aether-shards/test/core/GameLoop/initialization.test.js

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import { expect } from "@esm-bundle/chai";
import * as THREE from "three";
import { GameLoop } from "../../../src/core/GameLoop.js";
import {
createGameLoopSetup,
cleanupGameLoop,
createRunData,
} from "./helpers.js";
describe("Core: GameLoop - Initialization", function () {
this.timeout(30000);
let gameLoop;
let container;
beforeEach(() => {
const setup = createGameLoopSetup();
gameLoop = setup.gameLoop;
container = setup.container;
});
afterEach(() => {
cleanupGameLoop(gameLoop, container);
});
it("CoA 1: init() should setup Three.js scene, camera, and renderer", () => {
gameLoop.init(container);
expect(gameLoop.scene).to.be.instanceOf(THREE.Scene);
expect(gameLoop.camera).to.be.instanceOf(THREE.PerspectiveCamera);
expect(gameLoop.renderer).to.be.instanceOf(THREE.WebGLRenderer);
// Verify renderer is attached to DOM
expect(container.querySelector("canvas")).to.exist;
});
it("CoA 2: startLevel() should initialize grid, visuals, and generate world", async () => {
gameLoop.init(container);
const runData = createRunData();
await gameLoop.startLevel(runData, { startAnimation: false });
// Grid should be populated
expect(gameLoop.grid).to.exist;
// Check center of map (likely not empty for RuinGen) or at least check valid bounds
expect(gameLoop.grid.size.x).to.be.greaterThan(0);
// VoxelManager should be initialized
expect(gameLoop.voxelManager).to.exist;
// Should have visual meshes
expect(gameLoop.scene.children.length).to.be.greaterThan(0);
});
});