public void TargetPositionTest() { PrincessZelda target = new PrincessZelda(); // TODO: Initialize to an appropriate value Vector2 expected = new Vector2(300, 400); Vector2 actual; target.TargetPosition = expected; actual = target.TargetPosition; Assert.AreEqual(expected, actual); }
public void statusTest() { PrincessZelda target = new PrincessZelda(); // TODO: Initialize to an appropriate value int expected = 1; // TODO: Initialize to an appropriate value int actual; target.status = expected; actual = target.status; Assert.AreEqual(expected, actual); }
public void PrincessZeldaConstructorTest() { PrincessZelda target = new PrincessZelda(); Assert.IsNotNull(target); }
public void ZeldaUpdateTest() { PrincessZelda target = new PrincessZelda(); // TODO: Initialize to an appropriate value GameTime theGameTime = null; // TODO: Initialize to an appropriate value target.ZeldaUpdate(theGameTime); Assert.Inconclusive("A method that does not return a value cannot be verified."); }
//Obtain how far collide with the object and move back to original position //For Zelda sprite public void SpriteCollision(ref PrincessZelda name) { //Temporary Value for Object position Vector2 currentPos; //Difference between each objects edges Vector2 Diff = new Vector2(0, 0); //Obtain difference from Actionhandler Diff = CollisionCheck(name.SpriteID); //For X axis difference if (Math.Abs(Diff.X) > 0) { currentPos = name.pos; currentPos.X -= Diff.X; name.pos = currentPos; } //For Y axis difference if (Math.Abs(Diff.Y) > 0) { currentPos = name.pos; currentPos.Y -= Diff.Y; name.pos = currentPos; } }
/// <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 //Game starts with the menu state = gamestate.menu; //Game play starts with start map MapState = gamemap.start; previousMapState = MapState; //Player that can move around player = new Character(); //ID number 0 indicate character that is only one exist. player.SpriteID = 0; //ID number 2xx indicate Enemy Enemy1 = new EnemyCharacter(); Enemy1.SpriteID = 201; Dragon1 = new Dragon(); Dragon1.SpriteID = 202; Enemy2 = new EnemyCharacter(); Enemy2.SpriteID = 203; Enemy3 = new EnemyCharacter(); Enemy3.SpriteID = 204; Enemy4 = new EnemyCharacter(); Enemy4.SpriteID = 205; //ID number 1 indicate PrincessZelda Zelda = new PrincessZelda(); Zelda.SpriteID = 1; //Backgrounds menu = new Sprite(); help = new Sprite(); BG0 = new Sprite(); Blood = new Sprite(); Thanks = new Sprite(); Story1 = new Sprite(); Story2 = new Sprite(); //ID 9xx indicate non object sprite menu.SpriteID = 901; //ID 1xx indicate stationary object tree1 = new Sprite(101); tree2 = new Sprite(102); tree3 = new Sprite(103); tree4 = new Sprite(104); tree5 = new Sprite(105); //ID 5xx indicate Key acition abject that cause some action Arrow = new Sprite(501); //Action Handling including Collision Detection and EnemySight Action = new Collision(); base.Initialize(); }