feat: animation expansion

This commit is contained in:
2026-02-25 00:46:45 -05:00
parent 4e14b375e0
commit 998469141a
7 changed files with 1944 additions and 0 deletions

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package.path = package.path .. ";./?.lua;./modules/?.lua"
local originalSearchers = package.searchers or package.loaders
table.insert(originalSearchers, 2, function(modname)
if modname:match("^FlexLove%.modules%.") then
local moduleName = modname:gsub("^FlexLove%.modules%.", "")
return function()
return require("modules." .. moduleName)
end
end
end)
require("testing.loveStub")
local luaunit = require("testing.luaunit")
local FlexLove = require("FlexLove")
FlexLove.init()
local Animation = FlexLove.Animation
-- Helper: create a simple animation
local function makeAnim(duration, startX, finalX)
return Animation.new({
duration = duration or 1,
start = { x = startX or 0 },
final = { x = finalX or 100 },
})
end
-- Helper: create a retained-mode test element
local function makeElement(props)
love.window.setMode(1920, 1080)
FlexLove.beginFrame()
local el = FlexLove.new(props or { width = 100, height = 100 })
FlexLove.endFrame()
return el
end
-- ============================================================================
-- Test Suite: Animation Instance Chaining
-- ============================================================================
TestAnimationChaining = {}
function TestAnimationChaining:setUp()
love.window.setMode(1920, 1080)
FlexLove.beginFrame()
end
function TestAnimationChaining:tearDown()
FlexLove.endFrame()
end
function TestAnimationChaining:test_chain_links_two_animations()
local anim1 = makeAnim(0.5, 0, 50)
local anim2 = makeAnim(0.5, 50, 100)
local returned = anim1:chain(anim2)
luaunit.assertEquals(anim1._next, anim2)
luaunit.assertEquals(returned, anim2)
end
function TestAnimationChaining:test_chain_with_factory_function()
local factory = function(element)
return makeAnim(0.5, 0, 100)
end
local anim1 = makeAnim(0.5)
local returned = anim1:chain(factory)
luaunit.assertEquals(anim1._nextFactory, factory)
luaunit.assertEquals(returned, anim1) -- returns self when factory
end
function TestAnimationChaining:test_chained_animations_execute_in_order()
local el = makeElement({ width = 100, height = 100, opacity = 1 })
local order = {}
local anim1 = Animation.new({
duration = 0.2,
start = { x = 0 },
final = { x = 50 },
onComplete = function() table.insert(order, 1) end,
})
local anim2 = Animation.new({
duration = 0.2,
start = { x = 50 },
final = { x = 100 },
onComplete = function() table.insert(order, 2) end,
})
anim1:chain(anim2)
anim1:apply(el)
-- Run anim1 to completion
for i = 1, 20 do
el:update(1 / 60)
end
-- anim1 should be done, anim2 should now be the active animation
luaunit.assertEquals(order[1], 1)
luaunit.assertEquals(el.animation, anim2)
-- Run anim2 to completion
for i = 1, 20 do
el:update(1 / 60)
end
luaunit.assertEquals(order[2], 2)
luaunit.assertNil(el.animation)
end
function TestAnimationChaining:test_chain_with_factory_creates_dynamic_animation()
local el = makeElement({ width = 100, height = 100 })
el.x = 0
local anim1 = Animation.new({
duration = 0.1,
start = { x = 0 },
final = { x = 50 },
})
local factoryCalled = false
anim1:chain(function(element)
factoryCalled = true
return Animation.new({
duration = 1.0,
start = { x = 50 },
final = { x = 200 },
})
end)
anim1:apply(el)
-- Run anim1 to completion (0.1s duration, ~7 frames at 1/60)
for i = 1, 10 do
el:update(1 / 60)
end
luaunit.assertTrue(factoryCalled)
luaunit.assertNotNil(el.animation) -- Should have the factory-created animation (1s duration)
end
-- ============================================================================
-- Test Suite: Animation delay()
-- ============================================================================
TestAnimationDelay = {}
function TestAnimationDelay:setUp()
love.window.setMode(1920, 1080)
FlexLove.beginFrame()
end
function TestAnimationDelay:tearDown()
FlexLove.endFrame()
end
function TestAnimationDelay:test_delay_delays_animation_start()
local anim = makeAnim(0.5)
anim:delay(0.3)
-- During delay period, animation should not progress
local finished = anim:update(0.2)
luaunit.assertFalse(finished)
luaunit.assertEquals(anim.elapsed, 0)
-- Still in delay (0.2 + 0.15 = 0.35 total delay elapsed, but the second
-- call starts with _delayElapsed=0.2 < 0.3, so it adds 0.15 and returns false)
finished = anim:update(0.15)
luaunit.assertFalse(finished)
luaunit.assertEquals(anim.elapsed, 0)
-- Now delay is past (0.35 >= 0.3), animation should start progressing
anim:update(0.1)
luaunit.assertTrue(anim.elapsed > 0)
end
function TestAnimationDelay:test_delay_returns_self()
local anim = makeAnim(1)
local returned = anim:delay(0.5)
luaunit.assertEquals(returned, anim)
end
function TestAnimationDelay:test_delay_with_invalid_value_defaults_to_zero()
local anim = makeAnim(0.5)
anim:delay(-1)
luaunit.assertEquals(anim._delay, 0)
local anim2 = makeAnim(0.5)
anim2:delay("bad")
luaunit.assertEquals(anim2._delay, 0)
end
-- ============================================================================
-- Test Suite: Animation repeatCount()
-- ============================================================================
TestAnimationRepeat = {}
function TestAnimationRepeat:setUp()
love.window.setMode(1920, 1080)
FlexLove.beginFrame()
end
function TestAnimationRepeat:tearDown()
FlexLove.endFrame()
end
function TestAnimationRepeat:test_repeat_n_times()
local anim = Animation.new({
duration = 0.2,
start = { x = 0 },
final = { x = 100 },
})
anim:repeatCount(3)
local completions = 0
-- Run through multiple cycles
for i = 1, 300 do
local finished = anim:update(1 / 60)
if anim.elapsed == 0 or finished then
completions = completions + 1
end
if finished then
break
end
end
luaunit.assertEquals(anim:getState(), "completed")
