Exemple #1
0
        public void AddShapeToList(ASCII_Shape shape, MovementTypes movementType, int linearDistance = 0)
        {
            switch (movementType)
            {
            case MovementTypes.Up_Down:
                shape.Add_Movement(new Movements.Up_Down(linearDistance));
                break;

            case MovementTypes.Left_Right:
                shape.Add_Movement(new Movements.Left_Right(linearDistance));
                break;

            case MovementTypes.Diagonal_BL_TR:
                shape.Add_Movement(new Movements.Diagonal_BL_TR(linearDistance));
                break;

            case MovementTypes.Circle_CW:
                shape.Add_Movement(new Movements.Circle_CW());
                break;

            case MovementTypes.Circle_CCW:
                shape.Add_Movement(new Movements.Circle_CCW());
                break;

            case MovementTypes.Spiral_CW:
                shape.Add_Movement(new Movements.Spiral_CW());
                break;
            }
        }
Exemple #2
0
        public static void MoveShape(ASCII_Shape shape, int NewLeft, int NewTop)
        {
            int previousLeft  = shape.Left;
            int previousRight = previousLeft + (shape.shapeWidth - 1);
            int previousTop   = shape.Top;
            int previousBot   = shape.Top + (shape.shapeHeight - 1);

            int newLeft  = NewLeft;
            int newRight = NewLeft + (shape.shapeWidth - 1);
            int newTop   = NewTop;
            int newBot   = NewTop + (shape.shapeHeight - 1);

            for (int i = newBot; i < newTop; i++)
            {
                for (int j = newLeft; j < newRight; j++)
                {
                }
            }
        }
Exemple #3
0
        static void Main(string[] args)
        {
            PUBV.Initialize_ConsoleArray();



            string textString = "Hello hi this is a test so I'm just writing a really really really really long message that will be sure to jump down to the next line because hey, what else am I supposed to do to test this thing. If it works, then I will have proven an important theory; Anything can be boxed, organized and displayed on this console.";


            DrawingStuff.ASCII_Shape myTextBox = new DrawingStuff.ASCII_Shape(textString, 50);

            DrawingStuff.ASCII_Shape myAxe   = new DrawingStuff.ASCII_Shape(DrawingStuff.DrawTool.ShapeTypes.Axe);
            DrawingStuff.ASCII_Shape mySword = new DrawingStuff.ASCII_Shape(DrawingStuff.DrawTool.ShapeTypes.Sword);


            DrawingStuff.ASCII_Shape mySideBar = new DrawingStuff.ASCII_Shape(PUBV.ConsoleHeight - 1, 30);

            DrawingStuff.DrawTool.AddImageToConsoleArrays_MovementLayer(10, 20, myTextBox);
            DrawingStuff.DrawTool.AddImageToConsoleArrays_StaticLayer(0, 0, mySideBar);



            DrawingStuff.DrawTool.Draw_ConsoleArrayLayers();

            Array.Clear(PUBV.consoleArr_NeedsUpdate, 0, PUBV.consoleArr_NeedsUpdate.Length);
            ConsoleKey key       = ConsoleKey.D9;
            bool       dontCheck = false;

            for (; ;)
            {
                if (!dontCheck)
                {
                    key = Console.ReadKey(true).Key;


                    switch (key)
                    {
                    case ConsoleKey.W:
                        DrawingStuff.ShapeMover.Move_Custom(myTextBox, DrawingStuff.ShapeMover.MoveDirections.up);
                        break;

                    case ConsoleKey.S:
                        DrawingStuff.ShapeMover.Move_Custom(myTextBox, DrawingStuff.ShapeMover.MoveDirections.down);
                        break;

                    case ConsoleKey.D:
                        DrawingStuff.ShapeMover.Move_Custom(myTextBox, DrawingStuff.ShapeMover.MoveDirections.right);
                        break;

                    case ConsoleKey.A:
                        DrawingStuff.ShapeMover.Move_Custom(myTextBox, DrawingStuff.ShapeMover.MoveDirections.left);
                        break;

                    case ConsoleKey.Q:
                        DrawingStuff.ShapeMover.Move_Custom(myTextBox, DrawingStuff.ShapeMover.MoveDirections.up_left);
                        break;

                    case ConsoleKey.E:
                        DrawingStuff.ShapeMover.Move_Custom(myTextBox, DrawingStuff.ShapeMover.MoveDirections.up_right);
                        break;

                    case ConsoleKey.Z:
                        DrawingStuff.ShapeMover.Move_Custom(myTextBox, DrawingStuff.ShapeMover.MoveDirections.down_left);
                        break;

                    case ConsoleKey.C:
                        DrawingStuff.ShapeMover.Move_Custom(myTextBox, DrawingStuff.ShapeMover.MoveDirections.down_right);
                        break;

                    default:
                        // Do nothing
                        break;
                    }
                }
                else
                {
                    DrawingStuff.ShapeMover.StepAllShapes();
                }


