public npcMenu(gamemain parent) { game = parent; menuMaxIndex = Enum.GetValues(typeof(menuItems)).Length; keyMapping_ = new Dictionary<ConsoleKey, Action>() { { ConsoleKey.UpArrow , () => this.Next() }, { ConsoleKey.DownArrow, () => this.Previous() }, { ConsoleKey.Enter , () => this.executeMenu() } }; executeMenuDic = new Dictionary<menuItems, Action>(){ {menuItems.EndTurn, () => game.runturn()}, {menuItems.Move , () => game.move() }, {menuItems.Select , () => game.select() } }; }
public grid(int x, int y, gamemain parent) { keyMapping = new Dictionary<ConsoleKey, Action>() { { ConsoleKey.UpArrow, () => this.Up() }, { ConsoleKey.DownArrow, () => this.Down() }, { ConsoleKey.RightArrow, () => this.Right() }, { ConsoleKey.LeftArrow, () => this.Left() }, { ConsoleKey.Enter, () => this.exec()} }; grid_ = new gridcell[x, y]; selectedindex = Tuple.Create(0, 0); game = parent; }
public static void Main(string[] args) { Console.Title = "Tactical Grid"; Console.CursorVisible = false; Console.CancelKeyPress += new ConsoleCancelEventHandler(Console_CancelKeyPress); gamemain game = new gamemain(); TimeSpan deltaT = new TimeSpan(); //List<TimeSpan> List = new List<TimeSpan>(); //List<TimeSpan> List2 = new List<TimeSpan>(); //List2.Add(TimeSpan.Zero); //List<TimeSpan> List3 = new List<TimeSpan>(); var AbsTime = Stopwatch.StartNew(); while (!_s_stop) { var stopwatch = System.Diagnostics.Stopwatch.StartNew(); var timetosleep = new TimeSpan(0, 0, 0, 0, 100) - sleeperror; game.Update(deltaT); game.PrintGame(); if (Console.KeyAvailable) { ConsoleKeyInfo a = Console.ReadKey(true); game.keyInput(a.Key); while (Console.KeyAvailable) { Console.ReadKey(true); } } Thread.Sleep(timetosleep); // this can be omitted but CPU Utilization skyrockets //List.Add(timetosleep); //List2.Add(AbsTime.Elapsed); //List3.Add(game.GameTime); stopwatch.Stop(); sleeperror = stopwatch.Elapsed - timetosleep; deltaT = stopwatch.Elapsed; } //var compound= List2.Zip(List3, (first, second) => first.ToString() + "--" + second.ToString()); //foreach( var a in compound) // Console.WriteLine(a); Console.WriteLine("\n See ya, Space Cowboy..."); Thread.Sleep(3000); }
public grid(int x, int y, gamemain parent) { keyMapping = new Dictionary <ConsoleKey, Action>() { { ConsoleKey.UpArrow, () => this.Up() }, { ConsoleKey.DownArrow, () => this.Down() }, { ConsoleKey.RightArrow, () => this.Right() }, { ConsoleKey.LeftArrow, () => this.Left() }, { ConsoleKey.Enter, () => this.exec() } }; grid_ = new gridcell[x, y]; selectedindex = Tuple.Create(0, 0); game = parent; }
public static void Main(string[] args) { Console.Title = "Tactical Grid"; Console.CursorVisible = false; Console.CancelKeyPress += new ConsoleCancelEventHandler(Console_CancelKeyPress); gamemain game = new gamemain(); TimeSpan deltaT = new TimeSpan(); //List<TimeSpan> List = new List<TimeSpan>(); //List<TimeSpan> List2 = new List<TimeSpan>(); //List2.Add(TimeSpan.Zero); //List<TimeSpan> List3 = new List<TimeSpan>(); var AbsTime = Stopwatch.StartNew(); while (!_s_stop) { var stopwatch = System.Diagnostics.Stopwatch.StartNew(); var timetosleep = new TimeSpan(0, 0, 0, 0, 100) - sleeperror; game.Update(deltaT); game.PrintGame(); if (Console.KeyAvailable) { ConsoleKeyInfo a = Console.ReadKey(true); game.keyInput(a.Key); while (Console.KeyAvailable) Console.ReadKey(true); } Thread.Sleep(timetosleep); // this can be omitted but CPU Utilization skyrockets //List.Add(timetosleep); //List2.Add(AbsTime.Elapsed); //List3.Add(game.GameTime); stopwatch.Stop(); sleeperror = stopwatch.Elapsed - timetosleep; deltaT = stopwatch.Elapsed; } //var compound= List2.Zip(List3, (first, second) => first.ToString() + "--" + second.ToString()); //foreach( var a in compound) // Console.WriteLine(a); Console.WriteLine("\n See ya, Space Cowboy..."); Thread.Sleep(3000); }
public npcMenu(gamemain parent) { game = parent; menuMaxIndex = Enum.GetValues(typeof(menuItems)).Length; keyMapping_ = new Dictionary <ConsoleKey, Action>() { { ConsoleKey.UpArrow, () => this.Next() }, { ConsoleKey.DownArrow, () => this.Previous() }, { ConsoleKey.Enter, () => this.executeMenu() } }; executeMenuDic = new Dictionary <menuItems, Action>() { { menuItems.EndTurn, () => game.runturn() }, { menuItems.Move, () => game.move() }, { menuItems.Select, () => game.select() } }; }
public npc(gamemain parent) { mymenu = new npcMenu(parent); }