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	Debugging
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		 Lukas Klingsbo
					Lukas Klingsbo
				
			
				
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						 Lukas Klingsbo
						Lukas Klingsbo
					
				
			
			
				
	
			
			
			 Lukas Klingsbo
						Lukas Klingsbo
					
				
			
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					eeb22ea3ef
				
			| @ -63,7 +63,7 @@ abstract class ComponentEffect<T extends Component> { | ||||
|       percentage = (currentTime / travelTime).clamp(0.0, 1.0).toDouble(); | ||||
|       curveProgress = curve.transform(percentage); | ||||
|       _updateDriftTime(); | ||||
|       currentTime = currentTime.clamp(0.0, travelTime).toDouble(); | ||||
|       //currentTime = currentTime.clamp(0.0, travelTime).toDouble(); | ||||
|       if (hasFinished()) { | ||||
|         onComplete?.call(); | ||||
|       } | ||||
|  | ||||
| @ -25,7 +25,7 @@ void effectTest( | ||||
|   Vector2 expectedSize, | ||||
|   // Only use when checking a value that is not in | ||||
|   // the start, end or peak of an iteration | ||||
|   double floatRange = 0.000001, | ||||
|   double floatRange = 0.0, | ||||
| }) async { | ||||
|   expectedPosition ??= Vector2.zero(); | ||||
|   expectedSize ??= Vector2.all(100.0); | ||||
| @ -38,10 +38,24 @@ void effectTest( | ||||
|   await tester.pumpWidget(game.widget); | ||||
|   double timeLeft = iterations * duration; | ||||
|   while (timeLeft > 0) { | ||||
|     final double stepDelta = random.nextInt(100) / 1000; | ||||
|     double stepDelta = (50+random.nextInt(50)) / 1000; | ||||
|     stepDelta = stepDelta < timeLeft ? stepDelta : timeLeft; | ||||
|     game.update(stepDelta); | ||||
|     timeLeft -= stepDelta; | ||||
|   } | ||||
|   if(effect.driftTime > 0) { | ||||
|     print("DRIIIIFT ${effect.driftTime} ${effect.travelTime}"); | ||||
|   } | ||||
|   expect( | ||||
|     effect.hasFinished(), | ||||
|     hasFinished, | ||||
|     reason: "Effect.hasFinished() didn't have the expected value", | ||||
|   ); | ||||
|   expect( | ||||
|     callback.isCalled, | ||||
|     hasFinished, | ||||
|     reason: 'Callback was not treated properly', | ||||
|   ); | ||||
|   if (floatRange != 0) { | ||||
|     bool acceptableVector(Vector2 vector, Vector2 expectedVector) { | ||||
|       return (expectedVector - vector).length < floatRange; | ||||
| @ -64,8 +78,6 @@ void effectTest( | ||||
|     expect(component.angle, expectedAngle, reason: "Angle is not correct"); | ||||
|     expect(component.size, expectedSize, reason: "Size is not correct"); | ||||
|   } | ||||
|   expect(effect.hasFinished(), hasFinished); | ||||
|   expect(callback.isCalled, hasFinished); | ||||
|   game.update(0.0); // Since effects are removed before they are updated | ||||
|   expect(component.effects.isEmpty, hasFinished); | ||||
| } | ||||
|  | ||||
| @ -16,7 +16,7 @@ void main() { | ||||
|   MoveEffect effect(bool isInfinite, bool isAlternating) { | ||||
|     return MoveEffect( | ||||
|       path: path, | ||||
|       duration: random.nextDouble() * 100, | ||||
|       duration: random.nextInt(100).toDouble(), | ||||
|       isInfinite: isInfinite, | ||||
|       isAlternating: isAlternating, | ||||
|     ); | ||||
|  | ||||
| @ -21,7 +21,7 @@ void main() { | ||||
|   RotateEffect effect(bool isInfinite, bool isAlternating) { | ||||
|     return RotateEffect( | ||||
|       angle: angleArgument, | ||||
|       duration: random.nextDouble() * 100, | ||||
|       duration: random.nextInt(100).toDouble(), | ||||
|       isInfinite: isInfinite, | ||||
|       isAlternating: isAlternating, | ||||
|     ); | ||||
|  | ||||
| @ -16,7 +16,7 @@ void main() { | ||||
|   ScaleEffect effect(bool isInfinite, bool isAlternating) { | ||||
|     return ScaleEffect( | ||||
|       size: argumentSize, | ||||
|       duration: random.nextDouble() * 100, | ||||
|       duration: random.nextInt(100).toDouble(), | ||||
|       isInfinite: isInfinite, | ||||
|       isAlternating: isAlternating, | ||||
|     ); | ||||
|  | ||||
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