public void UpdateProjectiles_TouchBunkers() { //arrange int bombSpeed = 5; int bombWidth = 1; int bombHeight = 1; int numBombSlots = 5; BombFactory bomb = new BombFactory(bombSpeed, bombWidth, bombHeight, numBombSlots); int numBunkers = 1; int screenWidth = 100; int screenHeight = 100; Bunkers bunkers = new Bunkers(numBunkers, screenWidth, screenHeight, bunkerWidth, bunkerHeight, bunkerHealth, playerHeight, spaceBetweenBunkerAndPlayer); //act int xBomb = bomb.Bombs[0].BoundingBox.X; int yBomb = bomb.Bombs[0].BoundingBox.Y; bomb.UpdateProjectiles(); int xBomb1 = bomb.Bombs[0].BoundingBox.X; int yBomb1 = bomb.Bombs[0].BoundingBox.Y; //assert Assert.AreEqual(0, xBomb); //expected, actual Assert.AreEqual(0, yBomb); Assert.AreEqual(0, xBomb1); //expected, actual Assert.AreEqual(0, yBomb1); }
// Use this for initialization public LevelManager(Vector3 spawnValues) { this.SpawnValues = spawnValues; Level = new List <IList <Launchable> >(); bombFactory = new BombFactory(); coinFactory = new CoinFactory(); }
public void Update() { LaserFactory laserFactory = new LaserFactory(laserSpeed, laserWidth, laserHeight, numRows * numColumns); BombFactory bombFactory = new BombFactory(bombSpeed, bombWidth, bombHeight, numBombSlots); ScoreAndLife scoreAndLife = new ScoreAndLife(lives, laserFactory, bombFactory); Player player = new Player(screenWidth, screenHeight, playerSpeed, playerWidth, playerHeight, laserFactory, bombFactory, scoreAndLife, timerIntervalPlayerRespawn); Bunkers bunkers = new Bunkers(numBunkers, screenWidth, screenHeight, bunkerWidth, bunkerHeight, bunkerHealth, playerHeight, spaceBetweenBunkerAndPlayer); Mothership mothership = new Mothership(screenWidth, mothershipWidth, mothershipHeight, mothershipSpeed, mothershipPoints, timerIntervalMothership, mothershipSpacerFromTop); //int screenWidth = 100; //int alienWidth = 1; //int alienHeight = 2; //int alienSpeed = 1; //int spacer = 1; //int numRows = 1; //int rowLength = 1; //int playerHeight = 0; //arrange //Bunkers bunkers = new Bunkers(numBunkers, screenWidth, screenHeight, bunkerWidth, bunkerHeight, bunkerHealth, playerHeight, spaceBetweenBunkerAndPlayer); BombFactory bf = new BombFactory(0, 0, 0, 0); AlienSquad alienS = new AlienSquad(bunkers, bombFactory, laserFactory, player, mothership, scoreAndLife, numRows, numColumns, screenWidth, player.BoundingBox.Height, alienWidth, alienHeight, alienSpeed, spacer, bombFrequency, alienPointStart, alienPointDecrement, alienSpacerFromTop, speedIncrease, bombFrequencyIncrement, bombFrequencyMin); //act alienS.Update(); //assert //Assert.AreEqual(,); //expected, actual }
public void Update(GameTime gameTime) { StarFactory.Update(gameTime, _tunnel, Scene, _player); BombFactory.Update(gameTime, _tunnel, Scene, _player); ExplosionParticles.Update(gameTime); FireParticles.Update(gameTime); SmokeParticles.Update(gameTime); StarsParticles.Update(gameTime); }
public ScoreAndLife(int lives, LaserFactory laserFactory, BombFactory bombFactory) { this.bombFactory = bombFactory; this.laserFactory = laserFactory; this.lives = lives; laserFactory.alienDeath += OnAlienDeath; laserFactory.mothershipDeath += OnAlienDeath; gameOver += laserFactory.EndGame; }
public void CreatesLaunchableOfCorrectType() { var launchPoint = new Vector3(0, 0, 0); var coinFactory = new CoinFactory(); var bombFactory = new BombFactory(); var bomb = bombFactory.CreateLaunchable(100, launchPoint); var coin = coinFactory.CreateLaunchable(100, launchPoint); Assert.AreEqual(LaunchType.Bomb, bomb.LaunchType); Assert.AreEqual(LaunchType.Coin, coin.LaunchType); // Use the Assert class to test conditions. }
