public void TestRenderSelectedState() { StateSystem stateSystem = new StateSystem(); MockState mock = new MockState(); stateSystem.AddState("mock", mock); stateSystem.ChangeState("mock"); stateSystem.Render(); // State wasn't changed to mock so it shouldn't be // rendered. Assert.IsTrue(mock.HasRenderBeenCalled); }
public void TestRenderNoSelectedState() { StateSystem stateSystem = new StateSystem(); MockState mock = new MockState(); stateSystem.AddState("mock", mock); stateSystem.Render(); // State wasn't changed to mock so it shouldn't be // rendered. Assert.IsFalse(mock.HasRenderBeenCalled); }
public void TestChangeStates() { StateSystem stateSystem = new StateSystem(); MockState mock1 = new MockState(); MockState mock2 = new MockState(); stateSystem.AddState("mock1", mock1); stateSystem.AddState("mock2", mock2); stateSystem.ChangeState("mock1"); stateSystem.ChangeState("mock2"); stateSystem.Render(); // State wasn't changed to mock so it shouldn't be // rendered. Assert.IsFalse(mock1.HasRenderBeenCalled); Assert.IsTrue(mock2.HasRenderBeenCalled); }
void GameLoop(double elapsedTime) { _system.Update(elapsedTime); _system.Render(); _openGLControl.Refresh(); }