And*_*yuk 10 c# xna unit-testing mocking
如果可以模拟一个Game对象来测试我的DrawableGameComponent组件,那我就是在徘徊?
我知道模拟框架需要一个接口才能运行,但我需要模拟实际的Game对象.
编辑:这是XNA社区论坛上各自讨论的链接.有帮助吗?
ojr*_*rac 14
该论坛有一些关于单元测试主题的好帖子.这是我在XNA中进行单元测试的个人方法:
下面是一个测试示例,用于确认我的Update方法将实体移动到Update()调用之间的正确距离.(我正在使用NUnit.)我用不同的移动向量修剪了几行,但你明白了:你不应该需要一个游戏来驱动你的测试.
[TestFixture]
public class EntityTest {
[Test]
public void testMovement() {
float speed = 1.0f; // units per second
float updateDuration = 1.0f; // seconds
Vector2 moveVector = new Vector2(0f, 1f);
Vector2 originalPosition = new Vector2(8f, 12f);
Entity entity = new Entity("testGuy");
entity.NextStep = moveVector;
entity.Position = originalPosition;
entity.Speed = speed;
/*** Look ma, no Game! ***/
entity.Update(updateDuration);
Vector2 moveVectorDirection = moveVector;
moveVectorDirection.Normalize();
Vector2 expected = originalPosition +
(speed * updateDuration * moveVectorDirection);
float epsilon = 0.0001f; // using == on floats: bad idea
Assert.Less(Math.Abs(expected.X - entity.Position.X), epsilon);
Assert.Less(Math.Abs(expected.Y - entity.Position.Y), epsilon);
}
}
Run Code Online (Sandbox Code Playgroud)
编辑:评论中的其他一些注释:
我的实体类:我选择将所有游戏对象包装在一个集中的Entity类中,看起来像这样:
public class Entity {
public Vector2 Position { get; set; }
public Drawable Drawable { get; set; }
public void Update(double seconds) {
// Entity Update logic...
if (Drawable != null) {
Drawable.Update(seconds);
}
}
public void LoadContent(/* I forget the args */) {
// Entity LoadContent logic...
if (Drawable != null) {
Drawable.LoadContent(seconds);
}
}
}
Run Code Online (Sandbox Code Playgroud)
这使我可以灵活地创建实体的子类(AIEntity,NonInteractiveEntity ...),它可能会覆盖Update().这也让我继承可绘制自由,没有N ^ 2子像地狱AnimatedSpriteAIEntity,ParticleEffectNonInteractiveEntity和AnimatedSpriteNoninteractiveEntity.相反,我可以这样做:
Entity torch = new NonInteractiveEntity();
torch.Drawable = new AnimatedSpriteDrawable("Animations\litTorch");
SomeGameScreen.AddEntity(torch);
// let's say you can load an enemy AI script like this
Entity enemy = new AIEntity("AIScritps\hostile");
enemy.Drawable = new AnimatedSpriteDrawable("Animations\ogre");
SomeGameScreen.AddEntity(enemy);
Run Code Online (Sandbox Code Playgroud)
我的Drawable类:我有一个抽象类,从中派生出所有绘制的对象.我选择了一个抽象类,因为一些行为将被共享.如果你的代码不正确,那么将它定义为一个接口是完全可以接受的.
public abstract class Drawable {
// my game is 2d, so I use a Point to draw...
public Point Coordinates { get; set; }
// But I usually store my game state in a Vector2,
// so I need a convenient way to convert. If this
// were an interface, I'd have to write this code everywhere
public void SetPosition(Vector2 value) {
Coordinates = new Point((int)value.X, (int)value.Y);
}
// This is overridden by subclasses like AnimatedSprite and ParticleEffect
public abstract void Draw(SpriteBatch spriteBatch, Rectangle visibleArea);
}
Run Code Online (Sandbox Code Playgroud)
子类定义了自己的Draw逻辑.在你的坦克示例中,你可以做一些事情:
这是ListDrawable的示例实现,忽略了如何管理列表本身的问题.
public class ListDrawable : Drawable {
private List<Drawable> Children;
// ...
public override void Draw(SpriteBatch spriteBatch, Rectangle visibleArea) {
if (Children == null) {
return;
}
foreach (Drawable child in children) {
child.Draw(spriteBatch, visibleArea);
}
}
}
Run Code Online (Sandbox Code Playgroud)