Files
FlexLove/testing/__tests__/animation_group_test.lua

854 lines
23 KiB
Lua

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