Merge pull request #806 from DavidFidge/sprites

Fix bugs in SpriteSheetAnimation
This commit is contained in:
Max Kopjev
2023-08-30 23:29:07 +03:00
committed by GitHub
2 changed files with 922 additions and 7 deletions
@@ -41,7 +41,7 @@ namespace MonoGame.Extended.Sprites
public new bool IsComplete => CurrentTime >= AnimationDuration;
public float AnimationDuration => IsPingPong
? (KeyFrames.Length*2 - 2)*FrameDuration
? (KeyFrames.Length*2 - (IsLooping ? 2 : 1))*FrameDuration
: KeyFrames.Length*FrameDuration;
public TextureRegion2D CurrentFrame => KeyFrames[CurrentFrameIndex];
@@ -59,10 +59,10 @@ namespace MonoGame.Extended.Sprites
{
if (IsComplete)
{
OnCompleted?.Invoke();
if (IsLooping)
CurrentTime -= AnimationDuration;
CurrentTime %= AnimationDuration;
else
OnCompleted?.Invoke();
}
if (KeyFrames.Length == 1)
@@ -76,10 +76,15 @@ namespace MonoGame.Extended.Sprites
if (IsPingPong)
{
frameIndex = frameIndex%(length*2 - 2);
if (IsComplete)
frameIndex = 0;
else
{
frameIndex = frameIndex % (length * 2 - 2);
if (frameIndex >= length)
frameIndex = length - 2 - (frameIndex - length);
if (frameIndex >= length)
frameIndex = length - 2 - (frameIndex - length);
}
}
if (IsLooping)
@@ -0,0 +1,910 @@
using System;
using Microsoft.Xna.Framework;
using MonoGame.Extended.Sprites;
using MonoGame.Extended.TextureAtlases;
using Xunit;
namespace MonoGame.Extended.Tests.Sprites
{
public class SpriteSheetAnimationTests
{
[Theory]
[InlineData(0, 0)]
[InlineData(0, 0.9f)]
[InlineData(1, 1f)]
[InlineData(1, 1.9f)]
[InlineData(0, 2f)]
[InlineData(0, 2.9f)]
[InlineData(1, 3f)]
[InlineData(0, 4f)]
[InlineData(1, 5f)]
public void Looping_SpriteSheetAnimation_Should_Return_Correct_Frame_And_Not_Complete(int expectedTextureRegionIndex, float time)
{
var textureRegion2D1 = new TextureRegion2D("Region 1", null, new Rectangle());
var textureRegion2D2 = new TextureRegion2D("Region 2", null, new Rectangle());
var textureRegions = new[] { textureRegion2D1, textureRegion2D2 };
var spriteSheetAnimationData = new SpriteSheetAnimationData(
new[] { 0, 1 },
1,
true
);
var spriteSheetAnimation = new SpriteSheetAnimation("Test", textureRegions, spriteSheetAnimationData);
var isCompleteFired = false;
spriteSheetAnimation.OnCompleted += () => isCompleteFired = true;
spriteSheetAnimation.Play();
var gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(time));
spriteSheetAnimation.Update(gameTime);
Assert.Equal(textureRegions[expectedTextureRegionIndex], spriteSheetAnimation.CurrentFrame);
Assert.False(spriteSheetAnimation.IsComplete);
Assert.False(isCompleteFired);
}
[Fact]
public void Looping_SpriteSheetAnimation_Should_Return_Correct_Frame_And_Not_Complete_Over_Multiple_Updates()
{
var textureRegion2D1 = new TextureRegion2D("Region 1", null, new Rectangle());
var textureRegion2D2 = new TextureRegion2D("Region 2", null, new Rectangle());
var textureRegions = new[] { textureRegion2D1, textureRegion2D2 };
var spriteSheetAnimationData = new SpriteSheetAnimationData(
new[] { 0, 1 },
1,
true
);
var spriteSheetAnimation = new SpriteSheetAnimation("Test", textureRegions, spriteSheetAnimationData);
var isCompleteFired = false;
spriteSheetAnimation.OnCompleted += () => isCompleteFired = true;
spriteSheetAnimation.Play();
var gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(0));
spriteSheetAnimation.Update(gameTime);
Assert.Equal(textureRegions[0], spriteSheetAnimation.CurrentFrame);
Assert.False(spriteSheetAnimation.IsComplete);
Assert.False(isCompleteFired);
gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(1));
spriteSheetAnimation.Update(gameTime);
Assert.Equal(textureRegions[1], spriteSheetAnimation.CurrentFrame);
Assert.False(spriteSheetAnimation.IsComplete);
Assert.False(isCompleteFired);
gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(1));
spriteSheetAnimation.Update(gameTime);
Assert.Equal(textureRegions[0], spriteSheetAnimation.CurrentFrame);
Assert.False(spriteSheetAnimation.IsComplete);
