Automated Testing
Ren'Py allows creators to put automated tests in their games to make sure that alterations to the game don't break existing functionality. This is especially useful for large games, or for games that are frequently updated.
The two main components of the testing system are the testcase and
testsuite statements.
The renpy.is_in_test() function is helpful to know whether a test is currently
executing or not.
Quick Start
This section shows a minimal example using statements that are common in real testcases:
run Jump("...")to start from a known label.advance until screen "choice"to get to a menu.click "Choice Text"to pick a menu option.click id "..." until not screen "..."to keep clicking until a screen disappears.
Add the following Ren'Py code to your game script:
screen quickstart_popup():
modal True
frame:
xalign 0.5
yalign 0.5
vbox:
spacing 12
text "Quick Start Popup"
textbutton "Close":
id "quickstart_close"
action Hide("quickstart_popup")
label quickstart_demo:
"Welcome to the testcase quick start demo."
show screen quickstart_popup
"Close the popup to continue."
menu:
"Take the map":
"You picked the map."
"Leave it":
"You left the map behind."
"End of demo."
return
# ==== Test cases ====
# These can go in the same file, or in a separate file (e.g. testcases.rpy).
testsuite quick_start:
before testcase:
# Make sure each test has the same starting point
run Jump("quickstart_demo")
advance until screen "quickstart_popup"
testcase choose_map:
pause 0.5
click id "quickstart_close" until not screen "quickstart_popup"
pause 0.5
advance until screen "choice"
click "Take the map"
advance until "You picked the map."
pause 0.5
testcase leave_map:
pause 0.5
click id "quickstart_close" until not screen "quickstart_popup"
pause 0.5
advance until screen "choice"
click "Leave it"
advance until "You left the map behind."
pause 0.5
After saving the file, run the test using the launcher or the command line. See Running Testcases for additional details.
Launcher
You can run the test from the launcher by selecting "Run Testcases" from the Ren'Py launcher. If the button does not appear, try launching the game first (or recompiling), then click the "Refresh" button in the launcher.
Command Line
If you're running the test from the command line, the command should look something like this:
./renpy.sh /path/to/game test quick_start
.\lib\py3-windows-x86_64\python.exe renpy.py C:\path\to\game test quick_start
Note
The pauses in this demo are not necessary, they are just there to make the test execute more slowly so you can see what's happening. In a real test, you can remove them to make the test run faster.
Running Testcases
Launcher
To run tests from the launcher, select the project and press the "Run Testcases" button. If the button is not visible, do the following:
Ensure that you have at least one testcase defined in your game.
Launch the game normally by clicking the "Launch Project" button.
Click the "Refresh" button in the launcher.
This will run the "global" test suite by default.
Command Line
To run tests from the command line, open a terminal in the Ren'Py SDK directory and use the test command:
cd /path/to/renpy
./renpy.sh <basedir> test [<filters>] [options...]
cd C:\path\to\renpy
.\lib\py3-windows-x86_64\python.exe renpy.py <basedir> test [<filters>] [options...]
- <basedir>
Specifies the path to the project.
- <filters>
Specifies the test cases or suites to run. If not given, the "global" test suite will be run. Filters are case-sensitive.
Multiple filters can be provided, separated by a space. These are combined, so that a test will be run if it matches any of the filters.
See Filter Examples for examples.
- --enable-all
Executes all test cases and test suites, regardless of their
enabledproperty. Does not work if a specific test case or suite is specified.
- --overwrite-screenshots
Overwrite existing screenshots when a screenshot statement is executed.
- --hide-header
Disables the header at the start of the test run.
- --hide-execution {no|hooks|testcases|all}
Hides information about test execution.
--hide-execution hookshides hooks,--hide-execution testcaseshides test cases and hooks, and--hide-execution allhides everything.
- --hide-summary
Disables the summary at the end of the test run.
- --report-detailed
Shows detailed information about each test during the run.
- --report-skipped
Shows information about skipped tests. This option should be used together with
--report-detailed.
