Files
dusk/test/rpg/entity/entitytestfixture.h
T
YourWishes 1bd73d69fe Clamp keyframe interpolation to last value, add main menu scene/UI, battle HUD, and expanded test coverage
- keyframeGetValue now returns the last keyframe's value for times at or
  beyond it, fixes a missing util/math.h include, and asserts keyframes are
  sorted by time; adds test/animation/test_keyframe.c
- Adds mainmenu scene/UI and a battle HUD UI frame
- Adds save autosave-related fields and battle scene tweaks
- Adds headless test coverage for cutscenes, entities, and map areas
2026-08-06 12:58:07 -05:00

23 lines
776 B
C

/**
* Copyright (c) 2026 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "rpg/entity/entity.h"
/**
* Resets ENTITIES[] to all-empty and builds a single minimal, synchronously
* "loaded" chunk at chunk position (0, 0, 0) on the MAP global, entirely
* TILE_SHAPE_GROUND at local Z 0. Sufficient for entityWalk/Turn/Run, chunk
* bookkeeping, and NPC movement tests -- does not exercise the real async
* chunk-loading pipeline (mapChunkLoad).
*
* World positions with x/y in [0, CHUNK_WIDTH-1]/[0, CHUNK_HEIGHT-1] and
* z == 0 fall within the fixture chunk. Individual tests may override
* specific columns afterward (e.g. to place a ramp).
*/
void entityTestFixtureReset(void);