Files
MonoGame.Extended/tests/MonoGame.Extended.Tests/Sprites/SpriteSheetAnimationTests.cs
T

911 lines
38 KiB
C#

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
}
}
}