end
function TestAnimationRepeat:test_repeat_returns_self()
local anim = makeAnim(1)
local returned = anim:repeatCount(3)
luaunit.assertEquals(returned, anim)
end
-- ============================================================================
-- Test Suite: Animation yoyo()
-- ============================================================================
TestAnimationYoyo = {}
function TestAnimationYoyo:setUp()
love.window.setMode(1920, 1080)
FlexLove.beginFrame()
end
function TestAnimationYoyo:tearDown()
FlexLove.endFrame()
end
function TestAnimationYoyo:test_yoyo_reverses_on_repeat()
local anim = Animation.new({
duration = 0.2,
start = { x = 0 },
final = { x = 100 },
})
anim:repeatCount(2):yoyo(true)
-- First cycle
for i = 1, 15 do
anim:update(1 / 60)
end
-- After first cycle completes, it should be reversed
luaunit.assertTrue(anim._reversed)
end
function TestAnimationYoyo:test_yoyo_returns_self()
local anim = makeAnim(1)
local returned = anim:yoyo(true)
luaunit.assertEquals(returned, anim)
end
function TestAnimationYoyo:test_yoyo_default_true()
local anim = makeAnim(1)
anim:yoyo()
luaunit.assertTrue(anim._yoyo)
end
function TestAnimationYoyo:test_yoyo_false_disables()
local anim = makeAnim(1)
anim:yoyo(false)
luaunit.assertFalse(anim._yoyo)
end
-- ============================================================================
-- Test Suite: Animation.chainSequence() static helper
-- ============================================================================
TestAnimationChainSequence = {}
function TestAnimationChainSequence:setUp()
love.window.setMode(1920, 1080)
FlexLove.beginFrame()
end
function TestAnimationChainSequence:tearDown()
FlexLove.endFrame()
end
function TestAnimationChainSequence:test_chainSequence_links_all_animations()
local a1 = makeAnim(0.2, 0, 50)
local a2 = makeAnim(0.2, 50, 100)
local a3 = makeAnim(0.2, 100, 150)
local first = Animation.chainSequence({ a1, a2, a3 })
luaunit.assertEquals(first, a1)
luaunit.assertEquals(a1._next, a2)
luaunit.assertEquals(a2._next, a3)
end
function TestAnimationChainSequence:test_chainSequence_single_animation()
local a1 = makeAnim(0.2)
local first = Animation.chainSequence({ a1 })
luaunit.assertEquals(first, a1)
luaunit.assertNil(a1._next)
end
function TestAnimationChainSequence:test_chainSequence_empty_array()
local first = Animation.chainSequence({})
luaunit.assertNotNil(first) -- should return a fallback animation
end
-- ============================================================================
-- Test Suite: Element Fluent API
-- ============================================================================
TestElementFluentAPI = {}
function TestElementFluentAPI:setUp()
love.window.setMode(1920, 1080)
FlexLove.beginFrame()
end
function TestElementFluentAPI:tearDown()
FlexLove.endFrame()
end
function TestElementFluentAPI:test_animateTo_creates_animation()
local el = FlexLove.new({ width = 100, height = 100 })
el.opacity = 0.5
local returned = el:animateTo({ opacity = 1 }, 0.5, "easeOutQuad")
luaunit.assertEquals(returned, el) -- returns self
luaunit.assertNotNil(el.animation)
luaunit.assertEquals(el.animation.duration, 0.5)
luaunit.assertEquals(el.animation.start.opacity, 0.5)
luaunit.assertEquals(el.animation.final.opacity, 1)
end
function TestElementFluentAPI:test_animateTo_with_defaults()
local el = FlexLove.new({ width = 100, height = 100 })
el.x = 10
el:animateTo({ x = 200 })
luaunit.assertNotNil(el.animation)
luaunit.assertEquals(el.animation.duration, 0.3) -- default
end
function TestElementFluentAPI:test_fadeIn_sets_opacity_target_to_1()
local el = FlexLove.new({ width = 100, height = 100 })
el.opacity = 0
local returned = el:fadeIn(0.5)
luaunit.assertEquals(returned, el)
luaunit.assertNotNil(el.animation)
luaunit.assertEquals(el.animation.start.opacity, 0)
luaunit.assertEquals(el.animation.final.opacity, 1)
end
function TestElementFluentAPI:test_fadeIn_default_duration()
local el = FlexLove.new({ width = 100, height = 100 })
el.opacity = 0
el:fadeIn()
luaunit.assertEquals(el.animation.duration, 0.3)
end
function TestElementFluentAPI:test_fadeOut_sets_opacity_target_to_0()
local el = FlexLove.new({ width = 100, height = 100 })
el.opacity = 1
local returned = el:fadeOut(0.5)
luaunit.assertEquals(returned, el)
luaunit.assertNotNil(el.animation)
luaunit.assertEquals(el.animation.start.opacity, 1)
luaunit.assertEquals(el.animation.final.opacity, 0)
end
function TestElementFluentAPI:test_fadeOut_default_duration()
local el = FlexLove.new({ width = 100, height = 100 })
el:fadeOut()
luaunit.assertEquals(el.animation.duration, 0.3)
end
function TestElementFluentAPI:test_scaleTo_creates_scale_animation()
local el = FlexLove.new({ width = 100, height = 100 })
local returned = el:scaleTo(2.0, 0.5)
luaunit.assertEquals(returned, el)
luaunit.assertNotNil(el.animation)
luaunit.assertEquals(el.animation.final.scaleX, 2.0)
luaunit.assertEquals(el.animation.final.scaleY, 2.0)
end
function TestElementFluentAPI:test_scaleTo_default_duration()
local el = FlexLove.new({ width = 100, height = 100 })
el:scaleTo(1.5)
luaunit.assertEquals(el.animation.duration, 0.3)
end
function TestElementFluentAPI:test_scaleTo_initializes_transform()
local el = FlexLove.new({ width = 100, height = 100 })
-- Should not have a transform yet (or it has one from constructor)
el:scaleTo(2.0)
luaunit.assertNotNil(el.transform)
end
function TestElementFluentAPI:test_moveTo_creates_position_animation()
local el = FlexLove.new({ width = 100, height = 100 })
el.x = 0
el.y = 0
local returned = el:moveTo(200, 300, 0.5, "easeInOutCubic")
luaunit.assertEquals(returned, el)
luaunit.assertNotNil(el.animation)
luaunit.assertEquals(el.animation.start.x, 0)
luaunit.assertEquals(el.animation.start.y, 0)
luaunit.assertEquals(el.animation.final.x, 200)
luaunit.assertEquals(el.animation.final.y, 300)
end