Filter Examples
Consider a game with the following test structure:
testsuite math:
testcase addition: ...
parameter (a, b) = [(2, 1), (3, 1), (3, 2)]
testcase subtraction: ...
parameter (a, b) = [(2, 1), (3, 1), (3, 2)]
testcase shapes: ...
testsuite graphs:
testcase dot: ...
testcase save: ...
testsuite audio:
testcase save: ...
testcase load: ...
testsuite sprites:
testcase save: ...
testcase load: ...
testcase reload: ...
All tests live inside the implicit root suite called global.
Running all tests
Omitting filters, or using global, runs everything:
Command |
Selected Tests |
|---|---|
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All tests |
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All tests |
Selecting a suite or test case
Use . to separate suite names:
Command |
Selected Tests |
|---|---|
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You may optionally add global. to the start of the filter, but it is not required.
For example, test math and test global.math will both select the same tests.
Wildcards
* matches any sequence of characters within a single name segment.
One * cannot cross a . boundary.
Command |
Selected Tests |
|---|---|
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Parameters
When a test case uses the parameter keyword, each value combination is a separate run.
See Parameterized Tests for more information.
Command |
Selected Tests |
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Note
Quote filters that contain parentheses to prevent the shell from interpreting them.
Multiple filters
Separate filters with spaces. A test is selected if it matches any filter:
Command |
Selected Tests |
|---|---|
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Quick Reference
Symbol |
Meaning |
Example |
|---|---|---|
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Test suite separator |
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Wildcard (one level only) |
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Parameter values |
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Testcase Statement
The testcase statement creates a named test case. Each case contains a
block of test statements (see below). Test cases are similar to Ren'Py
labels, with a few differences:
The Ren'Py label statement takes Ren'Py code, while the testcase statement takes test statements (listed on this page). They are mutually exclusive.
There is no testcase equivalent of the return statement.
There can be no test statement outside of a test block, while there can be Ren'Py code outside labels.
It takes the following properties:
- description
A string describing the test case. This is used in the test report.
- enabled
If this expression evaluates to
False, this test is skipped. Defaults toTrue.This can conditionally disable tests, for example on platforms where they are not supported.
testcase windows: enabled renpy.windows ... testcase not_on_mobile: enabled not renpy.mobile ...
See Skipping Testcases for more information.
- only
If this expression evaluates to
True, only this test case (and other tests withonly True) will be run. Defaults toFalse.See Skipping Testcases for more information.
- xfail
If this expression evaluates to
True, the test is expected to fail. If the test does fail, it will be marked as xfailed instead of failed. Defaults toFalse.
- parameter
A variable name (or tuple of variable names) and a list of values (or list of tuples of values). The test will run once for each value (or tuple of values) in the list.
A test may have multiple
parameterproperties, in which case the test will run for every possible combination of the values.See Parameterized Tests for more information.
Testsuite Statement
The testsuite statement is used to group test cases together. Test suites
can contain test cases, other test suites, and hooks (see below).
The default test suite is named global, and it is automatically created
by Ren'Py if not specified by the user. It contains all other top-level test suites
and test cases in the game.
It takes the same properties as the testcase statement.
Hooks
The testsuite statement can contain the following hooks:
- setup
A block of test statements that is executed at the beginning of the testsuite, before running any tests contained within the current suite.
- before testsuite
A block of test statements that is executed before each test suite within the current suite.
- before testcase
A block of test statements that is executed before each test case within the current suite.
- after testcase
A block of test statements that is executed repeatedly, running after each test case in the current suite. This is run even if the testcase fails or raises an exception.
- after testsuite
A block of test statements that is executed repeatedly, running after each test suite in the current suite. This is run even if the testsuite fails or raises an exception.
- teardown
A block of test statements that is executed after running all tests contained within the current suite. This is run even if a test fails or raises an exception.
The before * and after * hooks take the following properties:
- depth
Controls how many levels of nested tests the hook applies to.
-1: Run hook for all nested tests, at any depth0: Run hook for only direct children of this suite (no nesting)Positive number: Run hook for tests up to that many levels deep
Defaults:
-1forbefore testcaseandafter testcase(runs for all nested testcases)0forbefore testsuiteandafter testsuite(runs for direct child testsuites only)
For more information, see Lifecycle of a Test Run.
