public void ToFixture() { fixture = FixtureManager.CreateRectangle(animation.activeTexture.Width, animation.activeTexture.Height, position, bodyType, density); fixture.IsSensor = true; fixture.OnCollision += this.OnCollision; fixture.OnSeparation += this.OnSeperation; }
public void Initialise() { int i = 0; foreach (Texture2D texture in animation.pictures) { try { Console.Out.WriteLine("Calculating Polygon for Texture No: " + (i + 1.0f)); fixtures.Add(FixtureManager.CreatePolygon(texture, scale, BodyType.Dynamic, animation.position, 1.0f)); fixtures[i].Body.Awake = false; fixtures[i].Body.IgnoreGravity = true; fixtures[i].Body.FixedRotation = true; fixtures[i].Body.Mass = 0; fixtures[i].Body.Inertia = 0; fixtures[i].Body.BodyType = BodyType.Static; fixtures[i].Body.IgnoreGravity = true; fixtures[i].CollisionCategories = CollisionCategory.All; fixtures[i].IsSensor = true; fixtures[i].Body.Active = false; fixtures[i].OnCollision += boss.OnCollision; } catch (Exception e) { fixtures.Add(fixtures[i - 1]); } i++; } }
public void Update(GameTime gameTime) { if (fixtures != null) { animation.Update2(gameTime, FixtureManager.ToPixel(boss.fixture.Body.Position) + TextureOffset); foreach (Fixture fix in fixtures) { fix.IsSensor = true; fix.Body.Position = new Vector2(animation.position.X / Level.PixelPerMeter, animation.position.Y / Level.PixelPerMeter) + PolygonOffset; fix.Body.Active = false; } activeFixture = fixtures[animation.activeFrameNumber]; if (isActive) { CurrentFrame = animation.activeTexture; activeFixture.IsSensor = true; activeFixture.Body.Active = true; } } }
public void ToFixture() { try { if (accuracy == PhysicAccuracy.Low) { fixture = FixtureManager.CreatePolygon(texture, scale, bodyType, position, density); fixture.isDeadly = isDeadly; fixture.isClimbable = isClimbable; fixture.OnCollision += this.InteractiveOnCollision; } else if (accuracy == PhysicAccuracy.High) { fixtures = FixtureManager.TextureToPolygon(texture, scale, bodyType, position, density); fixtures[0].isDeadly = isDeadly; fixtures[0].isClimbable = isClimbable; fixtures[0].OnCollision += this.InteractiveOnCollision; } } catch (Exception e) { fixture = FixtureFactory.CreateRectangle(Level.Physics, (texture.Width * scale.X) / Level.PixelPerMeter, (texture.Height * scale.Y) / Level.PixelPerMeter, density); fixture.Body.BodyType = bodyType; fixture.Body.Position = FixtureManager.ToMeter(position); fixture.isDeadly = isDeadly; fixture.isClimbable = isClimbable; fixture.OnCollision += this.InteractiveOnCollision; } }
public override void ToFixture() { fixture = FixtureManager.CreateRectangle(width, height, position, BodyType.Static, 1); fixture.OnCollision += this.OnCollision; fixture.IsSensor = true; fixture.isDeadly = true; }
public Area() { hero = new Hero(); npcs = new List <NPC>(); fixtures = new List <Fixture>(); fixtureManager = new FixtureManager(); }
public void GetById_WhenCalledNotExistsFixture_ShouldThrowObjectNotFoundException() { // Arrange Guid fixtureId = Guid.Empty; var mockFixtureDal = new MockFixtureDal().MockGet(null); var sut = new FixtureManager(mockFixtureDal.Object); // Act & Assert Assert.Throws <ObjectNotFoundException>(() => sut.GetById(fixtureId)); }
public void GetList_WhenCalledAll_ShouldReturnFixtures() { // Arrange var mockFixtureDal = new MockFixtureDal().MockGetDetailList(new List <FixtureForDetailDto>()); var sut = new FixtureManager(mockFixtureDal.Object); // Act var result = sut.GetList(); // Assert Assert.NotNull(result.Data); }