function TestElementFluentAPI:test_moveTo_default_duration()
local el = FlexLove.new({ width = 100, height = 100 })
el:moveTo(100, 100)
luaunit.assertEquals(el.animation.duration, 0.3)
end
function TestElementFluentAPI:test_animateTo_with_invalid_props_returns_self()
local el = FlexLove.new({ width = 100, height = 100 })
local returned = el:animateTo("invalid")
luaunit.assertEquals(returned, el)
luaunit.assertNil(el.animation)
end
-- ============================================================================
-- Test Suite: Integration - Chaining with Fluent API
-- ============================================================================
TestAnimationChainingIntegration = {}
function TestAnimationChainingIntegration:setUp()
love.window.setMode(1920, 1080)
FlexLove.beginFrame()
end
function TestAnimationChainingIntegration:tearDown()
FlexLove.endFrame()
end
function TestAnimationChainingIntegration:test_chained_delay_and_repeat()
local anim = Animation.new({
duration = 0.2,
start = { x = 0 },
final = { x = 100 },
})
local chained = anim:delay(0.1):repeatCount(2):yoyo(true)
luaunit.assertEquals(chained, anim)
luaunit.assertEquals(anim._delay, 0.1)
luaunit.assertEquals(anim._repeatCount, 2)
luaunit.assertTrue(anim._yoyo)
end
function TestAnimationChainingIntegration:test_complex_chain_executes_fully()
local el = makeElement({ width = 100, height = 100, opacity = 1 })
local a1 = Animation.new({
duration = 0.1,
start = { opacity = 1 },
final = { opacity = 0 },
})
local a2 = Animation.new({
duration = 0.1,
start = { opacity = 0 },
final = { opacity = 1 },
})
local a3 = Animation.new({
duration = 0.1,
start = { opacity = 1 },
final = { opacity = 0.5 },
})
Animation.chainSequence({ a1, a2, a3 })
a1:apply(el)
-- Run all three animations
for i = 1, 100 do
el:update(1 / 60)
if not el.animation then
break
end
end
-- All should have completed, no animation left
luaunit.assertNil(el.animation)
end
-- Run all tests
if not _G.RUNNING_ALL_TESTS then
os.exit(luaunit.LuaUnit.run())
end

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package.path = package.path .. ";./?.lua;./modules/?.lua"
local originalSearchers = package.searchers or package.loaders
table.insert(originalSearchers, 2, function(modname)
if modname:match("^FlexLove%.modules%.") then
local moduleName = modname:gsub("^FlexLove%.modules%.", "")
return function()
return require("modules." .. moduleName)
end
end
end)
require("testing.loveStub")
local luaunit = require("testing.luaunit")
local FlexLove = require("FlexLove")
FlexLove.init()
local Animation = FlexLove.Animation
local AnimationGroup = Animation.Group
-- Helper: create a simple animation with given duration
local function makeAnim(duration, startVal, finalVal)
return Animation.new({
duration = duration or 1,
start = { x = startVal or 0 },
final = { x = finalVal or 100 },
})
end
-- Helper: advance an animation group to completion
local function runToCompletion(group, dt)
dt = dt or 1 / 60
local maxFrames = 10000
for i = 1, maxFrames do
if group:update(dt) then
return i
end
end
return maxFrames
end
-- ============================================================================
-- Test Suite: AnimationGroup Construction
-- ============================================================================
TestAnimationGroupConstruction = {}
function TestAnimationGroupConstruction:setUp()
love.window.setMode(1920, 1080)
FlexLove.beginFrame()
end
function TestAnimationGroupConstruction:tearDown()
FlexLove.endFrame()
end
function TestAnimationGroupConstruction:test_new_creates_group_with_defaults()
local anim1 = makeAnim(1)
local anim2 = makeAnim(1)
local group = AnimationGroup.new({ animations = { anim1, anim2 } })
luaunit.assertNotNil(group)
luaunit.assertEquals(group.mode, "parallel")
luaunit.assertEquals(group.stagger, 0.1)
luaunit.assertEquals(#group.animations, 2)
luaunit.assertEquals(group:getState(), "ready")
end
function TestAnimationGroupConstruction:test_new_with_sequence_mode()
local group = AnimationGroup.new({
animations = { makeAnim(1) },
mode = "sequence",
})
luaunit.assertEquals(group.mode, "sequence")
end
function TestAnimationGroupConstruction:test_new_with_stagger_mode()
local group = AnimationGroup.new({
animations = { makeAnim(1) },
mode = "stagger",
stagger = 0.2,
})
luaunit.assertEquals(group.mode, "stagger")
luaunit.assertEquals(group.stagger, 0.2)
end
function TestAnimationGroupConstruction:test_new_with_invalid_mode_defaults_to_parallel()
local group = AnimationGroup.new({
animations = { makeAnim(1) },
mode = "invalid",
})
luaunit.assertEquals(group.mode, "parallel")
end
function TestAnimationGroupConstruction:test_new_with_nil_props_does_not_error()
local group = AnimationGroup.new(nil)
luaunit.assertNotNil(group)
luaunit.assertEquals(#group.animations, 0)
end
function TestAnimationGroupConstruction:test_new_with_empty_animations()
local group = AnimationGroup.new({ animations = {} })
luaunit.assertNotNil(group)
luaunit.assertEquals(#group.animations, 0)
end
function TestAnimationGroupConstruction:test_new_with_callbacks()
local onStart = function() end
local onComplete = function() end
local group = AnimationGroup.new({
animations = { makeAnim(1) },
onStart = onStart,
onComplete = onComplete,
})
luaunit.assertEquals(group.onStart, onStart)
luaunit.assertEquals(group.onComplete, onComplete)
end
-- ============================================================================
-- Test Suite: Parallel Mode
-- ============================================================================
TestAnimationGroupParallel = {}
function TestAnimationGroupParallel:setUp()
love.window.setMode(1920, 1080)
FlexLove.beginFrame()
end
function TestAnimationGroupParallel:tearDown()
FlexLove.endFrame()
end
function TestAnimationGroupParallel:test_parallel_runs_all_animations_simultaneously()
local anim1 = makeAnim(1)
