-- love.physics -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- ----------------------------------OBJECTS--------------------------------------- -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- -- Body (love.physics.newBody) love.test.physics.Body = function(test) test:skipTest('test class needs writing') end -- Contact (love.physics.World:getContacts) love.test.physics.Contact = function(test) test:skipTest('test class needs writing') end -- Fixture (love.physics.newFixture) love.test.physics.Fixture = function(test) test:skipTest('test class needs writing') end -- Joint (love.physics.newDistanceJoint) love.test.physics.Joint = function(test) test:skipTest('test class needs writing') end -- Shape (love.physics.newCircleShape) love.test.physics.Shape = function(test) test:skipTest('test class needs writing') end -- World (love.physics.newWorld) love.test.physics.World = function(test) test:skipTest('test class needs writing') end -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- ------------------------------------METHODS------------------------------------- -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- -- love.physics.getDistance love.test.physics.getDistance = function(test) -- setup two fixtues to check local shape1 = love.physics.newEdgeShape(0, 0, 5, 5) local shape2 = love.physics.newEdgeShape(10, 10, 15, 15) local world = love.physics.newWorld(0, 0, false) local body = love.physics.newBody(world, 10, 10, 'static') local fixture1 = love.physics.newFixture(body, shape1, 1) local fixture2 = love.physics.newFixture(body, shape2, 1) -- check distance between them test:assertEquals(647106, math.floor(love.physics.getDistance(fixture1, fixture2)*100000), 'check distance matches') end -- love.physics.getMeter love.test.physics.getMeter = function(test) -- check value set is returned love.physics.setMeter(30) test:assertEquals(30, love.physics.getMeter(), 'check meter matches') end -- love.physics.newBody -- @NOTE this is just basic nil checking, objs have their own test method love.test.physics.newBody = function(test) local world = love.physics.newWorld(1, 1, true) local body = love.physics.newBody(world, 10, 10, 'static') test:assertObject(body) end -- love.physics.newChainShape -- @NOTE this is just basic nil checking, objs have their own test method love.test.physics.newChainShape = function(test) test:assertObject(love.physics.newChainShape(true, 0, 0, 1, 0, 1, 1, 0, 1)) end -- love.physics.newCircleShape -- @NOTE this is just basic nil checking, objs have their own test method love.test.physics.newCircleShape = function(test) test:assertObject(love.physics.newCircleShape(10)) end -- love.physics.newDistanceJoint -- @NOTE this is just basic nil checking, objs have their own test method love.test.physics.newDistanceJoint = function(test) local world = love.physics.newWorld(1, 1, true) local body1 = love.physics.newBody(world, 10, 10, 'static') local body2 = love.physics.newBody(world, 20, 20, 'static') local obj = love.physics.newDistanceJoint(body1, body2, 10, 10, 20, 20, true) test:assertObject(obj) end -- love.physics.newEdgeShape -- @NOTE this is just basic nil checking, objs have their own test method love.test.physics.newEdgeShape = function(test) local obj = love.physics.newEdgeShape(0, 0, 10, 10) test:assertObject(obj) end -- love.physics.newFixture -- @NOTE this is just basic nil checking, objs have their own test method love.test.physics.newFixture = function(test) local world = love.physics.newWorld(1, 1, true) local body = love.physics.newBody(world, 10, 10, 'static') local shape = love.physics.newCircleShape(10) local obj = love.physics.newFixture(body, shape, 1) test:assertObject(obj) end -- love.physics.newFrictionJoint -- @NOTE this is just basic nil checking, objs have their own test method love.test.physics.newFrictionJoint = function(test) local world = love.physics.newWorld(1, 1, true) local body1 = love.physics.newBody(world, 10, 10, 'static') local body2 = love.physics.newBody(world, 20, 20, 'static') local obj = love.physics.newFrictionJoint(body1, body2, 15, 15, true) test:assertObject(obj) end -- love.physics.newGearJoint -- @NOTE this is just basic nil checking, objs have their own test method love.test.physics.newGearJoint = function(test) local world = love.physics.newWorld(1, 1, true) local body1 = love.physics.newBody(world, 10, 10, 'dynamic') local body2 = love.physics.newBody(world, 20, 20, 'dynamic') local body3 = love.physics.newBody(world, 30, 30, 'dynamic') local body4 = love.physics.newBody(world, 40, 40, 'dynamic') local joint1 = love.physics.newPrismaticJoint(body1, body2, 10, 10, 20, 20, true) local joint2 = love.physics.newPrismaticJoint(body3, body4, 30, 30, 40, 40, true) local obj = love.physics.newGearJoint(joint1, joint2, 1, true) test:assertObject(obj) end -- love.physics.newMotorJoint -- @NOTE this is just basic nil checking, objs have their own test method love.test.physics.newMotorJoint = function(test) local world = love.physics.newWorld(1, 1, true) local body1 = love.physics.newBody(world, 10, 10, 'static') local body2 = love.physics.newBody(world, 20, 20, 'static') local obj = love.physics.newMotorJoint(body1, body2, 1) test:assertObject(obj) end -- love.physics.newMouseJoint -- @NOTE this is just basic nil checking, objs have their own test method love.test.physics.newMouseJoint = function(test) local world = love.physics.newWorld(1, 1, true) local body = love.physics.newBody(world, 10, 10, 'static') local obj = love.physics.newMouseJoint(body, 10, 10) test:assertObject(obj) end -- love.physics.newPolygonShape -- @NOTE this is just basic nil checking, objs have their own test method love.test.physics.newPolygonShape = function(test) local obj = love.physics.newPolygonShape({0, 0, 2, 3, 2, 1, 3, 1, 5, 1}) test:assertObject(obj) end -- love.physics.newPrismaticJoint -- @NOTE this is just basic nil checking, objs have their own test method love.test.physics.newPrismaticJoint = function(test) local world = love.physics.newWorld(1, 1, true) local body1 = love.physics.newBody(world, 10, 10, 'static') local body2 = love.physics.newBody(world, 20, 20, 'static') local obj = love.physics.newPrismaticJoint(body1, body2, 10, 10, 20, 20, true) test:assertObject(obj) end -- love.physics.newPulleyJoint -- @NOTE this is just basic nil checking, objs have their own test method love.test.physics.newPulleyJoint = function(test) local world = love.physics.newWorld(1, 1, true) local body1 = love.physics.newBody(world, 10, 10, 'static') local body2 = love.physics.newBody(world, 20, 20, 'static') local obj = love.physics.newPulleyJoint(body1, body2, 10, 10, 20, 20, 15, 15, 25, 25, 1, true) test:assertObject(obj) end -- love.physics.newRectangleShape -- @NOTE this is just basic nil checking, objs have their own test method love.test.physics.newRectangleShape = function(test) local shape1 = love.physics.newRectangleShape(10, 20) local shape2 = love.physics.newRectangleShape(10, 10, 40, 30, 10) test:assertObject(shape1) test:assertObject(shape2) end -- love.physics.newRevoluteJoint -- @NOTE this is just basic nil checking, objs have their own test method love.test.physics.newRevoluteJoint = function(test) local world = love.physics.newWorld(1, 1, true) local body1 = love.physics.newBody(world, 10, 10, 'static') local body2 = love.physics.newBody(world, 20, 20, 'static') local obj = love.physics.newRevoluteJoint(body1, body2, 10, 10, true) test:assertObject(obj) end -- love.physics.newRopeJoint -- @NOTE this is just basic nil checking, objs have their own test method love.test.physics.newRopeJoint = function(test) local world = love.physics.newWorld(1, 1, true) local body1 = love.physics.newBody(world, 10, 10, 'static') local body2 = love.physics.newBody(world, 20, 20, 'static') local obj = love.physics.newRopeJoint(body1, body2, 10, 10, 20, 20, 50, true) test:assertObject(obj) end -- love.physics.newWeldJoint -- @NOTE this is just basic nil checking, objs have their own test method love.test.physics.newWeldJoint = function(test) local world = love.physics.newWorld(1, 1, true) local body1 = love.physics.newBody(world, 10, 10, 'static') local body2 = love.physics.newBody(world, 20, 20, 'static') local obj = love.physics.newWeldJoint(body1, body2, 10, 10, true) test:assertObject(obj) end -- love.physics.newWheelJoint -- @NOTE this is just basic nil checking, objs have their own test method love.test.physics.newWheelJoint = function(test) local world = love.physics.newWorld(1, 1, true) local body1 = love.physics.newBody(world, 10, 10, 'static') local body2 = love.physics.newBody(world, 20, 20, 'static') local obj = love.physics.newWheelJoint(body1, body2, 10, 10, 5, 5, true) test:assertObject(obj) end -- love.physics.newWorld -- @NOTE this is just basic nil checking, objs have their own test method love.test.physics.newWorld = function(test) local world = love.physics.newWorld(1, 1, true) test:assertObject(world) end -- love.physics.setMeter love.test.physics.setMeter = function(test) -- set initial meter local world = love.physics.newWorld(1, 1, true) love.physics.setMeter(30) local body = love.physics.newBody(world, 300, 300, "dynamic") -- check changing meter changes pos value relatively love.physics.setMeter(10) local x, y = body:getPosition() test:assertEquals(100, x, 'check pos x') test:assertEquals(100, y, 'check pos y') end