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Team 4 Testing Plan Sprint 2
There are multiple unit tests to provide coverage for the LevelGameArea
mapInteractables()
function. beforeEach
registers the physics service before each test is run to avoid running into any NullPointerException
. It also clears the class variables obstacleEntities
and mapInteractables
to ensure no two tests interfere with each other.
onlyInteractables
creates six ObstacleEntity
: three buttons, two doors, and one bridge. This is the case in which there are no entities that do not have an InteractableComponent
or SubInteractableComponent
, and thus the expected case is that all entities are added and mapped. It also creates two new local variables, newObstacleEntities
which directly adds each entity to the list and newMapInteractables
which directly maps each interactable entity to each sub-interactable entity in order of creation. Then, it calls mapInteractables()
and compares newObstacleEntities
to this.obstacleEntities
and newMapInteractables
to this.MapInteractables
.
notOnlyInteractables
creates ten ObstacleEntity
: four platforms, three buttons, two doors, and one bridge. This is the case in which there are four entities that do not have an InteractableComponent
or SubInteractableComponent
(the platforms), and thus the expected case is that not all entities are added and mapped. It also creates two new local variables, newObstacleEntities
which directly adds each entity to the list and newMapInteractables
which directly maps each interactable entity to each sub-interactable entity in order of creation. Then, it calls mapInteractables()
and compares newObstacleEntities
to this.obstacleEntities
and newMapInteractables
to this.MapInteractables
. In this case, it is expected that all four platforms are left out of the newMapInteractables
and subsequently this.MapInteractables
, even though they are added to newObstacleEntities
and this.obstacleEntities
.``
This test class has been extended from sprint one to text the extended behaviour of the PlayerMovementComponent
class. Two new test methods have been written, both of which are currently commented out. These tests are commented out as it seems it will be easier, at least most definitely possible, to test this extended behaviour as user testing. Currently it is believed that the ColliderComponents
of the mapped sub-interactable entities cannot be create()
and dispose()
properly under JUnit test conditions. More will be developed on this in sprint three after maps integrating the interactable elements are readily available to be tested with. Here, doors refer to portal elements.
There are multiple unit tests to provide coverage for the PlayerMovementComponent
class. beforeEach
registers the physics and resource services before each test is run to avoid running into any NullPointerException
. It also clears the class variables mapInteractables
to ensure no two tests interfere with each other.
opensDoor
creates two ObstacleEntity
(button and door) and one Entity
(player). It adds the button - door mapping to mapInteractables
. Then, it retrieves the player's fixture and button's fixture, and triggers the onCollisionStart
function on the two fixtures. Finally, it checks whether the mapped door's HitboxComponent
and ColliderComponent
have been disposed of. Doors are intended to be created with colliders to enable collisions with the player.
extendsBridge
creates two ObstacleEntity
(button and bridge) and one Entity
(player). It adds the button - bridge mapping to mapInteractables
. Then, it retrieves the player's fixture and button's fixture, and triggers the onCollisionStart
function on the two fixtures. Finally, it checks whether the mapped bridges's HitboxComponent
and ColliderComponent
have been created. Bridges are intended to be created without colliders to disable collisions with the player.
Testing Plans
Team 1
Team 2
Team 3
Team 4
Team 5
Team 1
Team 2
Team 3
Team 4
Team 5
User Testing
Sprint 1 - Game Audio
Sprint 1 - Character Design
Sprint 1 - Menu Assets
Sprint 1 - Map Design
Sprint 1 - Void
Sprint 2 - Game Audio
Sprint 2 - Character Design
Sprint 2 - Menu Assets
Sprint 2 - Interactable Design Animation
Sprint 2 - Levels 1 & 4, and Level Editor
Sprint 2 - Proposed Level 2 & 3 Designs
Sprint 2 - Current Game State
Sprint 3 - Menu Assets
Sprint 3 - Map Design
Sprint 3 - Score Display
Sprint 3 - Player Death and Spawn Animations
Sprint 3 - Pick Ups and Pause Screen
Sprint 4 - Gameplay
Sprint 4 - Game UI and Animation
Sprint 4 - Level Background and Music
Sprint 4 - Game User Testing
Sprint 4 - Final Game State Testing
Entities and Components
Status Components
Event System
Player Animations Implementation
Development Resources
Entities and Components
Level Editor (Saving and Loading
Multiple Levels)