Assert.False(isCompleteFired);
gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(1));
spriteSheetAnimation.Update(gameTime);
Assert.Equal(textureRegions[1], spriteSheetAnimation.CurrentFrame);
Assert.False(spriteSheetAnimation.IsComplete);
Assert.False(isCompleteFired);
}
[Theory]
[InlineData(0, 0.9f)]
[InlineData(1, 1f)]
[InlineData(1, 1.1f)]
[InlineData(1, 1.9f)]
public void Non_Looping_SpriteSheetAnimation_Should_Return_Correct_Frame_And_Not_Complete(int expectedTextureRegionIndex, float time)
{
var textureRegion2D1 = new TextureRegion2D("Region 1", null, new Rectangle());
var textureRegion2D2 = new TextureRegion2D("Region 2", null, new Rectangle());
var textureRegions = new[] { textureRegion2D1, textureRegion2D2 };
var spriteSheetAnimationData = new SpriteSheetAnimationData(
new[] { 0, 1 },
1,
false
);
var spriteSheetAnimation = new SpriteSheetAnimation("Test", textureRegions, spriteSheetAnimationData);
var isCompleteFired = false;
spriteSheetAnimation.OnCompleted += () => isCompleteFired = true;
spriteSheetAnimation.Play();
var gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(time));
spriteSheetAnimation.Update(gameTime);
Assert.Equal(textureRegions[expectedTextureRegionIndex], spriteSheetAnimation.CurrentFrame);
Assert.False(spriteSheetAnimation.IsComplete);
Assert.False(isCompleteFired);
}
[Theory]
[InlineData(1, 2f)]
[InlineData(1, 3f)]
[InlineData(1, 4f)]
public void Non_Looping_SpriteSheetAnimation_Should_Return_Correct_Frame_And_Complete_When_AnimationDuration_Is_Reached(int expectedTextureRegionIndex, float time)
{
var textureRegion2D1 = new TextureRegion2D("Region 1", null, new Rectangle());
var textureRegion2D2 = new TextureRegion2D("Region 2", null, new Rectangle());
var textureRegions = new[] { textureRegion2D1, textureRegion2D2 };
var spriteSheetAnimationData = new SpriteSheetAnimationData(
new[] { 0, 1 },
1,
false
);
var spriteSheetAnimation = new SpriteSheetAnimation("Test", textureRegions, spriteSheetAnimationData);
var isCompleteFired = false;
spriteSheetAnimation.OnCompleted += () => isCompleteFired = true;
spriteSheetAnimation.Play();
var gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(time));
spriteSheetAnimation.Update(gameTime);
Assert.Equal(textureRegions[expectedTextureRegionIndex], spriteSheetAnimation.CurrentFrame);
Assert.True(spriteSheetAnimation.IsComplete);
Assert.True(isCompleteFired);
}
[Fact]
public void Non_Looping_SpriteSheetAnimation_Should_Return_Correct_Frame_And_Complete_When_AnimationDuration_Is_Reached_Over_Multiple_Updates()
{
var textureRegion2D1 = new TextureRegion2D("Region 1", null, new Rectangle());
var textureRegion2D2 = new TextureRegion2D("Region 2", null, new Rectangle());
var textureRegions = new[] { textureRegion2D1, textureRegion2D2 };
var spriteSheetAnimationData = new SpriteSheetAnimationData(
new[] { 0, 1 },
1,
false
);
var spriteSheetAnimation = new SpriteSheetAnimation("Test", textureRegions, spriteSheetAnimationData);
var isCompleteFired = false;
spriteSheetAnimation.OnCompleted += () => isCompleteFired = true;
spriteSheetAnimation.Play();
var gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(0));
spriteSheetAnimation.Update(gameTime);
Assert.Equal(textureRegions[0], spriteSheetAnimation.CurrentFrame);
Assert.False(spriteSheetAnimation.IsComplete);
Assert.False(isCompleteFired);
gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(1));
spriteSheetAnimation.Update(gameTime);
Assert.Equal(textureRegions[1], spriteSheetAnimation.CurrentFrame);
Assert.False(spriteSheetAnimation.IsComplete);
Assert.False(isCompleteFired);
gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(1));
spriteSheetAnimation.Update(gameTime);
Assert.Equal(textureRegions[1], spriteSheetAnimation.CurrentFrame);
Assert.True(spriteSheetAnimation.IsComplete);
Assert.True(isCompleteFired);
isCompleteFired = false; // Reset isCompleteFired for next execution
gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(1));
spriteSheetAnimation.Update(gameTime);
Assert.Equal(textureRegions[1], spriteSheetAnimation.CurrentFrame);
Assert.True(spriteSheetAnimation.IsComplete);
Assert.False(isCompleteFired); // Event is not fired again as animation was already completed
}
[Theory]
[InlineData(1, 0)]
[InlineData(1, 0.9f)]
[InlineData(0, 1f)]
[InlineData(0, 1.9f)]
[InlineData(1, 2f)]
[InlineData(1, 2.9f)]
[InlineData(0, 3f)]
[InlineData(1, 4f)]
[InlineData(0, 5f)]
public void Reversed_Looping_SpriteSheetAnimation_Should_Return_Correct_Frame_And_Not_Complete(int expectedTextureRegionIndex, float time)
{
var textureRegion2D1 = new TextureRegion2D("Region 1", null, new Rectangle());
var textureRegion2D2 = new TextureRegion2D("Region 2", null, new Rectangle());
var textureRegions = new[] { textureRegion2D1, textureRegion2D2 };
var spriteSheetAnimationData = new SpriteSheetAnimationData(
new[] { 0, 1 },
1,
true,
true
);
var spriteSheetAnimation = new SpriteSheetAnimation("Test", textureRegions, spriteSheetAnimationData);
var isCompleteFired = false;
spriteSheetAnimation.OnCompleted += () => isCompleteFired = true;
spriteSheetAnimation.Play();
var gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(time));
spriteSheetAnimation.Update(gameTime);
Assert.Equal(textureRegions[expectedTextureRegionIndex], spriteSheetAnimation.CurrentFrame);
Assert.False(spriteSheetAnimation.IsComplete);
Assert.False(isCompleteFired);
}
[Fact]
public void Reversed_Looping_SpriteSheetAnimation_Should_Return_Correct_Frame_And_Not_Complete_Over_Multiple_Updates()
{
var textureRegion2D1 = new TextureRegion2D("Region 1", null, new Rectangle());
var textureRegion2D2 = new TextureRegion2D("Region 2", null, new Rectangle());
var textureRegions = new[] { textureRegion2D1, textureRegion2D2 };
var spriteSheetAnimationData = new SpriteSheetAnimationData(
new[] { 0, 1 },
1,
true,
true
);
var spriteSheetAnimation = new SpriteSheetAnimation("Test", textureRegions, spriteSheetAnimationData);
var isCompleteFired = false;
spriteSheetAnimation.OnCompleted += () => isCompleteFired = true;
spriteSheetAnimation.Play();
var gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(0));
spriteSheetAnimation.Update(gameTime);
Assert.Equal(textureRegions[1], spriteSheetAnimation.CurrentFrame);
Assert.False(spriteSheetAnimation.IsComplete);
Assert.False(isCompleteFired);
gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(1));
spriteSheetAnimation.Update(gameTime);
Assert.Equal(textureRegions[0], spriteSheetAnimation.CurrentFrame);
Assert.False(spriteSheetAnimation.IsComplete);
Assert.False(isCompleteFired);
gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(1));
spriteSheetAnimation.Update(gameTime);
Assert.Equal(textureRegions[1], spriteSheetAnimation.CurrentFrame);
Assert.False(spriteSheetAnimation.IsComplete);
Assert.False(isCompleteFired);
gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(1));
spriteSheetAnimation.Update(gameTime);
Assert.Equal(textureRegions[0], spriteSheetAnimation.CurrentFrame);
Assert.False(spriteSheetAnimation.IsComplete);
Assert.False(isCompleteFired);
}
[Theory]
[InlineData(1, 0.9f)]
[InlineData(0, 1f)]
[InlineData(0, 1.1f)]
[InlineData(0, 1.9f)]
public void Reversed_Non_Looping_SpriteSheetAnimation_Should_Return_Correct_Frame_And_Not_Complete(int expectedTextureRegionIndex, float time)
{
var textureRegion2D1 = new TextureRegion2D("Region 1", null, new Rectangle());
var textureRegion2D2 = new TextureRegion2D("Region 2", null, new Rectangle());
var textureRegions = new[] { textureRegion2D1, textureRegion2D2 };
var spriteSheetAnimationData = new SpriteSheetAnimationData(
new[] { 0, 1 },
1,
false,
true
);
var spriteSheetAnimation = new SpriteSheetAnimation("Test", textureRegions, spriteSheetAnimationData);
var isCompleteFired = false;
spriteSheetAnimation.OnCompleted += () => isCompleteFired = true;
spriteSheetAnimation.Play();
var gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(time));
