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camera_component_test.dart
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camera_component_test.dart
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import 'dart:math';
import 'dart:ui';
import 'package:flame/camera.dart';
import 'package:flame/components.dart';
import 'package:flame/experimental.dart';
import 'package:flame/extensions.dart';
import 'package:flame_test/flame_test.dart';
import 'package:flutter_test/flutter_test.dart';
void main() {
group('CameraComponent', () {
testGolden(
'CameraComponent.withFixedResolution',
(game) async {
final world = World()
..addAll([
_SolidBackground(const Color(0xFF333333)),
RectangleComponent(
anchor: Anchor.center,
position: Vector2.zero(),
size: Vector2(480, 180),
paint: Paint()
..style = PaintingStyle.stroke
..strokeWidth = 2
..color = const Color(0xFF00FF33),
),
RectangleComponent(
anchor: Anchor.center,
size: Vector2.all(50),
paint: Paint()..color = const Color(0xFFFFEEDD),
),
])
..addToParent(game);
CameraComponent.withFixedResolution(
world: world,
width: 500,
height: 200,
).addToParent(game);
},
goldenFile: '../_goldens/camera_component_test1.png',
size: Vector2(200, 150),
);
testWithFlameGame('simple camera follow', (game) async {
final world = World()..addToParent(game);
final camera = CameraComponent(world: world)..addToParent(game);
final player = PositionComponent()..addToParent(world);
camera.follow(player);
await game.ready();
expect(camera.viewfinder.children.length, 1);
expect(camera.viewfinder.children.first, isA<FollowBehavior>());
for (var i = 0; i < 20; i++) {
player.position.add(Vector2(i * 5.0, 20.0 - i));
game.update(0.01);
expect(camera.viewfinder.position, closeToVector(player.position));
}
});
testWithFlameGame('follow with snap', (game) async {
final world = World()..addToParent(game);
final player = PositionComponent()
..position = Vector2(100, 100)
..addToParent(world);
final camera = CameraComponent(world: world)
..follow(player, maxSpeed: 1, snap: true)
..addToParent(game);
await game.ready();
expect(camera.viewfinder.position, Vector2(100, 100));
});
testWithFlameGame('moveTo', (game) async {
final world = World()..addToParent(game);
final camera = CameraComponent(world: world)..addToParent(game);
await game.ready();
final point = Vector2(1000, 2000);
camera.moveTo(point);
game.update(0);
expect(camera.viewfinder.position, Vector2(1000, 2000));
// updating [point] doesn't affect the camera's target
point.x = 0;
game.update(1);
expect(camera.viewfinder.position, Vector2(1000, 2000));
});
testWithFlameGame('moveTo x 2', (game) async {
final world = World()..addToParent(game);
final camera = CameraComponent(world: world)..addToParent(game);
await game.ready();
camera.moveTo(Vector2(100, 0), speed: 5);
for (var i = 0; i < 10; i++) {
expect(camera.viewfinder.position, closeToVector(Vector2(0.5 * i, 0)));
game.update(0.1);
}
camera.moveTo(Vector2(5, 200), speed: 10);
for (var i = 0; i < 10; i++) {
expect(camera.viewfinder.position, closeToVector(Vector2(5, 1.0 * i)));
game.update(0.1);
}
expect(camera.viewfinder.children.length, 1);
});
testWithFlameGame('moveBy', (game) async {
final world = World()..addToParent(game);
final camera = CameraComponent(world: world)..addToParent(game);
await game.ready();
final point = Vector2(100, 200);
camera.moveBy(point);
game.update(1);
expect(camera.viewfinder.position, Vector2(100, 200));
// updating [point] doesn't affect the offset.
