public void HasSamePositionAt_NOT_Touched_Diagonal_Test() { VModel model = new VModel(); Point size = new Point(); size.X = 100; size.Y = 50; model.Map = new Map2d(size); // Insert a Wall exactly in the middle (vertical) model.Map.InsertWall(new Wall() { Start = new Point(50, 0), End = new Point(50, 50) }); // Presume that the first id's are reserved for players ModelPlayer player = new ModelPlayer(model, 0, 10); // Create Coins ModelObject target = new ModelObject(model, 10, 2); // Add objects to model model.AddModelObject(target, new Point(10, 10)); model.AddModelObject(player, new Point(20, 20)); // tight but NOT 'on' the coin (=> which through (int) is ON the coin!) bool result = target.hasSamePosition(player); Assert.AreEqual(false, result); }
public void GetCloseModelObjects_Test() { VModel model = new VModel(); Point size = new Point(); size.X = 100; size.Y = 50; model.Map = new Map2d(size); // [TARGET of Test] Presume that the first id's are reserved for players ModelPlayer player = new ModelPlayer(model, 0, 10); // Create Coins ModelCoin coin_0 = new ModelCoin(model, 10, 2); ModelCoin coin_1 = new ModelCoin(model, 11, 2); ModelCoin coin_2 = new ModelCoin(model, 12, 2); ModelCoin coin_3 = new ModelCoin(model, 13, 2); // Add objects to model model.AddModelObject(player, new Point(10, 10)); model.AddModelObject(coin_0, new Point(18, 18)); // should be neighbour model.AddModelObject(coin_1, new Point(8, 8)); // should be neighbour model.AddModelObject(coin_2, new Point(30, 30)); // should still be neighbour model.AddModelObject(coin_3, new Point(31, 31)); // should NOT be neighbour // Sizes: // -> biggest object: 10 // -> current object: 10 // So: currentPoint + currentObjectSize + biggestObjectSize = 30 ICollection<ModelObject> neighbours = model.GetCloseModelObjects(player); Assert.AreEqual(3, neighbours.Count); foreach (var neigh in neighbours) { Assert.AreEqual(typeof(ModelCoin), neigh.GetType()); Assert.AreNotEqual(coin_3, neigh); } }
public void HasSamePositionAt_Valid_Touched_Test() { VModel model = new VModel(); Point size = new Point(); size.X = 100; size.Y = 50; model.Map = new Map2d(size); // Insert a Wall exactly in the middle (vertical) model.Map.InsertWall(new Wall() { Start = new Point(50, 0), End = new Point(50, 50) }); // Presume that the first id's are reserved for players ModelPlayer player = new ModelPlayer(model, 0, 10); // Create Coins ModelObject target = new ModelObject(model, 10, 2); // Add objects to model model.AddModelObject(target, new Point(10, 10)); model.AddModelObject(player, new Point(10, 22)); // touches the coin bool result = target.hasSamePosition(player); Assert.AreEqual(true, result); }
public void PlayerMeetsCoin_Valid_Args_Test() { GameLogicMock target = new GameLogicMock(); IVModel model = new VModel(); // Create Objects ModelPlayer player = new ModelPlayer(model, 0, 10); ModelCoin coin = new ModelCoin(model, 10, 2); // Add Objects to model model.AddModelObject(player, new Point(10, 10)); model.AddModelObject(coin, new Point(12, 12)); var result = target.playerMeetsCoinAction(player, coin); Assert.AreEqual(1, target.CoinRemovedCounter); }
public void ComputePosition_Valid_Test() { GameLogicMock target = new GameLogicMock(); IVModel model = new VModel(); Point size = new Point(); size.X = 100; size.Y = 50; model.Map = new Map2d(size); // Insert a Wall exactly in the middle model.Map.InsertWall(new Wall() { Start = new Point() { X = 0, Y = 25 }, End = new Point() { X = 100, Y = 25 } }); Point toPosition = new Point(20, 10); // Create Objects ModelPlayer player = new ModelPlayer(model, 0, 10); // what is the size? ModelCoin coin = new ModelCoin(model, 10, 2); // Add Objects to model model.AddModelObject(player, new Point(10, 10)); model.AddModelObject(coin, toPosition); bool result = target.computePosition(player, toPosition, true, true); Assert.AreEqual(true, result); Assert.AreEqual(1, target.CoinRemovedCounter); }