diff --git a/examples/README.md b/examples/README.md index 1517576593..231451ce4b 100644 --- a/examples/README.md +++ b/examples/README.md @@ -47,6 +47,7 @@ git checkout v0.4.0 - [Reflection](#reflection) - [Scene](#scene) - [Shaders](#shaders) + - [Tests](#tests) - [Tools](#tools) - [UI (User Interface)](#ui-user-interface) - [Window](#window) @@ -130,8 +131,8 @@ Example | File | Description Example | File | Description --- | --- | --- -`log_diagnostics` | [`diagnostics/log_diagnostics.rs`](./diagnostics/log_diagnostics.rs) | Add a plugin that logs diagnostics to the console `custom_diagnostic` | [`diagnostics/custom_diagnostic.rs`](./diagnostics/custom_diagnostic.rs) | Shows how to create a custom diagnostic +`log_diagnostics` | [`diagnostics/log_diagnostics.rs`](./diagnostics/log_diagnostics.rs) | Add a plugin that logs diagnostics to the console ## ECS (Entity Component System) @@ -197,6 +198,12 @@ Example | File | Description `shader_custom_material` | [`shader/shader_custom_material.rs`](./shader/shader_custom_material.rs) | Illustrates creating a custom material and a shader that uses it `shader_defs` | [`shader/shader_defs.rs`](./shader/shader_defs.rs) | Demonstrates creating a custom material that uses "shaders defs" (a tool to selectively toggle parts of a shader) +## Tests + +Example | File | Description +--- | --- | --- +`how_to_test_systems` | [`../tests/how_to_test_systems.rs`](../tests/how_to_test_systems.rs) | How to test systems with commands, queries or resources + ## Tools Example | File | Description diff --git a/tests/how_to_test_systems.rs b/tests/how_to_test_systems.rs new file mode 100644 index 0000000000..b70807aafa --- /dev/null +++ b/tests/how_to_test_systems.rs @@ -0,0 +1,97 @@ +use bevy::prelude::*; + +#[derive(Default)] +struct Enemy { + hit_points: u32, +} + +fn despawn_dead_enemies(mut commands: Commands, enemies: Query<(Entity, &Enemy)>) { + for (entity, enemy) in enemies.iter() { + if enemy.hit_points == 0 { + commands.entity(entity).despawn_recursive(); + } + } +} + +fn hurt_enemies(mut enemies: Query<&mut Enemy>) { + for mut enemy in enemies.iter_mut() { + enemy.hit_points -= 1; + } +} + +fn spawn_enemy(mut commands: Commands, keyboard_input: Res>) { + if keyboard_input.just_pressed(KeyCode::Space) { + commands.spawn().insert(Enemy { hit_points: 5 }); + } +} + +#[test] +fn did_hurt_enemy() { + // Setup world + let mut world = World::default(); + + // Setup stage with our two systems + let mut update_stage = SystemStage::parallel(); + update_stage.add_system(hurt_enemies.system().before("death")); + update_stage.add_system(despawn_dead_enemies.system().label("death")); + + // Setup test entities + let enemy_id = world.spawn().insert(Enemy { hit_points: 5 }).id(); + + // Run systems + update_stage.run(&mut world); + + // Check resulting changes + assert!(world.get::(enemy_id).is_some()); + assert_eq!(world.get::(enemy_id).unwrap().hit_points, 4); +} + +#[test] +fn did_despawn_enemy() { + // Setup world + let mut world = World::default(); + + // Setup stage with our two systems + let mut update_stage = SystemStage::parallel(); + update_stage.add_system(hurt_enemies.system().before("death")); + update_stage.add_system(despawn_dead_enemies.system().label("death")); + + // Setup test entities + let enemy_id = world.spawn().insert(Enemy { hit_points: 1 }).id(); + + // Run systems + update_stage.run(&mut world); + + // Check resulting changes + assert!(world.get::(enemy_id).is_none()); +} + +#[test] +fn spawn_enemy_using_input_resource() { + // Setup world + let mut world = World::default(); + + // Setup stage with a system + let mut update_stage = SystemStage::parallel(); + update_stage.add_system(spawn_enemy.system()); + + // Setup test resource + let mut input = Input::::default(); + input.press(KeyCode::Space); + world.insert_resource(input); + + // Run systems + update_stage.run(&mut world); + + // Check resulting changes, one entity has been spawned with `Enemy` component + assert_eq!(world.query::<&Enemy>().iter(&world).len(), 1); + + // Clear the `just_pressed` status for all `KeyCode`s + world.get_resource_mut::>().unwrap().clear(); + + // Run systems + update_stage.run(&mut world); + + // Check resulting changes, no new entity has been spawned + assert_eq!(world.query::<&Enemy>().iter(&world).len(), 1); +}