point.x = 0;
game.update(1);
expect(camera.viewfinder.position, Vector2(100, 200));
});
testWithFlameGame('moveBy x 2', (game) async {
final world = World()..addToParent(game);
final camera = CameraComponent(world: world)..addToParent(game);
await game.ready();
camera.moveBy(Vector2(100, 0), speed: 5);
for (var i = 0; i < 10; i++) {
expect(camera.viewfinder.position, closeToVector(Vector2(0.5 * i, 0)));
game.update(0.1);
}
camera.moveTo(Vector2(5, 200), speed: 10);
for (var i = 0; i < 10; i++) {
expect(camera.viewfinder.position, closeToVector(Vector2(5, 1.0 * i)));
game.update(0.1);
}
expect(camera.viewfinder.children.length, 1);
});
testWithFlameGame('setBounds', (game) async {
final world = World()..addToParent(game);
final camera = CameraComponent(world: world)..addToParent(game);
await game.ready();
camera.setBounds(Rectangle.fromLTRB(0, 0, 400, 50));
camera.viewfinder.position = Vector2(10, 10);
game.update(0);
expect(camera.viewfinder.position, Vector2(10, 10));
camera.viewfinder.position = Vector2(-10, 10);
game.update(0);
expect(camera.viewfinder.position, closeToVector(Vector2(0, 10), 0.5));
camera.moveTo(Vector2(-20, 0), speed: 10);
for (var i = 0; i < 20; i++) {
expect(
camera.viewfinder.position,
closeToVector(Vector2(0, 10 - i * 0.45), 0.5),
);
game.update(0.1);
}
expect(
camera.viewfinder.firstChild<BoundedPositionBehavior>(),
isNotNull,
);
expect(
camera.viewfinder.firstChild<BoundedPositionBehavior>()!.bounds,
isA<Rectangle>(),
);
camera.setBounds(Circle(Vector2.zero(), 100));
expect(
camera.viewfinder.firstChild<BoundedPositionBehavior>()!.bounds,
isA<Circle>(),
);
camera.setBounds(null);
game.update(0);
expect(
camera.viewfinder.firstChild<BoundedPositionBehavior>(),
isNull,
);
});
testWithFlameGame('componentsAtPoint', (game) async {
final world = World();
final camera = CameraComponent(
world: world,
viewport: FixedSizeViewport(600, 400),
)
..viewport.anchor = Anchor.center
..viewport.position = Vector2(400, 300)
..viewfinder.position = Vector2(100, 50);
final component = PositionComponent(
size: Vector2(300, 100),
position: Vector2(50, 30),
);
world.add(component);
game.addAll([world, camera]);
await game.ready();
final nested = <Vector2>[];
final it = game.componentsAtPoint(Vector2(400, 300), nested).iterator;
expect(it.moveNext(), true);
expect(it.current, camera.viewport);
expect(nested, [Vector2(400, 300), Vector2(300, 200)]);
expect(it.moveNext(), true);
expect(it.current, component);
expect(nested, [Vector2(400, 300), Vector2(100, 50), Vector2(50, 20)]);
expect(it.moveNext(), true);
expect(it.current, world);
expect(nested, [Vector2(400, 300), Vector2(100, 50)]);
expect(it.moveNext(), true);
expect(it.current, game);
expect(nested, [Vector2(400, 300)]);
expect(it.moveNext(), false);
// Check that `componentsAtPoint` is usable with non-top-level components
// also.
expect(
world.componentsAtPoint(Vector2(100, 100)).toList(),
[component, world],
);
expect(
component.componentsAtPoint(Vector2(100, 50)).toList(),
[component],
);
});
testWithFlameGame('visibleWorldRect', (game) async {
final world = World();
final camera = CameraComponent(
world: world,
viewport: FixedSizeViewport(60, 40),
);
game.addAll([world, camera]);
await game.ready();
// By default, the viewfinder's position is (0,0), and its anchor is in
// the center of the viewport.