                DrawingStuff.DrawTool.Draw_ConsoleArrayLayers();
            }
        }
Exemple #4
0
 public static void Initialize_NewShape(DrawingStuff.ASCII_Shape newShape)
 {
     PriorityList_Shapes.Add(newShape);
 }
Exemple #5
0
        /// <summary>
        /// Add an image into the static background layer (newest is highest priority.)
        /// </summary>
        /// <param name="StartLeft"></param>
        /// <param name="StartTop"></param>
        /// <param name="shape"></param>
        public static void AddImageToConsoleArrays_StaticLayer(int StartLeft, int StartTop, ASCII_Shape shape)
        {
            List <string> lStrings = shape.lStrings;
            List <string> lColors  = shape.lColors;
            int           Left     = StartLeft;
            int           Top      = StartTop;
            char          nextChar;

            shape.Left = Left;
            shape.Top  = Top;

            // The char that will carry down to the lower priority array
            char shuttleChar       = '\0';
            char shuttleChar_Color = '\0';

            for (int i = 0; i < lStrings.Count; i++)
            {
                char[] rowChars  = lStrings[i].ToCharArray();
                char[] rowColors = lColors[i].ToCharArray();

                for (int j = 0; j < rowChars.Length; j++)
                {
                    // Get rid of blanks
                    if (rowChars[j] == ' ')
                    {
                        rowChars[j] = '\0';
                    }

                    // *ADD blanks where the omit char is (inside of solid objects aren't transparent)
                    if (rowChars[j] == omitChar)
                    {
                        nextChar = ' ';
                    }
                    else
                    {
                        nextChar = rowChars[j];
                    }


                    // Don't process blanks
                    if (nextChar != '\0')
                    {
                        //**** Need this?
                        PUBV.consoleArr_NeedsUpdate[Top + i, Left + j] = true;

                        // Try Array1
                        if (PUBV.consoleArr_Static1[Top + i, Left + j] == '\0')
                        {
                            PUBV.consoleArr_Static1[Top + i, Left + j]        = nextChar;
                            PUBV.consoleArr_Static1_Colors[Top + i, Left + j] = rowColors[j];
                        }
                        else
                        {
                            shuttleChar       = PUBV.consoleArr_Static1[Top + i, Left + j];
                            shuttleChar_Color = PUBV.consoleArr_Static1_Colors[Top + i, Left + j];
                            PUBV.consoleArr_Static1[Top + i, Left + j]        = nextChar;
                            PUBV.consoleArr_Static1_Colors[Top + i, Left + j] = rowColors[j];
                        }


                        // If there is a character to shuttle
                        if (shuttleChar != '\0')
                        {
                            // Try Array2
                            if (PUBV.consoleArr_Static2[Top + i, Left + j] == '\0')
                            {
                                // Empty spot found
                                PUBV.consoleArr_Static2[Top + i, Left + j]        = shuttleChar;
                                PUBV.consoleArr_Static2_Colors[Top + i, Left + j] = shuttleChar_Color;
                                shuttleChar       = '\0';
                                shuttleChar_Color = '\0';
                            }
                            else
                            {
                                // Spot's taken
                                shuttleChar       = PUBV.consoleArr_Static2[Top + i, Left + j];
                                shuttleChar_Color = PUBV.consoleArr_Static2_Colors[Top + i, Left + j];
                                PUBV.consoleArr_Static2[Top + i, Left + j]        = shuttleChar;
                                PUBV.consoleArr_Static2_Colors[Top + i, Left + j] = shuttleChar_Color;
                            }

                            // If there is still a character to shuttle
                            if (shuttleChar != '\0')
                            {
                                // Try Array3
                                if (PUBV.consoleArr_Static3[Top + i, Left + j] == '\0')
                                {
                                    // Empty spot found
                                    PUBV.consoleArr_Static3[Top + i, Left + j]        = shuttleChar;
                                    PUBV.consoleArr_Static3_Colors[Top + i, Left + j] = shuttleChar_Color;
                                }
                                else
                                {
                                    // Spot's taken
                                    shuttleChar       = PUBV.consoleArr_Static3[Top + i, Left + j];
                                    shuttleChar_Color = PUBV.consoleArr_Static3_Colors[Top + i, Left + j];
                                    PUBV.consoleArr_Static3[Top + i, Left + j]        = shuttleChar;
                                    PUBV.consoleArr_Static3_Colors[Top + i, Left + j] = shuttleChar_Color;
                                }

