public void EnerGizerPointsPropReadTest()
        {
            GhostPack gp = new GhostPack();
            Energizer e  = new Energizer(gp);

            Assert.AreEqual(e.Points, 500);
        }
        public void CreatingEnergizer()
        {
            GhostPack gp = new GhostPack();
            Energizer e  = new Energizer(gp);

            Assert.AreEqual(e.ToString(), new Energizer(new GhostPack()).ToString());
        }
        public void TestGameStateParse_EnergizerPosition()
        {
            GameState game1     = GetGameState();
            GhostPack ghosts    = new GhostPack();
            Energizer energizer = new Energizer(ghosts);
            Tile      path      = new Path(1, 3, energizer);

            Assert.AreEqual(game1.Maze[1, 3].Member().ToString(), path.Member().ToString());
        }
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 /// <summary>
 /// Loads the content of the game
 /// </summary>
 protected override void LoadContent()
 {
     spriteBatch                  = new SpriteBatch(GraphicsDevice);
     ghostImage                   = game.Content.Load <Texture2D>("ghost");
     eyeImage                     = game.Content.Load <Texture2D>("ghosteye");
     scared                       = game.Content.Load <SoundEffect>("ghostscared");
     scaredInstance               = scared.CreateInstance();
     this.ghostPack               = game.PacManGame.Ghostpack;
     ghostPack.Fear              += Scared;
     ghostPack.FearOff           += UnScared;
     game.PacManGame.Score.Pause += Scared;
     base.LoadContent();
 }
Esempio n. 5
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        int threshold = 0; // Helps regulate the speed of ghosts

        public GhostsSprite(Game1 game, GameState gs) : base(game)
        {
            this.game           = game;
            this.superGameState = gs;
            gSquad = gs.GhostSquad;
        }