Lifecycle of a Test Run
This section describes the order in which testcases and testsuites are executed, and how the hooks are called. The following example illustrates this:
Code |
Execution Order |
|---|---|
label test_demo:
"This is a demo for testcases."
"It has a few messages and a menu."
menu:
"First Choice":
"Selected first choice."
"Second Choice":
"Selected second choice."
"Third Choice":
"Selected third choice."
return
testsuite global:
setup:
$ print("global :: setup")
skip until screen "main_menu"
before testsuite:
$ print("global :: before testsuite")
if not screen "main_menu":
run MainMenu(confirm=False)
click "Start"
before testcase:
$ print("global :: before testcase")
after testcase:
$ print("global :: after testcase")
after testsuite:
$ print("global :: after testsuite")
teardown:
$ print("global :: teardown")
exit
testsuite basic:
testcase first_testcase:
$ print("basic.first_testcase")
advance
testsuite test_choices:
setup:
$ print("test_choices :: setup")
before testcase:
$ print("test_choices :: before testcase")
run Jump("test_demo")
advance until screen "choice"
after testcase:
$ print("test_choices :: after testcase")
teardown:
$ print("test_choices :: teardown")
testcase choice1:
$ print("test_choices.choice1")
click "First Choice"
testcase choice2:
enabled False
$ print("test_choices.choice2 (disabled)")
click "Second Choice"
testcase choice3:
$ print("test_choices.choice3")
click "Third Choice"
|
global :: setup global :: before testsuite global :: before testcase basic.first_testcase global :: after testcase global :: after testsuite global :: before testsuite test_choices :: setup global :: before testcase test_choices :: before testcase test_choices.choice1 test_choices :: after testcase global :: after testcase global :: before testcase test_choices :: before testcase test_choices.choice3 test_choices :: after testcase global :: after testcase test_choices :: teardown global :: after testsuite global :: teardown |
Note that global :: before testcase and global :: after testcase are
executed before and after each test case, even if the test case is inside a
nested test suite.
In order to limit the scope of a hook, set its depth property.
Setting it to 0 will make the hook execute only for tests
directly inside the test suite containing the hook.
For example:
testsuite global:
before testcase:
depth 0
$ print("Starting a testcase.")
On the other hand, the before testsuite and after testsuite hooks
have a default depth of 0, meaning they will only execute for testsuites
directly inside the testsuite containing the hook.
To increase the scope of a hook to include nested testsuites and testcases,
set its depth property to -1 (for infinite depth) or to a positive
integer (for a specific depth).
Note
When a testsuite finishes executing, the game doesn't close itself. Instead, it will return control of the game back to the player, awaiting user input.
To close the game after a testsuite, you can use the exit test
statement in the after hook of the testsuite:
testsuite global:
teardown:
exit
Skipping Testcases
If a testcase is skipped, it will not be executed. In addition, the
before testcase and after testcase hooks of the testsuite will not be executed
for that testcase.
If all tests are skipped in a testsuite, then the setup and
teardown hooks will not be executed either. In addition, the
before testsuite and after testsuite hooks will not be executed from
the parent testsuite(s).
Parameterized Tests
A test case can run multiple times with different values by using the parameter property.
To do this, give a variable name and a list of values. The test will run once for each value in the list. For example:
testcase click_buttons:
parameter button_name = ["Load", "Save"]
click expression button_name
This runs twice: first clicking "Load", then clicking "Save".
Parameters should be thought of as defining multiple testsuites or testcases, with
the hooks (including setup and teardown) being run for each value.
Grouped Parameters
It is possible to specify several variables at once by grouping them in parentheses and giving a list of value groups. For example:
testcase addition:
parameter (x, y, z) = [ (1, 2, 3), (2, 3, 5), (3, 5, 8) ]
assert eval (x + y == z)
This will run three times, using the following values:
(x=1, y=2, z=3), (x=2, y=3, z=5), and (x=3, y=5, z=8).
