public override void Create() { // put some content in the main channel var t0 = new TestScaling(); t0.Create(); // create a first child channel var ch1 = TestFactory.CreateChannel(Color.LightSalmon, 200, 400); ch1.GetComponent<WorldComp>().TimeWarp = 0.333; ch1.GetComponent<PositionComp>().Position = new Vector2(50f, 50f); // second child channel var ch2 = TestFactory.CreateChannel(Color.LightSeaGreen, 200, 400); ch2.GetComponent<WorldComp>().TimeWarp = 1.0; ch2.GetComponent<PositionComp>().Position = new Vector2(300f, 50f); // 3rd var ch3 = TestFactory.CreateChannel(Color.LightPink, 200, 400); ch3.GetComponent<WorldComp>().TimeWarp = 2.0; ch3.GetComponent<PositionComp>().Position = new Vector2(550f, 50f); // 4th var ch4 = TestFactory.CreateChannel(Color.LightGreen, 700, 250); ch4.GetComponent<WorldComp>().TimeWarp = 4.0; ch4.GetComponent<PositionComp>().Position = new Vector2(50f, 500f); // for each channel, built the content into it. BuildTo(ch1); var t1 = new TestRelativeMotion(); t1.Create(); BuildTo(ch2); var t2 = new TestRelativeMotion(); t2.Create(); BuildTo(ch3); var t3 = new TestRelativeMotion(); t3.Create(); BuildTo(ch4); var t4 = new TestRelativeMotion(); t4.Create(); }
public override void Create() { // create an additional child channel that renders onto the main channel // content for 1st screen: call upon another unit test var t1 = new TestRelativeMotion(); var ch1 = TestFactory.CreateChannel(Color.White, 800, 400); throw new NotImplementedException(); /* //ch1.PostEffects.Add( TTGame.Instance.Content.Load<Effect>("FixedColor") ); t1.Create(); // main channel: shows the child channels as sprites BuildToDefault(); var scr1 = TestFactory.CreateSpritelet(ch1); scr1.GetComponent<PositionComp>().Position = new Vector2(50f, 50f); //scr1.GetComponent<VelocityComp>().Velocity2D = new Vector2(5f, 0.5f); */ }