public OutputConsole(IPotatoChipGame game, int width = 80, int height = 32) : base(width, height) { this.game = game; Cursor.UseStringParser = false; Cursor.DisableWordBreak = true; }
public BuyClaimCommandTests() { proc = new MockMainProcess(); gameState = new GameState(); Game.SetMainProcess(proc); gameState.Miner = Miner.Default(); gameState.Miner.TaterTokens = MINER_TOKENS; }
public InputConsole(IPotatoChipGame game, GameState gameState) : base(125, 6) { this.game = game; this.gameState = gameState; this.gameState.PromptTextChanged += () => { //Prompt = gameState.PromptText ?? $"{gameState.CurrentRoom.Name} Command >>" ?? string.Empty; //Prompt = Prompt + " "; //Cursor.Print(Prompt); }; _keyboardHandlerObject = new ClassicConsoleKeyboardHandler(); // Assign our custom handler method from our handler object to this consoles keyboard handler. // We could have overridden the ProcessKeyboard method, but I wanted to demonstrate how you // can use your own handler on any console type. Components.Add(_keyboardHandlerObject); // Our custom handler has a call back for processing the commands the user types. We could handle // this in any method object anywhere, but we've implemented it on this console directly. _keyboardHandlerObject.EnterPressedAction = EnterPressedActionHandler; // Enable the keyboard and setup the prompt. UseKeyboard = true; Cursor.IsVisible = true; // Startup description ClearText(); Cursor.Position = new Point(0, 0); _keyboardHandlerObject.CursorLastY = 0; TimesShiftedUp = 0; Cursor.DisableWordBreak = true; Cursor.Print(Prompt); Cursor.DisableWordBreak = false; }
public GameEventsConsole(IPotatoChipGame game, int width = 80, int height = 32) : base(width, height) { this.game = game; Cursor.DisableWordBreak = true; }
public static void SetMainProcess(IPotatoChipGame mainProcess) { Game.potatoChipGame = mainProcess; }