public void Delete_WhenFixturePositionIsNotAvailable_ShouldThrowLogicException() { // Arrange Guid fixtureId = Guid.NewGuid(); var mockFixtureDal = new MockFixtureDal().MockUpdate().MockGet(new Fixture() { FixturePositionId = 2 }); var sut = new FixtureManager(mockFixtureDal.Object); // Act & Assert Assert.Throws <LogicException>(() => sut.Delete(fixtureId)); }
public void Update_WhenUpdatedFixture_ShouldUpdate() { // Arrange var fixtureForUpdateDto = new FixtureForUpdateDto(); var mockFixtureDal = new MockFixtureDal().MockUpdate().MockGet(new Fixture()); var sut = new FixtureManager(mockFixtureDal.Object); // Act sut.Update(fixtureForUpdateDto); // Assert mockFixtureDal.VerifyUpdate(Times.Once()); }
public void Add_WhenAddedNewFixture_ShouldAddAndReturnId() { // Arrange FixtureForAddDto fixtureForAddDto = new FixtureForAddDto(); var mockFixtureDal = new MockFixtureDal().MockAdd(new Fixture()); var sut = new FixtureManager(mockFixtureDal.Object); // Act var result = sut.Add(fixtureForAddDto); // Assert Assert.Equal(new Guid(), result.Data); }
public override void ToFixture() { Vertices vertices = new Vertices(); foreach (Vector2 v in WorldPoints) { vertices.Add(FixtureManager.ToMeter(v)); } fixture = FixtureFactory.CreateLoopShape(Level.Physics, vertices, this.density); fixture.Body.BodyType = this.bodyType; fixture.isHalfTransparent = this.isPervious; }
public void GetListBySupplierId_WhenCalledWithSupplierId_ShouldReturnFixtures() { // Arrange int supplierId = 1; var mockFixtureDal = new MockFixtureDal().MockGetList(new List <Fixture>()); var sut = new FixtureManager(mockFixtureDal.Object); // Act var result = sut.GetListBySupplierId(supplierId); // Assert Assert.NotNull(result); }
public void GetById_WhenCalledWithId_ShouldReturnFixture() { // Arrange Guid fixtureId = Guid.NewGuid(); var mockFixtureDal = new MockFixtureDal().MockGet(new Fixture()); var sut = new FixtureManager(mockFixtureDal.Object); // Act var result = sut.GetById(fixtureId); // Assert Assert.NotNull(result.Data); }
public void GetListByPosition_WhenCalledWithPosition_ShouldReturnFixtures() { // Arrange var position = FixturePositions.Position.Available; var mockFixtureDal = new MockFixtureDal().MockGetDetailListByPosition(new List <FixtureForDetailDto>()); var sut = new FixtureManager(mockFixtureDal.Object); // Act var result = sut.GetListByPosition(position); // Assert Assert.NotNull(result.Data); }
public void GetDebits_WhenCalledDebits_ReturnDebitDtos() { // Arrange var fixtureId = Guid.NewGuid(); var mockFixtureDal = new MockFixtureDal().MockGetDebits(new List <DebitForUserDetailDto>()).MockGet(new Fixture()); var sut = new FixtureManager(mockFixtureDal.Object); // Act var result = sut.GetDebits(fixtureId); // Assert Assert.NotNull(result.Data); }
public void UpdatePosition_WhenUpdatedFixturePosition_ShouldUpdatePosition() { // Arrange Guid fixtureId = Guid.NewGuid(); var position = FixturePositions.Position.Debit; var mockFixtureDal = new MockFixtureDal().MockUpdate().MockGet(new Fixture()); var sut = new FixtureManager(mockFixtureDal.Object); // Act sut.UpdatePosition(fixtureId, position); // Assert mockFixtureDal.VerifyUpdate(Times.Once()); }
public void Delete_WhenDeletedFixture_ShouldUpdateFixturePosition() { // Arrange Guid fixtureId = Guid.NewGuid(); var mockFixtureDal = new MockFixtureDal().MockUpdate().MockGet(new Fixture() { FixturePositionId = 1 }); var sut = new FixtureManager(mockFixtureDal.Object); // Act sut.Delete(fixtureId); // Assert mockFixtureDal.VerifyUpdate(Times.Once()); }
