use castlecore::*;
use crate::core::*;
use crate::screen::*;
use crate::render::*;
use crate::window::*;
#[test]
fn spr_1_full() {
initpath();
initscr("spr_1_full_test ", false);
write_default_game_window(
Screen::RenderLayer(RenderInterface::MapFull),
Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Color)),
Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Trigger)),
Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Wall)),
Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Explore)),
1.0,
0.5,
0.5,
0.5
);
endscr();
}
#[test]
fn spr_1_wout() {
initscr("spr_1_wout_test ", false);
write_default_game_window(
Screen::RenderLayer(RenderInterface::MapFull),
Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Color)),
Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Trigger)),
Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Wall)),
Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Explore)),
0.0,
0.5,
0.5,
0.5
);
endscr();
}
#[test]
fn spr_2_full() {
initscr("spr_2_f_wout ", false);
write_default_game_window(
Screen::RenderLayer(RenderInterface::MapFull), Screen::RenderLayer(RenderInterface::MapFull), Screen::RenderLayer(RenderInterface::MapFull), Screen::RenderLayer(RenderInterface::MapFull), Screen::RenderLayer(RenderInterface::MapFull),
0.5,
1.0,
0.5,
0.5
);
endscr();
}
#[test]
fn spr_2_wout() {
initscr("spr_2_wout_test ", false);
write_default_game_window(
Screen::RenderLayer(RenderInterface::MapFull),
Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Color)),
Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Trigger)),
Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Wall)),
Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Explore)),
0.5,
0.0,
0.5,
0.5
);
endscr();
}
#[test]
fn spr_3_full() {
initscr("spr_3_full_test ", false);
write_default_game_window(
Screen::RenderLayer(RenderInterface::MapFull),
Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Color)),
Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Trigger)),
Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Wall)),
Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Explore)),
0.5,
0.5,
1.0,
0.5
);
endscr();
}
#[test]
fn spr_3_wout() {
initscr("spr_3_wout_test ", false);
write_default_game_window(
Screen::RenderLayer(RenderInterface::MapFull),
Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Color)),
Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Trigger)),
Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Wall)),
Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Explore)),
0.5,
0.5,
0.0,
0.5
);
endscr();
}
#[test]
fn spr_4_full() {
initscr("spr_4_full_test ", false);
write_default_game_window(
Screen::RenderLayer(RenderInterface::MapFull),
Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Color)),
Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Trigger)),
Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Wall)),
Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Explore)),
0.5,
0.5,
0.5,
1.0
);
endscr();
}
#[test]
fn spr_4_wout() {
initscr("spr_4_wout_test ", false);
write_default_game_window(
Screen::RenderLayer(RenderInterface::MapFull),
Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Color)),
Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Trigger)),
Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Wall)),
Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Explore)),
0.5,
0.5,
0.5,
0.0
);
endscr();
}
#[test]
fn spr_dbl_3f_4f() {
initscr("spr_dbl_3f_4f_test ", false);
write_default_game_window(
Screen::RenderLayer(RenderInterface::MapFull),
Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Color)),
Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Trigger)),
Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Wall)),
Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Explore)),
0.5,
0.5,
1.0,
1.0
);
endscr();
}
#[test]
fn spr_dbl_3w_4w() {
initscr("spr_dbl_3w_4w_test ", false);
write_default_game_window(
Screen::RenderLayer(RenderInterface::MapFull),
Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Color)),
Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Trigger)),
Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Wall)),
Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Explore)),
0.5,
0.5,
0.0,
0.0
);
endscr();
}
#[test]
fn spr_dbl_3f_4w() {
initscr("spr_dbl_3f_4w_test ", false);
write_default_game_window(
Screen::RenderLayer(RenderInterface::MapFull),
Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Color)),
Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Trigger)),
Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Wall)),
Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Explore)),
0.5,
0.5,
1.0,
0.0
);
endscr();
}
#[test]
fn spr_dbl_3w_4f() {
initscr("spr_dbl_3w_4f_test ", false);
write_default_game_window(
Screen::RenderLayer(RenderInterface::MapFull),
Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Color)),
Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Trigger)),
Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Wall)),
Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Explore)),
0.5,
0.5,
0.0,
1.0
);
endscr();
}