TS 73 MobilityGameDesigner

Flow Design Test Specification

Author: updated by Martin Kanak
Version: 4.1
Lastupdate: 29.10.2012
Introduction: Visual editing support for MIDP 2.0 Game API including creation and editing of Sprites, TiledLayers and their arrangement into scenes. The main goal of the Game Builder module is to reduce the effort involved in creating common game components.

Contents


Test suite: Game Designer Toolbar

Purpose: Switch options from the drop-down menu of Game Designer
Setup: Have a Game Designer with sprites, tiled layers, scene(s) opened in IDE. You can use the GameDesign from __New Project > Samples > Mobility > MIDP > Simple Game Created with Game Builder

  1. Drop-down menu
    1. Select a item from the drop-down menu.
    • EXPECTED RESULT: It displays the selected sprite/tiled layer/scene in the Game Designer' Game Builder view. Navigator window and Property Sheet content are updated as well.
  2. Buttons
    1. Click Create tiled layer, sprite, scene buttons in Game Designer toolbar
    2. When the New layer, sprite, scene dialog opens. Provide a name. For tiled layer/sprite select an image (use Import sample images if you don't have your ones) and set up tile width and height.
    • EXPECTED RESULT: New scene/sprite/tile layer is created.


Test suite: TiledLayers

Purpose: Test TiledLayer dialog which allows user to create a new tiled layer using the appropriate image resource with the correct tile size.
Setup: Create a new Visual Game Designer file

  1. Create a new TiledLayer
    1. Press Create tiled layer button from the main panel of Game Designer
    2. Enter TiledLayer name, and Click Import Sample Images.
    3. Select one of the image's path tiled, and check the zoom box, and set the tiled size with the scroll bars. Press OK.
    • EXPECTED RESULT:
      ACTION 1: Create a new TiledLayer Dialog appers.
      ACTION 2: Once that you import sample images, the image's path tiled will appear, select one and the image will be displayed in the Adjust tile size... view.
      ACTION 3: You can set the correct tile size using the scroll bars.
  2. Design a TiledLayer
    1. Open a tiled layer in Game Designer - click it or use combo box
    2. Select one of the tiles from the Image section. You can fill the columns and row of the map with selected tile image.
    3. Save the TiledLayer.
    • EXPECTED RESULT:
      ACTION 1: This allows the user to modify the contents of the TiledLayer and receive instant visual feedback. The TiledLayer editor also includes support for animated tiles.
      ACTION 2: When you save the TiledLayer it will be display in the Navigator Window.
  3. Edit/Delete/Rename Tiled Layer
    1. Right click the tiled layer in main game builder view
    2. Select Edit/Delete/Rename
    • EXPECTED RESULT: Tiled layer is opened/deleted or renamed
  4. TiledLayer refresh
    1. Open a tiled layer in Game Designer - click it or use combo box
    2. In Navigator view, there are two buttons - Refresh preview and Continuously Refresh Preview. Press one of the buttons and proceed..
    3. Select one of the tiles from the Image section. You can fill the columns and row of the map with selected tile image.
    • EXPECTED RESULT: If Continuously Refresh Preview is pressed then all the changes made in the TiledLayer have to be synchronized with the Navigator Window otherwise the Navigator preview is refresh when Refresh Preview button is pressed.
  5. Duplicate Tiled Layer
    1. Open a tiled layer in Game Designer - click it or use combo box
    2. Invoke pop-up menu and select Duplicate tiled layer
    3. Enter the name of tiled layer and press OK
    • EXPECTED RESULT: Duplicated tiled layer is opened in GameBuilder
  6. New From Selection
    1. Open a tiled layer in Game Designer - click it or use combo box
    2. Switch from the Paint mode to the Selection mode
    3. Select some area in opened tiled layer
    4. Invoke pop-up menu and select New From Selection
    5. Enter the name of tiled layer and press OK
    • EXPECTED RESULT: New tiled layer from selection is opened in GameBuilder
  7. Select > Row/Column/All/...
    1. Open a tiled layer in Game Designer - click it or use combo box
    2. Invoke pop-up menu and goto Select
    3. Try all of these options Row/Column/All/By index
    • EXPECTED RESULT: If you try:
      - row - the row of tiled layer is selected in GameBuilder
      - column - the column of tiled layer is selected in GameBuilder
      - all - the whole of tiled layer is selected in GameBuilder
      - by index - only tiles which are same as selected tile in GameBuilder
  8. Append row/column
    1. Open a tiled layer in Game Designer - click it or use combo box
    2. Select some row/column, then right click and select Append row/column
    • EXPECTED RESULT: New row/column appears under the selected row/column
  9. Prepend row/column
    1. Open a tiled layer in Game Designer - click it or use combo box
    2. Select some row/column, then right click and select Prepend row/column
    • EXPECTED RESULT: New row/column appears before the selected row/column
  10. Delete row/column
    1. Open a tiled layer in Game Designer - click it or use combo box
    2. Select some row/column, then right click and select Delete row/column
    • EXPECTED RESULT: Selected row/column was deleted
  11. Erase selected
    1. Open a tiled layer in Game Designer - click it or use combo box
    2. Select some tiles, then right click and select Erase selected tiles
    • EXPECTED RESULT: Selected tiles were erased (they are blank).
  12. Create new animated tiled layer
    1. TDB
    • EXPECTED RESULT: TDB


