public void ValidPosition_AfterPlayerProcess() { Player player = CreatePlayer("Test_1_Player_1"); PlayerSystem system = CreateSystem(); player.Speed = 200; system.Add(player); // Move left test. player.Parent.Position.x = 500; player.Direction = 2; system.Update(0.5f); Assert.AreEqual(player.Parent.Position.x, 600, 0.001, "Player post-movement coordinates as predicted"); // Move right test. player.Direction = 0; system.Update(0.5f); Assert.AreEqual(player.Parent.Position.x, 500, 0.001, "Player post-movement coordinates as predicted"); // Limit right position to 1280 test. player.Parent.Position.x = 2000; system.Update(0.5f); Assert.AreEqual(player.Parent.Position.x, 1280, 0.001, "Player position not being moved within valid boundries."); // Limit left position to 0 test. player.Parent.Position.x = -500; system.Update(0.5f); Assert.AreEqual(player.Parent.Position.x, 0, 0.001, "Player position not being moved within valid boundries."); }
public void AddPlayer_SuccessfullyAdded() { // Create player and system. Player playerOne = CreatePlayer("Test_3_Player_1"); PlayerSystem system = CreateSystem(); system.Add(playerOne); // Ensure it was sucesffully added to the system. Assert.AreEqual(system.Get("Test_3_Player_1"), playerOne, "Single component not correctly inserted into the system."); Assert.AreEqual(system.Count(), 1, "Single component not correctly inserted into the system."); }
public void Player_DirectionIsCapped() { // Create player and system. Player player = CreatePlayer("Test_2_Player_1"); PlayerSystem system = CreateSystem(); system.Add(player); // Set direction and check it's successfully capped. player.Direction = 5; system.Update(0.5f); Assert.AreEqual(player.Direction, 2, 0.001, "Player direction upper bound not corrected to 2."); }
/// <summary> /// Set up the main Player entity. /// </summary> private void CreatePlayer() { // Get Player and Collider systems. PlayerSystem playerSystem = GetSystem <PlayerSystem>(); ColliderSystem colliderSystem = GetSystem <ColliderSystem>(); // Create Player Entity and Components. GameEntity entity = new GameEntity("Player", new Vector2(300, 680), "Player"); Player player = new Player(entity); Collider collider = new Collider(entity, 256, 32, true); // Add them to the systems. playerSystem.Add(player); colliderSystem.Add(collider); }
public void AddMultiplePlayers_SuccessfullyAdded() { // Create multiple players. Player playerOne = CreatePlayer("Test_4_Player_1"); Player playerTwo = CreatePlayer("Test_4_Player_2"); Player playerThree = CreatePlayer("Test_4_Player_3"); // Add players to the system. PlayerSystem system = CreateSystem(); List <Player> players = new List <Player>() { playerOne, playerTwo, playerThree }; system.Add(players); // Assert players added. Assert.AreEqual(system.Get("Test_4_Player_1"), playerOne, "Multiple components not correctly inserted into the system."); Assert.AreEqual(system.Get("Test_4_Player_2"), playerTwo, "Multiple components not correctly inserted into the system."); Assert.AreEqual(system.Get("Test_4_Player_3"), playerThree, "Multiple components not correctly inserted into the system."); Assert.AreEqual(system.Count(), 3, "Multiple components not correctly inserted into the system."); }