public void CanCreateStateMachine() { var displayHandler = MockDisplayHandler.Object; const GameState gameState = GameState.None; var stateMachine = new StateMachineGameState(gameState, displayHandler); Assert.NotNull(stateMachine); }
/// <summary> /// Initializes all of the components. /// </summary> private void Initialize() { _displayHandler = new DisplayHandler(); _inputHandler = new InputHandler(); _gameStateStateMachine = new StateMachineGameState(GameState.None, _displayHandler); _worldMapStateMachine = new WorldMapStateMachine(LabyrinthBusinessLogic.StateMachines.States.WorldMap.None, _displayHandler); _displayHandler.HideAll(); }
public void CanTransitionStateMachineFromPayingToGameOver() { var displayHandler = MockDisplayHandler.Object; const GameState gameState = GameState.Playing; var stateMachine = new StateMachineGameState(gameState, displayHandler); stateMachine.Fire(GameStateTrigger.StopGame); const GameState expectedState = GameState.GameOver; var actualState = stateMachine.State; Assert.Equal(expectedState, actualState); MockDisplayHandler.Verify(mock => mock.DisplayMessage(It.IsAny <string>()), Times.Once); }