private static Particle GenerateNewParticle(ParticlesStyle style) { Texture2D texture = textures[RandomNumbersHelper.ReturnRandomNumber(textures.Count)]; Vector2 position = EmitterLocation; Vector2 velocity = new Vector2( 1f * (float)(RandomNumbersHelper.ReturnRandomDouble() * 2 - 1), 1f * (float)(RandomNumbersHelper.ReturnRandomDouble() * 2 - 1)); float angle = 0; float angularVelocity = 0.1f * (float)(RandomNumbersHelper.ReturnRandomDouble() * 2 - 1); Color color; float size = (float)RandomNumbersHelper.ReturnRandomDouble(); int ttl = 5 + RandomNumbersHelper.ReturnRandomNumber(20); switch (style) { case ParticlesStyle.ATTACK: color = Color.DarkRed; position += new Vector2(Constants.TILESIZE / 2, Constants.TILESIZE / 2); size = size / 2; break; default: color = new Color( (float)RandomNumbersHelper.ReturnRandomDouble(), (float)RandomNumbersHelper.ReturnRandomDouble(), (float)RandomNumbersHelper.ReturnRandomDouble()); break; } return(new Particle(texture, position, velocity, angle, angularVelocity, color, size, ttl)); }
public NonPlayerCharacter(string SpriteName = Constants.NPC.DEFAULT_SPRITE) : base() { aiBehaviorComponent = new AIBehaviorsComponent(); PhysicsComponent.position = new Vector2(RandomNumbersHelper.ReturnRandomNumber(Constants.Map.DEFAULT_MAP_WIDTH - 1) * Constants.TILESIZE, RandomNumbersHelper.ReturnRandomNumber(Constants.Map.DEFAULT_MAP_HEIGHT - 1) * Constants.TILESIZE); PhysicsComponent.destination = this.PhysicsComponent.position; PhysicsComponent.Speed = Constants.NPC.DEFAULT_SPEED; SpriteComponent.TextureName = SpriteName; SpriteComponent.TextureModifier = Constants.NPC.DEFAULT_NPC_SIZE_MODIFIER; }
public void TestAverageMethodTest() { // Arrange var numbers = RandomNumbersHelper.GetRandomNumbers(); // Act var actualResult = numbers.TestAverage(); var expectedResult = numbers.Average(); // Assert expectedResult.Should().Be(actualResult); }
public void TestSelectOnCubeTest() { // Arrange Func <int, double> cube = a => Math.Pow(a, 3); var numbers = RandomNumbersHelper.GetRandomNumbers(); // Act var actualResult = numbers.TestSelect(cube); var expectedResult = numbers.Select(cube); // Assert expectedResult.Should().BeEquivalentTo(actualResult); }
public void TestSelectOnTripleTest() { // Arrange Func <int, int> triple = a => a * 3; var numbers = RandomNumbersHelper.GetRandomNumbers(); // Act var actualResult = numbers.TestSelect(triple); var expectedResult = numbers.Select(triple); // Assert expectedResult.Should().BeEquivalentTo(actualResult); CollectionAssert.AreEqual(expectedResult, actualResult); }
private static Particle GenerateNewParticle() { Texture2D texture = textures[RandomNumbersHelper.ReturnRandomNumber(textures.Count)]; Vector2 position = EmitterLocation; Vector2 velocity = new Vector2( 1f * (float)(RandomNumbersHelper.ReturnRandomDouble() * 2 - 1), 1f * (float)(RandomNumbersHelper.ReturnRandomDouble() * 2 - 1)); float angle = 0; float angularVelocity = 0.1f * (float)(RandomNumbersHelper.ReturnRandomDouble() * 2 - 1); Color color = new Color( (float)RandomNumbersHelper.ReturnRandomDouble(), (float)RandomNumbersHelper.ReturnRandomDouble(), (float)RandomNumbersHelper.ReturnRandomDouble()); float size = (float)RandomNumbersHelper.ReturnRandomDouble(); int ttl = 20 + RandomNumbersHelper.ReturnRandomNumber(40); return(new Particle(texture, position, velocity, angle, angularVelocity, color, size, ttl)); }
private static void AIIdle(NonPlayerCharacter caller, GameMap map) { if (caller.aiBehaviorComponent.Clock.isIntervalTicked(Constants.NPC.DEFAULT_UNIT_MOVE_INTERVAL_IDLE)) { // Negative or positive if (RandomNumbersHelper.ReturnRandomNumber(2) == 1) { // X or Y if (RandomNumbersHelper.ReturnRandomNumber(2) == 1) { caller.PhysicsComponent.destination += new Vector2(-1 * Constants.TILESIZE, 0); } else { caller.PhysicsComponent.destination += new Vector2(0, -1 * Constants.TILESIZE); } } else { // X or Y if (RandomNumbersHelper.ReturnRandomNumber(2) == 1) { caller.PhysicsComponent.destination += new Vector2(Constants.TILESIZE, 0); } else { caller.PhysicsComponent.destination += new Vector2(0, Constants.TILESIZE); } } if (CheckColission(map, caller.PhysicsComponent.destination)) { caller.PhysicsComponent.destination = caller.PhysicsComponent.position; } } }