void testPlayerJump(void) { setUp(); Player * testp = new Player(*tileSet, 0, 0); testp->jump(); TS_ASSERT(!testp->onGround); delete testp; breakDown(); }
// Tests for Player void testPlayerConstructor(void) { setUp(); Player * testp = new Player(*tileSet, 0, 0); TS_ASSERT(testp != NULL); TS_ASSERT(testp->lives_remaining = STARTING_LIVES); delete testp; breakDown(); }
void testPlayerMoveRight(void) { setUp(); Player * testp = new Player(*tileSet, 0, 0); TS_ASSERT(testp->dx == 0); testp->moveLeft(); TS_ASSERT(testp->dx < 0); delete testp; breakDown(); }
void GxsTestStats::testServiceStatistics() { setUp(); GenExchangeTestService* testService = getTestService(); RsTokenService* tokenService = getTokenService(); // create some random grps to allow msg testing RsDummyGrp* dgrp1 = new RsDummyGrp(); RsDummyGrp* dgrp2 = new RsDummyGrp(); init(*dgrp1); RsTokReqOptions opts; opts.mReqType = 45000; uint32_t token; RsGxsGroupId grpId; testService->publishDummyGrp(token, dgrp1); pollForGrpAcknowledgement(token, grpId); testService->publishDummyGrp(token, dgrp2); pollForGrpAcknowledgement(token, grpId); RsDummyMsg* msg1 = new RsDummyMsg(); init(*msg1); RsDummyMsg* msg2 = new RsDummyMsg(); init(*msg2); msg1->meta.mGroupId = grpId; getTestService()->publishDummyMsg(token, msg1); RsGxsGrpMsgIdPair msgId; pollForMsgAcknowledgement(token, msgId); msg2->meta.mGroupId = grpId; getTestService()->publishDummyMsg(token, msg2); pollForMsgAcknowledgement(token, msgId); tokenService->requestServiceStatistic(token); opts.mReqType = GXS_REQUEST_TYPE_SERVICE_STATS; pollForToken(token, opts); GxsServiceStatistic stats; ASSERT_TRUE(getServiceStatistic(token, stats)); ASSERT_TRUE(stats.mNumMsgs == 2); ASSERT_TRUE(stats.mNumGrps == 2); ASSERT_TRUE(stats.mNumGrpsSubscribed == 2); breakDown(); }
void testPlayerCollision(void) { setUp(); Player * testp = new Player(*tileSet, 0, 0); testp->dx = 10; testp->dy = 10; testp->Collision(0); testp->setPos(15 * UNIT, testp->rect.top); testp->jump(); testp->Collision(1); delete testp; breakDown(); }
// Tests for Portal void testPortalUpdate(void) { setUp(); Portal portal(*tileSet, 0, 0, 0, 100, true); TS_ASSERT(portal.is_projectile); TS_ASSERT(portal.wall == Wall::NONE); TS_ASSERT_DELTA(portal.dy, PORTAL_SPEED, 0.001); TS_ASSERT_DELTA(portal.dx, 0.0, 0.001); breakDown(); }
// Tests for Enemy void testEnemySet(void) { setUp(); Enemy *enemy = new Enemy(); enemy->set(*tileSet, 0, 0); Sprite * testSprite = new Sprite(); testSprite->setTexture(*tileSet); testSprite->setTextureRect(IntRect(0, 0, 1, 1)); TS_ASSERT_DELTA(enemy->dx, ENEMY_SPEED, 0.01); TS_ASSERT(enemy->life); delete enemy; breakDown(); }
void testEnemyCollision(void) { setUp(); Enemy *enemy = new Enemy(); enemy->set(*tileSet, 0, 0); World::initLevels(); World::setLevel(2); float dx = enemy->dx; enemy->update(1); TS_ASSERT_DELTA(enemy->dx, dx, 0.01); delete enemy; breakDown(); }
void testEnemyUpdate(void) { setUp(); Enemy *enemy = new Enemy(); enemy->set(*tileSet, 0, 0); float left = enemy->rect.left; enemy->update(1); TS_ASSERT_DELTA(enemy->rect.left, left + 1 * ENEMY_SPEED, 0.01); left = enemy->rect.left; enemy->update(5); TS_ASSERT_DELTA(enemy->rect.left, left + 5 * ENEMY_SPEED, 0.01); delete enemy; breakDown(); }
void testPortalTeleport(void) { setUp(); Portal p1(*tileSet, 0, 0, 100, 100, true); Portal p2(*tileSet, 100, 100, 0, 0, false); Player player; FloatRect oldPos(p1.rect.left, p1.rect.top, p1.rect.width, p1.rect.height); p1.teleport(&player, &p2); p1.update(10); TS_ASSERT(oldPos.top != p1.rect.top); TS_ASSERT(oldPos.left != p1.rect.left); TS_ASSERT(oldPos.width != p1.rect.width); TS_ASSERT(oldPos.height != p1.rect.height); breakDown(); }