public void LoadContentTest() { Character target = new Character(); // TODO: Initialize to an appropriate value ContentManager theContentManager = null; // TODO: Initialize to an appropriate value target.LoadContent(theContentManager); Assert.Inconclusive("A method that does not return a value cannot be verified."); }
public void CharacterUpdateTest() { Character target = new Character(); // TODO: Initialize to an appropriate value GameTime theGameTime = null; // TODO: Initialize to an appropriate value target.CharacterUpdate(theGameTime); Assert.Inconclusive("A method that does not return a value cannot be verified."); }
//Obtain how far collide with the object and move back to original position //For Player sprite public void SpriteCollision(ref Character name, SoundEffectInstance song6Inst, SoundEffectInstance song7Inst) { //Temporary Value for Object position Vector2 currentPos; //Difference between each objects edges Vector2 Diff = new Vector2(0, 0); //Obtain difference from Actionhandler Diff = CollisionCheck(name.SpriteID); //For X axis difference if (Math.Abs(Diff.X) > 0) { //Sounds for colliding into object song6Inst.Volume = 1.0f; song6Inst.Play(); currentPos = name.pos; currentPos.X -= Diff.X; name.pos = currentPos; } //For Y axis difference if (Math.Abs(Diff.Y) > 0) { //Sounds for colliding into object song7Inst.Volume = 1.0f; song7Inst.Play(); currentPos = name.pos; currentPos.Y -= Diff.Y; name.pos = currentPos; } }
public void statusTest() { Character target = new Character(); int expected = 1; int actual; target.status = expected; actual = target.status; Assert.AreEqual(expected, actual); }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here //Player that can move around player = new Character(); //Background BG0 = new Sprite(); base.Initialize(); }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here //Game starts with the menu state = gamestate.menu; //Player that can move around player = new Character(); //Backgrounds menu = new Sprite(); BG0 = new Sprite(); base.Initialize(); }
public void CharacterConstructorTest() { Character target = new Character(); Assert.IsNotNull(target, "character is not created"); //need a better test? }
public void CharacterConstructorTest() { Character target = new Character(); Assert.Inconclusive("TODO: Implement code to verify target"); }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here //Game starts with the menu state = gamestate.menu; //Game play starts with start map MapState = gamemap.start; previousMapState = MapState; //Player that can move around player = new Character(); //ID number 0 indicate character that is only one exist. player.SpriteID = 0; //ID number 2xx indicate Enemy Enemy1 = new EnemyCharacter(); Enemy1.SpriteID = 201; Dragon1 = new Dragon(); Dragon1.SpriteID = 202; Enemy2 = new EnemyCharacter(); Enemy2.SpriteID = 203; Enemy3 = new EnemyCharacter(); Enemy3.SpriteID = 204; Enemy4 = new EnemyCharacter(); Enemy4.SpriteID = 205; //ID number 1 indicate PrincessZelda Zelda = new PrincessZelda(); Zelda.SpriteID = 1; //Backgrounds menu = new Sprite(); help = new Sprite(); BG0 = new Sprite(); Blood = new Sprite(); Thanks = new Sprite(); Story1 = new Sprite(); Story2 = new Sprite(); //ID 9xx indicate non object sprite menu.SpriteID = 901; //ID 1xx indicate stationary object tree1 = new Sprite(101); tree2 = new Sprite(102); tree3 = new Sprite(103); tree4 = new Sprite(104); tree5 = new Sprite(105); //ID 5xx indicate Key acition abject that cause some action Arrow = new Sprite(501); //Action Handling including Collision Detection and EnemySight Action = new Collision(); base.Initialize(); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); bg1 = new MainScrolling(Content.Load<Texture2D>("bg1"), new Rectangle(0,0,1024,480)); bg2 = new MainScrolling(Content.Load<Texture2D>("bg2"), new Rectangle(1024, 0, 1024, 480)); player = new Character(Content.Load<Texture2D>("walk"), Content.Load<Texture2D>("atack"),Content.Load<SpriteFont>("Font"), new Vector2(100, 375), 44, 40,bg1,bg2); bad = new Bad(Content.Load<Texture2D>("bad"), new Vector2(400, 360)); platform.Add(new Patform(Content.Load<Texture2D>("platform"), new Vector2(150,290))); platform.Add(new Patform(Content.Load<Texture2D>("platform"), new Vector2(378, 280))); // TODO: use this.Content to load your game content here }