local anim2 = makeAnim(1)
local group = AnimationGroup.new({
mode = "parallel",
animations = { anim1, anim2 },
})
group:update(0.5)
-- Both animations should have progressed
luaunit.assertTrue(anim1.elapsed > 0)
luaunit.assertTrue(anim2.elapsed > 0)
end
function TestAnimationGroupParallel:test_parallel_completes_when_all_finish()
local anim1 = makeAnim(0.5)
local anim2 = makeAnim(1.0)
local group = AnimationGroup.new({
mode = "parallel",
animations = { anim1, anim2 },
})
-- After 0.6s: anim1 done, anim2 not done
local finished = group:update(0.6)
luaunit.assertFalse(finished)
luaunit.assertEquals(group:getState(), "playing")
-- After another 0.5s: both done
finished = group:update(0.5)
luaunit.assertTrue(finished)
luaunit.assertEquals(group:getState(), "completed")
end
function TestAnimationGroupParallel:test_parallel_uses_max_duration()
local anim1 = makeAnim(0.3)
local anim2 = makeAnim(0.5)
local anim3 = makeAnim(0.8)
local group = AnimationGroup.new({
mode = "parallel",
animations = { anim1, anim2, anim3 },
})
-- At 0.5s, anim3 is not yet done
local finished = group:update(0.5)
luaunit.assertFalse(finished)
-- At 0.9s total, all should be done
finished = group:update(0.4)
luaunit.assertTrue(finished)
end
function TestAnimationGroupParallel:test_parallel_does_not_update_completed_animations()
local anim1 = makeAnim(0.2)
local anim2 = makeAnim(1.0)
local group = AnimationGroup.new({
mode = "parallel",
animations = { anim1, anim2 },
})
-- Run past anim1's completion
group:update(0.3)
local anim1Elapsed = anim1.elapsed
-- Update again - anim1 should not be updated further
group:update(0.1)
-- anim1 is completed, so its elapsed might stay clamped
luaunit.assertEquals(anim1:getState(), "completed")
end
-- ============================================================================
-- Test Suite: Sequence Mode
-- ============================================================================
TestAnimationGroupSequence = {}
function TestAnimationGroupSequence:setUp()
love.window.setMode(1920, 1080)
FlexLove.beginFrame()
end
function TestAnimationGroupSequence:tearDown()
FlexLove.endFrame()
end
function TestAnimationGroupSequence:test_sequence_runs_one_at_a_time()
local anim1 = makeAnim(0.5)
local anim2 = makeAnim(0.5)
local group = AnimationGroup.new({
mode = "sequence",
animations = { anim1, anim2 },
})
-- After 0.3s, only anim1 should have progressed
group:update(0.3)
luaunit.assertTrue(anim1.elapsed > 0)
luaunit.assertEquals(anim2.elapsed, 0) -- anim2 hasn't started
end
function TestAnimationGroupSequence:test_sequence_advances_to_next_on_completion()
local anim1 = makeAnim(0.5)
local anim2 = makeAnim(0.5)
local group = AnimationGroup.new({
mode = "sequence",
animations = { anim1, anim2 },
})
-- Complete anim1
group:update(0.6)
luaunit.assertEquals(anim1:getState(), "completed")
-- Now anim2 should receive updates
group:update(0.3)
luaunit.assertTrue(anim2.elapsed > 0)
end
function TestAnimationGroupSequence:test_sequence_completes_when_last_finishes()
local anim1 = makeAnim(0.3)
local anim2 = makeAnim(0.3)
local group = AnimationGroup.new({
mode = "sequence",
animations = { anim1, anim2 },
})
-- Complete anim1
group:update(0.4)
luaunit.assertFalse(group:getState() == "completed")
-- Complete anim2
group:update(0.4)
luaunit.assertEquals(group:getState(), "completed")
end
function TestAnimationGroupSequence:test_sequence_maintains_order()
local order = {}
local anim1 = Animation.new({
duration = 0.2,
start = { x = 0 },
final = { x = 100 },
onStart = function() table.insert(order, 1) end,
})
local anim2 = Animation.new({
duration = 0.2,
start = { x = 0 },
final = { x = 100 },
onStart = function() table.insert(order, 2) end,
})
local anim3 = Animation.new({
duration = 0.2,
start = { x = 0 },
final = { x = 100 },
onStart = function() table.insert(order, 3) end,
})
local group = AnimationGroup.new({
mode = "sequence",
animations = { anim1, anim2, anim3 },
})
runToCompletion(group, 0.05)
luaunit.assertEquals(order, { 1, 2, 3 })
end
-- ============================================================================
-- Test Suite: Stagger Mode
-- ============================================================================
TestAnimationGroupStagger = {}
function TestAnimationGroupStagger:setUp()
love.window.setMode(1920, 1080)
FlexLove.beginFrame()
end
function TestAnimationGroupStagger:tearDown()
FlexLove.endFrame()
end
function TestAnimationGroupStagger:test_stagger_delays_animation_starts()
local anim1 = makeAnim(1)
local anim2 = makeAnim(1)
local anim3 = makeAnim(1)
local group = AnimationGroup.new({
mode = "stagger",
stagger = 0.5,
animations = { anim1, anim2, anim3 },
})
-- At t=0.3: only anim1 should have started (stagger=0.5 means anim2 starts at t=0.5)
group:update(0.3)
luaunit.assertTrue(anim1.elapsed > 0)
luaunit.assertEquals(anim2.elapsed, 0)
luaunit.assertEquals(anim3.elapsed, 0)
end
function TestAnimationGroupStagger:test_stagger_timing_is_correct()
local anim1 = makeAnim(1)
local anim2 = makeAnim(1)
local anim3 = makeAnim(1)
local group = AnimationGroup.new({
mode = "stagger",
stagger = 0.2,
animations = { anim1, anim2, anim3 },
})
-- At t=0.15: only anim1 started (anim2 starts at t=0.2, anim3 at t=0.4)
group:update(0.15)
luaunit.assertTrue(anim1.elapsed > 0)
luaunit.assertEquals(anim2.elapsed, 0)
luaunit.assertEquals(anim3.elapsed, 0)
-- At t=0.3: anim1 and anim2 started, anim3 not yet
group:update(0.15)
luaunit.assertTrue(anim1.elapsed > 0)
luaunit.assertTrue(anim2.elapsed > 0)
luaunit.assertEquals(anim3.elapsed, 0)
-- At t=0.5: all started
group:update(0.2)
luaunit.assertTrue(anim3.elapsed > 0)
end
function TestAnimationGroupStagger:test_stagger_completes_when_all_finish()
-- With stagger, animations get the full dt once their stagger offset is reached.
-- Use a longer stagger so anim2 hasn't started yet at the first check.
