public void ExecuteGameLoop_when_paused_only_calls_certain_components() { _keyboardHandler.IsNewlyPressed(Keys.Space).Returns(true); var actionHandler = new ActionHandler(_keyboardHandler); _gameEngine = new GameEngine(_universe, _gravitySimulator, _gameObjectFactory, _keyboardHandler, actionHandler, _drawingManager); _gameEngine.ExecuteGameLoop(new GameTime()); _keyboardHandler.Received(1).UpdateKeyboardState(); _gameObjectFactory.DidNotReceive().DestroyAll(Arg.Any<Predicate<IGameObject>>()); _gravitySimulator.DidNotReceive().Simulate(); _universe.DidNotReceive().Update(); var temp = _gameObjectFactory.DidNotReceive().GameObjects; Assert.IsNull(temp); }
internal SpaceWar2Game() { _contentManager = new ContentManagerWrapper(Content.ServiceProvider, "Content"); var graphicsDeviceManager = new GraphicsDeviceManager(this); _graphicsDevice = new GraphicsDeviceWrapper(graphicsDeviceManager); _universe = Universe.CreateDefault(); _drawingManager = new DrawingManager(_universe); _gravitySimulator = new GravitySimulator(); _shipComponentFactory = new ShipComponentFactory(); _graphicsFactory = new GraphicsFactory(); _gameObjectFactory = new GameObjectFactory(_contentManager, _graphicsFactory, _gravitySimulator, _drawingManager, _universe, _shipComponentFactory); _keyboardHandler = new KeyboardHandler(new KeyboardWrapper()); var actionHandler = new ActionHandler(_keyboardHandler); _gameEngine = new GameEngine(_universe, _gravitySimulator, _gameObjectFactory, _keyboardHandler, actionHandler, _drawingManager); SetUpActions(actionHandler); }
public void SetUp() { _universe = Substitute.For<IUniverse>(); _gravitySimulator = Substitute.For<IGravitySimulator>(); _gameObjectFactory = Substitute.For<IGameObjectFactory>(); _keyboardHandler = Substitute.For<IKeyboardHandler>(); _actionHandler = Substitute.For<IActionHandler>(); _drawingManager = Substitute.For<IDrawingManager>(); _gameEngine = new GameEngine(_universe, _gravitySimulator, _gameObjectFactory, _keyboardHandler, _actionHandler, _drawingManager); }