TEST(Levels, load_npz) { Levels l; l.addPath("data/C10_Standard.npz"); ASSERT_EQ(9, l.numLevels()); ASSERT_STREQ("plane sailing", l.levelName(0).c_str()); ASSERT_STREQ("the leap", l.levelName(1).c_str()); ASSERT_STREQ("nautilus", l.levelName(8).c_str()); ASSERT_EQ(1, l.numCollections()); ASSERT_EQ(9, l.collectionSize(0)); int indexInCol; ASSERT_EQ(0, l.collectionFromLevel(0, &indexInCol)); ASSERT_EQ(0, indexInCol); ASSERT_EQ(0, l.collectionFromLevel(1, &indexInCol)); ASSERT_EQ(1, indexInCol); }
LevelSelector(GameControl* game, int initialLevel) : m_game(game), m_levels(game->m_levels), m_collection(0), m_dispbase(0), m_dispcount(0) { m_scroll = new ScrollArea(); m_scroll->fitToParent(true); m_scroll->virtualSize(Vec2(SCREEN_WIDTH,SCREEN_HEIGHT)); m_content->add(m_scroll,0,0); fitToParent(true); int levelInC; m_collection = m_levels->collectionFromLevel(initialLevel,&levelInC); setCollection(m_collection, levelInC); }
TEST(Levels, empty) { Levels l; ASSERT_EQ(0, l.numLevels()); ASSERT_EQ(string("err"), l.levelName(0, false)); ASSERT_EQ(string("err"), l.levelName(0, true)); ASSERT_LT(l.findLevel("non-existent"), 0); ASSERT_EQ(0, l.numCollections()); ASSERT_LT(l.collectionFromLevel(0), 0); ASSERT_EQ(0, l.collectionSize(0)); ASSERT_EQ(0, l.collectionSize(1)); ASSERT_EQ(0, l.collectionLevel(0, 0)); ASSERT_FALSE(l.demoPath(0).empty()); ASSERT_FALSE(l.demoName(0).empty()); ASSERT_FALSE(l.hasDemo(0)); }