spriteSheetAnimation.Update(gameTime);
Assert.Equal(textureRegions[expectedTextureRegionIndex], spriteSheetAnimation.CurrentFrame);
Assert.False(spriteSheetAnimation.IsComplete);
Assert.False(isCompleteFired);
}
[Theory]
[InlineData(0, 2f)]
[InlineData(0, 3f)]
[InlineData(0, 4f)]
public void Reversed_Non_Looping_SpriteSheetAnimation_Should_Return_Correct_Frame_And_Complete_When_AnimationDuration_Is_Reached(int expectedTextureRegionIndex, float time)
{
var textureRegion2D1 = new TextureRegion2D("Region 1", null, new Rectangle());
var textureRegion2D2 = new TextureRegion2D("Region 2", null, new Rectangle());
var textureRegions = new[] { textureRegion2D1, textureRegion2D2 };
var spriteSheetAnimationData = new SpriteSheetAnimationData(
new[] { 0, 1 },
1,
false,
true
);
var spriteSheetAnimation = new SpriteSheetAnimation("Test", textureRegions, spriteSheetAnimationData);
var isCompleteFired = false;
spriteSheetAnimation.OnCompleted += () => isCompleteFired = true;
spriteSheetAnimation.Play();
var gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(time));
spriteSheetAnimation.Update(gameTime);
Assert.Equal(textureRegions[expectedTextureRegionIndex], spriteSheetAnimation.CurrentFrame);
Assert.True(spriteSheetAnimation.IsComplete);
Assert.True(isCompleteFired);
}
[Fact]
public void Reversed_Non_Looping_SpriteSheetAnimation_Should_Return_Correct_Frame_And_Complete_When_AnimationDuration_Is_Reached_Over_Multiple_Updates()
{
var textureRegion2D1 = new TextureRegion2D("Region 1", null, new Rectangle());
var textureRegion2D2 = new TextureRegion2D("Region 2", null, new Rectangle());
var textureRegions = new[] { textureRegion2D1, textureRegion2D2 };
var spriteSheetAnimationData = new SpriteSheetAnimationData(
new[] { 0, 1 },
1,
false,
true
);
var spriteSheetAnimation = new SpriteSheetAnimation("Test", textureRegions, spriteSheetAnimationData);
var isCompleteFired = false;
spriteSheetAnimation.OnCompleted += () => isCompleteFired = true;
spriteSheetAnimation.Play();
var gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(0));
spriteSheetAnimation.Update(gameTime);
Assert.Equal(textureRegions[1], spriteSheetAnimation.CurrentFrame);
Assert.False(spriteSheetAnimation.IsComplete);
Assert.False(isCompleteFired);
gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(1));
spriteSheetAnimation.Update(gameTime);
Assert.Equal(textureRegions[0], spriteSheetAnimation.CurrentFrame);
Assert.False(spriteSheetAnimation.IsComplete);
Assert.False(isCompleteFired);
gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(1));
spriteSheetAnimation.Update(gameTime);
Assert.Equal(textureRegions[0], spriteSheetAnimation.CurrentFrame);
Assert.True(spriteSheetAnimation.IsComplete);
Assert.True(isCompleteFired);
isCompleteFired = false; // Reset isCompleteFired for next execution
gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(1));
spriteSheetAnimation.Update(gameTime);
Assert.Equal(textureRegions[0], spriteSheetAnimation.CurrentFrame);
Assert.True(spriteSheetAnimation.IsComplete);
Assert.False(isCompleteFired); // Event is not fired again as animation was already completed;
}
[Theory]
[InlineData(0, 0)]
[InlineData(0, 0.9f)]
[InlineData(1, 1f)]
[InlineData(1, 1.9f)]
[InlineData(0, 2f)]
[InlineData(0, 2.9f)]
[InlineData(1, 3f)]
[InlineData(0, 4f)]
[InlineData(1, 5f)]
[InlineData(0, 6f)]
[InlineData(1, 7f)]
[InlineData(0, 8f)]
public void PingPong_Looping_SpriteSheetAnimation_Should_Return_Correct_Frame_And_Not_Complete(int expectedTextureRegionIndex, float time)
{
var textureRegion2D1 = new TextureRegion2D("Region 1", null, new Rectangle());
var textureRegion2D2 = new TextureRegion2D("Region 2", null, new Rectangle());
var textureRegions = new[] { textureRegion2D1, textureRegion2D2 };
var spriteSheetAnimationData = new SpriteSheetAnimationData(
new[] { 0, 1 },
1,
true,
false,
true
);
var spriteSheetAnimation = new SpriteSheetAnimation("Test", textureRegions, spriteSheetAnimationData);