Parameter Combinations
If multiple parameter properties are provided, the test case will run
for every possible combination of the values. For example:
testcase combinations:
parameter a = [1, 2]
parameter b = [3, 4]
parameter c = [5, 6]
assert eval (a + b + c in [9, 10, 11, 12])
This will run eight times, once for each combination of (a, b, c):
(1, 3, 5),(1, 3, 6),(1, 4, 5),(1, 4, 6),(2, 3, 5),(2, 3, 6),(2, 4, 5),(2, 4, 6)
It is possible to mix grouped parameters with non-grouped parameters. For example:
testcase mixed:
parameter a = [1, 2]
parameter (b, c) = [ (3, 5), (4, 6) ]
assert eval (a + b + c in [9, 10, 11, 12])
This will run four times, using these combinations for (a, (b, c)):
(1, (3, 5)),(1, (4, 6)),(2, (3, 5)),(2, (4, 6))
Using Parameters in Expressions
You can use parameters in any test property that takes an expression.
For example, here's a test that runs three times, once for each value of x.
The test will pass when x is 0 or 1, and will be expected to fail (xfail) when x is 2:
testcase choice_test:
parameter x = [0, 1, 2]
xfail x == 2
assert eval (x < 2)
You can also use parameters to select screens or buttons by name.
For example, this test will click either the "first" or "second" choice,
depending on the value of choice_text:
testcase show_menu:
parameter screen_name = ["preferences", "load"]
run ShowMenu(screen_name)
pause until screen screen_name
run Return()
Parameters can be used, preceded by expression, to select a button by
parameter name.
- testcase click_buttons:
parameter button_name = ["Load", "Save"]
click expression button_name
Parameters can also be used inside Python code blocks.
For example, this test prints the current values of x and y,
and then clicks at that position:
testcase param_test:
parameter (x, y) = [(0.0, 0.0), (0.5, 0.5), (1.0, 1.0)]
$ print(f"Clicking at position ({x}, {y})")
click pos (x, y)
Parameterized Test Suites
Parameters can also be provided to the whole test suite. In this case, all hooks and test cases inside the suite will run once for each parameter set.
Each parameterized run will execute the setup, before/after testsuite,
and teardown hooks.
For example:
testsuite math_tests:
parameter (x, y, z) = [ (1, 2, 3), (2, 3, 5), (3, 5, 8) ]
setup:
$ print(f"Running math tests with x={x}, y={y}, z={z}")
testcase addition:
assert eval (x + y == z)
testcase multiplication:
assert eval (x*y == z*y - y*y)
Parameters may be nested, and all combinations will be tested. For example:
testsuite parameter_field:
parameter choice_text = ["first", "second"]
testcase param_test2:
parameter (x, y) = [(0.0, 0.0), (0.5, 0.5)]
advance until screen "choice"
click choice_text
click pos (x, y)
This will run four times, once for each combination of (choice_text, (x, y)):
("first", (0.0, 0.0)),("first", (0.5, 0.5)),("second", (0.0, 0.0)),("second", (0.5, 0.5))
Warning
Parameters are passed by reference. If you change a mutable parameter (e.g. a list or dict), that value will be affected in all other tests that share the same object.
Exceptions And Failures
If an error occurs during a test case:
The test case will stop executing immediately
The
after testcasehook of the testsuite containing the test case will runIf there are more test cases, they will continue to be executed (including the
before testcasehook)If no more test cases exist, the
after testsuitehook of the testsuite will run
If an error occurs during a hook (eg. before testcase):
The test suite will stop executing immediately
If the suite was called by another suite, the parent suite will continue executing.
If no parent suite exists, the game will end the test run.
Test Reporting
After a test run, a report is printed to the console, listing all test cases
and their results. If the --report-detailed option is provided, the report
will include additional information about each test.
Below is an example of a test report after successfully testing "The Question":
Test results
A test can have one of the following results:
Passed: The test executed successfully, without any errors.
Failed: The test executed, but one of the statements failed.
