Esempio n. 1
0
        public void HierarchyTest()
        {
            var root  = new CompositeUnit();
            var unit  = new CompositeUnit();
            var leaf1 = new Sprite();

            unit.AddUnit(leaf1);
            root.AddUnit(unit);
            ;
            var leaf2 = new Sprite();

            root.AddUnit(leaf2);
            Assert.IsTrue(root.Enable);
        }
Esempio n. 2
0
        /// <summary>
        /// Creates the mesh.
        /// </summary>
        /// <returns>The mesh.</returns>
        static IGameUnit CreateMesh()
        {
            const int size        = 7;
            var       str         = new string('■', size);
            var       fill_sprite = new string[size];

            for (int i = 0; i < fill_sprite.Length; i++)
            {
                fill_sprite[i] = str;
            }

            var x    = -size * 1.5;
            var y    = size * 1.5;
            var mesh = new CompositeUnit();

            mesh.AddUnit(new Sprite(() => new FastConsoleDevice(fill_sprite), Registry <PatternFactory> .GetInstanceOf <PyramidePatternFactory>(), x - size * 5, y + 0.5 * size, color));
            mesh.AddUnit(new Sprite(() => new ConsoleDevice(fill_sprite), Registry <PatternFactory> .GetInstanceOf <PyramidePatternFactory>(), x + size * 5, y + 0.5 * size, color));
            mesh.AddUnit(new Sprite(() => new ConsoleDevice("█", "9", "8", "7", "6", "5", "4", "3", "2", "1", "0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "█"), x + 2 * size * 5, y, color));

            var skull_sprite = new [] {
                "    ▄▄▄▄▄▄▄    ",
                "▀█████████████▀",
                "    █▄███▄█    ",
                "     █████     ",
                "     █▀█▀█     "
            };

            mesh.AddUnit(new Sprite(() => new FastConsoleDevice(skull_sprite), Registry <PatternFactory> .GetInstanceOf <PyramidePatternFactory>(), x - size * 7, y - 2.5 * size, color));
            mesh.AddUnit(new Sprite(() => new ConsoleDevice(skull_sprite), Registry <PatternFactory> .GetInstanceOf <PyramidePatternFactory>(), x + size * 5, y - 2.5 * size, color));

            var mario_sprite = new [] {
                "              ████████  ██████  ",
                "          ████▓▓▓▓▓▓████░░░░░░██",
                "        ██▓▓▓▓▓▓▓▓▓▓▓▓██░░░░░░██",
                "      ██▓▓▓▓▓▓████████████░░░░██",
                "    ██▓▓▓▓▓▓████████████████░░██",
                "    ██▓▓████░░░░░░░░░░░░██████  ",
                "  ████████░░░░░░██░░██░░██▓▓▓▓██",
                "  ██░░████░░░░░░██░░██░░██▓▓▓▓██",
                "██░░░░██████░░░░░░░░░░░░░░██▓▓██",
                "██░░░░░░██░░░░██░░░░░░░░░░██▓▓██",
                "  ██░░░░░░░░████████░░░░██████  ",
                "    ████░░░░░░░░██████████▓▓██  ",
                "      ██████░░░░░░░░░░██▓▓▓▓██  ",
                "  ░░██▓▓▓▓██████████████▓▓██    ",
                "  ██▓▓▓▓▓▓▓▓████░░░░░░████      ",
                "████▓▓▓▓▓▓▓▓██░░░░░░░░░░██      ",
                "████▓▓▓▓▓▓▓▓██░░░░░░░░░░██      ",
                "██████▓▓▓▓▓▓▓▓██░░░░░░████████  ",
                "  ██████▓▓▓▓▓▓████████████████  ",
                "    ██████████████████████▓▓▓▓██",
                "  ██▓▓▓▓████████████████▓▓▓▓▓▓██",
                "████▓▓██████████████████▓▓▓▓▓▓██",
                "██▓▓▓▓██████████████████▓▓▓▓▓▓██",
                "██▓▓▓▓██████████      ██▓▓▓▓████",
                "██▓▓▓▓████              ██████  ",
                "  ████                          "
            };

            mesh.AddUnit(new Sprite(() => new ConsoleDevice(mario_sprite), x, y, color)); // simple 1-sprite element

            var foo = new [] {
                @"        ",
                @"        ",
                @"        ",
                @"+------+",
                @"+  \/  +",
                @"+  /\  +",
                @"+------+",
                @"        ",
                @"        ",
                @"        ",
            };