Test suite: Sprite

Purpose: Another layer type supported by the Game Builder is Sprite. In the gaming context, sprites usually serve as animated characters or objects
Setup: Create a new Visual Game Designer file

  1. Create a new Sprite
    1. Press Create sprite from the main panel of Game Designer
    2. Enter Sprite name, and Click Import sample Image.
    3. Select one of the image's path tiled, and check the zoom box, and set the tiled size with the scroll bars. Press OK.
    • EXPECTED RESULT:
      ACTION 1:Create a new Sprite Dialog appears.
      ACTION 2:When you import sample images the available images appear. select one and the image will be displayed in the Adjust tile size... view.
      ACTION 3: You can set the correct tile size using the scroll bars.
  2. Design a Sprite
    1. Open a sprite in Game Designer - click it or use combo box
    2. Select one of the tiles from the Image section. Drag and Drop it on a frame or next to a frame.
    • EXPECTED RESULT: You can create a sequence of tiles.
  3. Edit/Delete/Rename Sprite
    1. Right click the sprite in main game builder view
    2. Select Edit/Delete/Rename
    • EXPECTED RESULT: Sprite is opened/deleted or renamed
  4. Add sequence to a Sprite
    1. Have a sprite opened in Game Designer
    2. Right click any frame of existing sprite's sequence. Choose Create sequence. Provide a name
    • EXPECTED RESULT: New sequence is created.
  5. Duplicate sequence
    1. Have a sprite opened in Game Designer
    2. Right click any frame of existing sprite's sequence. Choose Duplicate sequence. Provide new name.
    • EXPECTED RESULT: New sequence is created.
  6. Rename sequence
    1. Have a sprite opened in Game Designer
    2. Right click any frame of existing sprite's sequence. Choose Rename sequence. Provide new name.
    • EXPECTED RESULT: Sequence is renamed.
  7. Default sequence
    1. Have a sprite opened in Game Designer
    2. Right click any frame of existing sprite's sequence. Choose Default sequence.
    • EXPECTED RESULT: Sequence set as default - bold name of sequence
  8. Delete sequence
    1. Have a sprite opened in Game Designer
    2. Right click any frame of existing sprite's sequence. Choose Delete sequence.
    • EXPECTED RESULT: Sequence is deleted.
  9. Remove frame
    1. Have a sprite opened in Game Designer
    2. Right click any frame of existing sprite's sequence. Choose Remove frame.
    • EXPECTED RESULT: Selected frame is removed from sprite.
  10. Create new frame
    1. Have a sprite opened in Game Designer
    2. Select one of the tiles from the Image section. Drag and Drop it between existing frames (or behind the last frame)
    • EXPECTED RESULT: New frame with selected tile is created.
  11. Insert frame
    1. Have a sprite opened in Game Designer
    2. Right click between existing frames. Choose Insert frame.
    • EXPECTED RESULT: New frame appears.
  12. Play sequence
    1. Have a sprite opened in Game Designer
    2. Click on this button [File:J2MEplay_button.PNG]
    • EXPECTED RESULT: Sequence is played.


