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Automated testing #1
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…ction, refactored GameStateManager::SetCurrentMap ifdef mocksystem is inflexible, it cannot be used to decide dependencies at runtime, only compile time BaseComponentManagers can now be passed any component and it will add it into the list of currently active components This will be useful for dependency injection as you pass mocks to the component managers now SetCurrentMap was broken up into multiple funcitons to gain some coherency and reduce its CRAP index
- Refactored CompSprite slightly to no longer use const references to atomic types - Checked for negative indicies in the "SpriteExists" function, allowing "Load Map from File" funcitonal test to pass ! For some reason, unit test cannot find needed textures to generate sprites from, will need to investigate
- Renamed LMap to RSC_Map - Split interface and implentation into I_RSC_Map and RSC_MapImpl respectively - Changes will enable injection of mock maps and generally cleaner design - Planning to do the same with other resource classes
…Tiled Layer Class
…abbing it from the Kernel - No more assuming that the kernel->stateman has the dependency, needs to be set manually after instantiation - Plan to do likewise with other cross component dependencies
…lly registered - Decoupling Entity Manager and Kernel - Components are ran in order specified - Default oder exists inside entity manager as an enum
- Big commit incoming - EventDispatchers and EntityMan is moved into GameState - Input man is moved into GameStateManager - GameStateManager sends KeyMapping structs into each GameState which is then injected into the Component Input Man - The KeyMapping struct is a shared pointer between the InputManager, GameState, and ComInputMan - EventMan, EntityMan, now have dependency injection methods - EntityMan needs each componentManager to be specified and the order in wich they're run - EventMan now has a "SetDependencies" method that needs called before use - InputMan must now be used by passing the active state's event dispatcher along with (optionally) a keymapping struct
- Basic Test Added - Basic Mocks for CPP and componentCollision in place
- Tile Layer Mock - CPP Mock - Collision Component Mock
SirRamEsq
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Sep 20, 2017
-#1 Game would crash soon after loading map EntityManager::ClearALlEntities would be called setting mFlagDeleteAll to true Cleanup would be called Because the map is currently empty, the flag would not be reset later the map would crash -#2 Events for entiteis being deleted would be sent twice once from the EntityManager once from the ComponentManager now only sent from the EntityManager
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SirRamEsq
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Jan 29, 2018
-#1 Game would crash soon after loading map EntityManager::ClearALlEntities would be called setting mFlagDeleteAll to true Cleanup would be called Because the map is currently empty, the flag would not be reset later the map would crash -#2 Events for entiteis being deleted would be sent twice once from the EntityManager once from the ComponentManager now only sent from the EntityManager
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The groundwork has been laid for the unit testing framework. Changes were made to how the engine is structured in order to run it against unit tests, however the engine still behaves as it did before the introduction of unit tests.