Update tests. remove converted test for the time being
This commit is contained in:
parent
ff892dbcb4
commit
6ac64f0e3d
@ -8,7 +8,7 @@ script:
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- "(cd libs/lang-test0; node ../../node_modules/pxt-core/built/pxt.js test)"
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- "(cd libs/lang-test0; node ../../node_modules/pxt-core/built/pxt.js test)"
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- "(cd libs/lang-test1; node ../../node_modules/pxt-core/built/pxt.js test)"
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- "(cd libs/lang-test1; node ../../node_modules/pxt-core/built/pxt.js test)"
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- "node node_modules/pxt-core/built/pxt.js testdir tests"
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- "node node_modules/pxt-core/built/pxt.js testdir tests"
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- "(cd libs/hello; node ../../node_modules/pxt-core/built/pxt.js testconv http://az851932.vo.msecnd.net/files/td-converter-tests-v1.json)"
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# - "(cd libs/hello; node ../../node_modules/pxt-core/built/pxt.js testconv http://az851932.vo.msecnd.net/files/td-converter-tests-v1.json)"
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sudo: false
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sudo: false
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notifications:
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notifications:
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email:
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email:
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@ -14,4 +14,8 @@ namespace Math {
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export function randomBoolean(): boolean {
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export function randomBoolean(): boolean {
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return Math.random() >= 0.5;
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return Math.random() >= 0.5;
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}
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}
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export function randomInt(max: number): number {
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return Math.floor(Math.random() * max);
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}
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}
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}
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@ -197,7 +197,7 @@ function playLevel(level1: number) {
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led.plot(2 * i, 2)
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led.plot(2 * i, 2)
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}
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}
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basic.pause(1000)
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basic.pause(1000)
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correctBall = Math.random(3)
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correctBall = Math.randomInt(3)
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revealBall(correctBall)
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revealBall(correctBall)
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basic.pause(1000)
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basic.pause(1000)
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let swaps = 5 + 10 * level1
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let swaps = 5 + 10 * level1
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@ -209,17 +209,17 @@ function playLevel(level1: number) {
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swapSpeed = 20
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swapSpeed = 20
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}
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}
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for (let i1 = 0; i1 < swaps; i1++) {
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for (let i1 = 0; i1 < swaps; i1++) {
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let swapType = Math.random(3)
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let swapType = Math.randomInt(3)
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let not = Math.random(3)
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let not = Math.randomInt(3)
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if (swapType < 2) {
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if (swapType < 2) {
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let swapOrientation = Math.random(2)
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let swapOrientation = Math.randomInt(2)
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if (swapOrientation == 0) {
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if (swapOrientation == 0) {
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swapCups((not + 1) % 3, (not + 2) % 3, swapSpeed)
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swapCups((not + 1) % 3, (not + 2) % 3, swapSpeed)
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} else {
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} else {
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swapCups((not + 2) % 3, (not + 1) % 3, swapSpeed)
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swapCups((not + 2) % 3, (not + 1) % 3, swapSpeed)
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}
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}
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} else {
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} else {
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let swapOrientation1 = Math.random(2)
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let swapOrientation1 = Math.randomInt(2)
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if (swapOrientation1 == 0) {
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if (swapOrientation1 == 0) {
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swapFake((not + 1) % 3, (not + 2) % 3, swapSpeed)
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swapFake((not + 1) % 3, (not + 2) % 3, swapSpeed)
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} else {
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} else {
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@ -38,9 +38,9 @@ input.onButtonPressed(Button.B, () => {
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led.plot(twoX, twoY)
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led.plot(twoX, twoY)
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}
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}
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})
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})
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meteoriteOneX = Math.random(5)
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meteoriteOneX = Math.randomInt(5)
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meteoriteOneY = 0
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meteoriteOneY = 0
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meteoriteTwoX = Math.random(5)
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meteoriteTwoX = Math.randomInt(5)
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meteoriteTwoY = -3
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meteoriteTwoY = -3
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basic.pause(1000)
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basic.pause(1000)
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for (let i = 0; i < 3; i++) {
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for (let i = 0; i < 3; i++) {
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@ -84,7 +84,7 @@ basic.forever(() => {
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}
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}
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}
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}
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while (Math.abs(meteoriteTwoX - meteoriteOneX) < 1) {
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while (Math.abs(meteoriteTwoX - meteoriteOneX) < 1) {
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meteoriteOneX = Math.random(5)
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meteoriteOneX = Math.randomInt(5)
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}
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}
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meteoriteOneY = 0
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meteoriteOneY = 0
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counter = counter + 1
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counter = counter + 1
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@ -133,9 +133,9 @@ basic.forever(() => {
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}
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}
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}
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}
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meteoriteTwoX = Math.random(5)
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meteoriteTwoX = Math.randomInt(5)
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while (Math.abs(meteoriteTwoX - meteoriteOneX) < 1) {
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while (Math.abs(meteoriteTwoX - meteoriteOneX) < 1) {
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meteoriteTwoX = Math.random(5)
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meteoriteTwoX = Math.randomInt(5)
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}
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}
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meteoriteTwoY = 0
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meteoriteTwoY = 0
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counter = counter + 1
