90 lines
2.9 KiB
TypeScript
90 lines
2.9 KiB
TypeScript
|
|
import { describe, it, expect } from '@jest/globals';
|
|||
|
|
import { Scene, Entity, Component, EntitySystem, Matcher, ECSComponent } from '../src';
|
|||
|
|
|
|||
|
|
@ECSComponent('TestTransform')
|
|||
|
|
class TestTransform extends Component {
|
|||
|
|
constructor(public x: number = 0, public y: number = 0) {
|
|||
|
|
super();
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
@ECSComponent('TestRenderable')
|
|||
|
|
class TestRenderable extends Component {
|
|||
|
|
constructor(public sprite: string = 'default') {
|
|||
|
|
super();
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
class TestRenderSystem extends EntitySystem {
|
|||
|
|
public entitiesFound: Entity[] = [];
|
|||
|
|
|
|||
|
|
constructor() {
|
|||
|
|
super(Matcher.all(TestTransform, TestRenderable));
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
protected override process(entities: readonly Entity[]): void {
|
|||
|
|
this.entitiesFound = Array.from(entities);
|
|||
|
|
console.log(`TestRenderSystem.process: 找到 ${entities.length} 个实体`);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
protected override onAdded(entity: Entity): void {
|
|||
|
|
console.log(`TestRenderSystem.onAdded: 实体 ${entity.name}(${entity.id}) 被添加`);
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
class TestGameScene extends Scene {
|
|||
|
|
private renderSystem: TestRenderSystem | null = null;
|
|||
|
|
|
|||
|
|
public override initialize(): void {
|
|||
|
|
super.initialize();
|
|||
|
|
|
|||
|
|
console.log('\n=== Scene.initialize() 开始 ===');
|
|||
|
|
|
|||
|
|
// 1. 先添加System(这是GameScene的做法)
|
|||
|
|
console.log('步骤1: 添加RenderSystem');
|
|||
|
|
this.renderSystem = new TestRenderSystem();
|
|||
|
|
this.addEntityProcessor(this.renderSystem);
|
|||
|
|
|
|||
|
|
// 2. 然后创建实体(这是GameScene的做法)
|
|||
|
|
console.log('\n步骤2: 创建实体');
|
|||
|
|
const entity = this.createEntity('Player');
|
|||
|
|
console.log(`实体已创建: ${entity.name}(${entity.id})`);
|
|||
|
|
|
|||
|
|
console.log('\n步骤3: 添加组件');
|
|||
|
|
entity.addComponent(new TestTransform(100, 200));
|
|||
|
|
entity.addComponent(new TestRenderable('player-sprite'));
|
|||
|
|
console.log(`实体组件数量: ${entity.components.length}`);
|
|||
|
|
|
|||
|
|
console.log('=== Scene.initialize() 结束 ===\n');
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
public getRenderSystem(): TestRenderSystem | null {
|
|||
|
|
return this.renderSystem;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
describe('响应式查询时序测试(模拟GameScene)', () => {
|
|||
|
|
it('应该在Scene.initialize()中先添加System再创建实体时正常工作', () => {
|
|||
|
|
console.log('\n\n========== 测试开始 ==========');
|
|||
|
|
|
|||
|
|
const scene = new TestGameScene();
|
|||
|
|
|
|||
|
|
console.log('\n调用scene.initialize()');
|
|||
|
|
scene.initialize();
|
|||
|
|
|
|||
|
|
console.log('\n调用Scene.begin()');
|
|||
|
|
scene.begin();
|
|||
|
|
|
|||
|
|
console.log('\n第一次Scene.update()');
|
|||
|
|
scene.update();
|
|||
|
|
|
|||
|
|
const renderSystem = scene.getRenderSystem();
|
|||
|
|
expect(renderSystem).not.toBeNull();
|
|||
|
|
|
|||
|
|
console.log(`\nRenderSystem找到的实体数量: ${renderSystem!.entitiesFound.length}`);
|
|||
|
|
expect(renderSystem!.entitiesFound.length).toBe(1);
|
|||
|
|
|
|||
|
|
console.log('========== 测试结束 ==========\n\n');
|
|||
|
|
});
|
|||
|
|
});
|