## All targets -main TestMain -lib munit -lib hamcrest -cp C:/HaxeToolkit/haxe/lib/flixel/git -D flixel=3.3.12 -cp C:/HaxeToolkit/haxe/lib/openfl/3,6,0 -D openfl=3.6.0 -cp C:/HaxeToolkit/haxe/lib/lime/2,9,0 -D lime=2.9.0 -cp C:/HaxeToolkit/haxe/lib/hscript/2,0,5 -D hscript=2.0.5 -cp C:\HaxeToolkit\haxe\lib\openfl/3,6,0/extern -cp source -cp test -cp export/flash/haxe --macro flixel.system.macros.FlxDefines.run() --macro mcover.MCover.coverage([''],['source']) --each ## Flash 9+ -swf-version 11.8 -swf export/test/flash/coveragetest.swf #--next ## CPP #-D HXCPP_M64 #-cpp export/test/cpp
A few notes:
- "--each" is great. DRY: it applies to all subsequent targets.
- Despite "--each" being great, we're not really deriving full benefit from it at the moment, because CPP is commented out. That's because I don't seem to be able to test on a CPP target.
- The magic line (see previous post) creating a FlxGame object in TestMain.hx is still required if you want to test anything that refers to FlxG, otherwise it won't exist.
- The "-cp" lines I took from building a project that uses my library, then looking at the debug.hxml file generated in projectroot/export/flash/haxe. Thanks to ciscoheat for inspiration in that regard.
That was great, but then I found out my earlier example of making a unit test:
haxelib run munit ct characterAIAimsAndFires -for Character
...was broken in a couple ways:
- Tests need to be named ending in "Test" (well, "Test.hx") otherwise they aren't picked up by "munit ct". This isn't done automatically if you supply the wrong name on the command line like I did.
- They also need to start with an uppercase letter ("munit ct" also doesn't do this automatically.)
haxelib run munit ct CharacterAIAimsAndFiresTest -for Character
...and then everything's happy. Almost. The compiler is still barfing in the output pane whenever I type. Turns out that this is just due to how autocomplete works, at least within FlashDevelop, because it looks for a Project.xml file to figure out which libraries and other source files to autocomplete from. All I needed to do was create a (much simpler than normal) Project.xml in my project root:
<?xml version="1.0" encoding="utf-8"?> <project> <!-- This file exists solely so that autocompletion works on FlashDevelop. It's not intended to actually build the project. --> <!--Minimum without FLX_NO_GAMEPAD: 11.8, without FLX_NO_NATIVE_CURSOR: 11.2 --> <set name="SWF_VERSION" value="11.8" /> <classpath name="source" /> <haxelib name="flixel"/> <haxelib name="mcover"/> </project>
...and then autocomplete worked like a champ for "Assert." and anything HaxeFlixel-related.
Now for the icing on the cake, I went to Project->Properties->Build and changed the pre-build command line to:
"$(CompilerPath)/haxelib" run munit t -coverage
And now I can run the test suite and get code coverage output simply by pressing F5.
So, the next challenges are:
- cpp testing
- android testing
- does the magic FlxGame line work with Buddy too?
- being able to check individual pixels in a cross-platform way would be a very solid way of testing scrollbars, IMHO
No comments:
Post a Comment