bubel-ecs/tests/id_manager.d
Dawid Masiukiewicz 024356df9b Common update:
-added multiple new function to allocate template and add entity
-updated README.md (complete initial version)
-empty components now don't take memory
-fixedd small bug with TestRunner
-added many new tests (HashMap, Vector, EntityMeta, ...)
-added default hashing function to HashMap
-fixed critical bug with adding entities
-fixed small bug with adding entity with remplacement components
-added asserts into code to better bug detection
-small performance improvement for events
-added ComponentRef structure which contain data pointer and componentID
-remove EntityID from Event structure
-now events are handled before removing entiteis
-fixed GDC compilation
-fixed rendering of rotated sprites
-added weapons as separate entities to space ship and others
-added Tower enemy to SpaceInvaders demo
-added Boss to SpaceInvaders demo (boss has four tower attached to it)
-Boss towers shoot multiple bullets upon death
-fixed critical bug with demos switching
-fixed critical bug related to adding/removing entities form inside onAdd/onRemove entity callback
-added animation support
-added particles sypport and particles for firing and explostions, and more
-multithreaded rendering now has same rendering order as singlethreaded
-application automaticallu detect host CPU threads count
-added upgrades to SPaceInvaders demo
-fixed texture memory freeing
-improved documentation
-improved multithreaded performance
-improve shader code
-fixed registration issue
-some additional performance improvements
-added depth and colors to rendering parameters
-jobs now has names corresponding to their systems
-change execute() -> willExecute()
-added EntityMeta structure to speedup getting fetching components form entity
-improved multithreading rendering
-added possibility tio change number of threads runtime
-added bullets collision detection in SpaceInvaders demo
-some CI changes
-added VBO batch rendering (current default, no render mode switch yet)
-fixed camera positioning calculation
-fixed buffer issue with WebGL
-added viewport scalling (at least 300 pixels height). Pixels are scalled if screen is bigger.
-center demos gameplay area
-added fullpage html template for Emscripten build
-added many new sprites to atlas
-fixed critical bug with CPU usage in multithreaded mode
-snake render tile coresponding to body part
-snake is destroyed after collision and emit some particles
-added some functionality to vectors
-fixed documentation issue in Manager.d
-more minor code changes and cleanup
2020-05-28 16:48:42 +00:00

36 lines
822 B
D

module tests.id_manager;
import bubel.ecs.id_manager;
import bubel.ecs.entity;
unittest
{
IDManager manager;
manager.initialize();
EntityID id1 = manager.getNewID();
EntityID id2 = manager.getNewID();
EntityID id3 = manager.getNewID();
assert(id1 == EntityID(1, 0));
assert(id2 == EntityID(2, 0));
assert(id3 == EntityID(3, 0));
manager.optimize();
manager.releaseID(id2);
manager.releaseID(id1);
id2 = manager.getNewID();
id1 = manager.getNewID();
Entity e;
e.id = id3;
manager.update(e);
assert(id1 == EntityID(2, 1));
assert(id2 == EntityID(1, 1));
assert(id3 == EntityID(3, 0));
assert(manager.isExist(id3));
assert(!manager.isExist(EntityID(1, 0)));
assert(!manager.isExist(EntityID(0, 0)));
manager.deinitialize();
}