package physics_test import ( "testing" . "github.com/maaslalani/confetty/physics" ) func TestNew(t *testing.T) { x := 8 y := 20 physics := New(Point{float64(x), float64(y)}, Vector{1, 1}, Vector(Gravity), 60) if x != physics.PosX() { t.Fatal("x coordinate unexpected") } if y != physics.PosY() { t.Fatal("y coordinate unexpected") } } func TestUpdate(t *testing.T) { fps := 60 physics := New(Point{0, 0}, Vector{5, 5}, Vector(Gravity), float64(fps)) // coordinates is the location at which the object should be // after i+1 seconds of simulation. coordinates := []Point{ {5, 10}, {10, 29}, {15, 59}, {20, 98}, {25, 147}, {30, 206}, {35, 275}, } for _, c := range coordinates { // 1 second of simulation for i := 0; i < fps; i++ { physics.Update() } x := physics.PosX() y := physics.PosY() if x != int(c.X) { t.Logf("Want: %d, Got: %d", x, int(c.X)) t.Fatal("x coordinate unexpected") } if y != int(c.Y) { t.Logf("Want: %d, Got: %d", y, int(c.Y)) t.Fatal("y coordinate unexpected") } } } func TestDisplacement(t *testing.T) { tt := []struct { x int y int vel Vector d float64 }{ {x: 5, y: 5, vel: Vector{5, 10}, d: 11.180339887498933}, {x: 0, y: 0, vel: Vector{1, 1}, d: 1.414213562373097}, } fps := 60 for _, tc := range tt { physics := New(Point{float64(tc.x), float64(tc.y)}, tc.vel, Vector{}, float64(fps)) // 1 second of simulation for i := 0; i < fps; i++ { physics.Update() } if physics.Displacement() != tc.d { t.Log(physics.Displacement()) t.Fatal("expected displacement to be 15") } } } func TestReset(t *testing.T) { x := 5 y := 10 vel := Vector{20, 20} fps := 60 physics := New(Point{float64(x), float64(y)}, vel, Vector(Gravity), float64(fps)) // 1 second of simulation for i := 0; i < fps; i++ { physics.Update() } // store the current position after 1 second of simulation we will simulate 1 // second again and ensure that the object reaches the same position, we // don't care what the position is but if the object reaches the same // position again then we ensure that the velocity and acceleration was reset cx := physics.PosX() cy := physics.PosY() physics.Reset() if physics.PosX() != x { t.Fatal("expected x to be reset") } if physics.PosY() != y { t.Fatal("expected y to be reset") } // 1 second of simulation // here we are simply checking that the object reaches the same position // after being reset in the same amount of time. This ensures velocity and // acceleration were reset without checking them explicitly for i := 0; i < fps; i++ { physics.Update() } if physics.PosX() != cx { t.Fatal("expected simulation to be repeatable") } if physics.PosY() != cy { t.Fatal("expected simulation to be repeatable") } }