var isCompleteFired = false;
spriteSheetAnimation.OnCompleted += () => isCompleteFired = true;
spriteSheetAnimation.Play();
var gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(time));
spriteSheetAnimation.Update(gameTime);
Assert.Equal(textureRegions[expectedTextureRegionIndex], spriteSheetAnimation.CurrentFrame);
Assert.False(spriteSheetAnimation.IsComplete);
Assert.False(isCompleteFired);
}
[Fact]
public void PingPong_Looping_SpriteSheetAnimation_Should_Return_Correct_Frame_And_Not_Complete_Over_Multiple_Updates()
{
var textureRegion2D1 = new TextureRegion2D("Region 1", null, new Rectangle());
var textureRegion2D2 = new TextureRegion2D("Region 2", null, new Rectangle());
var textureRegions = new[] { textureRegion2D1, textureRegion2D2 };
var spriteSheetAnimationData = new SpriteSheetAnimationData(
new[] { 0, 1 },
1,
true,
false,
true
);
var spriteSheetAnimation = new SpriteSheetAnimation("Test", textureRegions, spriteSheetAnimationData);
var isCompleteFired = false;
spriteSheetAnimation.OnCompleted += () => isCompleteFired = true;
spriteSheetAnimation.Play();
var gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(0));
spriteSheetAnimation.Update(gameTime);
Assert.Equal(textureRegions[0], spriteSheetAnimation.CurrentFrame);
Assert.False(spriteSheetAnimation.IsComplete);
Assert.False(isCompleteFired);
gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(1));
spriteSheetAnimation.Update(gameTime);
Assert.Equal(textureRegions[1], spriteSheetAnimation.CurrentFrame);
Assert.False(spriteSheetAnimation.IsComplete);
Assert.False(isCompleteFired);
gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(1));
spriteSheetAnimation.Update(gameTime);
Assert.Equal(textureRegions[0], spriteSheetAnimation.CurrentFrame);
Assert.False(spriteSheetAnimation.IsComplete);
Assert.False(isCompleteFired);
gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(1));
spriteSheetAnimation.Update(gameTime);
Assert.Equal(textureRegions[1], spriteSheetAnimation.CurrentFrame);
Assert.False(spriteSheetAnimation.IsComplete);
Assert.False(isCompleteFired);
gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(1));
spriteSheetAnimation.Update(gameTime);
Assert.Equal(textureRegions[0], spriteSheetAnimation.CurrentFrame);
Assert.False(spriteSheetAnimation.IsComplete);
Assert.False(isCompleteFired);
gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(1));
spriteSheetAnimation.Update(gameTime);
Assert.Equal(textureRegions[1], spriteSheetAnimation.CurrentFrame);
Assert.False(spriteSheetAnimation.IsComplete);
Assert.False(isCompleteFired);
}
[Theory]
[InlineData(0, 0.9f)]
[InlineData(1, 1f)]
[InlineData(1, 1.9f)]
[InlineData(0, 2f)]
[InlineData(0, 2.9f)]
public void PingPong_Non_Looping_SpriteSheetAnimation_Should_Return_Correct_Frame_And_Not_Complete(int expectedTextureRegionIndex, float time)
{
var textureRegion2D1 = new TextureRegion2D("Region 1", null, new Rectangle());
var textureRegion2D2 = new TextureRegion2D("Region 2", null, new Rectangle());
var textureRegions = new[] { textureRegion2D1, textureRegion2D2 };
var spriteSheetAnimationData = new SpriteSheetAnimationData(
new[] { 0, 1 },
1,
false,
false,
true
);
var spriteSheetAnimation = new SpriteSheetAnimation("Test", textureRegions, spriteSheetAnimationData);
var isCompleteFired = false;
spriteSheetAnimation.OnCompleted += () => isCompleteFired = true;
spriteSheetAnimation.Play();
var gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(time));
spriteSheetAnimation.Update(gameTime);
Assert.Equal(textureRegions[expectedTextureRegionIndex], spriteSheetAnimation.CurrentFrame);
Assert.False(spriteSheetAnimation.IsComplete);
Assert.False(isCompleteFired);
}
[Theory]
[InlineData(0, 3f)]
[InlineData(0, 4f)]
[InlineData(0, 5f)]
public void PingPong_Non_Looping_SpriteSheetAnimation_Should_Return_Correct_Frame_And_Complete_When_AnimationDuration_Is_Reached(int expectedTextureRegionIndex, float time)
