public void RedTest() { Assert.AreEqual(Color.Red, MeterUtil.GetColorFromValue(10)); Assert.AreEqual(Color.Red, MeterUtil.GetColorFromValue(5)); Assert.AreEqual(Color.Red, MeterUtil.GetColorFromValue(8)); Assert.AreEqual(Color.Red, MeterUtil.GetColorFromValue(20)); Assert.AreEqual(Color.Red, MeterUtil.GetColorFromValue(25)); }
public void GreenTest() { Assert.AreEqual(Color.Green, MeterUtil.GetColorFromValue(100)); Assert.AreEqual(Color.Green, MeterUtil.GetColorFromValue(90)); Assert.AreEqual(Color.Green, MeterUtil.GetColorFromValue(80)); Assert.AreEqual(Color.Green, MeterUtil.GetColorFromValue(70)); Assert.AreEqual(Color.Green, MeterUtil.GetColorFromValue(51)); }
public void YellowTest() { Assert.AreEqual(Color.Yellow, MeterUtil.GetColorFromValue(40)); Assert.AreEqual(Color.Yellow, MeterUtil.GetColorFromValue(35)); Assert.AreEqual(Color.Yellow, MeterUtil.GetColorFromValue(30)); Assert.AreEqual(Color.Yellow, MeterUtil.GetColorFromValue(26)); Assert.AreEqual(Color.Yellow, MeterUtil.GetColorFromValue(35)); }
/// <summary> /// issue [A.1.5] of the design document /// </summary> /// <param name="graphics"></param> public void Render(Graphics graphics) { Pen pen = new Pen(TeamColor); int healthMeterX = (int)Location.X + (int)(DimensionsUtil.GetAvatarWidth() - 20); int healthMeterY = (int)Location.Y + 20; float healthMeterBarHeight = ((float)Health / (float)_maxHealth) * DimensionsUtil.GetHealthMeterHeight(); int ammoMeterX = (int)Location.X + 10; int ammoMeterY = (int)Location.Y + 20; float ammoMeterBarHeight = ((float)Ammo / (float)_maxAmmo) * DimensionsUtil.GetAmmoMeterHeight(); Color healthMeterColor = MeterUtil.GetColorFromValue(Health); SolidBrush healthMeterBrush = new SolidBrush(healthMeterColor); Color ammoMeterColor = MeterUtil.GetColorFromValue(Ammo); SolidBrush ammoMeterBrush = new SolidBrush(ammoMeterColor); GraphicsPath graphicsPath = new GraphicsPath(); RectangleF avatarMainBody = new RectangleF(Location, Size); RectangleF avatarGun = new RectangleF(Location.X + ((Size.Width / 2) - (DimensionsUtil.GetGunWidth() / 2)), Location.Y - DimensionsUtil.GetGunHeight(), DimensionsUtil.GetGunWidth(), DimensionsUtil.GetGunHeight()); RectangleF healthMeterOutline = new RectangleF(healthMeterX, healthMeterY, DimensionsUtil.GetHealthMeterWidth(), DimensionsUtil.GetHealthMeterHeight()); RectangleF ammoMeterOutline = new RectangleF(ammoMeterX, ammoMeterY, DimensionsUtil.GetAmmoMeterWidth(), DimensionsUtil.GetAmmoMeterHeight()); graphicsPath.AddRectangle(avatarMainBody); graphicsPath.AddRectangle(avatarGun); graphicsPath.AddRectangle(healthMeterOutline); graphicsPath.AddRectangle(ammoMeterOutline); RectangleF healthMeterBar = new RectangleF(healthMeterX, healthMeterY + (DimensionsUtil.GetHealthMeterHeight() - healthMeterBarHeight), DimensionsUtil.GetHealthMeterWidth(), healthMeterBarHeight); RectangleF ammoMeterBar = new RectangleF(ammoMeterX, ammoMeterY + DimensionsUtil.GetAmmoMeterHeight() - ammoMeterBarHeight, DimensionsUtil.GetAmmoMeterWidth(), ammoMeterBarHeight); GraphicsPath healthMeterBarPath = new GraphicsPath(); healthMeterBarPath.AddRectangle(healthMeterBar); GraphicsPath ammoMeterBarPath = new GraphicsPath(); ammoMeterBarPath.AddRectangle(ammoMeterBar); Matrix rotationMatrix = new Matrix(1, 0, 0, 1, 0, 0); PointF rotationPoint = new PointF(avatarMainBody.Location.X + (DimensionsUtil.GetAvatarWidth() / 2), avatarMainBody.Location.Y + (DimensionsUtil.GetAvatarHeight() / 2)); switch (FacingDirection) { case FacingDirectionType.North: break; case FacingDirectionType.East: rotationMatrix.RotateAt(90F, rotationPoint); break; case FacingDirectionType.South: rotationMatrix.RotateAt(180F, rotationPoint); break; case FacingDirectionType.West: rotationMatrix.RotateAt(270F, rotationPoint); break; } graphicsPath.Transform(rotationMatrix); ammoMeterBarPath.Transform(rotationMatrix); healthMeterBarPath.Transform(rotationMatrix); graphics.FillPath(healthMeterBrush, healthMeterBarPath); graphics.FillPath(ammoMeterBrush, ammoMeterBarPath); graphics.DrawPath(pen, graphicsPath); //render the shield, ignoring any rotations (rotations are ignored because it is easier for collision detection with the shield) switch (ShieldLocation) { case ShieldLocationType.Front: graphics.DrawLine(pen, Location.X, Location.Y - DimensionsUtil.GetAvatarShieldOffset(), Location.X + Size.Width, Location.Y - DimensionsUtil.GetAvatarShieldOffset()); break; case ShieldLocationType.Back: graphics.DrawLine(pen, Location.X, Location.Y + DimensionsUtil.GetAvatarShieldOffset() + Size.Height, Location.X + Size.Width, Location.Y + DimensionsUtil.GetAvatarShieldOffset() + Size.Height); break; case ShieldLocationType.Left: graphics.DrawLine(pen, Location.X - DimensionsUtil.GetAvatarShieldOffset(), Location.Y, Location.X - DimensionsUtil.GetAvatarShieldOffset(), Location.Y + Size.Height); break; case ShieldLocationType.Right: graphics.DrawLine(pen, Location.X + Size.Width + DimensionsUtil.GetAvatarShieldOffset(), Location.Y, Location.X + Size.Width + DimensionsUtil.GetAvatarShieldOffset(), Location.Y + Size.Height); break; } }