Move tests, create makefile action to run tests on examples (#433)

* Move tests, create makefile action to run tests on examples

* Correct import file for html files

* Build environment for tests

* Fix the CI

* rearrange CI

* fix find cmd and make sure we don't delete the folder implicitly

* more rearranging

* fix folder permissions and custom sed for subfolders

* add toga wheels files

* re-add missing file

* mirror latest changes in alpha ci

* fix find cmd

* try different fix for find

* remove redundant build

Co-authored-by: mariana <marianameireles@protonmail.com>
Co-authored-by: pww217 <pwilson@anaconda.com>
Co-authored-by: Fabio Pliger <fabio.pliger@gmail.com>
This commit is contained in:
Mariana Meireles
2022-05-26 18:31:38 -03:00
committed by GitHub
parent 2c5ef95027
commit a9470ed9c1
111 changed files with 23 additions and 3969 deletions

View File

@@ -0,0 +1,55 @@
(function() {
if (typeof Mario === 'undefined')
window.Mario = {};
//TODO: make each rubble an entity, use that render and write in Entity.update
var Rubble = Mario.Rubble = function() {
this.sprites = [];
this.poss = [];
this.vels = [];
}
Rubble.prototype.spawn = function(pos) {
this.idx = level.items.length;
level.items.push(this);
this.sprites[0] = level.rubbleSprite();
this.sprites[1] = level.rubbleSprite();
this.sprites[2] = level.rubbleSprite();
this.sprites[3] = level.rubbleSprite();
this.poss[0] = pos;
this.poss[1] = [ pos[0] + 8, pos[1] ];
this.poss[2] = [ pos[0], pos[1] + 8 ];
this.poss[3] = [ pos[0] + 8, pos[1] + 8 ];
this.vels[0] = [-1.25, -5];
this.vels[1] = [1.25, -5];
this.vels[2] = [-1.25, -3];
this.vels[3] = [1.25, -3];
}
Rubble.prototype.update = function(dt) {
for(var i = 0; i < 4; i++) {
if (this.sprites[i]===undefined) continue;
this.vels[i][1] += .3;
this.poss[i][0] += this.vels[i][0];
this.poss[i][1] += this.vels[i][1];
this.sprites[i].update(dt);
if (this.poss[i][1] > 256) {
delete this.sprites[i];
}
}
if (this.sprites.every(function (el) {return !el})) {
delete level.items[this.idx];
}
}
//You might argue that things that can't collide are more like scenery
//but these move and need to be deleted, and i'd rather deal with the 1d array.
Rubble.prototype.checkCollisions = function() {;}
Rubble.prototype.render = function() {
for(var i = 0; i < 4; i++) {
if (this.sprites[i] === undefined) continue;
this.sprites[i].render(ctx, this.poss[i][0], this.poss[i][1], vX, vY);
}
}
})();