Files
spacetris/docs/TESTING_STRATEGY.md
Gregor Klevze 66099809e0 feat: implement textured line clear effects and refine UI alignment
- **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.
2025-11-21 21:19:14 +01:00

310 lines
7.7 KiB
Markdown

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