public void PlayerMovesOnPressingD() { player.PublicStart(); player.rigidBody.startSpying(); InputWrapper.SetKey(KeyCode.D); player.DoPlayerMovement(); Assert.IsTrue(player.rigidBody.movePositionCalled); }
public void PlayerMovesOnPressingW() { //can't see player movement without passing to the next frame, so just want to make sure the move method is called player.PublicStart(); player.rigidBody.startSpying(); InputWrapper.SetKey(KeyCode.W); player.DoPlayerMovement(); Assert.IsTrue(player.rigidBody.movePositionCalled); }
public void PlayerAttacksOnHittingRightKey() { player.PublicStart(); player.attackTracker = false; InputWrapper.SetKey(KeyCode.RightArrow); player.rigidBody.startSpying(); player.DoPlayerMovement(); Assert.IsTrue(player.attackTracker); }
public void PlayerDoesNotAttackDuringDelay() { player.PublicStart(); player.attackTracker = false; InputWrapper.SetKey(KeyCode.UpArrow); player.rigidBody.startSpying(); player.DoPlayerMovement(); player.attackTracker = false; //do two attacks as fast as possible, the code should run fast enough that the second one is during the delay player.DoPlayerMovement(); Assert.IsFalse(player.attackTracker); }
public void PlayerDoesNotMoveWhenWSPressed() { player.PublicStart(); player.rigidBody.startSpying(); InputWrapper.SetKey(KeyCode.W); InputWrapper.SetKey(KeyCode.S); Vector2 oldPos = player.transform.position; player.DoPlayerMovement(); Vector2 newPos = player.rigidBody.lastPosition; float distanceTraveled = Vector2.Distance(oldPos, newPos); Assert.AreEqual(distanceTraveled, player.speed); }
public void PlayerMovesCorrectDistanceDiagonallySD() { player.PublicStart(); player.rigidBody.startSpying(); InputWrapper.SetKey(KeyCode.S); InputWrapper.SetKey(KeyCode.D); Vector2 oldPos = player.transform.position; player.DoPlayerMovement(); Vector2 newPos = player.rigidBody.lastPosition; float distanceTraveled = Vector2.Distance(oldPos, newPos); Assert.AreEqual(distanceTraveled, player.speed); }
public void EnemyInRangeIsKilled() { player.PublicStart(); player.rigidBody.startSpying(); GameObject go = new GameObject(); Enemy mockEnemy = go.AddComponent <Enemy>(); mockEnemy.transform.position = new Vector2(0, .5f); BoxCollider2D collider = go.AddComponent <BoxCollider2D>(); collider.tag = "Enemy"; collider.enabled = true; go.layer = player.blockingLayer; InputWrapper.SetKey(KeyCode.UpArrow); player.DoPlayerMovement(); Assert.IsFalse(go.activeSelf); //test that the enemy was "killed" }