public void DrawTest1() { AwesomeMesh target = new AwesomeMesh(); // TODO: Passenden Wert initialisieren WorldOrientation o = null; // TODO: Passenden Wert initialisieren target.Draw(o); Assert.Inconclusive("Eine Methode, die keinen Wert zurückgibt, kann nicht überprüft werden."); }
public DynamicRangeChunkVolume(GraphicsDevice device, GameDataProvider provider) { chunkWishList = new HashSet<WorldPosition>(); this.provider = provider; volume = new Chunk[16, 16, 16]; vertexBuffers = new CDictionary<Chunk, VBuffer7>(); this.device = device; this.effect = Static.Effect; MiniMap = new Texture2D(Static.Device, 64, 64); MiniMapBuffer = new Color[64 * 64]; MiniMapLayer = new Layer(MiniMap, 1, 0.7f, LayerDock.Far, LayerDock.Far, () => { return true; } ); MiniMapLayer.Push(new LayerCell { SourceTexture = new Rectangle(0, 0, 64, 64), DestinationScreen = new Rectangle(-270, -270, 256, 256) }); redrawWorker = new Timer(doRedraw); redrawWorker.Change(50, 50); hoverBoxMesh = HelpfulStuff.getCube(0.51f, GraphicsHelper.TextureCoord(36)); }
public void DrawTest() { AwesomeMesh target = new AwesomeMesh(); // TODO: Passenden Wert initialisieren Matrix m = new Matrix(); // TODO: Passenden Wert initialisieren target.Draw(m); Assert.Inconclusive("Eine Methode, die keinen Wert zurückgibt, kann nicht überprüft werden."); }
public void MeshTest() { AwesomeMesh target = new AwesomeMesh(); // TODO: Passenden Wert initialisieren VertexAwesome[] expected = null; // TODO: Passenden Wert initialisieren VertexAwesome[] actual; target.Mesh = expected; actual = target.Mesh; Assert.AreEqual(expected, actual); Assert.Inconclusive("Überprüfen Sie die Richtigkeit dieser Testmethode."); }
public void AwesomeMeshConstructorTest() { AwesomeMesh target = new AwesomeMesh(); Assert.Inconclusive("TODO: Code zum Überprüfen des Ziels implementieren"); }
public static void Init() { Mesh = HelpfulStuff.getCube(0.5f, GraphicsHelper.TextureCoord(136)); }
public Renderer() { this.gd = Static.Device; var window = Static.Window; var control = Static.RenderTarget; window.Move += Renderer_Move; window.Shown += Renderer_Move; control.Move += Renderer_Move; control.SizeChanged += control_Resize; effect = Static.Effect; AdjustDevice(); volume = Static.Volume; Pen2D pen = new Pen2D(System.Drawing.Color.White, 3); var lineCross = new Bitmap2D(40, 40); Graphics2D glc = Graphics2D.FromImage(lineCross); glc.DrawLine(pen, 20, 0, 20, 16); glc.DrawLine(pen, 20, 24, 20, 40); glc.DrawLine(pen, 0, 20, 16, 20); glc.DrawLine(pen, 24, 20, 40, 20); layerLineCross = new Layer(GraphicsHelper.Convert(lineCross, gd), 1, 0.7f, LayerDock.Center, LayerDock.Center, () => true); layerLineCross.Push(new LayerCell { SourceTexture = new Rectangle(0, 0, 40, 40), DestinationScreen = new Rectangle(-18, -18, 36, 36) }); layerCurrentChatLine = new TextLayer("> ", 0.7f, LayerDock.Near, LayerDock.Near, () => Static.GameManager.chat); layerCurrentChatLine.Translation = () => new Vector2(10, 10 + layerCurrentChatLine.Height - 30); chatHistory = new Queue<Layer>(); debug1 = new TextLayer("", 0.7f, LayerDock.Near, LayerDock.Far, () => true); debug1.Translation = () => new Vector2(0, -30); debug2 = new TextLayer("", 0.7f, LayerDock.Near, LayerDock.Far, () => true); debug2.Translation = () => new Vector2(0, -60); debug3 = new TextLayer("", 0.7f, LayerDock.Near, LayerDock.Far, () => true); debug3.Translation = () => new Vector2(0, -90); currentMat = new TextLayer("", 0.7f, LayerDock.Near, LayerDock.Far, () => true); currentMat.Translation = () => new Vector2(0, -120); hoverBox = HelpfulStuff.getCube(0.51f, GraphicsHelper.TextureCoord(36)); }