public void GetCountMethod() { Assert.AreEqual(StringMethod.GetCount("abcabcab", "ab"), 3); Assert.Throws <Exception>(() => StringMethod.GetCount("abc", "abccc")); Assert.Throws <Exception>(() => StringMethod.GetCount("", "")); Assert.Throws <Exception>(() => StringMethod.GetCount("abc", "")); Assert.Throws <Exception>(() => StringMethod.GetCount(null, null)); }
public void TestString() { StringMethod stringMethod = new StringMethod(); string value = stringMethod.ReverseString("Hello"); Assert.AreEqual(value, "olleH"); }
//as a matter of course, it is probably wise to update your map AFTER your player, but //draw your map BEFORE your player. //some map elements are based on how the player moves, but you do not want the map drawn OVER the player. public override void Draw(SpriteBatch spriteBatch) { base.Draw(spriteBatch); map.Draw(spriteBatch, camera); player.Draw(spriteBatch, camera); if (map.LivingEnemies > 0) { //spriteBatch.DrawString(font, "Enemy HP: " + map.CurrentEnemies[0].HP + "/ " + map.CurrentEnemies[0].MaxHP, new Vector2(10, 80), Color.PaleVioletRed); //spriteBatch.DrawString(font, "Susp: " + map.CurrentEnemies[0].TotalofAlertPoints, new Vector2(10, 100), Color.PaleVioletRed); if (map.CurrentEnemies.Count > 1) { //spriteBatch.DrawString(font, "Enemy 2 HP: " + map.CurrentEnemies[1].HP + "/ " + map.CurrentEnemies[1].MaxHP, new Vector2(10, 130), Color.MidnightBlue); //spriteBatch.DrawString(font, "Susp 2 : " + map.CurrentEnemies[1].TotalofAlertPoints, new Vector2(10, 150), Color.MidnightBlue); } } HPBar.Draw(spriteBatch, player.Stats.HP, player.Stats.MaxHP); if (map.CurrentEnemies.Count > 0) { suspicionBar.Draw(spriteBatch, map.CurrentAvgSuspicion); } int EnemiesKilled = map.NextEnemyIndex - NumOfEnemies; spriteBatch.DrawString(font, "Total Enemies Killed: " + EnemiesKilled, new Vector2(10, 80), Color.AliceBlue); spriteBatch.DrawString(font, "Block State" + player.BlockStatus, new Vector2(10, 100), Color.Azure); if (CurrentQuest != null) { if (CurrentQuest.CompleteYet) { spriteBatch.DrawString(font, "Quest Complete!", new Vector2(10, 450), Color.White); } } //AI Display info, only shown when bool is TRUE as defined at top of screen if (EnableAITesting && map.CurrentEnemyTotal > 0) { suspicionOverlay.Draw(spriteBatch, camera); Enemy test = map.CurrentEnemies[map.CurrentEnemies.Keys.ToList().ElementAt(0)]; spriteBatch.DrawString(font, "Enemy 1 HP: " + test.Stats.HP + "/ " + test.Stats.MaxHP, new Vector2(10, 130), Color.Wheat); spriteBatch.DrawString(font, "Current Alert Level: " + test.AlertLevel + ", Current Behaviour: " + test.CurrentBS.getName(), new Vector2(10, 150), Color.Wheat); if (test.SawPlayerRecently(player.TilePosition)) { spriteBatch.DrawString(font, "E1 Can currently see player", new Vector2(10, 170), Color.Wheat); } else { spriteBatch.DrawString(font, "E1: player not in sight", new Vector2(10, 170), Color.Wheat); } if (test.HaveConfirmedTile) { spriteBatch.DrawString(font, "PLAYER CONFIRMED: " + StringMethod.CoordsAsString(test.ConfirmedTile), new Vector2(10, 190), Color.Red); } } }
internal static void BuilderAppendMeCardName(ref StringBuilder builder, string lastname, string firstname) { string tempStr = lastname; if (!string.IsNullOrWhiteSpace(tempStr)) { builder.Append(StringMethod.MeCardStringRevamp(tempStr)); } builder.Append(','); builder.Append(StringMethod.MeCardStringRevamp(firstname)); builder.Append(';'); }
public void MimicJoinTest() { Assert.AreEqual(StringMethod.MimicJoin( StringMethod._character, StringMethod._array), "a-b-c-d"); }