public void DispouseTest() { var service = new Mock <IServiceFacade>(); var fixtureOne = new Mock <IResourceFacade>(); var fixtureTwo = new Mock <IResourceFacade>(); service.Setup(s => s.GetResources("Football")).Returns(new List <IResourceFacade> { fixtureOne.Object, fixtureTwo.Object }); var streamManager = new Mock <IStreamListenerManager>(); var testing = new FixtureManager(5, streamManager.Object, service.Object.GetResources); testing.Dispose(); Thread.Sleep(10000); }
public override void Update(GameTime gameTime) { if (fixture != null && bodyType == BodyType.Dynamic) { if (accuracy == PhysicAccuracy.Low) { position = FixtureManager.ToPixel(fixture.Body.Position); rotation = fixture.Body.Rotation; } } if (fixtures != null && bodyType == BodyType.Dynamic) { if (accuracy == PhysicAccuracy.High) { position = FixtureManager.ToPixel(fixtures[0].Body.Position); rotation = fixtures[0].Body.Rotation; } } }
// Wird in der Load des zugehörigen Trägers gerufen public void Load(int amount, String path, float speed) { animation.Load(amount, path, speed, true); polygons = FixtureManager.AnimationToPolygons(animation); activePolygon = polygons[animation.activeFrameNumber]; }
public void ShouldCreateListeners() { var streamListenerManager = new Mock<IStreamListenerManager>(); var settings = new Mock<ISettings>(); settings.Setup(x => x.EventStateFilePath).Returns("."); var service = new Mock<IServiceFacade>(); service.Setup(x => x.IsConnected).Returns(true); var connector = new Mock<IAdapterPlugin>(); var eventState = new Mock<IEventState>(); var fixtureOne = new Mock<IResourceFacade>(); var fixtureTwo = new Mock<IResourceFacade>(); fixtureOne.Setup(f => f.Id).Returns("1"); fixtureOne.Setup(f => f.GetSnapshot()).Returns(TestHelper.GetSnapshotJson()); fixtureOne.Setup(f => f.Content).Returns(new Summary { Id = "1", Date = "23/05/2012", StartTime = "10:20", MatchStatus = 1}); fixtureTwo.Setup(f => f.Id).Returns("2"); fixtureTwo.Setup(f => f.GetSnapshot()).Returns(TestHelper.GetSnapshotJson()); fixtureTwo.Setup(f => f.Content) .Returns(new Summary { Id = "2", Date = "23/05/2012", StartTime = "13:20", MatchStatus = 1 }); service.Setup(s => s.GetResources("Football")).Returns(new List<IResourceFacade> { fixtureOne.Object, fixtureTwo.Object }); settings.Setup(s => s.FixtureCreationConcurrency).Returns(2); var fixtureManager = new FixtureManager(5,streamListenerManager.Object,service.Object.GetResources); fixtureManager.ProcessSport("Football"); fixtureManager.ProcessSport("Rugby"); //this checks service IsConnected var adapter = new Adapter( settings.Object, service.Object, connector.Object, streamListenerManager.Object ); adapter.Start(); //adapter.ProcessSport("Football"); //adapter.ProcessSport("Rugby"); Thread.Yield(); service.VerifyAll(); eventState.Verify(es => es.RemoveFixture(It.IsAny<string>()), Times.Never()); }
public override void ToFixture() { fixture = FixtureManager.CreateRectangle(width, height, position, bodyType, density); fixture.isClimbable = isClimbable; fixture.isHalfTransparent = isPervious; }
public override void ToFixture() { fixture = FixtureManager.CreateCircle(radius, position, bodyType, density); fixture.isClimbable = isClimbable; fixture.isHalfTransparent = isPervious; }
