/// <summary> /// Initializes a new instance of the <see cref="AssetEditor" /> class. /// </summary> /// <param name="assetManagerFactory">The asset manager factory.</param> /// <param name="viewFactory">The view factory.</param> /// <param name="drawerFactory">The drawer factory.</param> /// <param name="paletFactory">The palet factory.</param> /// <param name="previewBarFactory">The preview bar factory.</param> /// <param name="fileLocationProvider">The file location provider.</param> public AssetEditor( AssetManagerFactory assetManagerFactory, ViewFactory viewFactory, DrawerFactory drawerFactory, PaletFactory paletFactory, PreviewBarFactory previewBarFactory, FileLocationProvider fileLocationProvider) { this.InitializeComponent(); this.viewFactory = viewFactory; this.drawerFactory = drawerFactory; this.paletFactory = paletFactory; this.previewBarFactory = previewBarFactory; this.fileLocationProvider = fileLocationProvider; this.assetManager = assetManagerFactory.Get(this.fileLocationProvider.AssetFile, false); this.palet = this.paletFactory.Get(this.PaletPanel); this.drawer = this.drawerFactory.Get(this.DrawerPanel); this.previewBar = this.previewBarFactory.Get(this.PreviewBar); this.ButtonSize.Value = Settings.Default.ZoomLevel; // Event handler setup must precede loading assets but happen after the asset manager is created this.SetupEventHandlers(); // Load assets and trigger events. this.assetManager.LoadAssets(); if (this.assetManager.CurrentAsset != null) { this.previewBar.Draw(this.assetManager.CurrentAsset.Shapes); } }
public JsonResult Palet([FromBody] Palet item) { switch (Request.Method.ToString()) { case "POST": return(Json(controladorPalet.AltaPalet(item), new Newtonsoft.Json.JsonSerializerSettings())); case "DELETE": return(Json(controladorPalet.BajaPalet(item), new Newtonsoft.Json.JsonSerializerSettings())); } return(Json("Accion Http Desconocida", new Newtonsoft.Json.JsonSerializerSettings())); }
public void Initialize() { _playerInformations = new PlayerInformation("Joueur 1"); _levelHUD = new LevelHUD(this, _playerInformations); _palet = new Palet(this); _balle = new Balle(this); _balle.balleMissed += this.BalleMissed_Event; _bricksManager = new BricksManager(this); removeSpriteIndex = -1; canPlay = true; retry = false; allSprites.Clear(); _levelHUD.Initialize(); _palet.Initialize(); _balle.Initialize(); _bricksManager.Initialize(); // Le palet est en première position dans la collection // La balle à la deuxième position, cela permet de ne pas itérer toute la collection // pour trouver une collision allSprites.Insert(0, _palet); allSprites.Insert(1, _balle); foreach (Brick b in _bricksManager.ListBricks) { b.brickDestroyed += this.BrickAsDestroyed_Event; allSprites.Add(b); } foreach (Sprite s in allSprites) { s.Scale = spriteScale; } }
public bool BajaPalet(Palet palet) { return(true); }
public bool AltaPalet(Palet palet) { return(true); }
public bool AltaPalet(Palet unPalet) { bool exito = false; return(exito); }
public void SetPalet(Palet pPalet) { palet = pPalet; }