public void TestAddMood() { MoodType Mood = MoodType.Lonely; string UserName = "******"; User User = new User(UserName); Assert.AreEqual(0, User.CurrentMood.Count); User.AddMood(Mood); Assert.AreEqual(true, User.CurrentMood.Contains(Mood)); Assert.AreEqual(1, User.CurrentMood.Count); }
public void TestTotalPoints() { string UserName = "******"; User User = new User(UserName); User.AddMood(MoodType.Sad); List<MoodType> CuresMoods = new List<MoodType>(); CuresMoods.Add(MoodType.Sad); Activity Activity = new Activity("test", "Check this out", 8, 0, CuresMoods); CurrentActivity CurrentActivity = new CurrentActivity(Activity); List<Trophy> TrophyList = User.CompleteActivity(CurrentActivity, ActivityGrade.Good, "Need more time"); Assert.AreEqual(8, User.TotalPoints()); }
/// <summary> /// Updates user with the selected mood and calls for updateMoodButtons() /// </summary> /// <param name="mood"></param> The mood the user selected public void moodButtonPressed(string mood) { switch (mood) { case "VerySad": user.AddMood(MoodType.VerySad); break; case "Sad": user.AddMood(MoodType.Sad); break; case "VeryHappy": user.AddMood(MoodType.VeryHappy); break; case "Happy": user.AddMood(MoodType.Happy); break; case "VeryTierd": user.AddMood(MoodType.VeryTired); break; case "Tired": user.AddMood(MoodType.Tired); break; case "VeryEnergetic": user.AddMood(MoodType.VeryEnergetic); break; case "Energetic": user.AddMood(MoodType.Energetic); break; case "VeryStressed": user.AddMood(MoodType.VeryStressed); break; case "Stressed": user.AddMood(MoodType.Stressed); break; case "VeryCalm": user.AddMood(MoodType.VeryCalm); break; case "Calm": user.AddMood(MoodType.Calm); break; case "VeryLonely": user.AddMood(MoodType.VeryLonely); break; case "Lonely": user.AddMood(MoodType.Lonely); break; case "VerySociable": user.AddMood(MoodType.VerySociable); break; case "Sociable": user.AddMood(MoodType.Sociable); break; default: break; } moodButtonState = (moodButtonState + 1) % 5; updateMoodButtons(); }