 0.2, Frame 'b' 0.2] getFrames Ani'Walk = [Frame 'c' 0.2, Frame 'd' 0.2] let as = animations getFrames let p = Position { pKey = Ani'Stand, pFrameIndex = 0, pCounter = 0, pLoop = Loop'Always } it "should do nothing if given 0 delta seconds" $ do stepPosition as p 0 `shouldBe` p it "should go to the next frame" $ do stepPosition as p 0.2 `shouldBe` p { pFrameIndex = 1, pCounter = 0 } it "should loop to the start" $ do stepPosition as p 0.4 `shouldBe` p { pFrameIndex = 0, pCounter = 0 } it "should loop once" $ do stepPosition as p{ pLoop = Loop'Count 1 } 0.4 `shouldBe` p { pFrameIndex = 0, pCounter = 0, pLoop = Loop'Count 0 } it "should not loop" $ do stepPosition as p{ pLoop = Loop'Count 0 } 0.4 `shouldBe` p { pFrameIndex = 1, pCounter = 0, pLoop = Loop'Count (-1) } describe "isAnimationComplete" $ do let getFrames Ani'Stand = [Frame 'a' 0.2, Frame 'b' 0.2] getFrames Ani'Walk = [Frame 'c' 0.2, Frame 'd' 0.2] let as = animations getFrames it "should be incomplete: loop is forever" $ do let p = Position { pKey = Ani'Stand, pFrameIndex = 0, pCounter = 0, pLoop = Loop'Always } isAnimationComplete as p `shouldBe` False it "should be incomplete: frame isn't at the end and loop count is negative" $ do let p = Position { pKey = Ani'Stand, pFrameIndex = 0, pCounter = 0, pLoop = Loop'Count (-1) } isAnimationComplete as p `shouldBe` False it "should be complete: frame is at the end and loop count is negative and counter gte than delay" $ do let p = Position { pKey = Ani'Stand, pFrameIndex = 1, pCounter = 0.2, pLoop = Loop'Count (-1) } isAnimationComplete as p `shouldBe` True it "should be incomplete: frame is at the end and loop count is non-negative" $ do let p = Position { pKey = Ani'Stand, pFrameIndex = 0, pCounter = 0, pLoop = Loop'Count 0 } isAnimationComplete as p `shouldBe` False it "should be incomplete: frame isn't at the end and loop count is non-negative" $ do let p = Position { pKey = Ani'Stand, pFrameIndex = 0, pCounter = 0, pLoop = Loop'Count (-1) } isAnimationComplete as p `shouldBe` False describe "positionHasLooped" $ do it "should have looped" $ do let p = Position { pKey = Ani'Stand, pFrameIndex = 0, pCounter = 0, pLoop = Loop'Count 0 } let p' = Position { pKey = Ani'Stand, pFrameIndex = 0, pCounter = 0, pLoop = Loop'Count (-1) } positionHasLooped p p' `shouldBe` True it "should not have looped" $ do let p = Position { pKey = Ani'Stand, pFrameIndex = 0, pCounter = 0, pLoop = Loop'Count 0 } let p' = Position { pKey = Ani'Stand, pFrameIndex = 0, pCounter = 0, pLoop = Loop'Count 0 } positionHasLooped p p' `shouldBe` False