Example #1
0
        public async void TextureUpdate()
        {
            // Arrange
            this.QuarryDbContext.Textures.AddRange(
                new TextureEntity()
            {
                TextureId = 1, TextureName = "Crystaline", CompanyId = 1, DeletedInd = false
            },
                new TextureEntity()
            {
                TextureId = 2, TextureName = "Milky", CompanyId = 1, DeletedInd = false
            });
            await this.SaveChangesAsync(this.QuarryDbContext);

            TextureModel model = new TextureModel()
            {
                TextureId = 2, TextureName = "Grey"
            };

            // Act
            AjaxModel <NTModel> ajaxModel = await this.Controller.TextureUpdate(model);

            // Assert
            TextureEntity entity = this.QuarryDbContext.Textures.Where(e => e.TextureId == 2).First();

            Assert.Equal(entity.TextureName, "Grey");
            Assert.Equal(ajaxModel.Message, QuarryMessages.TextureSaveSuccess);
        }
Example #2
0
        public MenuEntity(Game game, string id, Vector2 position, Vector2 size)
            : base(game, id, position)
        {
            CanCollide = false;

            ResumeButton = new ResumeButtonEntity(Game, "ResumeButton", Vector2.Zero, Game.AssetManager.GetTexture("buttonResume"));
            Minus = new VolumeButtonEntity(Game, "MinusButton", new Vector2(0F, ResumeButton.Position.Y + ResumeButton.Size.Y + 10F), Game.AssetManager.GetTexture("buttonMinus"), -0.1F);
            Volume = new TextureEntity(Game, "Volume", new Vector2(Minus.Position.X + Minus.Size.X + 10F, Minus.Position.Y), Game.AssetManager.GetTexture("buttonVolume"));
            Plus = new VolumeButtonEntity(Game, "PlusButton", new Vector2(Volume.Position.X + Volume.Size.X + 10F, Minus.Position.Y), Game.AssetManager.GetTexture("buttonPlus"), 0.1F);
            Multiplayer = new MultiplayerButtonEntity(Game, "Multiplayer", new Vector2(0F, Minus.Position.Y + Minus.Size.Y + 20F), Game.AssetManager.GetTexture("buttonMultiplayer"));
            ExitButton = new ExitButtonEntity(Game, "ExitButton", new Vector2(0F, Multiplayer.Position.Y + Multiplayer.Size.Y + 20F), Game.AssetManager.GetTexture("buttonExit"));

            VolumePercentage = new TextEntity(Game, "VolumePercentage", Vector2.Zero, "100%");

            ResumeButton.CanCollide = false;
            Minus.CanCollide = false;
            Volume.CanCollide = false;
            Plus.CanCollide = false;
            Multiplayer.CanCollide = false;
            ExitButton.CanCollide = false;
            VolumePercentage.CanCollide = false;

            AddChild(ResumeButton);
            AddChild(Minus);
            AddChild(Volume);
            AddChild(Plus);
            AddChild(Multiplayer);
            AddChild(ExitButton);
            AddChild(VolumePercentage);
        }
Example #3
0
        public async void TextureAdd()
        {
            // Arrange
            TextureModel model = new TextureModel()
            {
                TextureId = 0, TextureName = "Crystaline"
            };

            // Act
            AjaxModel <NTModel> ajaxModel = await this.Controller.TextureAdd(model);

            // Assert
            TextureEntity entity = this.QuarryDbContext.Textures.Last();

            Assert.Equal(entity.TextureName, "Crystaline");
            Assert.Equal(ajaxModel.Message, QuarryMessages.TextureSaveSuccess);
        }
Example #4
0
        public GridEntity(Game game, string id, Vector2 position, Vector2 dimensions, Vector2 blockSize)
            : base(game, id, position)
        {
            Dimensions = dimensions;
            BlockSize = blockSize;

            CanCollide = false;

            // Generate grid
            for (int x = 0; x < Dimensions.X; x++) {
                for (int y = 0; y < Dimensions.Y; y++) {
                    TextureEntity block = new TextureEntity(Game, "BackgroundBlock", new Vector2(x * BlockSize.X, y * BlockSize.Y), Game.AssetManager.GetTexture("block"));
                    block.Tint = Color.DarkGray;
                    block.Opacity = 0.75F;
                    block.Size = new Vector2(BlockSize.X, BlockSize.Y);
                    block.CanCollide = false;

                    AddChild(block);
                }
            }
        }