                                // Add more arrays to extend this
                                shuttleChar       = '\0';
                                shuttleChar_Color = '\0';
                            }
                        }
                    }
                }
                Left = StartLeft;
            }
            Console.SetCursorPosition(0, 0);
            Console.CursorVisible = false;
        }
Exemple #6
0
        /// <summary>
        /// Add an image into the movement layer (Image must have movement orders)
        /// </summary>
        /// <param name="StartLeft"></param>
        /// <param name="StartTop"></param>
        /// <param name="shape"></param>
        public static void AddImageToConsoleArrays_MovementLayer(int StartLeft, int StartTop, ASCII_Shape shape, bool OverwriteOld = false)
        {
            List <string> lStrings = shape.lStrings;
            List <string> lColors  = shape.lColors;
            int           Left     = StartLeft;
            int           Top      = StartTop;
            char          nextChar;

            shape.Left = Left;
            shape.Top  = Top;

            for (int i = 0; i < lStrings.Count; i++)
            {
                char[] rowChars  = lStrings[i].ToCharArray();
                char[] rowColors = lColors[i].ToCharArray();

                for (int j = 0; j < rowChars.Length; j++)
                {
                    if (rowChars[j] == omitChar)
                    {
                        nextChar = ' ';
                    }
                    else
                    {
                        nextChar = rowChars[j];
                    }

                    // Don't process blanks
                    if (nextChar != '\0')
                    {
                        // If checked spot is empty, then add.  Else, do nothing.
                        if (Top + i >= 0 && Left + j >= 0)
                        {
                            if (PUBV.consoleArr_MovementLayer[Top + i, Left + j] == '\0' || OverwriteOld == true)
                            {
                                PUBV.consoleArr_MovementLayer[Top + i, Left + j]        = nextChar;
                                PUBV.consoleArr_MovementLayer_Colors[Top + i, Left + j] = rowColors[j];
                                PUBV.consoleArr_NeedsUpdate[Top + i, Left + j]          = true;
                            }
                        }
                    }
                }
            }
            Console.CursorVisible = false;
            Console.SetCursorPosition(0, 0);
        }
Exemple #7
0
        public static void Move_Custom(ASCII_Shape shape, MoveDirections directionToMove)
        {
            int Top         = shape.Top;
            int Left        = shape.Left;
            int shapeHeight = shape.shapeHeight;
            int shapeWidth  = shape.shapeWidth;

            if (directionToMove != MoveDirections.Wait)
            {
                int newTop  = 0;
                int newLeft = 0;

                int eraseTop   = 0;
                int eraseBot   = 0;
                int eraseLeft  = 0;
                int eraseRight = 0;

                int  eraseHeight  = 0;
                int  eraseWidth   = 0;
                bool diagonalMove = false;

                //|| Tall - 0,1,2 || Wide - 0,1,2 ||
                int[,] arrEraseInts = new int[2, 4];

                switch (directionToMove)
                {
                case MoveDirections.up:
                {
                    newTop  = Top - UDInterval;
                    newLeft = Left;

                    eraseTop   = Top + (shapeHeight - 1);
                    eraseBot   = Top + (shapeHeight - 1) + UDInterval;
                    eraseLeft  = Left;
                    eraseRight = Left + shapeWidth;
                    clearIt(eraseTop, eraseLeft, eraseBot, eraseRight);
                    break;
                }

                case MoveDirections.down:
                {
                    newTop  = Top + UDInterval;
                    newLeft = Left;

                    eraseTop   = Top;
                    eraseBot   = Top + UDInterval;
                    eraseLeft  = newLeft;
                    eraseRight = newLeft + shapeWidth;
                    clearIt(eraseTop, eraseLeft, eraseBot, eraseRight);
                    break;
                }

                case MoveDirections.left:
                {
                    newTop  = Top;
                    newLeft = Left - LRInterval;

                    eraseTop   = newTop;
                    eraseBot   = newTop + shapeHeight;
                    eraseLeft  = newLeft + shapeWidth;
                    eraseRight = eraseLeft + LRInterval;
                    clearIt(eraseTop, eraseLeft, eraseBot, eraseRight);
                    break;
                }

                case MoveDirections.right:
                {
                    newTop  = Top;
                    newLeft = Left + LRInterval;

                    eraseTop   = newTop;
                    eraseBot   = newTop + shapeHeight;
                    eraseLeft  = Left;
                    eraseRight = Left + LRInterval;
                    clearIt(eraseTop, eraseLeft, eraseBot, eraseRight);
                    break;
                }

                case MoveDirections.up_left:
                {
                    diagonalMove = true;
                    newTop       = Top - UDInterval;
                    newLeft      = Left - LRInterval;