            mesh.AddUnit(new Sprite(() => new ConsoleDevice(foo), x, y - 27, Color.Black));

            return(mesh);
        }
Esempio n. 3
0
        public static void Main(string[] args)
        {
            Console.CursorVisible = false;
            try {
                // first method - creator
                // every unit has its own implementation, even if they're all the same
                Sprite.refDot = false;
                var x       = -0.5 * Console.WindowWidth;
                var submesh = new CompositeUnit();
                submesh.AddUnit(new Sprite(() => new FastConsoleDevice(
                                               "[][][]",
                                               "  []"), x, 10, Color.Blue));
                submesh.AddUnit(new Sprite(() => new ConsoleDevice(
                                               "   X     ",
                                               "   .     ",
                                               "   .     ",
                                               "   . ...X",
                                               "    0    ",
                                               "X... .   ",
                                               "     .   ",
                                               "     .   ",
                                               "     X   "
                                               ), x + 10, 10, Color.Green));

                var mesh = new CompositeUnit();
                mesh.AddUnit(submesh);
                mesh.AddUnit(new Sprite(() => new FastConsoleDevice(
                                            "[-][-][-]",
                                            "   [-]"), x, 20, Color.Yellow));


                // second method - factory as a creator
                // many units - has one single implementation, pattern flyweight
                const int stakan_W = 10;
                const int stakan_H = 10;
                var       stakan   = new Fill(x + 30, 5, stakan_W, stakan_H, Color.Gray, Registry <IGraphicsFactory> .GetInstanceOf <ConsoleGraphicsFactory>().CreateFill);
                mesh.AddUnit(stakan);

                var stakan_by_pattern1 = new Sprite(() => new ConsoleDevice("..", ".."), // or you can use CreateFillImplementation which is reading pattern from settings
                                                    () =>
                {
                    var matrix = new ushort[stakan_H, stakan_W];
                    for (var i = 0; i < stakan_H; i++)
                    {
                        for (var j = 0; j < stakan_W; j++)
                        {
                            matrix[i, j] = 1;
                        }
                    }
                    return(new Pattern(matrix));
                }, x + 55, 23, Color.Gray);

                // stakan_by_pattern2 is equivalent of stakan_by_pattern1
                var stakan_by_pattern2 = new Sprite(() => new ConsoleDevice("..", ".."),
                                                    () => new Pattern(new ushort[, ] {
                    { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
                    { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
                    { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
                    { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
                    { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
                    { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
                    { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
                    { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
                    { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
                    { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 },
                }), x + 55, 23, Color.Gray);

                mesh.AddUnit(stakan_by_pattern1);
                mesh.AddUnit(stakan_by_pattern2);

                //var stakan2 = new Fill(60, 10, 10, 20, Color.White, Registry<GraphicsFactory>.GetInstanceOf<ConsoleGraphicsFactory>());
                //mesh.AddUnit(stakan2);

                // you can pass factory singleton as a parameter to Cell ctor
                //for (var i = 0; i < 1000; i++) mesh.AddUnit(new Cell(60, 10, Color.Gray, Registry<GraphicsFactory>.GetInstanceOf<ConsoleGraphicsFactory>()));
                // or alternatively pass a lambda creator that uses factory singleton as factory method to create single implementation for all units
                //for (var i = 0; i < 1000; i++)
                mesh.AddUnit(new Sprite(Registry <IGraphicsFactory> .GetInstanceOf <ConsoleGraphicsFactory>().CreateCell, x + 40, 20, Color.Gray));
                mesh.AddUnit(new Sprite(Registry <IGraphicsFactory> .GetInstanceOf <ConsoleGraphicsFactory>().CreateCell, x + 35, 20, Color.Gray));

                // pattern test
                mesh.AddUnit(new Sprite(() => new FastConsoleDevice("[]"), Registry <PatternFactory> .GetInstanceOf <PyramidePatternFactory>(), x, 1, Color.Green));

                mesh.Draw();
                while (true)
                {
                    if (ConsoleKey.Escape == Console.ReadKey().Key)
                    {
                        break;
                    }
                    //mesh.Clear();
                    //mesh.Rotate(0);
                    ConsoleHelpers.FillRect();
                    mesh.Rotate(Math.PI / 12);
                    mesh.Move(1, 0);
                    mesh.Draw();
                }
                Console.SetCursorPosition(0, 0);
            }
            catch (Exception ex) {
                Console.WriteLine(ex.Data);
                Console.WriteLine(ex.Message);
                Console.WriteLine(ex.InnerException);
            }
        }