local anim1 = makeAnim(0.5)
local anim2 = makeAnim(0.5)
local group = AnimationGroup.new({
mode = "stagger",
stagger = 0.5,
animations = { anim1, anim2 },
})
-- At t=0.3: anim1 started, anim2 not yet (starts at t=0.5)
local finished = group:update(0.3)
luaunit.assertFalse(finished)
luaunit.assertTrue(anim1.elapsed > 0)
luaunit.assertEquals(anim2.elapsed, 0)
-- At t=0.6: anim1 completed, anim2 just started and got 0.3s dt
finished = group:update(0.3)
luaunit.assertFalse(finished)
luaunit.assertEquals(anim1:getState(), "completed")
luaunit.assertTrue(anim2.elapsed > 0)
-- At t=0.9: anim2 should be completed (got 0.3 + 0.3 = 0.6s of updates)
finished = group:update(0.3)
luaunit.assertTrue(finished)
luaunit.assertEquals(group:getState(), "completed")
end
-- ============================================================================
-- Test Suite: Callbacks
-- ============================================================================
TestAnimationGroupCallbacks = {}
function TestAnimationGroupCallbacks:setUp()
love.window.setMode(1920, 1080)
FlexLove.beginFrame()
end
function TestAnimationGroupCallbacks:tearDown()
FlexLove.endFrame()
end
function TestAnimationGroupCallbacks:test_onStart_called_once()
local startCount = 0
local group = AnimationGroup.new({
animations = { makeAnim(0.5) },
onStart = function() startCount = startCount + 1 end,
})
group:update(0.1)
group:update(0.1)
group:update(0.1)
luaunit.assertEquals(startCount, 1)
end
function TestAnimationGroupCallbacks:test_onStart_receives_group_reference()
local receivedGroup = nil
local group = AnimationGroup.new({
animations = { makeAnim(0.5) },
onStart = function(g) receivedGroup = g end,
})
group:update(0.1)
luaunit.assertEquals(receivedGroup, group)
end
function TestAnimationGroupCallbacks:test_onComplete_called_when_all_finish()
local completeCount = 0
local group = AnimationGroup.new({
animations = { makeAnim(0.3) },
onComplete = function() completeCount = completeCount + 1 end,
})
runToCompletion(group)
luaunit.assertEquals(completeCount, 1)
end
function TestAnimationGroupCallbacks:test_onComplete_not_called_before_completion()
local completed = false
local group = AnimationGroup.new({
animations = { makeAnim(1) },
onComplete = function() completed = true end,
})
group:update(0.5)
luaunit.assertFalse(completed)
end
function TestAnimationGroupCallbacks:test_callback_error_does_not_crash()
local group = AnimationGroup.new({
animations = { makeAnim(0.1) },
onStart = function() error("onStart error") end,
onComplete = function() error("onComplete error") end,
})
-- Should not throw
runToCompletion(group)
luaunit.assertEquals(group:getState(), "completed")
end
-- ============================================================================
-- Test Suite: Control Methods
-- ============================================================================
TestAnimationGroupControl = {}
function TestAnimationGroupControl:setUp()
love.window.setMode(1920, 1080)
FlexLove.beginFrame()
end
function TestAnimationGroupControl:tearDown()
FlexLove.endFrame()
end
function TestAnimationGroupControl:test_pause_stops_updates()
local anim1 = makeAnim(1)
local group = AnimationGroup.new({
animations = { anim1 },
})
group:update(0.2)
local elapsedBefore = anim1.elapsed
group:pause()
group:update(0.3)
-- Elapsed should not have increased
luaunit.assertEquals(anim1.elapsed, elapsedBefore)
luaunit.assertTrue(group:isPaused())
end
function TestAnimationGroupControl:test_resume_continues_updates()
local anim1 = makeAnim(1)
local group = AnimationGroup.new({
animations = { anim1 },
})
group:update(0.2)
group:pause()
group:update(0.3) -- Should be ignored
group:resume()
group:update(0.2)
-- Should have progressed past the paused value
luaunit.assertTrue(anim1.elapsed > 0.2)
luaunit.assertFalse(group:isPaused())
end
function TestAnimationGroupControl:test_reverse_reverses_all_animations()
local anim1 = makeAnim(1)
local anim2 = makeAnim(1)
local group = AnimationGroup.new({
animations = { anim1, anim2 },
})
group:update(0.5)
group:reverse()
luaunit.assertTrue(anim1._reversed)
luaunit.assertTrue(anim2._reversed)
end
function TestAnimationGroupControl:test_setSpeed_affects_all_animations()
local anim1 = makeAnim(1)
local anim2 = makeAnim(1)
local group = AnimationGroup.new({
animations = { anim1, anim2 },
})
group:setSpeed(2.0)
luaunit.assertEquals(anim1._speed, 2.0)
luaunit.assertEquals(anim2._speed, 2.0)
end
function TestAnimationGroupControl:test_cancel_cancels_all_animations()
local anim1 = makeAnim(1)
local anim2 = makeAnim(1)
local group = AnimationGroup.new({
animations = { anim1, anim2 },
})
group:update(0.3)
group:cancel()
luaunit.assertEquals(group:getState(), "cancelled")
luaunit.assertEquals(anim1:getState(), "cancelled")
luaunit.assertEquals(anim2:getState(), "cancelled")
end
function TestAnimationGroupControl:test_cancel_prevents_further_updates()
local anim1 = makeAnim(1)
local group = AnimationGroup.new({
animations = { anim1 },
})
group:update(0.2)
group:cancel()
local elapsedAfterCancel = anim1.elapsed
group:update(0.3)
luaunit.assertEquals(anim1.elapsed, elapsedAfterCancel)
end
function TestAnimationGroupControl:test_reset_restores_initial_state()
local anim1 = makeAnim(0.5)
local group = AnimationGroup.new({
mode = "sequence",
animations = { anim1 },
})
runToCompletion(group)
luaunit.assertEquals(group:getState(), "completed")
group:reset()
luaunit.assertEquals(group:getState(), "ready")
luaunit.assertFalse(group._hasStarted)
luaunit.assertEquals(group._currentIndex, 1)
luaunit.assertEquals(group._staggerElapsed, 0)
end
function TestAnimationGroupControl:test_reset_allows_replaying()
local completeCount = 0
local group = AnimationGroup.new({
animations = { makeAnim(0.2) },
onComplete = function() completeCount = completeCount + 1 end,
})
runToCompletion(group)
luaunit.assertEquals(completeCount, 1)
group:reset()
runToCompletion(group)
luaunit.assertEquals(completeCount, 2)
end
-- ============================================================================
-- Test Suite: State and Progress
-- ============================================================================
TestAnimationGroupStateProgress = {}
function TestAnimationGroupStateProgress:setUp()
love.window.setMode(1920, 1080)
FlexLove.beginFrame()
end
function TestAnimationGroupStateProgress:tearDown()
FlexLove.endFrame()
end
function TestAnimationGroupStateProgress:test_state_transitions()
