public Form1() { _fastLoop = new FastLoop(GameLoop); InitializeComponent(); _openGLControl.InitializeContexts(); // Initialize DevIL Il.ilInit(); Ilu.iluInit(); Ilut.ilutInit(); Ilut.ilutRenderer(Ilut.ILUT_OPENGL); // Load textures _textureManager.LoadTexture("face", "face.tif"); _textureManager.LoadTexture("face_alpha", "face_alpha.tif"); if (_fullscreen) { FormBorderStyle = FormBorderStyle.None; WindowState = FormWindowState.Maximized; } else { ClientSize = new Size(1280, 720); } // Initialize states _system.AddState("splash", new SplashScreenState(_system)); _system.AddState("title_menu", new TitleMenuState()); _system.AddState("sprite_test", new DrawSpriteState(_textureManager)); _system.AddState("sprite_class_test", new TestSpriteClassState(_textureManager)); _system.ChangeState("sprite_class_test"); }
public void TestChangeStates() { StateSystem stateSystem = new StateSystem(); MockState mock1 = new MockState(); MockState mock2 = new MockState(); stateSystem.AddState("mock1", mock1); stateSystem.AddState("mock2", mock2); stateSystem.ChangeState("mock1"); stateSystem.ChangeState("mock2"); stateSystem.Render(); // State wasn't changed to mock so it shouldn't be // rendered. Assert.IsFalse(mock1.HasRenderBeenCalled); Assert.IsTrue(mock2.HasRenderBeenCalled); }
public void Update(double elapsedTime) { _delayInSeconds -= elapsedTime; if (_delayInSeconds <= 0) { _delayInSeconds = 3; _system.ChangeState("title_menu"); } }
public void TestProcessSelectedState() { StateSystem stateSystem = new StateSystem(); MockState mock = new MockState(); stateSystem.AddState("mock", mock); stateSystem.ChangeState("mock"); stateSystem.Update(0); Assert.IsTrue(mock.HasProcessBeenCalled); }
public void TestRenderSelectedState() { StateSystem stateSystem = new StateSystem(); MockState mock = new MockState(); stateSystem.AddState("mock", mock); stateSystem.ChangeState("mock"); stateSystem.Render(); // State wasn't changed to mock so it shouldn't be // rendered. Assert.IsTrue(mock.HasRenderBeenCalled); }