/// <summary> /// Creates a default orthographic camera and lets it respond to the provided /// controls once with a 1 second update. /// </summary> /// <param name="keyboardState"> /// Keyboard state that will be reported to the camera /// </param> /// <param name="gamePadState"> /// GamePad state that will be reported to the camera /// </param> /// <returns>The camera after it has responded to the provided controls</returns> private Camera handleControlsOnDefaultCamera( KeyboardState keyboardState, GamePadState gamePadState ) { Camera camera = Camera.CreateDefaultOrthographic(); camera.HandleControls(OneSecondGameTime, keyboardState, gamePadState); return(camera); }
public void TestHandleControls() { Camera camera = Camera.CreateDefaultOrthographic(); camera.HandleControls(OneSecondGameTime); // We can't make assumptions about which keys the user held down while // the unit test ran, so we just verify it's not blowing up. }
public void TestKeyboardDownMovement() { Camera camera = handleControlsOnDefaultCamera(Keys.F); Camera defaultOrthographic = Camera.CreateDefaultOrthographic(); Assert.AreEqual(defaultOrthographic.Position.X, camera.Position.X); Assert.Greater(defaultOrthographic.Position.Y, camera.Position.Y); Assert.AreEqual(defaultOrthographic.Position.Z, camera.Position.Z); }
public void TestDefaultOrthographic() { Camera defaultCamera = Camera.CreateDefaultOrthographic(); Assert.AreEqual(Vector3.Zero, defaultCamera.Position); // The point should end up in front of the camera Vector3 leftPoint = -Vector3.UnitZ; Vector3 transformed = Vector3.Transform(leftPoint, defaultCamera.View); Assert.Less(transformed.Z, 0.0f); }