refactor: Improve formatting and readability of secret-exit transition test

Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
This commit is contained in:
2026-03-23 11:36:59 +01:00
parent b0f6e865b4
commit 7941c2902c
@@ -47,66 +47,70 @@ void main() {
expect(engine.player.y, closeTo(4.5, 0.001));
});
test('secret-exit transitions clear keys but preserve other player state', () {
final input = _TestInput();
final engine = WolfEngine(
data: _buildSecretExitTestData(),
difficulty: Difficulty.hard,
startingEpisode: 0,
frameBuffer: FrameBuffer(64, 64),
input: input,
engineAudio: _SilentAudio(),
onGameWon: () {},
);
test(
'secret-exit transitions clear keys but preserve other player state',
() {
final input = _TestInput();
final engine = WolfEngine(
data: _buildSecretExitTestData(),
difficulty: Difficulty.hard,
startingEpisode: 0,
frameBuffer: FrameBuffer(64, 64),
input: input,
engineAudio: _SilentAudio(),
onGameWon: () {},
);
engine.init();
engine.player
..health = 61
..ammo = 42
..score = 777
..lives = 6
..hasMachineGun = true
..hasChainGun = true
..hasGoldKey = true
..hasSilverKey = true;
engine.player.weapons[WeaponType.machineGun] = MachineGun();
engine.player.weapons[WeaponType.chainGun] = ChainGun();
engine.player.currentWeapon = engine.player.weapons[WeaponType.chainGun]!;
engine.init();
engine.player
..health = 61
..ammo = 42
..score = 777
..lives = 6
..hasMachineGun = true
..hasChainGun = true
..hasGoldKey = true
..hasSilverKey = true;
engine.player.weapons[WeaponType.machineGun] = MachineGun();
engine.player.weapons[WeaponType.chainGun] = ChainGun();
engine.player.currentWeapon =
engine.player.weapons[WeaponType.chainGun]!;
input.isInteracting = true;
engine.tick(const Duration(milliseconds: 16));
input.isInteracting = false;
input.isInteracting = true;
engine.tick(const Duration(milliseconds: 16));
input.isInteracting = false;
expect(engine.activeLevel.name, 'Level 10');
expect(engine.player.health, 61);
expect(engine.player.ammo, 42);
expect(engine.player.score, 777);
expect(engine.player.lives, 6);
expect(engine.player.hasMachineGun, isTrue);
expect(engine.player.hasChainGun, isTrue);
expect(engine.player.currentWeapon.type, WeaponType.chainGun);
expect(engine.player.hasGoldKey, isFalse);
expect(engine.player.hasSilverKey, isFalse);
expect(engine.activeLevel.name, 'Level 10');
expect(engine.player.health, 61);
expect(engine.player.ammo, 42);
expect(engine.player.score, 777);
expect(engine.player.lives, 6);
expect(engine.player.hasMachineGun, isTrue);
expect(engine.player.hasChainGun, isTrue);
expect(engine.player.currentWeapon.type, WeaponType.chainGun);
expect(engine.player.hasGoldKey, isFalse);
expect(engine.player.hasSilverKey, isFalse);
engine.player
..hasGoldKey = true
..hasSilverKey = true;
engine.player
..hasGoldKey = true
..hasSilverKey = true;
input.isInteracting = true;
engine.tick(const Duration(milliseconds: 16));
input.isInteracting = false;
input.isInteracting = true;
engine.tick(const Duration(milliseconds: 16));
input.isInteracting = false;
expect(engine.activeLevel.name, 'Level 2');
expect(engine.player.health, 61);
expect(engine.player.ammo, 42);
expect(engine.player.score, 777);
expect(engine.player.lives, 6);
expect(engine.player.hasMachineGun, isTrue);
expect(engine.player.hasChainGun, isTrue);
expect(engine.player.currentWeapon.type, WeaponType.chainGun);
expect(engine.player.hasGoldKey, isFalse);
expect(engine.player.hasSilverKey, isFalse);
});
expect(engine.activeLevel.name, 'Level 2');
expect(engine.player.health, 61);
expect(engine.player.ammo, 42);
expect(engine.player.score, 777);
expect(engine.player.lives, 6);
expect(engine.player.hasMachineGun, isTrue);
expect(engine.player.hasChainGun, isTrue);
expect(engine.player.currentWeapon.type, WeaponType.chainGun);
expect(engine.player.hasGoldKey, isFalse);
expect(engine.player.hasSilverKey, isFalse);
},
);
});
group('Pause and main menu', () {