local group = AnimationGroup.new({
animations = { makeAnim(0.5) },
})
luaunit.assertEquals(group:getState(), "ready")
group:update(0.1)
luaunit.assertEquals(group:getState(), "playing")
runToCompletion(group)
luaunit.assertEquals(group:getState(), "completed")
end
function TestAnimationGroupStateProgress:test_progress_parallel()
local anim1 = makeAnim(1)
local anim2 = makeAnim(1)
local group = AnimationGroup.new({
mode = "parallel",
animations = { anim1, anim2 },
})
luaunit.assertAlmostEquals(group:getProgress(), 0, 0.01)
group:update(0.5)
local progress = group:getProgress()
luaunit.assertTrue(progress > 0)
luaunit.assertTrue(progress < 1)
runToCompletion(group)
luaunit.assertAlmostEquals(group:getProgress(), 1, 0.01)
end
function TestAnimationGroupStateProgress:test_progress_sequence()
local anim1 = makeAnim(1)
local anim2 = makeAnim(1)
local group = AnimationGroup.new({
mode = "sequence",
animations = { anim1, anim2 },
})
-- Before any update
luaunit.assertAlmostEquals(group:getProgress(), 0, 0.01)
-- Halfway through first animation (25% total)
group:update(0.5)
local progress = group:getProgress()
luaunit.assertTrue(progress > 0)
luaunit.assertTrue(progress <= 0.5)
-- Complete first animation (50% total)
group:update(0.6)
progress = group:getProgress()
luaunit.assertTrue(progress >= 0.5)
end
function TestAnimationGroupStateProgress:test_empty_group_progress_is_1()
local group = AnimationGroup.new({ animations = {} })
luaunit.assertAlmostEquals(group:getProgress(), 1, 0.01)
end
-- ============================================================================
-- Test Suite: Empty and Edge Cases
-- ============================================================================
TestAnimationGroupEdgeCases = {}
function TestAnimationGroupEdgeCases:setUp()
love.window.setMode(1920, 1080)
FlexLove.beginFrame()
end
function TestAnimationGroupEdgeCases:tearDown()
FlexLove.endFrame()
end
function TestAnimationGroupEdgeCases:test_empty_group_completes_immediately()
local completed = false
local group = AnimationGroup.new({
animations = {},
onComplete = function() completed = true end,
})
local finished = group:update(0.1)
luaunit.assertTrue(finished)
luaunit.assertEquals(group:getState(), "completed")
end
function TestAnimationGroupEdgeCases:test_single_animation_group()
local anim = makeAnim(0.5)
local group = AnimationGroup.new({
animations = { anim },
})
runToCompletion(group)
luaunit.assertEquals(group:getState(), "completed")
luaunit.assertEquals(anim:getState(), "completed")
end
function TestAnimationGroupEdgeCases:test_update_after_completion_returns_true()
local group = AnimationGroup.new({
animations = { makeAnim(0.1) },
})
runToCompletion(group)
local finished = group:update(0.1)
luaunit.assertTrue(finished)
end
function TestAnimationGroupEdgeCases:test_invalid_dt_is_handled()
local group = AnimationGroup.new({
animations = { makeAnim(1) },
})
-- Should not throw for invalid dt values
group:update(-1)
group:update(0 / 0) -- NaN
group:update(math.huge)
luaunit.assertNotNil(group)
end
function TestAnimationGroupEdgeCases:test_apply_assigns_group_to_element()
local group = AnimationGroup.new({
animations = { makeAnim(1) },
})
local mockElement = {}
group:apply(mockElement)
luaunit.assertEquals(mockElement.animationGroup, group)
end
function TestAnimationGroupEdgeCases:test_apply_with_nil_element_does_not_crash()
local group = AnimationGroup.new({
animations = { makeAnim(1) },
})
-- Should not throw
group:apply(nil)
end
-- ============================================================================
-- Test Suite: Nested Groups
-- ============================================================================
TestAnimationGroupNested = {}
function TestAnimationGroupNested:setUp()
love.window.setMode(1920, 1080)
FlexLove.beginFrame()
end
function TestAnimationGroupNested:tearDown()
FlexLove.endFrame()
end
function TestAnimationGroupNested:test_nested_parallel_in_sequence()
local anim1 = makeAnim(0.3)
local anim2 = makeAnim(0.3)
local innerGroup = AnimationGroup.new({
mode = "parallel",
animations = { anim1, anim2 },
})
local anim3 = makeAnim(0.3)
local outerGroup = AnimationGroup.new({
mode = "sequence",
animations = { innerGroup, anim3 },
})
-- Inner group should run first
outerGroup:update(0.2)
luaunit.assertTrue(anim1.elapsed > 0)
luaunit.assertTrue(anim2.elapsed > 0)
luaunit.assertEquals(anim3.elapsed, 0)
-- Complete inner group, anim3 should start
outerGroup:update(0.2)
outerGroup:update(0.2)
luaunit.assertTrue(anim3.elapsed > 0)
end
function TestAnimationGroupNested:test_nested_sequence_in_parallel()
local anim1 = makeAnim(0.2)
local anim2 = makeAnim(0.2)
local innerSeq = AnimationGroup.new({
mode = "sequence",
animations = { anim1, anim2 },
})
local anim3 = makeAnim(0.3)
local outerGroup = AnimationGroup.new({
mode = "parallel",
animations = { innerSeq, anim3 },
})
-- Both innerSeq and anim3 should run in parallel
outerGroup:update(0.1)
luaunit.assertTrue(anim1.elapsed > 0)
luaunit.assertTrue(anim3.elapsed > 0)
end
function TestAnimationGroupNested:test_nested_group_completes()
local innerGroup = AnimationGroup.new({
mode = "parallel",
animations = { makeAnim(0.2), makeAnim(0.2) },
})
local outerGroup = AnimationGroup.new({
mode = "sequence",
animations = { innerGroup, makeAnim(0.2) },
})
runToCompletion(outerGroup)
luaunit.assertEquals(outerGroup:getState(), "completed")
luaunit.assertEquals(innerGroup:getState(), "completed")
end
function TestAnimationGroupNested:test_deeply_nested_groups()
local leaf1 = makeAnim(0.1)
local leaf2 = makeAnim(0.1)
local inner = AnimationGroup.new({
mode = "parallel",
animations = { leaf1, leaf2 },
})
local middle = AnimationGroup.new({
mode = "sequence",
animations = { inner, makeAnim(0.1) },
})
local outer = AnimationGroup.new({
mode = "parallel",
animations = { middle, makeAnim(0.2) },
})
runToCompletion(outer)
luaunit.assertEquals(outer:getState(), "completed")
luaunit.assertEquals(middle:getState(), "completed")
luaunit.assertEquals(inner:getState(), "completed")
end
-- Run all tests
if not _G.RUNNING_ALL_TESTS then
os.exit(luaunit.LuaUnit.run())
end

View File

@@ -0,0 +1,442 @@
package.path = package.path .. ";./?.lua;./modules/?.lua"
local originalSearchers = package.searchers or package.loaders
table.insert(originalSearchers, 2, function(modname)
if modname:match("^FlexLove%.modules%.") then
