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()); }
/// <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(); }
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; }