Ejemplo n.º 1
0
        public void TestCollisionWithWall()
        {
            _gameTime = NewGameTime(144);

            _wall = new Sprite();
            _wall.Position = new Vector2(10, 100+80);
            _wall.Rect = new Rectangle((int)_wall.Position.X, (int)_wall.Position.Y, 100, 20);

            _jucko = new Character();
            _jucko.Position = new Vector2(20, 100);
            _jucko.Rect = new Rectangle((int)_jucko.Position.X, (int)_jucko.Position.Y, 30, 90);

            _jucko.Update(_gameTime);
            _wall.Update(_gameTime);

            for (int updateGravity = 0; updateGravity < 50; updateGravity++) {
                _jucko.Update(_gameTime);

                Rectangle overlap = Rectangle.Intersect(_jucko.Rect, _wall.Rect);
                if (!overlap.IsEmpty) {
                    _jucko.CollisionWith(_wall, overlap);
                }
            }

            Assert.AreEqual(90, _jucko.Position.Y);
        }
Ejemplo n.º 2
0
        public void TestCollisionWithWallBounce()
        {
            //float YPosition1 = LetCharacterFall(StartPosition: new Vector2(200, 200), FallingSteps: 5, FPSCount: 50);

            _gameTime = NewGameTime(144);

            _wall = new Sprite();
            _wall.Position = new Vector2(10, 100 + 80);
            _wall.Rect = new Rectangle((int)_wall.Position.X, (int)_wall.Position.Y, 100, 20);
            _wall.Color = Color.White;
            _wall.Update(_gameTime);

            _jucko = new Character();
            _jucko.Position = new Vector2(20, 0);
            _jucko.Rect = new Rectangle((int)_jucko.Position.X, (int)_jucko.Position.Y, 30, 90);
            _jucko.Color = Color.Red;
            for (int updateGravity = 0; updateGravity < 50; updateGravity++) {
                _jucko.Update(_gameTime);
            }

            Rectangle overlap = Rectangle.Intersect(_jucko.Rect, _wall.Rect);
            if (!overlap.IsEmpty) {
                _jucko.CollisionWith(_wall, overlap);
            }

            for (int updateBounce = 0; updateBounce < 50; updateBounce++) {
                _jucko.Update(_gameTime);
            }

            Assert.AreEqual(18, _jucko.Position.Y);
        }
Ejemplo n.º 3
0
        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            allCharacters = new List<ICharacter>();
            allSprites = new List<ISprite>();
            allSpritesMoving = new List<SpriteMoving>();
            allProjectiles = new List<Projectile>();
            allParticles = new List<Particle>();

            allBackgrounds = new List<ISprite>();
            worldOffset = new Rectangle(0, 0, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight);
            previousKeys = new Keys[0] { };

            _randomizer = new Random();

            InputManager.AddMouseCallback(InputManager.MouseButtons.LeftButton, shoot, InputManager.InputStates.OnInputDown);
            InputManager.AddMouseCallback(InputManager.MouseButtons.RightButton, explode, InputManager.InputStates.OnInputChange);
            InputManager.AddKeyboardCallback(Keys.R, resetPosition, InputManager.InputStates.OnInputDown);
            InputManager.AddKeyboardCallback(Keys.D1, checkKeys, InputManager.InputStates.OnInputDown);
            InputManager.AddKeyboardCallback(Keys.D2, checkKeys, InputManager.InputStates.OnInputDown);