XFailed: The test was expected to fail (because its
xfailproperty evaluated toTrue), and it did fail.XPassed: The test was expected to fail (because its
xfailproperty evaluated toTrue), but it passed instead.Skipped: The test was skipped, either because its
enabledproperty evaluated toFalse, or because another test withonly Trueexists.
In general, a test is considered successful if it passed or xfailed, and unsuccessful if it failed or xpassed.
Test Settings
The following variables can be set to change the behavior of tests:
- _test.maximum_framerate
A boolean specifying whether to use maximum framerate mode during tests. This will unlock the framerate beyond your screens refresh rate if possible. Defaults to
True.
- _test.timeout
A float specifying the maximum number of seconds a test statement should wait for a condition to be met. Defaults to
10.0.This can be overridden on a per-statement basis by providing a
timeoutproperty to statements that support it (likeassertanduntil).
- _test.force
A boolean specifying whether to force the test to proceed even if
renpy.config.suppress_underlayisTrue. Defaults toFalse.
- _test.transition_timeout
A float specifying the maximum number of seconds to wait for a transition to complete before skipping it and proceeding with the test. Defaults to
5.0.
- _test.focus_trials
An integer specifying how many times the test system should try to find a valid spot to move the mouse when using a selector without a position. Defaults to
100.
- _test.screenshot_directory
A string specifying the directory to store screenshots in. Defaults to
tests/screenshots.
- _test.vc_revision
The version control (often git) revision of the current source tree, if available. Defaults to the
RENPY_TEST_VC_REVISIONenvironment variable, or an empty string if not set.
Test Statements
Test statements are the building blocks of test cases. They can be broadly divided into three categories: command statements, condition/selector statements, and control statements.
Command statements may be followed by the Repeat and Until statements.
The syntax descriptions on this page use the following notation:
[]encloses an optional group.<name>is a required value supplied by the test author.<name: type>is a value with a documented type.Literal words outside
<>must be written verbatim.Parentheses and commas shown in syntax are literal punctuation.
For example, click [pos (<x: int>, <y: int>)]:
clickis a literal string that must be typed as-is.Everything between
[]is optional.pos (is a literal string that must be typed as-is.<x: int>describes that the x-coordinate takes an integer.<y: int>describes that the y-coordinate takes an integer.)is a literal string that must be typed as-is.
Valid statements include:
clickclick pos (0, 0)click pos (10, 50)
Basic Commands
Advance
Type: Command
- advance
Advances the game by one dialogue line.
advance
advance until screen "choice"
Exit
Type: Command
- exit
Quits the game without calling the confirmation screen. Does not save the game when quitting.
if eval need_to_confirm:
# Asks for confirmation, and autosaves if config.autosave_on_quit is True
run Quit(confirm=True)
if eval persistent.quit_test_using_action:
# Does not ask, but still autosaves if config.autosave_on_quit is True
run Quit(confirm=False)
exit # neither asks nor autosaves
Pass
Type: Command
- pass
Does not do anything. It's a no-op, allowing for empty testcases.
testcase not_yet_implemented:
pass
Pause
Type: Command
- pause [<seconds: float>]
Pauses test execution for a given number of seconds. The duration may be omitted if used with an Until clause.
pause 5.0
pause until screen "inventory"
Run
Type: Command
- run <action>
Runs the provided screen-language action (or list of actions).
The statement waits until the supplied action is available, then invokes it. This is equivalent to waiting for a button with this action to become sensitive, then clicking it.
run Start("chapter_1")
run Jump("chapter_3")
run Preference("main volume", 0.5)
Skip
Type: Command
- skip [fast]
Causes the game to begin skipping. If the game is in a menu, then this exits the menu and returns to the game. Otherwise, it enables in-game skipping.
If fast is provided, the game will skip directly to the next menu choice.
skip
skip fast
skip until screen "choice"
Mouse Commands
Properties that are common to all mouse commands:
- <target>
Equivalent to [<selector>] [pos (<x: int or float>, <y: int or float>)]
<selector>: A Selector Statement likeid "my_button"or"Text".pos: An (x, y) pair. If a coordinate is an integer, an absolute number of pixels is used. If a coordinate is a float, it is treated as a normalized coordinate from0.0(the left/top edge) to1.0(the right/bottom edge), relative to the width or height of the target. When no selector is given, the float is relative to the screen width or height.