public void ShouldCreateListeners() { var streamListenerManager = new Mock <IStreamListenerManager>(); var settings = new Mock <ISettings>(); settings.Setup(x => x.EventStateFilePath).Returns("."); var service = new Mock <IServiceFacade>(); service.Setup(x => x.IsConnected).Returns(true); var connector = new Mock <IAdapterPlugin>(); var eventState = new Mock <IEventState>(); var fixtureOne = new Mock <IResourceFacade>(); var fixtureTwo = new Mock <IResourceFacade>(); fixtureOne.Setup(f => f.Id).Returns("1"); fixtureOne.Setup(f => f.GetSnapshot()).Returns(TestHelper.GetSnapshotJson()); fixtureOne.Setup(f => f.Content).Returns(new Summary { Id = "1", Date = "23/05/2012", StartTime = "10:20", MatchStatus = 1 }); fixtureTwo.Setup(f => f.Id).Returns("2"); fixtureTwo.Setup(f => f.GetSnapshot()).Returns(TestHelper.GetSnapshotJson()); fixtureTwo.Setup(f => f.Content) .Returns(new Summary { Id = "2", Date = "23/05/2012", StartTime = "13:20", MatchStatus = 1 }); service.Setup(s => s.GetResources("Football")).Returns(new List <IResourceFacade> { fixtureOne.Object, fixtureTwo.Object }); settings.Setup(s => s.FixtureCreationConcurrency).Returns(2); var fixtureManager = new FixtureManager(5, streamListenerManager.Object, service.Object.GetResources); fixtureManager.ProcessSport("Football"); fixtureManager.ProcessSport("Rugby"); //this checks service IsConnected var adapter = new Adapter( settings.Object, service.Object, connector.Object, streamListenerManager.Object ); adapter.Start(); //adapter.ProcessSport("Football"); //adapter.ProcessSport("Rugby"); Thread.Yield(); service.VerifyAll(); eventState.Verify(es => es.RemoveFixture(It.IsAny <string>()), Times.Never()); }
public override void LoadContent() { // Hier müssen alle Sprites geladen werden. idle_left.Load(6, "Sprites/Player/idleA_left_", 10, false); idle_right.Load(6, "Sprites/Player/idleA_right_", 10, false); idleb_left.Load(6, "Sprites/Player/idleB_left_", 10, false); idleb_right.Load(6, "Sprites/Player/idleB_right_", 10, false); idlec_left.Load(6, "Sprites/Player/idleC_left_", 10, false); idlec_right.Load(6, "Sprites/Player/idleC_right_", 10, false); noJumpIdle_left.Load(2, "Sprites/Player/nojumpI_left_", 10, false); noJumpIdle_right.Load(2, "Sprites/Player/nojumpI_right_", 10, false); jumpStarting_left.Load(5, "Sprites/Player/jumpStart_left_", 10, false); jumpStarting_right.Load(5, "Sprites/Player/jumpStart_right_", 10, false); falling_left.Load(2, "Sprites/Player/falling_left_", 10, true); falling_right.Load(2, "Sprites/Player/falling_right_", 10, true); landing_left.Load(8, "Sprites/Player/landing_left_", 7, false); landing_right.Load(8, "Sprites/Player/landing_right_", 7, false); landing_left_fast.Load(8, "Sprites/Player/landing_left_", 25, false); landing_right_fast.Load(8, "Sprites/Player/landing_right_", 25, false); running_left.Load(8, "Sprites/Player/walk_left_", 18, true); running_right.Load(8, "Sprites/Player/walk_right_", 18, true); runStarting_left.Load(8, "Sprites/Player/walkStart_left_", 18, false); runStarting_right.Load(8, "Sprites/Player/walkStart_right_", 18, false); runStopping_left.Load(8, "Sprites/Player/walkStop_left_", 18, false); runStopping_right.Load(8, "Sprites/Player/walkStop_right_", 18, false); noJumpRunning_left.Load(2, "Sprites/Player/nojumpW_left_", 10, false); noJumpRunning_right.Load(2, "Sprites/Player/nojumpW_right_", 10, false); climbing_left.Load(21, "Sprites/Player/climb_left_", 15, false); climbing_right.Load(21, "Sprites/Player/climb_right_", 15, false); hang_left.Load(5, "Sprites/Player/hang_left_", 8, true); hang_right.Load(5, "Sprites/Player/hang_right_", 8, true); hang2_left.Load(1, "Sprites/Player/hang2_left_", 10, true); hang2_right.Load(1, "Sprites/Player/hang2_right_", 10, true); pullup.Load(13, "Sprites/Player/pullup_left_", 10, false); dying_left.Load(4, "Sprites/Player/die_left_", 10, false); dying_right.Load(4, "Sprites/Player/die_right_", 