- **Visual Effects**: Upgraded line clear particles to use the game's block texture instead of simple circles, matching the reference web game's aesthetic. - **Particle Physics**: Tuned particle velocity, gravity, and fade rates for a more dynamic explosion effect. - **Rendering Integration**: Updated [main.cpp](cci:7://file:///d:/Sites/Work/tetris/src/main.cpp:0:0-0:0) and `GameRenderer` to pass the block texture to the effect system and correctly trigger animations upon line completion. - **Menu UI**: Fixed [MenuState](cci:1://file:///d:/Sites/Work/tetris/src/states/MenuState.cpp:19:0-19:55) layout calculations to use fixed logical dimensions (1200x1000), ensuring consistent centering and alignment of the logo, buttons, and settings icon across different window sizes. - **Code Cleanup**: Refactored `PlayingState` to delegate effect triggering to the rendering layer where correct screen coordinates are available.
310 lines
7.7 KiB
Markdown
310 lines
7.7 KiB
Markdown
# Testing Strategy Enhancement
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## Current Testing State
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### Existing Tests
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- ✅ GravityTests.cpp - Basic gravity manager testing
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- ✅ Catch2 framework integration
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- ✅ CTest integration in CMake
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### Coverage Gaps
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- ❌ Game logic testing (piece movement, rotation, line clearing)
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- ❌ Collision detection testing
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- ❌ Scoring system testing
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- ❌ State management testing
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- ❌ Integration tests
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- ❌ Performance tests
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## Comprehensive Testing Strategy
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### 1. Unit Tests Expansion
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```cpp
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// tests/GameLogicTests.cpp
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TEST_CASE("Piece Movement", "[game][movement]") {
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Game game(0);
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Piece originalPiece = game.current();
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SECTION("Move left when possible") {
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game.move(-1);
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REQUIRE(game.current().x == originalPiece.x - 1);
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}
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SECTION("Cannot move left at boundary") {
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// Move piece to left edge
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while (game.current().x > 0) {
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game.move(-1);
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}
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int edgeX = game.current().x;
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game.move(-1);
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REQUIRE(game.current().x == edgeX); // Should not move further
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}
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}
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// tests/CollisionTests.cpp
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TEST_CASE("Collision Detection", "[game][collision]") {
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Game game(0);
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SECTION("Piece collides with bottom") {
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// Force piece to bottom
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while (!game.isGameOver()) {
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game.hardDrop();
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if (game.isGameOver()) break;
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}
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// Verify collision behavior
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}
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SECTION("Piece collides with placed blocks") {
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// Place a block manually
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// Test collision with new piece
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}
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}
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// tests/ScoringTests.cpp
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TEST_CASE("Scoring System", "[game][scoring]") {
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Game game(0);
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int initialScore = game.score();
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SECTION("Single line clear") {
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// Set up board with almost complete line
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// Clear line and verify score increase
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}
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SECTION("Tetris (4 lines)") {
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// Set up board for Tetris
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// Verify bonus scoring
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}
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}
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```
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### 2. Mock Objects for Testing
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```cpp
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// tests/mocks/MockRenderer.h
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class MockRenderer : public IRenderer {
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private:
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mutable std::vector<std::string> calls;
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public:
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void clear(uint8_t r, uint8_t g, uint8_t b, uint8_t a) override {
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calls.push_back("clear");
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}
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void present() override {
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calls.push_back("present");
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}
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SDL_Renderer* getSDLRenderer() override {
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return nullptr; // Mock implementation
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}
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const std::vector<std::string>& getCalls() const { return calls; }
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void clearCalls() { calls.clear(); }
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};
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// tests/mocks/MockAudioSystem.h
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class MockAudioSystem : public IAudioSystem {
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private:
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std::vector<std::string> playedSounds;
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public:
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void playSound(const std::string& name) override {
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playedSounds.push_back(name);
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}
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void playMusic(const std::string& name) override {
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playedSounds.push_back("music:" + name);
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}
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void setMasterVolume(float volume) override {
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// Mock implementation
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}
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const std::vector<std::string>& getPlayedSounds() const { return playedSounds; }
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};
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```
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### 3. Integration Tests
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```cpp
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// tests/integration/StateTransitionTests.cpp
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TEST_CASE("State Transitions", "[integration][states]") {
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ApplicationManager app;
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// Mock dependencies
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SECTION("Loading to Menu transition") {
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// Simulate loading completion
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// Verify menu state activation
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}
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SECTION("Menu to Game transition") {
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// Simulate start game action
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// Verify game state initialization
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}
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}
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// tests/integration/GamePlayTests.cpp
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TEST_CASE("Complete Game Session", "[integration][gameplay]") {
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Game game(0);
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SECTION("Play until first line clear") {