local moduleName = modname:gsub("^FlexLove%.modules%.", "")
return function()
return require("modules." .. moduleName)
end
end
end)
require("testing.loveStub")
local luaunit = require("testing.luaunit")
local FlexLove = require("FlexLove")
FlexLove.init()
local Animation = FlexLove.Animation
-- Helper: create a retained-mode element
local function makeElement(props)
props = props or {}
props.width = props.width or 100
props.height = props.height or 100
return FlexLove.new(props)
end
-- ============================================================================
-- Test Suite: setTransition()
-- ============================================================================
TestSetTransition = {}
function TestSetTransition:setUp()
love.window.setMode(1920, 1080)
FlexLove.beginFrame()
end
function TestSetTransition:tearDown()
FlexLove.endFrame()
end
function TestSetTransition:test_setTransition_creates_transitions_table()
local el = makeElement()
el:setTransition("opacity", { duration = 0.5 })
luaunit.assertNotNil(el.transitions)
luaunit.assertNotNil(el.transitions.opacity)
end
function TestSetTransition:test_setTransition_stores_config()
local el = makeElement()
el:setTransition("opacity", {
duration = 0.5,
easing = "easeInQuad",
delay = 0.1,
})
luaunit.assertEquals(el.transitions.opacity.duration, 0.5)
luaunit.assertEquals(el.transitions.opacity.easing, "easeInQuad")
luaunit.assertEquals(el.transitions.opacity.delay, 0.1)
end
function TestSetTransition:test_setTransition_uses_defaults()
local el = makeElement()
el:setTransition("opacity", {})
luaunit.assertEquals(el.transitions.opacity.duration, 0.3)
luaunit.assertEquals(el.transitions.opacity.easing, "easeOutQuad")
luaunit.assertEquals(el.transitions.opacity.delay, 0)
end
function TestSetTransition:test_setTransition_invalid_duration_uses_default()
local el = makeElement()
el:setTransition("opacity", { duration = -1 })
luaunit.assertEquals(el.transitions.opacity.duration, 0.3)
end
function TestSetTransition:test_setTransition_with_invalid_config_handles_gracefully()
local el = makeElement()
-- Should not throw
el:setTransition("opacity", "invalid")
luaunit.assertNotNil(el.transitions.opacity)
end
function TestSetTransition:test_setTransition_for_all_properties()
local el = makeElement()
el:setTransition("all", { duration = 0.2, easing = "linear" })
luaunit.assertNotNil(el.transitions["all"])
luaunit.assertEquals(el.transitions["all"].duration, 0.2)
end
function TestSetTransition:test_setTransition_with_onComplete_callback()
local el = makeElement()
local cb = function() end
el:setTransition("opacity", {
duration = 0.3,
onComplete = cb,
})
luaunit.assertEquals(el.transitions.opacity.onComplete, cb)
end
function TestSetTransition:test_setTransition_overwrites_previous()
local el = makeElement()
el:setTransition("opacity", { duration = 0.5 })
el:setTransition("opacity", { duration = 1.0 })
luaunit.assertEquals(el.transitions.opacity.duration, 1.0)
end
-- ============================================================================
-- Test Suite: setTransitionGroup()
-- ============================================================================
TestSetTransitionGroup = {}
function TestSetTransitionGroup:setUp()
love.window.setMode(1920, 1080)
FlexLove.beginFrame()
end
function TestSetTransitionGroup:tearDown()
FlexLove.endFrame()
end
function TestSetTransitionGroup:test_setTransitionGroup_applies_to_all_properties()
local el = makeElement()
el:setTransitionGroup("colors", { duration = 0.3 }, {
"backgroundColor",
"borderColor",
"textColor",
})
luaunit.assertNotNil(el.transitions.backgroundColor)
luaunit.assertNotNil(el.transitions.borderColor)
luaunit.assertNotNil(el.transitions.textColor)
luaunit.assertEquals(el.transitions.backgroundColor.duration, 0.3)
end
function TestSetTransitionGroup:test_setTransitionGroup_with_invalid_properties()
local el = makeElement()
-- Should not throw
el:setTransitionGroup("invalid", { duration = 0.3 }, "not a table")
-- No transitions should be set
luaunit.assertNil(el.transitions)
end
function TestSetTransitionGroup:test_setTransitionGroup_shared_config()
local el = makeElement()
el:setTransitionGroup("position", { duration = 0.5, easing = "easeInOutCubic" }, {
"x",
"y",
})
luaunit.assertEquals(el.transitions.x.duration, 0.5)
luaunit.assertEquals(el.transitions.y.duration, 0.5)
luaunit.assertEquals(el.transitions.x.easing, "easeInOutCubic")
end
-- ============================================================================
-- Test Suite: removeTransition()
-- ============================================================================
TestRemoveTransition = {}
function TestRemoveTransition:setUp()
love.window.setMode(1920, 1080)
FlexLove.beginFrame()
end
function TestRemoveTransition:tearDown()
FlexLove.endFrame()
end
function TestRemoveTransition:test_removeTransition_removes_single()
local el = makeElement()
el:setTransition("opacity", { duration = 0.3 })
el:setTransition("x", { duration = 0.5 })
el:removeTransition("opacity")
luaunit.assertNil(el.transitions.opacity)
luaunit.assertNotNil(el.transitions.x)
end
function TestRemoveTransition:test_removeTransition_all_clears_all()
local el = makeElement()
el:setTransition("opacity", { duration = 0.3 })
el:setTransition("x", { duration = 0.5 })
el:removeTransition("all")
luaunit.assertEquals(next(el.transitions), nil) -- empty table
end
function TestRemoveTransition:test_removeTransition_no_transitions_does_not_error()
local el = makeElement()
-- Should not throw even with no transitions set
el:removeTransition("opacity")
end
function TestRemoveTransition:test_removeTransition_nonexistent_property()
local el = makeElement()
el:setTransition("opacity", { duration = 0.3 })
-- Should not throw
el:removeTransition("nonexistent")
luaunit.assertNotNil(el.transitions.opacity)
end
-- ============================================================================
-- Test Suite: setProperty() with Transitions
-- ============================================================================
TestSetPropertyTransitions = {}
function TestSetPropertyTransitions:setUp()
love.window.setMode(1920, 1080)
FlexLove.beginFrame()
end
function TestSetPropertyTransitions:tearDown()
FlexLove.endFrame()
end
function TestSetPropertyTransitions:test_setProperty_without_transition_sets_immediately()
local el = makeElement()
el.opacity = 1
el:setProperty("opacity", 0.5)
