Пример #1
0
	void testPlayerJump(void) {
		setUp();
		Player * testp = new Player(*tileSet, 0, 0);
		testp->jump();
		TS_ASSERT(!testp->onGround);
		delete testp;
		breakDown();
	}
Пример #2
0
	// 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();
	}
Пример #3
0
	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();
	}
Пример #4
0
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();
}
Пример #5
0
	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();
	}
Пример #6
0
	// 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();        
	}
Пример #7
0
	// 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();
	}
Пример #8
0
	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();
	}
Пример #9
0
	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();
	}
Пример #10
0
	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();
	}