10, false); dying2_left.Load(1, "Sprites/Player/die2_left_", 10, false); dying2_right.Load(1, "Sprites/Player/die2_right_", 10, false); CurrentAnimation = idle_right; CharFix = FixtureManager.CreatePolygon(idle_left.pictures[0], new Vector2(0.85f, 0.95f), BodyType.Dynamic, position, 1); CharFix.Friction = 1; CharFix.Restitution = 0; CharFix.isPlayer = true; CamFix = FixtureManager.CreateRectangle(100, 100, position, BodyType.Dynamic, 0.00001f); CamFix.Body.IgnoreGravity = true; CamFix.IsSensor = true; CamFix.isPlayer = true; CamFix.Body.Position = CharFix.Body.Position; Camera.Position = CamFix.Body.Position * Level.PixelPerMeter; nRect = FixtureManager.CreateRectangle(140, 10, new Vector2(position.X, position.Y - 85), BodyType.Dynamic, 0); nRect.Body.FixedRotation = true; nRect.IsSensor = true; nRect.isPlayer = true; sRect = FixtureManager.CreateRectangle(135, 35, new Vector2(position.X, position.Y + 120), BodyType.Dynamic, 0); sRect.Body.FixedRotation = true; sRect.IsSensor = true; sRect.isPlayer = true; landRect = FixtureManager.CreateRectangle(100, 10, new Vector2(position.X, position.Y + 300), BodyType.Dynamic, 0); landRect.Body.FixedRotation = true; landRect.IsSensor = true; landRect.isPlayer = true; eRect = FixtureManager.CreateRectangle(25, 100, new Vector2(position.X + 105, position.Y), BodyType.Dynamic, 0); eRect.Body.FixedRotation = true; eRect.IsSensor = true; eRect.isPlayer = true; eRect.isEvent = true; wRect = FixtureManager.CreateRectangle(25, 100, new Vector2(position.X - 110, position.Y), BodyType.Dynamic, 0); wRect.Body.FixedRotation = true; wRect.IsSensor = true; wRect.isPlayer = true; sRect.IgnoreCollisionWith(CharFix); sRect.IgnoreCollisionWith(CamFix); nRect.IgnoreCollisionWith(CharFix); nRect.IgnoreCollisionWith(CamFix); nRect.IgnoreCollisionWith(sRect); eRect.IgnoreCollisionWith(CharFix); eRect.IgnoreCollisionWith(CamFix); wRect.IgnoreCollisionWith(CharFix); wRect.IgnoreCollisionWith(CamFix); CharFix.IgnoreCollisionWith(sRect); CharFix.IgnoreCollisionWith(nRect); CharFix.IgnoreCollisionWith(eRect); CharFix.IgnoreCollisionWith(wRect); CharFix.IgnoreCollisionWith(CamFix); CharFix.OnSeparation += this.OnSeperation; CharFix.OnCollision += this.OnCollision; nRect.OnCollision += this.nOnCollision; sRect.OnCollision += this.sOnCollision; sRect.OnSeparation += this.sOnSeparation; landRect.OnCollision += this.landOnCollision; wRect.OnCollision += this.ewOnCollision; wRect.OnSeparation += this.ewOnSeparation; eRect.OnCollision += this.ewOnCollision; eRect.OnSeparation += this.ewOnSeparation; IdleState = new PlayerIdleState(this, idle_left, idle_right); JumpState = new PlayerJumpState(this, jumpStarting_left, jumpStarting_right); JumpTryState = new PlayerJumpTryState(this, noJumpIdle_left, noJumpIdle_right); FallingState = new PlayerFallingState(this, falling_left, falling_right); LandingFastState = new PlayerLandingState(this, landing_left_fast, landing_right_fast); LandingState = new PlayerLandingState(this, landing_left, landing_right); WalkState = new PlayerWalkState(this, running_left, running_right); WalkStartState = new PlayerWalkStartState(this, runStarting_left, runStarting_right); WalkStopState = new PlayerWalkStopState(this, runStopping_left, runStopping_right); HangingState = new PlayerHangingState(this, hang_left, hang_right); HangingState2 = new PlayerHangingState2(this, hang2_left, hang2_right); DyingState = new PlayerDyingState(this, dying_left, dying_right); ClimbingState = new PlayerClimbingState(this, climbing_left, climbing_right); _state = IdleState; }