luaunit.assertEquals(el.opacity, 0.5)
luaunit.assertNil(el.animation)
end
function TestSetPropertyTransitions:test_setProperty_with_transition_creates_animation()
local el = makeElement()
el.opacity = 1
el:setTransition("opacity", { duration = 0.5 })
el:setProperty("opacity", 0)
luaunit.assertNotNil(el.animation)
luaunit.assertEquals(el.animation.duration, 0.5)
luaunit.assertEquals(el.animation.start.opacity, 1)
luaunit.assertEquals(el.animation.final.opacity, 0)
end
function TestSetPropertyTransitions:test_setProperty_same_value_does_not_animate()
local el = makeElement()
el.opacity = 1
el:setTransition("opacity", { duration = 0.5 })
el:setProperty("opacity", 1)
luaunit.assertNil(el.animation)
end
function TestSetPropertyTransitions:test_setProperty_with_all_transition()
local el = makeElement()
el.opacity = 1
el:setTransition("all", { duration = 0.3 })
el:setProperty("opacity", 0)
luaunit.assertNotNil(el.animation)
luaunit.assertEquals(el.animation.duration, 0.3)
end
function TestSetPropertyTransitions:test_setProperty_specific_overrides_all()
local el = makeElement()
el.opacity = 1
el:setTransition("all", { duration = 0.3 })
el:setTransition("opacity", { duration = 0.8 })
el:setProperty("opacity", 0)
-- Should use the specific "opacity" transition, not "all"
luaunit.assertNotNil(el.animation)
luaunit.assertEquals(el.animation.duration, 0.8)
end
function TestSetPropertyTransitions:test_setProperty_transition_with_delay()
local el = makeElement()
el.opacity = 1
el:setTransition("opacity", { duration = 0.3, delay = 0.2 })
el:setProperty("opacity", 0)
-- Animation should have the delay set
-- The delay is part of the transition config, which is used to create the animation
-- Note: delay may not be passed to Animation.new automatically by current implementation
luaunit.assertNotNil(el.animation)
end
function TestSetPropertyTransitions:test_setProperty_transition_onComplete_callback()
local el = makeElement()
el.opacity = 1
local callbackCalled = false
el:setTransition("opacity", {
duration = 0.3,
onComplete = function() callbackCalled = true end,
})
el:setProperty("opacity", 0)
luaunit.assertNotNil(el.animation)
luaunit.assertNotNil(el.animation.onComplete)
end
function TestSetPropertyTransitions:test_setProperty_nil_current_value_sets_directly()
local el = makeElement()
el:setTransition("customProp", { duration = 0.3 })
-- customProp is nil, should set directly
el:setProperty("customProp", 42)
luaunit.assertEquals(el.customProp, 42)
luaunit.assertNil(el.animation)
end
-- ============================================================================
-- Test Suite: Per-Property Transition Configuration
-- ============================================================================
TestPerPropertyTransitionConfig = {}
function TestPerPropertyTransitionConfig:setUp()
love.window.setMode(1920, 1080)
FlexLove.beginFrame()
end
function TestPerPropertyTransitionConfig:tearDown()
FlexLove.endFrame()
end
function TestPerPropertyTransitionConfig:test_different_durations_per_property()
local el = makeElement()
el:setTransition("opacity", { duration = 0.3 })
el:setTransition("x", { duration = 1.0 })
luaunit.assertEquals(el.transitions.opacity.duration, 0.3)
luaunit.assertEquals(el.transitions.x.duration, 1.0)
end
function TestPerPropertyTransitionConfig:test_different_easing_per_property()
local el = makeElement()
el:setTransition("opacity", { easing = "easeInQuad" })
el:setTransition("x", { easing = "easeOutCubic" })
luaunit.assertEquals(el.transitions.opacity.easing, "easeInQuad")
luaunit.assertEquals(el.transitions.x.easing, "easeOutCubic")
end
function TestPerPropertyTransitionConfig:test_transition_disabled_after_removal()
local el = makeElement()
el.opacity = 1
el:setTransition("opacity", { duration = 0.3 })
-- Verify transition is active
el:setProperty("opacity", 0.5)
luaunit.assertNotNil(el.animation)
-- Remove transition and reset
el.animation = nil
el.opacity = 1
el:removeTransition("opacity")
-- Should set immediately now
el:setProperty("opacity", 0.5)
luaunit.assertEquals(el.opacity, 0.5)
luaunit.assertNil(el.animation)
end
function TestPerPropertyTransitionConfig:test_multiple_properties_configured()
local el = makeElement()
el:setTransition("opacity", { duration = 0.3 })
el:setTransition("x", { duration = 0.5 })
el:setTransition("width", { duration = 1.0 })
luaunit.assertEquals(el.transitions.opacity.duration, 0.3)
luaunit.assertEquals(el.transitions.x.duration, 0.5)
luaunit.assertEquals(el.transitions.width.duration, 1.0)
end
-- ============================================================================
-- Test Suite: Transition Integration
-- ============================================================================
TestTransitionIntegration = {}
function TestTransitionIntegration:setUp()
love.window.setMode(1920, 1080)
FlexLove.beginFrame()
end
function TestTransitionIntegration:tearDown()
FlexLove.endFrame()
end
function TestTransitionIntegration:test_transition_animation_runs_to_completion()
local el = makeElement()
el.opacity = 1
el:setTransition("opacity", { duration = 0.2 })
el:setProperty("opacity", 0)
luaunit.assertNotNil(el.animation)
-- Run animation to completion
for i = 1, 30 do
el:update(1 / 60)
if not el.animation then
break
end
end
luaunit.assertNil(el.animation)
end
function TestTransitionIntegration:test_manual_animation_overrides_transition()
local el = makeElement()
el.opacity = 1
el:setTransition("opacity", { duration = 0.3 })
-- Apply manual animation
local manualAnim = Animation.new({
duration = 1.0,
start = { opacity = 1 },
final = { opacity = 0 },
})
manualAnim:apply(el)
luaunit.assertEquals(el.animation.duration, 1.0) -- Manual anim
end
-- Run all tests
if not _G.RUNNING_ALL_TESTS then
os.exit(luaunit.LuaUnit.run())
end

View File

@@ -37,6 +37,8 @@ local luaunit = require("testing.luaunit")
local testFiles = {
"testing/__tests__/absolute_positioning_test.lua",
"testing/__tests__/animation_chaining_test.lua",
"testing/__tests__/animation_group_test.lua",
"testing/__tests__/animation_test.lua",
"testing/__tests__/blur_test.lua",
"testing/__tests__/calc_test.lua",
@@ -67,6 +69,7 @@ local testFiles = {
"testing/__tests__/text_editor_test.lua",
"testing/__tests__/theme_test.lua",
"testing/__tests__/touch_events_test.lua",
"testing/__tests__/transition_test.lua",
"testing/__tests__/units_test.lua",
"testing/__tests__/utils_test.lua",
}