Note
A float value of 1.0 maps to width - 1 (or height - 1),
so 1.0 maps to the last pixel within the target
rather than one past the edge.
Selector |
|
Result |
|---|---|---|
No |
No |
Current mouse position* |
Yes |
No |
A random focusable point within the selector |
No |
Yes |
The point relative to the screen |
Yes |
Yes |
The point relative to the selector |
* If the mouse was never moved before, a random screen position is used.
- button <int>
Determines which button the simulated mouse uses. Defaults to 1.
1: Left click
2: Right click
3: Middle click
4and5: Additional buttons found on some devices
Click
Type: Command
- click [<target>] [button <int>]
Executes a simulated click on the screen.
# Click at the current mouse position
click
# Click a button with specific text
click "Start"
# Click a button using an expression.
$ button_name = "Load"
click expression button_name
# Right-click on a specific target.
click id "inventory_button" button 2
# Click the center of the selected target.
click id "inventory_button" pos (0.5, 0.5)
Drag
Type: Command
- drag <target> to <target> [button <int>] [steps <int>]
Simulates a drag action on the screen. It takes the following properties:
The first
<target>specifies the starting point of the drag.The second
<target>specifies the ending point of the drag.stepsspecifies how many intermediate steps the drag should take. Defaults to10. More steps result in a smoother drag, but also take more time.
drag id "item_icon" to id "inventory_slot_3" button 1 steps 20
drag pos (100, 200) to pos (400, 500) button 1
drag id "item_icon" pos (0.5, 0.5) to pos (300, 400) steps 5
drag pos (50, 50) to id "inventory_slot_1"
drag pos (50, 50) to pos (150, 150)
Move
Type: Command
- move <target>
Moves the virtual test mouse to a given position on the screen.
# Move to a random clickable point within `back_btn`
move id "back_btn"
# Move to the center of `back_btn`
move id "back_btn" pos (0.5, 0.5)
# Move to a point 20 pixels right and 10 pixels down from the top-left corner of `back_btn`
move id "back_btn" pos (20, 10)
# Move to the top right corner of the screen
move pos (1.0, 0.0)
# Move to a point 20 pixels right and 10 pixels down from the top-left corner of the screen
move pos (20, 10)
Scroll
Type: Command
- scroll [amount <int>] [<target>]
Simulates a scroll event. It takes the following optional properties:
amountspecifies how many "notches" to scroll. Defaults to1. Positive values scroll down, negative values scroll up.
scroll "bar"
scroll id "inventory_scroll"
scroll amount 10 id "inventory_scroll" pos (0.5, 0.5)
scroll # scrolls down at the current mouse position
Note
This simulates a mousewheel event and may not directly change an adjustment.
Consider using the Scroll action from Screen Actions, Values, and Functions.
run Scroll("inventory_scroll", "increase", amount="step", delay=1.0)
Keyboard Commands
Keysym
Type: Command
- keysym <str> [<target>]
Simulates a keysym event. This includes the keys of config.keymap.
keysym "skip"
keysym "help"
keysym "ctrl_K_a"
keysym "K_BACKSPACE" repeat 30
keysym "pad_a_press"
Type
Type: Command
- type <str> [<target>]
Types the provided string as if it were typed on the keyboard.
type "Hello, World!"
Condition Statements
Conditions are used to check whether a certain condition is true or not.
They are used in condition-taking test statements
like if, assert or until.
Boolean Values
Tests can use the literal boolean values True and False.
These are always ready.
if True:
click "Start"
if False:
click "Settings" # does not execute, since the condition is always false
Boolean Operations
Conditions support the
not,andandoroperators. That expression may or may not be enclosed in parentheses.assert screen "main_menu" and eval renpy.is_in_test() advance until "ask her right" or label "chapter_five" click "Next" until not screen "choice"
Eval
Type: Condition
- eval <python_expression>
Evaluates the provided Python expression. This exists only to be used inside condition-taking test
statements like assert, if or until.
assert eval some_function(args)
assert eval (x + y == z) # Parentheses may be used optionally
if eval persistent.should_advance:
Note
Differences between a dollar-line and the eval clause:
Eval cannot be used on a line by itself, it must be used inside a statement like
iforuntil, while dollar-lines must be on their own line.A dollar-line executes any python statement, which does not necessarily have a value - for example
$ import math- while the eval clause requires a return value.
