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-rw-r--r--Plugins/MonoGame.Extended/tests/MonoGame.Extended.Tests/Sprites/SpriteSheetAnimationTests.cs910
-rw-r--r--Plugins/MonoGame.Extended/tests/MonoGame.Extended.Tests/Sprites/SpriteTests.cs91
2 files changed, 1001 insertions, 0 deletions
diff --git a/Plugins/MonoGame.Extended/tests/MonoGame.Extended.Tests/Sprites/SpriteSheetAnimationTests.cs b/Plugins/MonoGame.Extended/tests/MonoGame.Extended.Tests/Sprites/SpriteSheetAnimationTests.cs
new file mode 100644
index 0000000..35ad3e3
--- /dev/null
+++ b/Plugins/MonoGame.Extended/tests/MonoGame.Extended.Tests/Sprites/SpriteSheetAnimationTests.cs
@@ -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
+ }
+ }
+}
diff --git a/Plugins/MonoGame.Extended/tests/MonoGame.Extended.Tests/Sprites/SpriteTests.cs b/Plugins/MonoGame.Extended/tests/MonoGame.Extended.Tests/Sprites/SpriteTests.cs
new file mode 100644
index 0000000..307e272
--- /dev/null
+++ b/Plugins/MonoGame.Extended/tests/MonoGame.Extended.Tests/Sprites/SpriteTests.cs
@@ -0,0 +1,91 @@
+//using Microsoft.Xna.Framework;
+//using Microsoft.Xna.Framework.Graphics;
+//using MonoGame.Extended.Sprites;
+//using MonoGame.Extended.TextureAtlases;
+//using NSubstitute;
+//using Xunit;
+
+//namespace MonoGame.Extended.Tests.Sprites
+//{
+//
+// public class SpriteTests
+// {
+// [Fact]
+// public void Sprite_BoundingRectangleAfterPosition_Test()
+// {
+// var graphicsDevice = TestHelper.CreateGraphicsDevice();
+// var texture = Substitute.For<Texture2D>(graphicsDevice, 50, 200);
+// var sprite = new Sprite(texture);
+
+// Assert.Equal(new RectangleF(375, 140, 50, 200), sprite.GetBoundingRectangle(new Vector2(400, 240), 0, Vector2.One));
+// }
+
+// [Fact]
+// public void Sprite_BoundingRectangleAfterOrigin_Test()
+// {
+// var graphicsDevice = TestHelper.CreateGraphicsDevice();
+// var texture = Substitute.For<Texture2D>(graphicsDevice, 50, 200);
+// var sprite = new Sprite(texture) { OriginNormalized = new Vector2(1.0f, 1.0f) };
+
+// Assert.Equal(new RectangleF(-50, -200, 50, 200), sprite.GetBoundingRectangle(Vector2.Zero, 0, Vector2.One));
+// }
+
+// [Fact]
+// public void Sprite_BoundingRectangleAfterScale_Test()
+// {
+// var graphicsDevice = TestHelper.CreateGraphicsDevice();
+// var texture = Substitute.For<Texture2D>(graphicsDevice, 50, 200);
+// var sprite = new Sprite(texture);
+
+// Assert.Equal(new RectangleF(-50, -200, 100, 400), sprite.GetBoundingRectangle(Vector2.Zero, 0, Vector2.One * 2.0f));
+// }
+
+// [Fact]
+// public void Sprite_BoundingRectangleAfterRotation_Test()
+// {
+// var graphicsDevice = TestHelper.CreateGraphicsDevice();
+// var texture = Substitute.For<Texture2D>(graphicsDevice, 50, 200);
+// var sprite = new Sprite(texture);
+
+// AssertExtensions.AreApproximatelyEqual(new RectangleF(-100, -25, 200, 50), sprite.GetBoundingRectangle(Vector2.Zero, MathHelper.ToRadians(90), Vector2.One * 2.0f));
+// }
+
+// [Fact]
+// public void Sprite_TextureRegionIsFullTextureWhenTextureConstructorIsUsed_Test()
+// {
+// var graphicsDevice = TestHelper.CreateGraphicsDevice();
+// var texture = Substitute.For<Texture2D>(graphicsDevice, 100, 200);
+// var sprite = new Sprite(texture);
+
+// Assert.Equal(new Rectangle(0, 0, 100, 200), sprite.TextureRegion.Bounds);
+// }
+
+// [Fact]
+// public void Sprite_DefaultOriginIsCentre_Test()
+// {
+// var graphicsDevice = TestHelper.CreateGraphicsDevice();
+// var texture = Substitute.For<Texture2D>(graphicsDevice, 100, 200);
+// var sprite = new Sprite(texture);
+
+// Assert.Equal(new Vector2(0.5f, 0.5f), sprite.OriginNormalized);
+// Assert.Equal(new Vector2(50, 100), sprite.Origin);
+// }
+
+// [Fact]
+// public void Sprite_PreserveNormalizedOriginWhenTextureRegionChanges_Test()
+// {
+// var graphicsDevice = TestHelper.CreateGraphicsDevice();
+// var texture = Substitute.For<Texture2D>(graphicsDevice, 100, 100);
+// var textureRegion = new TextureRegion2D(texture, 10, 20, 30, 40);
+// var sprite = new Sprite(textureRegion);
+
+// Assert.Equal(new Vector2(0.5f, 0.5f), sprite.OriginNormalized);
+// Assert.Equal(new Vector2(15, 20), sprite.Origin);
+
+// sprite.TextureRegion = new TextureRegion2D(texture, 30, 40, 50, 60);
+
+// Assert.Equal(new Vector2(0.5f, 0.5f), sprite.OriginNormalized);
+// Assert.Equal(new Vector2(25, 30), sprite.Origin);
+// }
+// }
+//}