Each overlay screen was accessed and it was verified it worked as designed. This included using all the hot spots and insuring they visually and programmatically worked as intended. The hotspots should have lighted up upon a mouseover and on registering a click event they should have signaled the EventProcessor to draw the next appropriate overlay. The test was passed if all the hotspots lighted up in a different color than the original area and any keyboard and mouse events registered while the hotspot was selected resulted in the designed action taking place. This action is to transition to the next overlay.
Controls involve moving the ship in left and right directions and firing shots at the enemy ships.
These events are all keyboard key presses. We learnt that a large part of our testing was playing the game and trying to break it. As out mentor, Terry Niemeyer mentioned that Game Developers have the easiest time testing their products because the process is more or less intuitive. However, we did conduct other less intuitive tests for the individual components using the debugging tools provided by the development environment. Since our product is very modular, the process was a fairly clean one. 5.