Label
Type: Condition
- label <name: str>
Checks if the provided Ren'Py label has been reached since the last time a test statement was executed.
Considering the following example:
run Jump("chapter_1")
assert label chapter_1 # works
assert label chapter_1 # fails
The first assert statement works because the label chapter_1 has been
reached by the run Jump("chapter_1") statement. The second assert
statement fails because the label chapter_1 has not been reached again
since the first assert statement.
That also means the following example will not work:
run Jump("chapter_1")
advance repeat 3
assert label chapter_1 # fails since the label was reached and passed by the advance statements
Warning
This test statement should not be confused with the Ren'Py native label statement it refers to, or with the unrelated label element used in screens.
Selector Statements
Selector statements are used to check if a certain element is on the screen, and to use that element for further actions.
Selectors are a special kind of condition.
In command signatures, <selector> represents any selector form documented
in this section, including screen <name: str>, id <name: str>,
a quoted text selector, or expression <expression>.
Displayable Selector
Type: Condition, Selector
Selects a displayed screen or displayable by screen name or id, optionally restricted to a layer.
It takes one or more of the following properties:
- screen <name: str>
The name of the screen to check.
- id <name: str>
The id of the element to check.
- layer <name: str>
The layer on which the screen is displayed. If not given, the layer is automatically determined by the screen name.
if screen "main_menu":
click "Start"
advance until id "inventory_viewport" layer "overlay"
click "Close" until not id "close_button"
Text Selector
Type: Condition, Selector
- "<text>" [raw]
- expression <expression> [raw]
The text selector takes a string which resolves to a target
found on the screen. The search is performed by going through all focusable
elements on the screen (which are typically buttons and the main textbox),
and looking through their text and alt text.
This search is case-insensitive and looks for the shortest match.
For example, if the string "log" is given, and the screen contains
the texts "LOGS" and "illogical", the target
will be the "LOGS" text.
If raw is given, the search is performed on the text as given in the
script, before translation and interpolation.
If not given, the search is performed on the text as it appears on screen,
after translation and interpolation.
If expression is given, the string to search for is determined by evaluating the provided expression.
# This may be in a button
skip until "Start Game"
# This may be in the main textbox
advance until "Hey, that's not fair!"
# Case-insensitive search
assert "AsK HeR RighT AwaY"
# Search unsubstituted text
assert "Welcome, Eileen!"
assert "Welcome, [player_name]!" raw
# Search untranslated text after changing the language
run Language("japanese")
assert "スタート"
assert "Start" raw
Note
Prefer id selectors for stable UI tests. Use text selectors when the visible wording itself is part of the behavior being tested.
Control Statements
These statements control the flow of the test execution.
Assert
Type: Control
- assert <condition> [timeout <seconds: float>] [xfail <bool>]
Verifies that the condition is true when the assert statement is executed.
If a timeout is given, the statement will wait up to that many seconds
for the condition to be met. If timeout is not given, the assertion is tested
immediately.
If the condition is not met, a RenpyTestTimeoutError is raised.
If xfail is set to True, the assert statement is expected to fail.
This inverts the meaning of the statement: if the condition is met, the
assertion fails. If the condition is not met, the assertion passes.
# Selector condition only.
assert screen "main_menu"
# Python condition only.
assert eval persistent.seen_intro
# Combined Python and selector conditions.
assert eval persistent.seen_intro and screen "main_menu"
# With timeout
assert id "start_button" timeout 5.0
See also
For
Type: Control
- for <variable> in <iterable>
Executes a block of test statements for each item in the provided
iterable. <iterable> is evaluated as a Python expression.
You can use break and continue statements to control the flow of the loop.