Test suite: Scene

Purpose: The scene editor is provided to organize all layers (sprites and tiled layers) together into scenes.
Setup: Have Visual Game Designer with tiled layers, sprites.

  1. Create a new Scene
    1. Press Create scene from the main panel of Game Designer. Name the scene and hit the OK button.
    • EXPECTED RESULT:This creates an empty scene that contains no layers.
  2. Add a tiled layer to a scene
    1. To add a tiled layer to a scene, right click inside the scene editor and select Add tiled layer plus existing tiled layer name.
    2. Drag the tiled layer to the desired position on the scene.
    • EXPECTED RESULT: You can design the scene layout.
  3. Add a sprite to a scene
    1. To add a sprite to a scene, right click inside the scene editor and select Add sprite plus existing sprite name.
    2. Drag the sprite to the desired position on the scene.
    • EXPECTED RESULT: You can design the scene layout.
  4. Rename scene
    1. Right click the scene. Choose Rename scene
    2. Provide new name
    • EXPECTED RESULT: Scene is renamed.
  5. Duplicate scene
    1. Right click the scene. Choose Duplicate scene
    2. Provide new name
    • EXPECTED RESULT: Scene is duplicated with new name.


Test suite: Layers management

Purpose: The scene editor is provided to organize all layers (sprites and tiled layers) together into scenes.
Setup: Have Visual Game Designer with tiled layers, sprites.

  1. Layer to top
    1. Have some scene opened in Game Designer
    2. Select the base of scene, right click to invoke pop-up menu and choose Layer to top and select base.
    • EXPECTED RESULT: The base is on the top of scene. Other layers are not visible now, because they are under the base.
  2. Layer to bottom
    1. Have the same scene as before opened in Game Designer
    2. Select the base of scene, right click to invoke pop-up menu and choose Layer to bottom and select base.
    • EXPECTED RESULT: The base is on the bottom of scene. Other layers are visible now because they are above the base layer.
  3. Push up layer
    1. Have some scene opened in Game Designer
    2. Select the base of scene, right click to invoke pop-up menu and choose Push up layer and select base.
    • EXPECTED RESULT: Some other layer is not visible for now, because it is under the base of scene.
  4. Push down layer
    1. Have the same scene as before opened in Game Designer
    2. Select the base of scene, right click to invoke pop-up menu and choose Push down layer and select base.
    • EXPECTED RESULT: The layer, which was not visible in previous test-step, appears again.
  5. Edit layer
    1. Have some scene opened in Game Designer
    2. Right click to invoke pop-up menu and choose Edit and select some layer.
    • EXPECTED RESULT: Layer editor with selected layer is opened in Game Builder
  6. View layer
    1. Have some scene opened in Game Designer
    2. Right click to invoke pop-up menu and choose View and uncheck some layer.
    • EXPECTED RESULT: The unchecked layer is not visible in Game Builder
  7. Lock layer
    1. Have some scene opened in Game Designer
    2. Right click to invoke pop-up menu and choose Lock and select some layer.
    • EXPECTED RESULT: It is not possible to move with locked layer.
  8. Remove
    1. Have some scene opened in Game Designer
    2. Right click to invoke pop-up menu and choose Remove and select some layer.
    • EXPECTED RESULT: Selected layer is removed




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