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[Merged by Bors] - examples on how to tests systems #1714

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9 changes: 8 additions & 1 deletion examples/README.md
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Expand Up @@ -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)
Expand Down Expand Up @@ -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)

Expand Down Expand Up @@ -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
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97 changes: 97 additions & 0 deletions tests/how_to_test_systems.rs
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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<Input<KeyCode>>) {
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>(enemy_id).is_some());
assert_eq!(world.get::<Enemy>(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>(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::<KeyCode>::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::<Input<KeyCode>>().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);
}