Files
MonoGame.Extended/tests/MonoGame.Extended.Tests/Sprites/SpriteSheetAnimationTests.cs
T
Christopher Whitley 8850875fb4 Texture Atlas Refactor (#890)
* Moved `TextureRegion2D` and `NinePatchRegion2D` into Graphics namespace
These are used for more than just texture atlas related things and are primarly for working with `Texture2D` instances and creating sub textures from them.  Moving them to Graphics namespace where `Texture2D` lives in MonoGame

* Dropped the `2D` suffix from `TextureRegion2D` and `NinePatchRegion2D`

* Moved `RectanglExtensions` to project root
This moves the extensions for `Rectangle` to the same relative namespace location as `Rectangle` is in MonoGame.

* Renamed to `Rectangle.Extensions.cs`

* Separate `Rectangle` from `RectangleF` extensions

* Added `GetRelativeRectangle` method

* Updated documentation

* Added `GetRelativeRectangle` method

* Updated documentation

* Top-level namespace

* Remove whitespace

* Move properties up

* Top-level namespace

* Don't recreate structs for `Bounds` and Size`
By having the property return a new struct, this allocates on the stack during situations like a loop during draw.

* Size should be `Size` not `SizeF` value
Textures deal in pixels (ints not floats)

* Removed setter for `Texture` property
Texture should not be set after region is created

* Added UV properties

* Refactor constructors

* Added documentation

* Added license header

* Make it an actual extension method

* Added `GetSubRegion` extension methods for `TextureRegion`

* Update documentation about ObjectDisposedException

* Move const values to top

* Resolve errors from`TextureRegion` refactor

* Update unit tests for TextureRegion refactor

* Started NinePatch rework

* Refactored NinePatch

* Update for texture region constructor change

* Remove ninepatch from atlas

* Moved `TextureAtlasExtensions` into `SpriteBatch.Extensions`
These are extension methods for the sprite batch

* Updated to use new `DrawTextureRegion` method after rename

* Renamed to NinePatchJsonConverter

* Removed `GetRegion<T>`
TextureAtlas no longer contains nine patch regions, so this method isn't needed

* Update after `NinePatchRegion2DJsonConverter` name change

* Resolve errors from NinePatch refactor

* TextureAtlas rework

* Renamed `TextureRegion` to `Texture2DRegion`

* Moved ContentReaders to new Content\ContentReaders directory

* Moved TextureAtlasJsonConvert to Serialization directory

* Adjusted name from `Texture*` to `Texture2D*`

* Update runtimereader and runtimettype strings
2024-06-15 01:37:18 -04:00

912 lines
38 KiB
C#

using System;
using Microsoft.Xna.Framework;
using MonoGame.Extended.Graphics;
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 Texture2DRegion("Region 1", new Rectangle());
var textureRegion2D2 = new Texture2DRegion("Region 2", 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 Texture2DRegion("Region 1", new Rectangle());
var textureRegion2D2 = new Texture2DRegion("Region 2", 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 Texture2DRegion("Region 1", new Rectangle());
var textureRegion2D2 = new Texture2DRegion("Region 2", 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 Texture2DRegion("Region 1", new Rectangle());
var textureRegion2D2 = new Texture2DRegion("Region 2", 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 Texture2DRegion("Region 1", new Rectangle());
var textureRegion2D2 = new Texture2DRegion("Region 2", 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 Texture2DRegion("Region 1", new Rectangle());
var textureRegion2D2 = new Texture2DRegion("Region 2", 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 Texture2DRegion("Region 1", new Rectangle());
var textureRegion2D2 = new Texture2DRegion("Region 2", 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 Texture2DRegion("Region 1", new Rectangle());
var textureRegion2D2 = new Texture2DRegion("Region 2", 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 Texture2DRegion("Region 1", new Rectangle());
var textureRegion2D2 = new Texture2DRegion("Region 2", 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 Texture2DRegion("Region 1", new Rectangle());
var textureRegion2D2 = new Texture2DRegion("Region 2", 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 Texture2DRegion("Region 1", new Rectangle());
var textureRegion2D2 = new Texture2DRegion("Region 2", 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 Texture2DRegion("Region 1", new Rectangle());
var textureRegion2D2 = new Texture2DRegion("Region 2", 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 Texture2DRegion("Region 1", new Rectangle());
var textureRegion2D2 = new Texture2DRegion("Region 2", 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 Texture2DRegion("Region 1", new Rectangle());
var textureRegion2D2 = new Texture2DRegion("Region 2", 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 Texture2DRegion("Region 1", new Rectangle());
var textureRegion2D2 = new Texture2DRegion("Region 2", new Rectangle());
var textureRegion2D3 = new Texture2DRegion("Region 3", 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 Texture2DRegion("Region 1", new Rectangle());
var textureRegion2D2 = new Texture2DRegion("Region 2", 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 Texture2DRegion("Region 1", new Rectangle());
var textureRegion2D2 = new Texture2DRegion("Region 2", 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 Texture2DRegion("Region 1", new Rectangle());
var textureRegion2D2 = new Texture2DRegion("Region 2", 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 Texture2DRegion("Region 1", new Rectangle());
var textureRegion2D2 = new Texture2DRegion("Region 2", 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 Texture2DRegion("Region 1", new Rectangle());
var textureRegion2D2 = new Texture2DRegion("Region 2", new Rectangle());
var textureRegion2D3 = new Texture2DRegion("Region 3", 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
}
}
}