Esempio n. 1
0
IntRect HitTestLocation::rectForPoint(const LayoutPoint& point, unsigned topPadding, unsigned rightPadding, unsigned bottomPadding, unsigned leftPadding)
{
    IntPoint actualPoint(flooredIntPoint(point));
    actualPoint -= IntSize(leftPadding, topPadding);

    IntSize actualPadding(leftPadding + rightPadding, topPadding + bottomPadding);
    // As IntRect is left inclusive and right exclusive (seeing IntRect::contains(x, y)), adding "1".
    // FIXME: Remove this once non-rect based hit-detection stops using IntRect:intersects.
    actualPadding += IntSize(1, 1);

    return IntRect(actualPoint, actualPadding);
}
Esempio n. 2
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/*
 * Testing
 */
TEST(MathPoint, Sum_Equal_Operator_Equal) {
    int summer = 3;
    const int size = 5;

    int data1[size] = {0, 0, 0, 0, 0};
    int data2[size] = {3, 3, 3, 3, 3};

    Point<int> actualPoint(data1, size);
    Point<int> expectedPoint(data2, size);

    actualPoint += summer;
    EXPECT_EQ(expectedPoint, actualPoint);
}
Esempio n. 3
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/*
 * Testing adding two pointers
 */
TEST(MathPoint, Add_Equal_Operator_Points_New_Point) {
    const int size = 5;

    int data1[size] = {3, 4, 5, 6, 7};
    int data2[size] = {6, 8, 10, 12, 14};

    Point<int> actualPoint(data1, size);
    Point<int> expectedPoint(data2, size);

    actualPoint += actualPoint;

    EXPECT_EQ(expectedPoint, actualPoint);

}
Esempio n. 4
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/*
 * Testing
 */
TEST(MathPoint, Divider_Operator_Equal) {
    int divider = 3;
    const int size = 15;

    Point<int> expectedPoint(size);
    Point<int> actualPoint(size);

    for(int i = 0; i < size; i++){
        actualPoint[i] = 9;
    }
    actualPoint = actualPoint / divider;

    for(int i = 0; i < size; i++){
        expectedPoint[i] = divider;
    }

    EXPECT_EQ(expectedPoint, actualPoint);
}
Esempio n. 5
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void Player::updatePosition(){
    
    // 先更新地图位置,再更新角色的位置
    float x = MAX(_mx,WINDOW_WIDTH/2);
    float y = MAX(_my,WINDOW_HEIGHT/2);
    
    x = MIN(x,Game->sMapWidth-WINDOW_WIDTH/2);
    y = MIN(y,Game->sMapHeight-WINDOW_HEIGHT/2);
    
    Point actualPoint(x,y);
    Point centerOfView(WINDOW_WIDTH/2,WINDOW_HEIGHT/2);
    Point viewpoint = centerOfView - actualPoint;
    
    // 设置 tmx 地图位置
    Game->getGameMap()->getTMXMap()->setPosition(viewpoint);
    
    // 设置 player 位置
    setPosition(viewpoint + Point(_mx,_my));
}