            //InputManager.AddKeyboardCallback(Keys.D2, jucko.Body.Position.X++, InputManager.InputStates.OnInputDown);

            for (int i = 0; i < 3; i++) {
                allBackgrounds.Add(new Sprite());
                allBackgrounds[i].Texture = "bg" + i;
                allBackgrounds[i].Position = new Vector2(0, worldOffset.Height - 500 - i * 150);
                allBackgrounds[i].Rect = new Rectangle((int)allBackgrounds[i].Position.X, (int)allBackgrounds[i].Position.Y, worldOffset.Width, 500);
                allBackgrounds[i].Color = new Color(_randomizer.Next(0, 255), _randomizer.Next(0, 255), _randomizer.Next(0, 255));
            }

            jucko = new Character();

            jucko.Head = CreateCharacterSprite(2 + 13, 0 + 32, 26, 34, Color.White, "head", 13, 34 - 2);
            jucko.Body = CreateCharacterSprite(0, 26, 30, 42, Color.White, "body", 0, 0);
            jucko.FeetLeft = CreateCharacterSprite(2 + 9, 63, 18, 30, Color.White, "leg", 9, 0);
            jucko.FeetRight = CreateCharacterSprite(10 + 9, 63, 18, 30, Color.White, "leg", 9, 0);

            jucko.Position = new Vector2(300, 300);
            jucko.Color = Color.Red;
            jucko.Rect = new Rectangle((int)jucko.Position.X, (int)jucko.Position.Y, 30, 93);
            allCharacters.Add(jucko);

            ISprite block = new Sprite();

            allSprites.Add(CreateBlock(200, 400, 500, 20, Color.Red, "block"));
            allSprites.Add(CreateBlock(280, 140, 340, 20, Color.White, "block"));

            allSprites.Add(CreateBlock(240, 360, 20, 400, Color.Yellow, "block"));
            allSprites.Add(CreateBlock(240, 760, 100, 40, Color.Yellow, "block"));

            for (int i = 0; i < 5; i++) {
                allSprites.Add(CreateBlock(400 + i * 20, 380 - i * 20, 40, 20, Color.Red, "block")); //Stairs Red
            }

            allSprites.Add(CreateBlock(520, 300, 200, 20, Color.Blue, "block")); //Bar at top of stairs

            Rectangle border = new Rectangle(0, 0, Window.ClientBounds.Width * 2, Window.ClientBounds.Height);
            allSprites.Add(CreateBlock(border.X, border.Y, border.Width, 20, Color.White, "block")); //level border top
            allSprites.Add(CreateBlock(border.X, border.Y, 20, border.Height, Color.White, "block")); //level border left
            allSprites.Add(CreateBlock(border.X, border.Y + border.Height - 20, border.Width, 20, Color.White, "block")); //level border bottom
            allSprites.Add(CreateBlock(border.X + border.Width - 20, border.Y, 20, border.Height, Color.White, "block")); //level border right

            SpriteMoving movingblock = new SpriteMoving(10f, new Vector2(300, 60), new Vector2(200, 30), Color.Red, "block", new Vector2(20, 20), 100);
            allSpritesMoving.Add(movingblock);

            base.Initialize();
        }
Ejemplo n.º 4
0
        //[TestMethod]
        //public void TestProjectileCollision() {
        //    _gameTime = NewGameTime(144);
        //    _bullet = new Projectile(new Vector2(0, 0), new Vector2(100, 0), 50f, "", Color.Red, 100);
        //    _wall = new Sprite();
        //    _wall.Position = new Vector2(5,0);
        //    _wall.Rect = new Rectangle((int)_wall.Position.X, (int)_wall.Position.Y,100,20);
        //    Rectangle overlap = new Rectangle() ;
        //    while (overlap.IsEmpty) {
        //        _bullet.Update(_gameTime);
        //        overlap = Rectangle.Intersect();
        //    }
        //    Assert.AreEqual(_bullet.Position.X, 200);
        //    Assert.AreEqual(_bullet.Position.Y, 203);
        //}
        private float LetCharacterFall(Vector2 StartPosition, int FallingSteps, int FPSCount)
        {
            _jucko = new Character();
            _gameTime = NewGameTime(FPSCount);

            _jucko.Position = StartPosition;
            for (int i = 0; i < FallingSteps; i++) {
                _jucko.Update(_gameTime);
            }

            return _jucko.Position.Y;
        }