expect(camera.visibleWorldRect, const Rect.fromLTRB(-30, -20, 30, 20));
camera.viewfinder.position = Vector2(100, 200);
expect(camera.visibleWorldRect, const Rect.fromLTRB(70, 180, 130, 220));
camera.viewfinder.zoom = 2;
camera.viewfinder.position = Vector2(20, 30);
expect(camera.visibleWorldRect, const Rect.fromLTRB(5, 20, 35, 40));
camera.viewport.size = Vector2(100, 60);
expect(camera.visibleWorldRect, const Rect.fromLTRB(-5, 15, 45, 45));
camera.viewfinder.position = Vector2.zero();
expect(camera.visibleWorldRect, const Rect.fromLTRB(-25, -15, 25, 15));
// Rotation angle: cos(a) = 0.6, sin(a) = 0.8
// Each point (x, y) becomes (x*cos(a) - y*sin(a), x*sin(a) + y*cos(a)),
// and each of the 4 corners turns into
// (25, 15) -> (3, 29)
// (25, -15) -> (27, 11)
// (-25, -15) -> (-3, -29)
// (-25, 15) -> (-27, -11)
// which means the culling rect is (-27, -29, 27, 29)
camera.viewfinder.angle = acos(0.6);
expect(camera.visibleWorldRect, const Rect.fromLTRB(-27, -29, 27, 29));
});
testWithFlameGame('visibleWorldRect accessed too early', (game) async {
final world = World();
final camera = CameraComponent(
world: world,
viewport: FixedSizeViewport(60, 40),
);
game.addAll([world, camera]);
expect(
() => camera.visibleWorldRect,
failsAssert(
'This property cannot be accessed before the camera is mounted',
),
);
});
testWithFlameGame('component is in view for the camera', (game) async {
final component = PositionComponent(
size: Vector2(10, 10),
position: Vector2(0, 0),
);
final world = World(children: [component]);
final camera = CameraComponent(
world: world,
viewport: FixedSizeViewport(60, 40),
);
game.addAll([world, camera]);
await game.ready();
expect(camera.canSee(component), isTrue);
});
testWithFlameGame('component is out of view for the camera', (game) async {
final component = PositionComponent(
size: Vector2(10, 10),
position: Vector2(100, 100),
);
final world = World(children: [component]);
final camera = CameraComponent(
world: world,
viewport: FixedSizeViewport(60, 40),
);
game.addAll([world, camera]);
await game.ready();
expect(camera.canSee(component), isFalse);
});
});
group('CameraComponent.canSee', () {
testWithFlameGame('null world', (game) async {
final player = PositionComponent();
final world = World(children: [player]);
final camera = CameraComponent();
await game.addAll([camera, world]);
await game.ready();
expect(camera.canSee(player), false);
camera.world = world;
expect(camera.canSee(player), true);
});
testWithFlameGame('unmounted world', (game) async {
final player = PositionComponent();
final world = World(children: [player]);
final camera = CameraComponent(world: world);
await game.addAll([camera]);
await game.ready();
expect(camera.canSee(player), false);
await game.add(world);
await game.ready();
expect(camera.canSee(player), true);
});
testWithFlameGame('unmounted component', (game) async {
final player = PositionComponent();
final world = World();
final camera = CameraComponent(world: world);
await game.addAll([camera, world]);
await game.ready();
expect(camera.canSee(player), false);
await world.add(player);
await game.ready();
expect(camera.canSee(player), true);
});
testWithFlameGame('component from another world', (game) async {
final player = PositionComponent();
final world1 = World(children: [player]);
final world2 = World();
final camera = CameraComponent(world: world2);
await game.addAll([camera, world1, world2]);
await game.ready();
// can see when player world is not known.
expect(camera.canSee(player), true);
// can't see when the player world is known.
expect(camera.canSee(player, componentWorld: world1), false);
});
testWithFlameGame('coordinate transformations', (game) async {
game.onGameResize(Vector2.all(1000.0));
final size = Vector2.all(100.0);
final world = World();
final camera = CameraComponent.withFixedResolution(
width: size.x,
height: size.y,
world: world,
);
await game.addAll([camera, world]);
await game.ready();
camera.moveBy(size / 2);
game.update(0);
expect(camera.globalToLocal(Vector2.zero()), Vector2.zero());
expect(camera.globalToLocal(Vector2.all(100.0)), Vector2.all(10.0));
expect(camera.globalToLocal(Vector2.all(500.0)), Vector2.all(50.0));
expect(camera.globalToLocal(Vector2.all(1000.0)), Vector2.all(100.0));
expect(camera.localToGlobal(Vector2.zero()), Vector2.zero());
expect(camera.localToGlobal(Vector2.all(10.0)), Vector2.all(100.0));
expect(camera.localToGlobal(Vector2.all(50.0)), Vector2.all(500.0));
expect(camera.localToGlobal(Vector2.all(100.0)), Vector2.all(1000.0));
});
});
}
class _SolidBackground extends Component with HasPaint {
_SolidBackground(this.color);
final Color color;
@override
void render(Canvas canvas) => canvas.drawColor(color, BlendMode.src);
}