public void CheckForCollisionsTest_Floating_Piece() { // Piece is not touching anything Block anchor = new Block(3, 3); BlockGrid grid = new BlockGrid(6, 6); SquareShape shape = new SquareShape(anchor, defaultOri); List <Block> blocks = shape.blocks; Assert.AreEqual(false, MovementManager.CheckForCollisions(grid, blocks, shape)); }
public void CheckForCollisionsTest_Bottom() { // block has reached the bottom Block anchor = new Block(3, -1); BlockGrid grid = new BlockGrid(5, 5); SquareShape shape = new SquareShape(anchor, defaultOri); List <Block> blocks = shape.blocks; Assert.AreEqual(true, MovementManager.CheckForCollisions(grid, blocks, shape)); }
public void CheckForCollisionsTest_Right_Bound() { // block that we are about to add exceeds max width Block anchor = new Block(6, 3); BlockGrid grid = new BlockGrid(5, 5); SquareShape shape = new SquareShape(anchor, defaultOri); List <Block> blocks = shape.blocks; Assert.AreEqual(true, MovementManager.CheckForCollisions(grid, blocks, shape)); }
public void CheckForCollisionsTest_Left_Bound() { // block that we are about to add crosses the left bound Block anchor = new Block(-1, 4); BlockGrid grid = new BlockGrid(5, 5); SquareShape shape = new SquareShape(anchor, defaultOri); List <Block> blocks = shape.blocks; Assert.AreEqual(true, MovementManager.CheckForCollisions(grid, blocks, shape)); }
public void CheckForCollisionsTest_Pieces_Touching() { Block anchor = new Block(3, 3); BlockGrid grid = new BlockGrid(5, 5); GameShape existingShape = new SquareShape(anchor, defaultOri); // put an exisiting shape at the coordinate where we are placing a block grid.PlaceShape(existingShape); List <Block> blocks = existingShape.blocks; SquareShape shape = new SquareShape(anchor, defaultOri); Assert.AreEqual(true, MovementManager.CheckForCollisions(grid, blocks, shape)); }