-
Notifications
You must be signed in to change notification settings - Fork 1
Team 4 Testing Plan Sprint 1
There are multiple unit tests to provide coverage for the PlayerActions
class.
beforeEach
registers the physics service before each test is run to avoid running into any NullPointerException
.
shouldWalkLeft
creates a PlayerActions
object and calls the walk()
function using the Vector2Utils.LEFT
short value. This tests whether the player's walk direction is set to LEFT
and state is set to MOVING
.
shouldWalkRight
creates a PlayerActions
object and calls the walk()
function using the Vector2Utils.RIGHT
short value. This tests whether the player's walk direction is set to RIGHT
and state is set to MOVING
.
shouldNotWalk
creates a PlayerActions
object and calls the stopWalking()
function. This tests whether the player's walk direction is set to Zero
.
shouldJump
creates a Player
entity and retrieves its PlayerActions
component. It then calls togglePlayerJumping()
and jump()
on the player's PlayerActions
component. This tests whether the player's state is set to AIR
and canJump
value is set to false
.
shouldSlide
creates a Player
entity and retrieves its PlayerActions
component. It then calls slide()
on the player's PlayerActions
component. This tests whether the player's state is set to SLIDING
.
Similar to PlayerActionsTest
, there are multiple unit tests to provide coverage for the PlayerMovementComponent
class.
Again, beforeEach
registers the physics service before each test is run to avoid running into any NullPointerException
.
canJump
creates a Player
entity and an Obstacle
entity. It retrieves both entities HitboxComponent
components. Then it triggers the onCollisionStart
event on the player. This tests whether the player's canJump
variable is set to true, thus indicating that the obstacle has a JumpableComponent
and can allow the player to jump after colliding with it.
canNotJump
creates a Player
entity and a Default
entity, aka not an Obstacle
enetity obataining a JumpableComponent
. Similar to canJump
, it retrieves both entities HitboxComponent
components. Then it triggers the onCollisionStart
event on the player. This tests whether the player's canJump
variable is set to false, thus indicating that the does not have a JumpableComponent
and should not allow the player to jump after colliding with it.
User Testing for this sprint was only done for the player character's design, to assess the stylistic choices, and their fit within the broader universe of Runtime. This consisted of a 3 participant interview using the Think Aloud method. Participants were shown the player character and the general aesthetic of the game and then were asked the following 5 questions each:
- What are your first impressions of the character? Does it remind you of something?
- Does this design fit with the broader visual themes of the game?
- Does the mood given off by the character suit the style of the game? (You being a virus infiltrating a computer)
- Do you agree with the character's colour scheme and general aesthetic in context of the other assets in the game so far (menu screen, buttons, music, etc.)
- What recommendations do you have for this character?
These questions were all answered with each participant speaking their thoughts aloud when they came to them. The results of these are presented here.
Testing Plans
Team 1
Team 2
Team 3
Team 4
Team 5
Team 1
Team 2
Team 3
Team 4
Team 5
User Testing
Sprint 1 - Game Audio
Sprint 1 - Character Design
Sprint 1 - Menu Assets
Sprint 1 - Map Design
Sprint 1 - Void
Sprint 2 - Game Audio
Sprint 2 - Character Design
Sprint 2 - Menu Assets
Sprint 2 - Interactable Design Animation
Sprint 2 - Levels 1 & 4, and Level Editor
Sprint 2 - Proposed Level 2 & 3 Designs
Sprint 2 - Current Game State
Sprint 3 - Menu Assets
Sprint 3 - Map Design
Sprint 3 - Score Display
Sprint 3 - Player Death and Spawn Animations
Sprint 3 - Pick Ups and Pause Screen
Sprint 4 - Gameplay
Sprint 4 - Game UI and Animation
Sprint 4 - Level Background and Music
Sprint 4 - Game User Testing
Sprint 4 - Final Game State Testing
Entities and Components
Status Components
Event System
Player Animations Implementation
Development Resources
Entities and Components
Level Editor (Saving and Loading
Multiple Levels)