Skip to content

Ship & Extractors Team Sprint 1 Test Plan

neil-nb edited this page Sep 14, 2023 · 6 revisions

Extractors

Animations

The extractor sprite, animation and collision will need user testing. This is fairly simple, this testing process is implicitly executed by verifying that upon entry to the first playable area, the extractor appears broken in the expected position and then once it is repaired, it begins the extraction animation which includes the ore sprite pop-up.

Additionally, the extractor operational/in-operational animations have been unit tested with mocking to ensure that the intended animations occur as expected.

Resource Enum

This is a very simple enum, does not need testing directly however its use will be tested in the production component indirectly.

Production Component

The production component is going to need unit testing. We need to verify that it produces the correct amount of its appropriate resource, and sends them to the global state. As such the tests will need to have control over time (likely using mockito) and ensure various rates of time passage (inconsistent, long term, etc) produce the correct amounts of resource.

Damage Texture Component

The Damage Texture component has been unit tested using mocking. It ensures that various thresholds trigger changes in the visual state as per the expected behaviour.

Ship

The ship will require user testing, as it is difficult to verify user input changes the game state appropriately with UI interactions. The user will need to verify the ship appears in the correct location, and can be interacted with the F key. They will need to verify the finish mission button only works if the linked resource is at 100%.

UI

Resource Bars

These dont produce any meaningful data or functionality that effects the game world. They are primarily user facing, and as such user testing will be needed to verify their effectiveness. There are several main concerns that need to be verified:

  • The correct bars appear on the screen (depending which resources a level has)
  • The bars start empty and fill to 100% without overflowing
  • The bars utilize the correct texture for their resource
Clone this wiki locally