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counter = counter + 1
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@ -25,7 +25,7 @@ class Entity {
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} else if (this.x == 4) {
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} else if (this.x == 4) {
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return - 1
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return - 1
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} else {
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} else {
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return Math.random(2) * 2 - 1
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return Math.randomInt(2) * 2 - 1
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}
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}
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}
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}
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@ -35,7 +35,7 @@ class Entity {
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} else if (this.y == 4) {
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} else if (this.y == 4) {
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return - 1
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return - 1
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} else {
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} else {
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return Math.random(2) * 2 - 1
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return Math.randomInt(2) * 2 - 1
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}
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}
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}
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}
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@ -162,7 +162,7 @@ function logic() {
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m.dirX = m.towardsX(person)
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m.dirX = m.towardsX(person)
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m.dirY = m.towardsY(person)
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m.dirY = m.towardsY(person)
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if (m.dirX != 0 && m.dirY != 0) {
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if (m.dirX != 0 && m.dirY != 0) {
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let x = Math.random(2)
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let x = Math.randomInt(2)
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if (x == 1) {
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if (x == 1) {
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m.dirX = 0
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m.dirX = 0
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} else {
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} else {
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@ -224,7 +224,7 @@ function resetState() {
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for (let i = 0; i < totalMonsters; i++) {
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for (let i = 0; i < totalMonsters; i++) {
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let busy = busyPos[i]
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let busy = busyPos[i]
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let m = monsters[i]
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let m = monsters[i]
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m.x = (busy.x + Math.random(3)) - 1
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m.x = (busy.x + Math.randomInt(3)) - 1
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m.y = (busy.y + Math.random(3)) - 1
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m.y = (busy.y + Math.randomInt(3)) - 1
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}
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}
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}
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}
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@ -64,7 +64,7 @@ function playGame(): number {
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while (true) {
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while (true) {
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if (state == "NEWDROP") {
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if (state == "NEWDROP") {
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// create a new drop at a random position
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// create a new drop at a random position
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dropX = Math.random(5)
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dropX = Math.randomInt(5)
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dropY = 0
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dropY = 0
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state = "RAINING"
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state = "RAINING"
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} else if (state == "RAINING") {
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} else if (state == "RAINING") {
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@ -127,7 +127,7 @@ function playCybermen(): number {
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} else {
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} else {
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cybermanLineupCount = 0
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cybermanLineupCount = 0
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// Move Cyberman closer to player, slowly
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// Move Cyberman closer to player, slowly
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if (Math.random(100) < cybermanMoveXProbability) {
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if (Math.randomInt(100) < cybermanMoveXProbability) {
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if (cybermanX > playerX) {
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if (cybermanX > playerX) {
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cybermanX = cybermanX - 1
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cybermanX = cybermanX - 1
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} else if (cybermanX < playerX) {
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} else if (cybermanX < playerX) {
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@ -170,7 +170,7 @@ function playDalek(): number {
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if (tilt > 2) {
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if (tilt > 2) {
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// Moving up, slowly
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// Moving up, slowly
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if (userY < 4) {
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if (userY < 4) {
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if (Math.random(100) < userMoveSensitivity) {
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if (Math.randomInt(100) < userMoveSensitivity) {
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userY = userY + 1
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userY = userY + 1
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redraw = true
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redraw = true
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}
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}
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@ -178,7 +178,7 @@ function playDalek(): number {
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} else if (tilt < 2) {
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} else if (tilt < 2) {
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// Moving down (slowly)
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// Moving down (slowly)
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if (userY > 0) {
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if (userY > 0) {
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if (Math.random(100) < userMoveSensitivity) {
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if (Math.randomInt(100) < userMoveSensitivity) {
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userY = userY - 1
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userY = userY - 1
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redraw = true
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redraw = true
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}
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}
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@ -186,24 +186,24 @@ function playDalek(): number {
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}
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}
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// Move the Dalek to line up with user
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// Move the Dalek to line up with user
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if (dalekY < userY) {
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if (dalekY < userY) {
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if (Math.random(100) < dalekMoveSensitivity) {
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if (Math.randomInt(100) < dalekMoveSensitivity) {
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dalekY = dalekY + 1
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dalekY = dalekY + 1
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redraw = true
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redraw = true
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}
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}
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} else if (dalekY > userY) {
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} else if (dalekY > userY) {
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if (Math.random(100) < dalekMoveSensitivity) {
