Tests and csm build options

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BirDt_ 2026-03-29 15:02:06 +08:00
parent ed879f61a8
commit 6ec898f96c
5 changed files with 49 additions and 5 deletions

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@ -71,4 +71,5 @@ The following Chicken dependencies are required:
- SRFI-113
- SRFI-69
- csm
- SRFI-78

1
all.options Normal file
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@ -0,0 +1 @@
-static -L /usr/local/lib64/libraylib.a

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@ -101,7 +101,7 @@
(add-queued-entities))
;; Entity creation/removal interface
(export create-named-entity create-entity remove-entity)
(export create-named-entity create-entity remove-entity clear-world)
;; Create an entity in the world and return it's ID
(define (create-named-entity id . components)
@ -323,12 +323,17 @@
event)
#f)))
;; Frame generation interface
(export next-frame)
;; Frame generation and game loop
(export resolve-queues next-frame)
;; Resolve the entity and system queues. This is exported which allows breaking iteration
(define (resolve-queues)
(resolve-entity-queue)
(resolve-system-queue))
;; Generate the next frame, for use in the main game loop
(define (next-frame)
(resolve-entity-queue)
(resolve-system-queue)
(resolve-queues)
(with-drawing
(execute-systems)))
)

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test.engine Executable file

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test/engine.scm Normal file
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@ -0,0 +1,37 @@
(module (test engine) ()
(import scheme
(chicken base)
(engine core)
(srfi 69)
(srfi 78)
(srfi 99))
(define-record-type <point> (make-point x y) point? (x point-x) (y point-y))
;; Entity addition and world state modification
(check (hash-table-size world) => 0) ;; World state starts empty
(check (hash-table-size component-sets) => 0)
(create-named-entity 'ball (make-point 1 1))
(check (hash-table-size world) => 0) ;; World state empty before next frame
(check (hash-table-size component-sets) => 0)
(resolve-queues) ;; TODO: swap this for (next-frame) and remove (resolve-queues) once we have a full game loop setup
(check (hash-table-size world) => 1) ;; World state updates after next frame
(check (hash-table-size component-sets) => 1)
(check (hash-table-exists? world 'ball) => #t)
(check (hash-table-exists? component-sets '<point>) => #t)
(clear-world)
(check (hash-table-size world) => 1) ;; World state does not immediately clear
(resolve-queues)
(check (hash-table-size world) => 0) ;; World state is empty after clear
(check (hash-table-size component-sets) => 1) ;; Component-sets doesn't clear
(create-named-entity 'ball (make-point 1 1))
(resolve-queues)
(remove-entity 'ball)
(resolve-queues)
(check (hash-table-size world) => 0) ;; Entity is properly removed
)