public TriangleControllerEvil(IScene scene,ActiveTriangle model) { this.model = model; this.scene = scene; lastUpdate = DateTime.UtcNow; }
public ActiveTriangleView(ActiveTriangle model) { this.model = model; }
public void onKeyPress(object o, KeyPressEventArgs args) { Logger.Log ("key press " + args.Event.Key); if (args.Event.Key == Gdk.Key.p && state != MyState.AddingPoints) { state = MyState.AddingPoints; return; } if (args.Event.Key == Gdk.Key.p && state == MyState.AddingPoints) { foreach (PointD p in demo.points) { VertexStructure.Add (ref vertices,p); } demo.points.Clear (); demo.vertexStructs.Add (vertices); state = MyState.NotAddingPoints; vertices = null; return; } if (args.Event.Key == Gdk.Key.t) { foreach (VertexStructure polygon in demo.vertexStructs) { List<PointD> pointList = Geometry.ComputationalGeometry.GetTriangulateTrianglePoints (polygon,VertexStructure.Count(polygon)); List<PointD>.Enumerator iter = pointList.GetEnumerator(); iter.MoveNext (); do { PointD a = iter.Current; iter.MoveNext (); PointD b = iter.Current; iter.MoveNext (); PointD c = iter.Current; Triangle t = new Triangle (a, b, c); ActiveTriangle nt = new ActiveTriangle (demo,t); demo.addObject(nt); } while(iter.MoveNext ()); Logger.Log ("Iterated"); } demo.vertexStructs.Clear (); return; } if (args.Event.Key == Gdk.Key.e || args.Event.Key == Gdk.Key.n) { List<IGameObject> goList = demo.getObjectsByTag (ActiveTriangle.tag); foreach (IGameObject go in goList){ ActiveTriangle t = (ActiveTriangle) go; switch (args.Event.Key) { case Gdk.Key.e: t.setEvil (); break; case Gdk.Key.n: t.setNeutral (); break; default: t.setNeutral (); break; } } } if (args.Event.Key == Gdk.Key.o) { demo.addObject (new Protagonist (demo)); } }
public TriangleControllerNeutral(ActiveTriangle model) { this.model = model; }