Example:
# Click "Next" three times
for _ in range(3):
click "Next"
# Click each of the choices, skipping "Trade" if the shop is not unlocked
for choice in ["Talk", "Trade", "Leave"]:
if eval (choice == "Trade" and not persistent.shop_unlocked):
continue
click expression choice
if screen "shop":
break
# Click each of the tabs in the stats screen, skipping "Quests" if quests are not enabled
for stat_tab in ["Stats", "Skills", "Quests"]:
click expression stat_tab
if eval (stat_tab == "Quests" and not persistent.quests_enabled):
continue
assert expression stat_tab timeout 2.0
If
Type: Control
- if <condition>
Executes a block of test statements if the provided condition is met.
Example:
if label "chapter_five":
exit
if eval (persistent.should_advance and i_should_advance["now"]):
advance
The elif and else statements can be used to add
additional conditions to the if statement.
if eval persistent.should_advance:
advance
elif eval i_should_advance["now"]:
advance
else:
click "Start"
Repeat
Type: Control
- <command> repeat <count: int> [timeout <seconds: float>]
Repeats a statement for a given number of times. It consists of a
Command statement on the left-hand side and a number of repetitions
on the right-hand side, separated by the word repeat.
click "+" repeat 3
keysym "K_BACKSPACE" repeat 10
advance repeat 3
Screenshot
Type: Control
- screenshot <path: str> [max_pixel_difference <int or float>] [crop (<x: int>, <y: int>, <width: int>, <height: int>)]
Takes a screenshot of the current screen and saves it to the provided path.
If the file already exists, the current screenshot is compared to the existing
file. If the files differ by more than max_pixel_difference pixels, a
RenpyTestScreenshotError is raised.
pathspecifies the path (relative to_test.screenshot_directory) where the screenshot will be saved. It may include a file extension. Only.pngis supported.max_pixel_differencespecifies how many pixels may differ between the taken screenshot and an existing screenshot for the test to pass. Integer values specify the number of pixels, while float values specify a percentage of the total number of pixels. Defaults to0.cropspecifies a rectangle to crop the screenshot to, given as(x, y, width, height). Coordinates must be given as integers.
If _test.vc_revision is set, the value is automatically appended to the filename
as @{_test.vc_revision}.png. This allows the developer to track changes to
screenshots over time. For example, screens/main_menu.png becomes
screens/main_menu@a1b2c3d.png.
To overwrite an existing screenshot, either delete the file or run the test with
the --overwrite-screenshots command-line option.
screenshot "screens/main_menu.png"
screenshot "screens/inventory" max_pixel_difference 0.01
screenshot "button.png" crop (10, 10, 100, 50)
This may be used in a parameterized test to take multiple screenshots:
testcase screen_tester:
parameter screen_name = ["inventory", "stats", "map"]
run Show(screen_name)
screenshot f"screens/{screen_name}.png"
Until
Type: Control
- <command> until <condition> [timeout <seconds: float>]
Repeats the command until the condition becomes true. If the condition does not become true before the timeout, the test fails.
This timeout temporarily overrides the global _test.timeout setting.
A RenpyTestTimeoutError is raised if the statement times out.
advance until screen "choice"
click "Next"
advance until label "chapter_5"
skip until screen "inventory" timeout 20.0
While
Type: Control
- while <condition>
Executes a block of test statements while the provided condition remains met. You can use break and continue statements to control the flow of the loop.
Example:
$ should_advance = True
while eval should_advance:
advance
if screen "main_menu":
break
$ should_advance = some_evaluation_function()
Python Blocks And Dollar-Lines
A python block or a One-line Python Statement can be added
within a testcase. Unlike in normal Ren'Py code, the python blocks don't take
the in substore parameter, but they do take the hide keyword. Both
allow execution of arbitrary python code.
Init code gets executed before the test occurs, so functions and classes defined
in init python blocks can be called in test python blocks and in test
dollar-lines. For example:
init python in test:
def afunction():
if renpy.is_in_test():
return "test"
return "not test"
testcase default:
$ print(test.afunction()) # ends up in the console
See Also
You can find real tests in the Ren'Py source code: