use castlecore::*; use crate::core::*; use crate::screen::*; use crate::render::*; use crate::window::*; #[test] fn spr_1_full() { initpath(); initscr("spr_1_full_test ", false); write_default_game_window( Screen::RenderLayer(RenderInterface::MapFull), Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Color)), Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Trigger)), Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Wall)), Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Explore)), 1.0, 0.5, 0.5, 0.5 ); endscr(); } #[test] fn spr_1_wout() { initscr("spr_1_wout_test ", false); write_default_game_window( Screen::RenderLayer(RenderInterface::MapFull), Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Color)), Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Trigger)), Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Wall)), Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Explore)), 0.0, 0.5, 0.5, 0.5 ); endscr(); } #[test] fn spr_2_full() { initscr("spr_2_f_wout ", false); write_default_game_window( Screen::RenderLayer(RenderInterface::MapFull), Screen::RenderLayer(RenderInterface::MapFull), Screen::RenderLayer(RenderInterface::MapFull), Screen::RenderLayer(RenderInterface::MapFull), Screen::RenderLayer(RenderInterface::MapFull), 0.5, 1.0, 0.5, 0.5 ); endscr(); } #[test] fn spr_2_wout() { initscr("spr_2_wout_test ", false); write_default_game_window( Screen::RenderLayer(RenderInterface::MapFull), Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Color)), Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Trigger)), Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Wall)), Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Explore)), 0.5, 0.0, 0.5, 0.5 ); endscr(); } #[test] fn spr_3_full() { initscr("spr_3_full_test ", false); write_default_game_window( Screen::RenderLayer(RenderInterface::MapFull), Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Color)), Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Trigger)), Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Wall)), Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Explore)), 0.5, 0.5, 1.0, 0.5 ); endscr(); } #[test] fn spr_3_wout() { initscr("spr_3_wout_test ", false); write_default_game_window( Screen::RenderLayer(RenderInterface::MapFull), Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Color)), Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Trigger)), Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Wall)), Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Explore)), 0.5, 0.5, 0.0, 0.5 ); endscr(); } #[test] fn spr_4_full() { initscr("spr_4_full_test ", false); write_default_game_window( Screen::RenderLayer(RenderInterface::MapFull), Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Color)), Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Trigger)), Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Wall)), Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Explore)), 0.5, 0.5, 0.5, 1.0 ); endscr(); } #[test] fn spr_4_wout() { initscr("spr_4_wout_test ", false); write_default_game_window( Screen::RenderLayer(RenderInterface::MapFull), Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Color)), Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Trigger)), Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Wall)), Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Explore)), 0.5, 0.5, 0.5, 0.0 ); endscr(); } #[test] fn spr_dbl_3f_4f() { initscr("spr_dbl_3f_4f_test ", false); write_default_game_window( Screen::RenderLayer(RenderInterface::MapFull), Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Color)), Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Trigger)), Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Wall)), Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Explore)), 0.5, 0.5, 1.0, 1.0 ); endscr(); } #[test] fn spr_dbl_3w_4w() { initscr("spr_dbl_3w_4w_test ", false); write_default_game_window( Screen::RenderLayer(RenderInterface::MapFull), Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Color)), Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Trigger)), Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Wall)), Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Explore)), 0.5, 0.5, 0.0, 0.0 ); endscr(); } #[test] fn spr_dbl_3f_4w() { initscr("spr_dbl_3f_4w_test ", false); write_default_game_window( Screen::RenderLayer(RenderInterface::MapFull), Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Color)), Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Trigger)), Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Wall)), Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Explore)), 0.5, 0.5, 1.0, 0.0 ); endscr(); } #[test] fn spr_dbl_3w_4f() { initscr("spr_dbl_3w_4f_test ", false); write_default_game_window( Screen::RenderLayer(RenderInterface::MapFull), Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Color)), Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Trigger)), Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Wall)), Screen::RenderLayer(RenderInterface::MapLayer(MapLayer::Explore)), 0.5, 0.5, 0.0, 1.0 ); endscr(); }