{
var textureRegion2D1 = new TextureRegion2D("Region 1", null, new Rectangle());
var textureRegion2D2 = new TextureRegion2D("Region 2", null, new Rectangle());
var textureRegions = new[] { textureRegion2D1, textureRegion2D2 };
var spriteSheetAnimationData = new SpriteSheetAnimationData(
new[] { 0, 1 },
1,
false,
false,
true
);
var spriteSheetAnimation = new SpriteSheetAnimation("Test", textureRegions, spriteSheetAnimationData);
var isCompleteFired = false;
spriteSheetAnimation.OnCompleted += () => isCompleteFired = true;
spriteSheetAnimation.Play();
var gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(time));
spriteSheetAnimation.Update(gameTime);
Assert.Equal(textureRegions[expectedTextureRegionIndex], spriteSheetAnimation.CurrentFrame);
Assert.True(spriteSheetAnimation.IsComplete);
Assert.True(isCompleteFired);
}
[Fact]
public void PingPong_Non_Looping_SpriteSheetAnimation_Should_Return_Correct_Frame_And_Complete_When_AnimationDuration_Is_Reached_Over_Multiple_Updates()
{
var textureRegion2D1 = new TextureRegion2D("Region 1", null, new Rectangle());
var textureRegion2D2 = new TextureRegion2D("Region 2", null, new Rectangle());
var textureRegion2D3 = new TextureRegion2D("Region 3", null, new Rectangle());
var textureRegions = new[] { textureRegion2D1, textureRegion2D2, textureRegion2D3 };
var spriteSheetAnimationData = new SpriteSheetAnimationData(
new[] { 0, 1, 2 },
1,
false,
false,
true
);
var spriteSheetAnimation = new SpriteSheetAnimation("Test", textureRegions, spriteSheetAnimationData);
var isCompleteFired = false;
spriteSheetAnimation.OnCompleted += () => isCompleteFired = true;
spriteSheetAnimation.Play();
var gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(0));
spriteSheetAnimation.Update(gameTime);
Assert.Equal(textureRegions[0], spriteSheetAnimation.CurrentFrame);
Assert.False(spriteSheetAnimation.IsComplete);
Assert.False(isCompleteFired);
gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(1));
spriteSheetAnimation.Update(gameTime);
Assert.Equal(textureRegions[1], spriteSheetAnimation.CurrentFrame);
Assert.False(spriteSheetAnimation.IsComplete);
Assert.False(isCompleteFired);
gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(1));
spriteSheetAnimation.Update(gameTime);
Assert.Equal(textureRegions[2], spriteSheetAnimation.CurrentFrame);
Assert.False(spriteSheetAnimation.IsComplete);
Assert.False(isCompleteFired);
gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(1));
spriteSheetAnimation.Update(gameTime);
Assert.Equal(textureRegions[1], spriteSheetAnimation.CurrentFrame);
Assert.False(spriteSheetAnimation.IsComplete);
Assert.False(isCompleteFired);
gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(1));
spriteSheetAnimation.Update(gameTime);
Assert.Equal(textureRegions[0], spriteSheetAnimation.CurrentFrame);
Assert.False(spriteSheetAnimation.IsComplete);
Assert.False(isCompleteFired);
gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(1));
spriteSheetAnimation.Update(gameTime);
Assert.Equal(textureRegions[0], spriteSheetAnimation.CurrentFrame);
Assert.True(spriteSheetAnimation.IsComplete);
Assert.True(isCompleteFired);
isCompleteFired = false; // Reset isCompleteFired for next execution
gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(1));
spriteSheetAnimation.Update(gameTime);
Assert.Equal(textureRegions[0], spriteSheetAnimation.CurrentFrame);
Assert.True(spriteSheetAnimation.IsComplete);
Assert.False(isCompleteFired); // Event is not fired again as animation was already completed
}
[Theory]
[InlineData(1, 0)]
[InlineData(1, 0.9f)]
[InlineData(0, 1f)]
[InlineData(0, 1.9f)]
[InlineData(1, 2f)]
[InlineData(1, 2.9f)]
[InlineData(0, 3f)]
[InlineData(1, 4f)]
[InlineData(0, 5f)]
[InlineData(1, 6f)]
[InlineData(0, 7f)]
[InlineData(1, 8f)]
public void Reversed_PingPong_Looping_SpriteSheetAnimation_Should_Return_Correct_Frame_And_Not_Complete(int expectedTextureRegionIndex, float time)
{
