public void ConstructorTest_ValidInput() { GameState gs = getState(); Vector2 pos = new Vector2(3, 1); Vector2 target = new Vector2(2, 2); GhostState state = GhostState.Chasing; PacmanLibrary.Enums.Color c = PacmanLibrary.Enums.Color.Red; Ghost ghost = new Ghost(gs, 3, 1, target, state, c); bool expected = true; bool actual = true; if (ghost.ghostColor != c) { actual = false; } if (ghost.Position != pos) { actual = false; } if (ghost.CurrentState != GhostState.Chasing) { actual = false; } if (ghost.Points != 200) { actual = false; } Assert.AreEqual(expected, actual); }
public void ColorPropertyTestGet() { Ghost ghost = getGhost(); PacmanLibrary.Enums.Color expected = PacmanLibrary.Enums.Color.Red; PacmanLibrary.Enums.Color actual = ghost.ghostColor; Assert.AreEqual(expected, actual); }
public void ConstructorTest_InvalidInputNegativePosition() { GameState gs = null; Vector2 target = new Vector2(2, 2); GhostState state = GhostState.Chasing; PacmanLibrary.Enums.Color c = PacmanLibrary.Enums.Color.Red; Ghost ghost = new Ghost(gs, -3, 1, target, state, c); }
public Ghost getGhost() { GameState gs = getState(); PacmanLibrary.Tile tile = new PacmanLibrary.Structure.Path(3, 3, null); gs.Pen.AddTile(tile); Vector2 pos = new Vector2(3, 1); Vector2 target = new Vector2(2, 2); GhostState state = GhostState.Chasing; PacmanLibrary.Enums.Color c = PacmanLibrary.Enums.Color.Red; Ghost ghost = new Ghost(gs, 3, 1, target, state, c); return(ghost); }