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// Simulate complete game session
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// Verify all systems work together
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}
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}
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```
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### 4. Performance Tests
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```cpp
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// tests/performance/PerformanceTests.cpp
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TEST_CASE("Game Logic Performance", "[performance]") {
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Game game(0);
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SECTION("1000 piece drops should complete in reasonable time") {
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auto start = std::chrono::high_resolution_clock::now();
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for (int i = 0; i < 1000; ++i) {
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game.hardDrop();
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if (game.isGameOver()) {
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game.reset(0);
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}
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}
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auto end = std::chrono::high_resolution_clock::now();
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auto duration = std::chrono::duration_cast<std::chrono::milliseconds>(end - start);
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REQUIRE(duration.count() < 100); // Should complete in under 100ms
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}
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}
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// tests/performance/MemoryTests.cpp
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TEST_CASE("Memory Usage", "[performance][memory]") {
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SECTION("No memory leaks during gameplay") {
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size_t initialMemory = getCurrentMemoryUsage();
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{
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Game game(0);
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// Simulate gameplay
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for (int i = 0; i < 100; ++i) {
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game.hardDrop();
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if (game.isGameOver()) game.reset(0);
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}
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}
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size_t finalMemory = getCurrentMemoryUsage();
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REQUIRE(finalMemory <= initialMemory + 1024); // Allow small overhead
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}
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}
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```
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### 5. Property-Based Testing
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```cpp
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// tests/property/PropertyTests.cpp
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TEST_CASE("Property: Game state consistency", "[property]") {
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Game game(0);
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SECTION("Score never decreases") {
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int previousScore = game.score();
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// Perform random valid actions
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for (int i = 0; i < 100; ++i) {
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performRandomValidAction(game);
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REQUIRE(game.score() >= previousScore);
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previousScore = game.score();
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}
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}
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SECTION("Board state remains valid") {
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for (int i = 0; i < 1000; ++i) {
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performRandomValidAction(game);
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REQUIRE(isBoardStateValid(game));
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}
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}
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}
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```
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### 6. Test Data Management
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```cpp
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// tests/fixtures/GameFixtures.h
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class GameFixtures {
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public:
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static Game createGameWithAlmostFullLine() {
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Game game(0);
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// Set up specific board state
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return game;
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}
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static Game createGameNearGameOver() {
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Game game(0);
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// Fill board almost to top
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return game;
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}
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static std::vector<PieceType> createTetrisPieceSequence() {
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return {I, O, T, S, Z, J, L};
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}
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};
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```
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## Test Automation & CI
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### 1. GitHub Actions Configuration
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```yaml
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# .github/workflows/tests.yml
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name: Tests
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on: [push, pull_request]
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jobs:
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test:
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runs-on: ${{ matrix.os }}
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strategy:
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matrix:
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os: [windows-latest, ubuntu-latest, macos-latest]
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build-type: [Debug, Release]
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steps:
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- uses: actions/checkout@v3
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- name: Install dependencies
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run: |
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# Install vcpkg and dependencies
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- name: Configure CMake
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run: cmake -B build -DCMAKE_BUILD_TYPE=${{ matrix.build-type }}
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- name: Build
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run: cmake --build build --config ${{ matrix.build-type }}
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- name: Test
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run: ctest --test-dir build --build-config ${{ matrix.build-type }}
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```
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### 2. Code Coverage
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```cmake
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# Add to CMakeLists.txt
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option(ENABLE_COVERAGE "Enable code coverage" OFF)
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if(ENABLE_COVERAGE)
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target_compile_options(tetris PRIVATE --coverage)
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target_link_libraries(tetris PRIVATE --coverage)
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endif()
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```
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## Quality Metrics Targets
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- **Unit Test Coverage**: > 80%
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- **Integration Test Coverage**: > 60%
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- **Performance Regression**: < 5% per release
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- **Memory Leak Detection**: 0 leaks in test suite
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- **Static Analysis**: 0 critical issues
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## Implementation Priority
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1. **Phase 1**: Core game logic unit tests (movement, rotation, collision)
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2. **Phase 2**: Mock objects and dependency injection for testability
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3. **Phase 3**: Integration tests for state management
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4. **Phase 4**: Performance and memory tests
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5. **Phase 5**: Property-based testing and fuzzing
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6. **Phase 6**: CI/CD pipeline with automated testing
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