public DynamicRangeChunkVolume(GraphicsDevice device, GameDataProvider provider)
        {
            chunkWishList = new HashSet<WorldPosition>();
            this.provider = provider;
            volume = new Chunk[16, 16, 16];
            vertexBuffers = new CDictionary<Chunk, VBuffer7>();
            this.device = device;
            this.effect = Static.Effect;
            MiniMap = new Texture2D(Static.Device, 64, 64);
            MiniMapBuffer = new Color[64 * 64];
            MiniMapLayer = new Layer(MiniMap, 1, 0.7f, LayerDock.Far, LayerDock.Far,
                () =>
                {
                    return true;
                }
                );
            MiniMapLayer.Push(new LayerCell
            {
                SourceTexture = new Rectangle(0, 0, 64, 64),
                DestinationScreen = new Rectangle(-270, -270, 256, 256)
            });

            redrawWorker = new Timer(doRedraw);
            redrawWorker.Change(50, 50);

            hoverBoxMesh = HelpfulStuff.getCube(0.51f, GraphicsHelper.TextureCoord(36));
        }
Example #2
0
 public void LayerConstructorTest()
 {
     Texture2D textureMap = null; // TODO: Passenden Wert initialisieren
     int maxCells = 0; // TODO: Passenden Wert initialisieren
     float depth = 0F; // TODO: Passenden Wert initialisieren
     LayerDock xDock = new LayerDock(); // TODO: Passenden Wert initialisieren
     LayerDock yDock = new LayerDock(); // TODO: Passenden Wert initialisieren
     Func<bool> visible = null; // TODO: Passenden Wert initialisieren
     Layer target = new Layer(textureMap, maxCells, depth, xDock, yDock, visible);
     Assert.Inconclusive("TODO: Code zum Überprüfen des Ziels implementieren");
 }
Example #3
0
 public void CellCountTest()
 {
     Texture2D textureMap = null; // TODO: Passenden Wert initialisieren
     int maxCells = 0; // TODO: Passenden Wert initialisieren
     float depth = 0F; // TODO: Passenden Wert initialisieren
     LayerDock xDock = new LayerDock(); // TODO: Passenden Wert initialisieren
     LayerDock yDock = new LayerDock(); // TODO: Passenden Wert initialisieren
     Func<bool> visible = null; // TODO: Passenden Wert initialisieren
     Layer target = new Layer(textureMap, maxCells, depth, xDock, yDock, visible); // TODO: Passenden Wert initialisieren
     int actual;
     actual = target.CellCount;
     Assert.Inconclusive("Überprüfen Sie die Richtigkeit dieser Testmethode.");
 }
 public DynamicRangeChunkVolume(GraphicsDevice device, GameDataProvider provider)
 {
     chunkWishList = new HashSet<WorldPosition>();
     this.provider = provider;
     volume = new Chunk[16, 16, 16];
     vertexBuffers = new CDictionary<Chunk, VBuffer7>();
     this.device = device;
     this.effect = Static.Effect;
     MiniMap = new Texture2D(Static.Device, 64, 64);
     MiniMapBuffer = new Color[64 * 64];
     MiniMapLayer = new Layer(MiniMap, 1, 0.7f, LayerDock.Far, LayerDock.Far, () => true);
     MiniMapLayer.Push(new LayerCell
     {
         SourceTexture = new Rectangle(0, 0, 64, 64),
         DestinationScreen = new Rectangle(-270, -270, 256, 256)
     });
 }
Example #5
0
        public Renderer()
        {
            this.gd = Static.Device;
            var window = Static.Window;
            var control = Static.RenderTarget;
            window.Move += Renderer_Move;
            window.Shown += Renderer_Move;
            control.Move += Renderer_Move;
            control.SizeChanged += control_Resize;

            effect = Static.Effect;
            AdjustDevice();

            volume = Static.Volume;

            Pen2D pen = new Pen2D(System.Drawing.Color.White, 3);
            var lineCross = new Bitmap2D(40, 40);
            Graphics2D glc = Graphics2D.FromImage(lineCross);
            glc.DrawLine(pen, 20, 0, 20, 16);
            glc.DrawLine(pen, 20, 24, 20, 40);
            glc.DrawLine(pen, 0, 20, 16, 20);
            glc.DrawLine(pen, 24, 20, 40, 20);

            layerLineCross = new Layer(GraphicsHelper.Convert(lineCross, gd), 1, 0.7f, LayerDock.Center, LayerDock.Center, () => true);
            layerLineCross.Push(new LayerCell
            {
                SourceTexture = new Rectangle(0, 0, 40, 40),
                DestinationScreen = new Rectangle(-18, -18, 36, 36)
            });
            layerCurrentChatLine = new TextLayer("> ", 0.7f, LayerDock.Near, LayerDock.Near, () => Static.GameManager.chat);
            layerCurrentChatLine.Translation = () => new Vector2(10, 10 + layerCurrentChatLine.Height - 30);

            chatHistory = new Queue<Layer>();
            debug1 = new TextLayer("", 0.7f, LayerDock.Near, LayerDock.Far, () => true);
            debug1.Translation = () => new Vector2(0, -30);
            debug2 = new TextLayer("", 0.7f, LayerDock.Near, LayerDock.Far, () => true);
            debug2.Translation = () => new Vector2(0, -60);
            debug3 = new TextLayer("", 0.7f, LayerDock.Near, LayerDock.Far, () => true);
            debug3.Translation = () => new Vector2(0, -90);
            currentMat = new TextLayer("", 0.7f, LayerDock.Near, LayerDock.Far, () => true);
            currentMat.Translation = () => new Vector2(0, -120);

            hoverBox = HelpfulStuff.getCube(0.51f, GraphicsHelper.TextureCoord(36));
        }
Example #6
0
 public void PopTest()
 {
     Texture2D textureMap = null; // TODO: Passenden Wert initialisieren
     int maxCells = 0; // TODO: Passenden Wert initialisieren
     float depth = 0F; // TODO: Passenden Wert initialisieren
     LayerDock xDock = new LayerDock(); // TODO: Passenden Wert initialisieren
     LayerDock yDock = new LayerDock(); // TODO: Passenden Wert initialisieren
     Func<bool> visible = null; // TODO: Passenden Wert initialisieren
     Layer target = new Layer(textureMap, maxCells, depth, xDock, yDock, visible); // TODO: Passenden Wert initialisieren
     target.Pop();
     Assert.Inconclusive("Eine Methode, die keinen Wert zurückgibt, kann nicht überprüft werden.");
 }
Example #7
0
 public void TranslationTest()
 {
     Texture2D textureMap = null; // TODO: Passenden Wert initialisieren
     int maxCells = 0; // TODO: Passenden Wert initialisieren
     float depth = 0F; // TODO: Passenden Wert initialisieren
     LayerDock xDock = new LayerDock(); // TODO: Passenden Wert initialisieren
     LayerDock yDock = new LayerDock(); // TODO: Passenden Wert initialisieren
     Func<bool> visible = null; // TODO: Passenden Wert initialisieren
     Layer target = new Layer(textureMap, maxCells, depth, xDock, yDock, visible); // TODO: Passenden Wert initialisieren
     Func<Vector2> expected = null; // TODO: Passenden Wert initialisieren
     Func<Vector2> actual;
     target.Translation = expected;
     actual = target.Translation;
     Assert.AreEqual(expected, actual);
     Assert.Inconclusive("Überprüfen Sie die Richtigkeit dieser Testmethode.");
 }