var textureRegion2D1 = new TextureRegion2D("Region 1", null, new Rectangle());
var textureRegion2D2 = new TextureRegion2D("Region 2", null, new Rectangle());
var textureRegions = new[] { textureRegion2D1, textureRegion2D2 };
var spriteSheetAnimationData = new SpriteSheetAnimationData(
new[] { 0, 1 },
1,
true,
true,
true
);
var spriteSheetAnimation = new SpriteSheetAnimation("Test", textureRegions, spriteSheetAnimationData);
var isCompleteFired = false;
spriteSheetAnimation.OnCompleted += () => isCompleteFired = true;
spriteSheetAnimation.Play();
var gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(time));
spriteSheetAnimation.Update(gameTime);
Assert.Equal(textureRegions[expectedTextureRegionIndex], spriteSheetAnimation.CurrentFrame);
Assert.False(spriteSheetAnimation.IsComplete);
Assert.False(isCompleteFired);
}
[Fact]
public void Reversed_PingPong_Looping_SpriteSheetAnimation_Should_Return_Correct_Frame_And_Not_Complete_Over_Multiple_Updates()
{
var textureRegion2D1 = new TextureRegion2D("Region 1", null, new Rectangle());
var textureRegion2D2 = new TextureRegion2D("Region 2", null, new Rectangle());
var textureRegions = new[] { textureRegion2D1, textureRegion2D2 };
var spriteSheetAnimationData = new SpriteSheetAnimationData(
new[] { 0, 1 },
1,
true,
true,
true
);
var spriteSheetAnimation = new SpriteSheetAnimation("Test", textureRegions, spriteSheetAnimationData);
var isCompleteFired = false;
spriteSheetAnimation.OnCompleted += () => isCompleteFired = true;
spriteSheetAnimation.Play();
var gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(0));
spriteSheetAnimation.Update(gameTime);
Assert.Equal(textureRegions[1], spriteSheetAnimation.CurrentFrame);
Assert.False(spriteSheetAnimation.IsComplete);
Assert.False(isCompleteFired);
gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(1));
spriteSheetAnimation.Update(gameTime);
Assert.Equal(textureRegions[0], spriteSheetAnimation.CurrentFrame);
Assert.False(spriteSheetAnimation.IsComplete);
Assert.False(isCompleteFired);
gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(1));
spriteSheetAnimation.Update(gameTime);
Assert.Equal(textureRegions[1], spriteSheetAnimation.CurrentFrame);
Assert.False(spriteSheetAnimation.IsComplete);
Assert.False(isCompleteFired);
gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(1));
spriteSheetAnimation.Update(gameTime);
Assert.Equal(textureRegions[0], spriteSheetAnimation.CurrentFrame);
Assert.False(spriteSheetAnimation.IsComplete);
Assert.False(isCompleteFired);
gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(1));
spriteSheetAnimation.Update(gameTime);
Assert.Equal(textureRegions[1], spriteSheetAnimation.CurrentFrame);
Assert.False(spriteSheetAnimation.IsComplete);
Assert.False(isCompleteFired);
gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(1));
spriteSheetAnimation.Update(gameTime);
Assert.Equal(textureRegions[0], spriteSheetAnimation.CurrentFrame);
Assert.False(spriteSheetAnimation.IsComplete);
Assert.False(isCompleteFired);
}
[Theory]
[InlineData(1, 0.9f)]
[InlineData(0, 1f)]
[InlineData(0, 1.9f)]
[InlineData(1, 2f)]
[InlineData(1, 2.9f)]
public void Reversed_PingPong_Non_Looping_SpriteSheetAnimation_Should_Return_Correct_Frame_And_Not_Complete(int expectedTextureRegionIndex, float time)
{
var textureRegion2D1 = new TextureRegion2D("Region 1", null, new Rectangle());
var textureRegion2D2 = new TextureRegion2D("Region 2", null, new Rectangle());
var textureRegions = new[] { textureRegion2D1, textureRegion2D2 };
var spriteSheetAnimationData = new SpriteSheetAnimationData(
new[] { 0, 1 },
1,
false,
true,
true
);
var spriteSheetAnimation = new SpriteSheetAnimation("Test", textureRegions, spriteSheetAnimationData);
var isCompleteFired = false;
spriteSheetAnimation.OnCompleted += () => isCompleteFired = true;
spriteSheetAnimation.Play();
var gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(time));
spriteSheetAnimation.Update(gameTime);
