/** * Spawns a mob somewhere on the map. Ensures it doesn't intersect anything and is on a spawn tile * * @param mob * @return */ public boolean spawnMob(Mob mob) { float x = mob.getX(); float y = mob.getY(); TextureSet textureSet = mob.getWalkingTextureSet(); // Check mob isn't out of bounds. if (x < 0 || x > getMapWidth() - textureSet.getWidth() || y > getMapHeight() - textureSet.getHeight()) { return false; } // Check mob doesn't intersect anything. for (Entity entity : entities) { if (entity instanceof Character && (mob.intersects(entity.getX(), entity.getY(), entity.getWidth(), entity.getHeight()) || mob.collidesX(0) || mob.collidesY(0))) { return false; } } if (getSpawnLayer().getCell((int) x / getTileWidth(), (int) y / getTileHeight()) == null) { return false; } entities.add(mob); return true; }
@Test public void projectileMovementTest() { // simple movement tests // x direction test Mob testMob = new Mob(testRound, 300, 300, 5, Assets.badGuyNormal, 100); Projectile testProjectile = new Projectile( testRound, testMob.getX() + 100, testMob.getY() + 100, testMob.getX() + 100, testMob.getY() + 100, 10, 10, testMob); int[] expectedCoord = new int[] {400, 400}; int[] actualCoord = new int[] {(int) testProjectile.getX(), (int) testProjectile.getY()}; assertArrayEquals(expectedCoord, actualCoord); testProjectile.update(1); expectedCoord = new int[] {410, 400}; actualCoord = new int[] {(int) testProjectile.getX(), (int) testProjectile.getY()}; assertArrayEquals(expectedCoord, actualCoord); // y direction test testProjectile = new Projectile( testRound, testMob.getX(), testMob.getY(), testMob.getX(), testMob.getY() + 100, 10, 10, testMob); testProjectile.update(1); expectedCoord = new int[] {300, 310}; actualCoord = new int[] {(int) testProjectile.getX(), (int) testProjectile.getY()}; assertArrayEquals(expectedCoord, actualCoord); }
@Test public void projectileCollisionTest() { Mob testMob = new Mob(testRound, 300, 300, 5, Assets.badGuyNormal, 100); Projectile testProjectile = new Projectile( testRound, testMob.getX() + 100, testMob.getY() + 100, testMob.getX() + 100, testMob.getY() + 100, 10, 10, testMob); testRound.addEntity(testMob); // collision detection tests // move the mob to some boundary of the map testMob.setVelocity(-1, 0); for (int i = 0; i < 100; i++) { testMob.update((float) 0.1); } // the mob should be stuck colliding against something testProjectile = new Projectile( testRound, testMob.getX(), testMob.getY() + 100, testMob.getX(), testMob.getY(), 100, 100, null); // fire projectile at mob and check it is removed testProjectile.update(1); assertEquals(true, testProjectile.isRemoved()); }