public void LocalPlayer() { // Create a local world using var world = new LocalWorld(); // Start the world world.Start(); // Create the local player var localPlayer = world.CreateLocalPlayer("Test"); // Wait 1 second (game should start counting down to start) Thread.Sleep(1000); // Verify state Assert.AreEqual(PlayerType.Astronaut, world.LocalPlayer.Type); Assert.AreEqual(1, world.Players.Players.Count); Assert.AreEqual(1, world.State.Astronauts.Count); Assert.AreEqual(0, world.State.Asteroids.Count); Assert.AreEqual(GameMode.Waiting, world.State.Mode); Assert.IsTrue(world.State.RemainingTime < GameConstants.PlayerWaitTime); // Wait until game starts Thread.Sleep((int)(GameConstants.PlayerWaitTime * 1000)); Assert.AreEqual(GameMode.Playing, world.State.Mode); Assert.IsTrue(world.State.RemainingTime < GameConstants.PlayTime); }
public void CreateLocal() { // Create a local world using var world = new LocalWorld(); // Start the world world.Start(); // Wait 1 second Thread.Sleep(1000); // Verify state Assert.AreEqual(PlayerType.None, world.LocalPlayer.Type); Assert.AreEqual(0, world.Players.Players.Count); Assert.AreEqual(0, world.State.Astronauts.Count); Assert.AreEqual(0, world.State.Asteroids.Count); Assert.AreEqual(GameMode.Waiting, world.State.Mode); Assert.AreEqual(GameConstants.PlayerWaitTime, world.State.RemainingTime, 1e-2f); }
//INVINVENTORY-------------------------------------- /// Access method used when the local world registers itself /// with this player object. public void setLocalWorld(LocalWorld lw) { localWorld = lw; // Debug.Log ("Add block " + localWorld); }
private void Init() { DefineWorldNodes(); //DefineBoxel(); global_x = global_y = 0; CreateWorldNodes(); world = new LocalWorld(); for (int i = 0; i < 5; i++) for (int j = 0; j < 5; j++) GenerateMesh(i,j); }
private void Init() { originalGroundComponent = DefineOriginalGroundComponent(); DefineWorldNodes(); world = new LocalWorld(); GetStartSegments(); RenderLogic(); }