public void Update(GameTime gameTime) { StarFactory.Update(gameTime, _tunnel, Scene, _player); BombFactory.Update(gameTime, _tunnel, Scene, _player); // Log the position for the analysis LoopGame.Instance.GameObjects.TryUpdate("PlayerPosition", new Vector3(_player.Angle, Globals.Lives, Globals.TotalScore)); ExplosionParticles.Update(gameTime); FireParticles.Update(gameTime); SmokeParticles.Update(gameTime); StarsParticles.Update(gameTime); }
public EnclosureFactoryUseCase(BombFactory bombFactory, HeartFactory heartFactory, BulletFactory bulletFactory, EncloseEffectFactory encloseEffectFactory) { _factories = new List <IEnclosureObjectFactory> { bombFactory, heartFactory, bulletFactory, }; _encloseEffectFactory = encloseEffectFactory; Initialize(); }
void Start() { mSystemManager = GameObject.Find("SystemManager"); mBombFactory = mSystemManager.GetComponent <BombFactory>(); mBombExplodeFactory = mSystemManager.GetComponent <BombExplodeFactory>(); mCharacterManager = mSystemManager.GetComponent <CharacterManager>(); mItemFactory = mSystemManager.GetComponent <ItemFactory>(); mTileMap = mSystemManager.GetComponent <TileMap>(); mCharacter = this.GetComponent <Character>(); mNearIndex = new Dictionary <int, float>(); mBestIndexList = new List <int>(); }
void Start() { mSystemManager = GameObject.Find("SystemManager"); mBombFactory = mSystemManager.GetComponent <BombFactory>(); mBombExplodeFactory = mSystemManager.GetComponent <BombExplodeFactory>(); mCharacterManager = mSystemManager.GetComponent <CharacterManager>(); mItemFactory = mSystemManager.GetComponent <ItemFactory>(); mTileMap = mSystemManager.GetComponent <TileMap>(); mCharacter = this.GetComponent <Character>(); mCurIndex = TileMap.PosToIndex(transform.position); mNextIndex = mCurIndex; CalcBehavior(); }
public void MoveLeft_EnoughSpace() { int playerW = 10; int screenW = 20; int speed = 5; //should end up at 0 LaserFactory laserFactory = new LaserFactory(laserSpeed, laserWidth, laserHeight, numRows * numColumns); BombFactory bombFactory = new BombFactory(bombSpeed, bombWidth, bombHeight, numBombSlots); // Create game objects ScoreAndLife scoreAndLife = new ScoreAndLife(lives, laserFactory, bombFactory); //arrange Player player = new Player(screenW, 100, speed, playerW, 2, laserFactory, bombFactory, scoreAndLife, timerIntervalPlayerRespawn); //act player.MoveLeft(); int x = player.BoundingBox.X; //assert Assert.AreEqual(0, x); //expected, actual }
public void UpdateProjectiles_TouchPlayer() { int bombSpeed = 5; int bombWidth = 1; int bombHeight = 1; int numBombSlots = 5; LaserFactory laserFactory = new LaserFactory(laserSpeed, laserWidth, laserHeight, numRows * numColumns); BombFactory bombFactory = new BombFactory(bombSpeed, bombWidth, bombHeight, numBombSlots); // Create game objects ScoreAndLife scoreAndLife = new ScoreAndLife(lives, laserFactory, bombFactory); Player player = new Player(screenWidth, screenHeight, playerSpeed, playerWidth, playerHeight, laserFactory, bombFactory, scoreAndLife, timerIntervalPlayerRespawn); //arrange BombFactory bomb = new BombFactory(bombSpeed, bombWidth, bombHeight, numBombSlots); //int playerW = 10; //int screenW = 20; //int speed = 5; //should end up at 0 //act int xBomb = bomb.Bombs[0].BoundingBox.X; int yBomb = bomb.Bombs[0].BoundingBox.Y; bomb.UpdateProjectiles(); int xBomb1 = bomb.Bombs[0].BoundingBox.X; int yBomb1 = bomb.Bombs[0].BoundingBox.Y; //assert Assert.AreEqual(0, xBomb); //expected, actual