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if (Math.randomInt(100) < dalekMoveSensitivity) {
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dalekY = dalekY - 1
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dalekY = dalekY - 1
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redraw = true
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redraw = true
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}
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}
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} else {
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} else {
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// Dalek lines up
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// Dalek lines up
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if (Math.random(100) < dalekShootChance) {
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if (Math.randomInt(100) < dalekShootChance) {
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// Shoot a raygun at the user
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// Shoot a raygun at the user
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for (let i = 0; i < 3; i++) {
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for (let i = 0; i < 3; i++) {
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led.plot(i + 1, dalekY)
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led.plot(i + 1, dalekY)
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basic.pause(100)
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basic.pause(100)
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}
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}
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if (Math.random(100) < dalekHitChance) {
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if (Math.randomInt(100) < dalekHitChance) {
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// User has been hit, game over
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// User has been hit, game over
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break
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break
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}
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}
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@ -332,7 +332,7 @@ function playJudoonLanguage(): number {
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. # # # . # # # . . # . # . # # # # # # # . . . #
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. # # # . # # # . . # . # . # # # # # # # . . . #
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`)
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`)
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let pages = "029 041 167 208 283"
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let pages = "029 041 167 208 283"
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let actualAnswer = Math.random(5)
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let actualAnswer = Math.randomInt(5)
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let pos = 0
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let pos = 0
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let redraw = true
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let redraw = true
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while (gameTime < maxGameTime) {
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while (gameTime < maxGameTime) {
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@ -156,7 +156,7 @@ function surgery(): number {
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`, 150)
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`, 150)
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state = "SHOCKED"
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state = "SHOCKED"
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} else if (state == "SHOCKED") {
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} else if (state == "SHOCKED") {
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let recover = Math.random(100)
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let recover = Math.randomInt(100)
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if (recover >= recoveryProbability) {
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if (recover >= recoveryProbability) {
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state = "RECOVERED"
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state = "RECOVERED"
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} else {
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} else {
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@ -75,8 +75,8 @@ function alertnessTest() {
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// Run 10 random cognition response tests
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// Run 10 random cognition response tests
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for (let i = 0; i < 9; i++) {
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for (let i = 0; i < 9; i++) {
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// Choose random delay and random outcome
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// Choose random delay and random outcome
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let delay = Math.random(5) + 5
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let delay = Math.randomInt(5) + 5
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let outcome = Math.random(2)
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let outcome = Math.randomInt(2)
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// Draw moving dots on screen until delay expires
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// Draw moving dots on screen until delay expires
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basic.clearScreen()
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basic.clearScreen()
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for (let j = 0; j < delay; j++) {
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for (let j = 0; j < delay; j++) {
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@ -54,7 +54,7 @@ function playOneGame(): number {
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. . . . . . # # # . . . # . . . . # . . . . # . . . . # . . . . # . . . # # # . . . . . . . . . . .
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. . . . . . # # # . . . # . . . . # . . . . # . . . . # . . . . # . . . # # # . . . . . . . . . . .
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. # # # . . . # . . . . # . . . . # . . . . # . . . . # . . . . # . . . . # . . . # # # . . . . . .
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. # # # . . . # . . . . # . . . . # . . . . # . . . . # . . . . # . . . . # . . . # # # . . . . . .
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`, 50)
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`, 50)
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let pos = Math.random(5)
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let pos = Math.randomInt(5)
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if (xdir) {
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if (xdir) {
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if (!canvas.pixel(pos, y)) {
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if (!canvas.pixel(pos, y)) {
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canvas.setPixel(pos, y, true)
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canvas.setPixel(pos, y, true)
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@ -70,9 +70,9 @@ function playOneGame(): number {
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xdir = !xdir
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xdir = !xdir
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bearing = input.compassHeading()
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bearing = input.compassHeading()
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if (xdir) {
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if (xdir) {
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x = Math.random(5)
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x = Math.randomInt(5)
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} else {
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} else {
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y = Math.random(5)
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y = Math.randomInt(5)
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}
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}
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} else {
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} else {
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basic.pause(100)
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basic.pause(100)
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@ -54,7 +54,7 @@ function runGameOnce() {
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}
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}
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// Run code appropriate to the present state of the game
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// Run code appropriate to the present state of the game
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if (state == "NEWSIDE") {
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if (state == "NEWSIDE") {
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target_time = 5 + Math.random(5)
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target_time = 5 + Math.randomInt(5)
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state = "COOKING"
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state = "COOKING"
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startTimer()
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startTimer()
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} else if (state == "COOKING") {
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} else if (state == "COOKING") {
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Reference in New Issue
Block a user