Refactor rendering architecture and replace rasterizer with renderer
- Introduced SoftwareRenderer as a pixel-accurate software rendering backend. - Removed the obsolete wolf_3d_rasterizer.dart file. - Created a new wolf_3d_renderer.dart file to centralize rendering exports. - Updated tests to accommodate the new rendering structure, including pushwall and projection sampling tests. - Modified the WolfAsciiRenderer and WolfFlutterRenderer to utilize the new SoftwareRenderer. - Enhanced enemy spawn tests to include new enemy states. Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
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@@ -40,6 +40,20 @@ void main() {
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expect(_spawnEnemy(140).angle, CardinalDirection.west.radians);
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expect(_spawnEnemy(141).angle, CardinalDirection.south.radians);
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});
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test('spawns standing variants as ambushing', () {
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expect(_spawnEnemy(134).state, EntityState.ambushing);
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expect(_spawnEnemy(135).state, EntityState.ambushing);
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expect(_spawnEnemy(136).state, EntityState.ambushing);
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expect(_spawnEnemy(137).state, EntityState.ambushing);
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});
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test('spawns patrol variants as patrolling', () {
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expect(_spawnEnemy(138).state, EntityState.patrolling);
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expect(_spawnEnemy(139).state, EntityState.patrolling);
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expect(_spawnEnemy(140).state, EntityState.patrolling);
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expect(_spawnEnemy(141).state, EntityState.patrolling);
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});
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});
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}
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