                    //------------------
                    // Erase Tall Area
                    //------------------
                    {
                        eraseTop   = Top;
                        eraseBot   = Top + shapeHeight;
                        eraseLeft  = Left + shapeWidth - LRInterval;
                        eraseRight = Left + shapeWidth;
                        clearIt(eraseTop, eraseLeft, eraseBot, eraseRight);
                    }
                    //------------------
                    // Erase Wide Area
                    //------------------
                    {
                        eraseTop   = Top + shapeHeight - UDInterval;
                        eraseBot   = eraseTop + UDInterval;
                        eraseLeft  = Left;
                        eraseRight = Left + shapeWidth;
                        clearIt(eraseTop, eraseLeft, eraseBot, eraseRight);
                    }
                    break;
                }

                case MoveDirections.down_left:
                {
                    diagonalMove = true;
                    newTop       = Top + UDInterval;
                    newLeft      = Left - LRInterval;

                    //------------------
                    // Erase Tall Area
                    //------------------
                    {
                        eraseTop   = Top;
                        eraseBot   = Top + shapeHeight;
                        eraseLeft  = Left + shapeWidth - LRInterval;
                        eraseRight = Left + shapeWidth;
                        clearIt(eraseTop, eraseLeft, eraseBot, eraseRight);
                    }
                    //------------------
                    // Erase Wide Area
                    //------------------
                    {
                        eraseTop   = Top;
                        eraseBot   = Top + UDInterval;
                        eraseLeft  = Left;
                        eraseRight = eraseLeft + shapeWidth;
                        clearIt(eraseTop, eraseLeft, eraseBot, eraseRight);
                    }
                    break;
                }


                case MoveDirections.up_right:
                {
                    diagonalMove = true;
                    newTop       = Top - UDInterval;
                    newLeft      = Left + LRInterval;

                    //------------------
                    // Erase Tall Area
                    //------------------
                    {
                        eraseTop   = Top;
                        eraseBot   = Top + shapeHeight;
                        eraseLeft  = Left;
                        eraseRight = Left + LRInterval;
                        clearIt(eraseTop, eraseLeft, eraseBot, eraseRight);
                    }
                    //------------------
                    // Erase Wide Area
                    //------------------
                    {
                        eraseTop   = Top + shapeHeight - UDInterval;
                        eraseBot   = Top + shapeHeight;
                        eraseLeft  = Left;
                        eraseRight = Left + shapeWidth;
                        clearIt(eraseTop, eraseLeft, eraseBot, eraseRight);
                    }
                    break;
                }


                case MoveDirections.down_right:
                {
                    diagonalMove = true;
                    newTop       = Top + UDInterval;
                    newLeft      = Left + LRInterval;


                    //------------------
                    // Erase Tall Area
                    //------------------
                    {
                        eraseTop   = Top;
                        eraseBot   = Top + shapeHeight;
                        eraseLeft  = Left;
                        eraseRight = Left + LRInterval;
                        clearIt(eraseTop, eraseLeft, eraseBot, eraseRight);
                    }

                    //------------------
                    // Erase Wide Area
                    //------------------
                    {
                        eraseTop   = Top;
                        eraseBot   = Top + UDInterval;
                        eraseLeft  = Left;
                        eraseRight = Left + shapeWidth;
                        clearIt(eraseTop, eraseLeft, eraseBot, eraseRight);
                    }
                    break;
                }

                default:
                    newTop  = Top;
                    newLeft = Left;

                    eraseTop   = Top;
                    eraseBot   = Top;
                    eraseLeft  = Left;
                    eraseRight = Left;
                    break;
                }



                /*
                 *
                 * //================================
                 * // *** NEW STUFF ***
                 * //================================
                 *
                 * if (eraseTop < 0) { eraseTop = 0; }
                 * if (eraseLeft < 0) { eraseLeft = 0; }
                 * for (int i = eraseTop; i < eraseBot; i++)
                 * {
                 *  for (int j = eraseLeft; j < eraseRight; j++)
                 *  {
                 *      PUBV.consoleArr_MovementLayer[i, j] = '\0';
                 *      PUBV.consoleArr_NeedsUpdate[i, j] = true;
                 *  }
                 * }
                 */

                DrawTool.AddImageToConsoleArrays_MovementLayer(newLeft, newTop, shape, true);


                Left = newLeft;
                Top  = newTop;
            }


            void clearIt(int eraseTop, int eraseLeft, int eraseBot, int eraseRight)
            {
                //================================
                // *** NEW STUFF ***
                //================================
                if (eraseTop < 0)
                {
                    eraseTop = 0;
                }
                if (eraseLeft < 0)
                {
                    eraseLeft = 0;
                }
                for (int i = eraseTop; i < eraseBot; i++)
                {
                    for (int j = eraseLeft; j < eraseRight; j++)
                    {
                        PUBV.consoleArr_MovementLayer[i, j] = '\0';
                        PUBV.consoleArr_NeedsUpdate[i, j]   = true;
                    }
                }
            }
        }