Assert.Equal(textureRegions[expectedTextureRegionIndex], spriteSheetAnimation.CurrentFrame);
Assert.False(spriteSheetAnimation.IsComplete);
Assert.False(isCompleteFired);
}
[Theory]
[InlineData(1, 3f)]
[InlineData(1, 4f)]
[InlineData(1, 5f)]
public void Reversed_PingPong_Non_Looping_SpriteSheetAnimation_Should_Return_Correct_Frame_And_Complete_When_AnimationDuration_Is_Reached(int expectedTextureRegionIndex, float time)
{
var textureRegion2D1 = new TextureRegion2D("Region 1", null, new Rectangle());
var textureRegion2D2 = new TextureRegion2D("Region 2", null, new Rectangle());
var textureRegions = new[] { textureRegion2D1, textureRegion2D2 };
var spriteSheetAnimationData = new SpriteSheetAnimationData(
new[] { 0, 1 },
1,
false,
true,
true
);
var spriteSheetAnimation = new SpriteSheetAnimation("Test", textureRegions, spriteSheetAnimationData);
var isCompleteFired = false;
spriteSheetAnimation.OnCompleted += () => isCompleteFired = true;
spriteSheetAnimation.Play();
var gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(time));
spriteSheetAnimation.Update(gameTime);
Assert.Equal(textureRegions[expectedTextureRegionIndex], spriteSheetAnimation.CurrentFrame);
Assert.True(spriteSheetAnimation.IsComplete);
Assert.True(isCompleteFired);
}
[Fact]
public void Reversed_PingPong_Non_Looping_SpriteSheetAnimation_Should_Return_Correct_Frame_And_Complete_When_AnimationDuration_Is_Reached_Over_Multiple_Updates()
{
var textureRegion2D1 = new TextureRegion2D("Region 1", null, new Rectangle());
var textureRegion2D2 = new TextureRegion2D("Region 2", null, new Rectangle());
var textureRegion2D3 = new TextureRegion2D("Region 3", null, new Rectangle());
var textureRegions = new[] { textureRegion2D1, textureRegion2D2, textureRegion2D3 };
var spriteSheetAnimationData = new SpriteSheetAnimationData(
new[] { 0, 1, 2 },
1,
false,
true,
true
);
var spriteSheetAnimation = new SpriteSheetAnimation("Test", textureRegions, spriteSheetAnimationData);
var isCompleteFired = false;
spriteSheetAnimation.OnCompleted += () => isCompleteFired = true;
spriteSheetAnimation.Play();
var gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(0));
spriteSheetAnimation.Update(gameTime);
Assert.Equal(textureRegions[2], spriteSheetAnimation.CurrentFrame);
Assert.False(spriteSheetAnimation.IsComplete);
Assert.False(isCompleteFired);
gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(1));
spriteSheetAnimation.Update(gameTime);
Assert.Equal(textureRegions[1], spriteSheetAnimation.CurrentFrame);
Assert.False(spriteSheetAnimation.IsComplete);
Assert.False(isCompleteFired);
gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(1));
spriteSheetAnimation.Update(gameTime);
Assert.Equal(textureRegions[0], spriteSheetAnimation.CurrentFrame);
Assert.False(spriteSheetAnimation.IsComplete);
Assert.False(isCompleteFired);
gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(1));
spriteSheetAnimation.Update(gameTime);
Assert.Equal(textureRegions[1], spriteSheetAnimation.CurrentFrame);
Assert.False(spriteSheetAnimation.IsComplete);
Assert.False(isCompleteFired);
gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(1));
spriteSheetAnimation.Update(gameTime);
Assert.Equal(textureRegions[2], spriteSheetAnimation.CurrentFrame);
Assert.False(spriteSheetAnimation.IsComplete);
Assert.False(isCompleteFired);
gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(1));
spriteSheetAnimation.Update(gameTime);
Assert.Equal(textureRegions[2], spriteSheetAnimation.CurrentFrame);
Assert.True(spriteSheetAnimation.IsComplete);
Assert.True(isCompleteFired);
isCompleteFired = false; // Reset isCompleteFired for next execution
gameTime = new GameTime(TimeSpan.Zero, TimeSpan.FromSeconds(1));
spriteSheetAnimation.Update(gameTime);
Assert.Equal(textureRegions[2], spriteSheetAnimation.CurrentFrame);
Assert.True(spriteSheetAnimation.IsComplete);
Assert.False(isCompleteFired); // Event is not fired again as animation was already completed
}
}
}