Assert.AreEqual(0, yBomb); Assert.AreEqual(0, xBomb1); //expected, actual Assert.AreEqual(0, yBomb1); }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // Create textures Texture2D textureAlien = this.Content.Load <Texture2D>(@"assets/bug"); Texture2D textureBomb = this.Content.Load <Texture2D>(@"assets/bomb"); Texture2D textureBunker = this.Content.Load <Texture2D>(@"assets/bunker"); Texture2D textureLaser = this.Content.Load <Texture2D>(@"assets/laser"); Texture2D textureMothership = this.Content.Load <Texture2D>(@"assets/mothership"); Texture2D texturePlayer = this.Content.Load <Texture2D>(@"assets/player"); // Initialize variables alienHeight = textureAlien.Height; alienWidth = textureAlien.Width; bombHeight = textureBomb.Height; bombWidth = textureBomb.Width; bunkerHeight = textureBunker.Height; bunkerWidth = textureBunker.Width; laserHeight = textureLaser.Height; laserWidth = textureLaser.Width; mothershipHeight = textureMothership.Height; mothershipWidth = textureMothership.Width; playerHeight = texturePlayer.Height; playerWidth = texturePlayer.Width; // Create factories laserFactory = new LaserFactory(laserSpeed, laserWidth, laserHeight, numRows * numColumns); bombFactory = new BombFactory(bombSpeed, bombWidth, bombHeight, numBombSlots); // Create game objects scoreAndLife = new ScoreAndLife(lives, laserFactory, bombFactory); player = new Player(screenWidth, screenHeight, playerSpeed, playerWidth, playerHeight, laserFactory, bombFactory, scoreAndLife, timerIntervalPlayerRespawn); bunkers = new Bunkers(numBunkers, screenWidth, screenHeight, bunkerWidth, bunkerHeight, bunkerHealth, playerHeight, spaceBetweenBunkerAndPlayer); mothership = new Mothership(screenWidth, mothershipWidth, mothershipHeight, mothershipSpeed, mothershipPoints, timerIntervalMothership, mothershipSpacerFromTop); alienSquad = new AlienSquad(bunkers, bombFactory, laserFactory, player, mothership, scoreAndLife, numRows, numColumns, screenWidth, player.BoundingBox.Height, alienWidth, alienHeight, alienSpeed, spacer, bombFrequency, alienPointStart, alienPointsPerRow, alienSpacerFromTop, speedIncrease, bombFrequencyIncrement, bombFrequencyMin); // Create sprite objects laserSprite = new LaserSprite(this, laserFactory.Laser, textureLaser); mothershipSprite = new MothershipSprite(this, mothership, player, textureMothership); playerSprite = new PlayerSprite(this, player, texturePlayer); scoreSprite = new ScoreSprite(this, scoreAndLife); for (var x = 0; x < alienSquad.Length; x++) { Components.Add(new AlienSprite(this, (Alien)alienSquad[x], textureAlien)); } foreach (Bunker bunker in bunkers) { Components.Add(new BunkerSprite(this, bunker, textureBunker)); } foreach (Projectile bomb in bombFactory.Bombs) { Components.Add(new BombSprite(this, bomb, textureBomb)); } // Add components Components.Add(mothershipSprite); Components.Add(playerSprite); Components.Add(scoreSprite); Components.Add(laserSprite); // Register objects laserFactory.RegisterAlienSquad(alienSquad); laserFactory.RegisterBunkers(bunkers); laserFactory.RegisterMothership(mothership); bombFactory.RegisterBunkers(bunkers); bombFactory.RegisterPlayer(player); base.Initialize(); }
public void DestroyAllObjects() { StarFactory.DestroyAll(Scene); BombFactory.DestroyAll(Scene); }
public BombManager() { bombs = new List <Bomb>(); bombFactory = FactoryContainer.Instance.Resolve <BombFactory>(); }
public Player(BombFactory bombFactory) { _bombFactory = bombFactory; BomCreationState = new SimpleBombCreationState(); }