Esempio n. 1
0
        public Program()
        {
            Console.Title = "Ascii Demon Attack";
              inputBuffer = JConsole.GetInputBuffer();
              screenBuffer = JConsole.GetActiveScreenBuffer();
              screenBuffer.SetWindowSize(80, 50);
              screenBuffer.SetBufferSize(80, 50);
              screenBuffer.CursorVisible = false;
              screenBuffer.Clear();
              hiddenBuffer = new ConsoleCharInfo[50, 80];

              GameEngine gameEngine = new GameEngine(hiddenBuffer, inputBuffer);
              updateModelDelegate = gameEngine.UpdateModel;
              renderFrameDelegate = gameEngine.RenderFrame;

              for (int y = 0; y < 50; y++) {
            for (int x = 0; x < 80; x++) {
              hiddenBuffer[y, x].AsciiChar = (byte)0xdd;
            }
              }

              stopwatch.Start();
              nextFrameStart = stopwatch.ElapsedTicks;
              while (true) {
            do {
              UpdateModel();
              nextFrameStart += TICKS_PER_FRAME;
            } while (nextFrameStart < stopwatch.ElapsedTicks);
            RenderFrame();
            long remainingTicks = nextFrameStart - stopwatch.ElapsedTicks;
            if (remainingTicks > 0) {
              Thread.Sleep((int)(1000 * remainingTicks / FREQUENCY));
            }
              }
        }
Esempio n. 2
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 /// <summary>
 /// Sets the active console screen buffer to the buffer referrenced by the sb parameter
 /// </summary>
 /// <param name="sb">The screen buffer that will become the active screen buffer.</param>
 public static void SetActiveScreenBuffer(ConsoleScreenBuffer sb)
 {
     if (!WinCon.SetConsoleActiveScreenBuffer(sb.Handle))
     {
         throw new IOException("Error setting active screen buffer.", Marshal.GetLastWin32Error());
     }
 }
Esempio n. 3
0
        /// <summary>
        /// Opens the currently active screen buffer.
        /// </summary>
        /// <returns>A new <see cref="ConsoleScreenBuffer" /> instance that references the currently active
        /// console screen buffer.</returns>
        /// <remarks>This method allocates a new ConsoleScreenBuffer instance.  Callers should
        /// call Dispose on the returned instance when they're done with it.</remarks>
        public static ConsoleScreenBuffer GetActiveScreenBuffer()
        {
            // CONOUT$ always references the current active screen buffer.
            // NOTE:  *MUST* specify GENERIC_READ | GENERIC_WRITE.  Otherwise
            // the console API calls will fail with Win32 error INVALID_HANDLE_VALUE.
            // Also must include the file sharing flags or CreateFile will fail.
            IntPtr outHandle = WinApi.CreateFile("CONOUT$",
                                                 WinApi.GENERIC_READ | WinApi.GENERIC_WRITE,
                                                 WinApi.FILE_SHARE_READ | WinApi.FILE_SHARE_WRITE,
                                                 null,
                                                 WinApi.OPEN_EXISTING,
                                                 0,
                                                 IntPtr.Zero);

            if (outHandle.ToInt32() == WinApi.INVALID_HANDLE_VALUE)
            {
                throw new IOException("Unable to open CONOUT$", Marshal.GetLastWin32Error());
            }
            ConsoleScreenBuffer sb = new ConsoleScreenBuffer(outHandle);

            sb.ownsHandle = true;
            return(sb);
        }
Esempio n. 4
0
 /// <summary>
 /// Sets the active console screen buffer to the buffer referrenced by the sb parameter
 /// </summary>
 /// <param name="sb">The screen buffer that will become the active screen buffer.</param>
 public static void SetActiveScreenBuffer(ConsoleScreenBuffer sb)
 {
     if (!WinCon.SetConsoleActiveScreenBuffer(sb.Handle))
     {
         throw new IOException("Error setting active screen buffer.", Marshal.GetLastWin32Error());
     }
 }
Esempio n. 5
0
 /// <summary>
 /// Opens the currently active screen buffer.
 /// </summary>
 /// <returns>A new <see cref="ConsoleScreenBuffer" /> instance that references the currently active
 /// console screen buffer.</returns>
 /// <remarks>This method allocates a new ConsoleScreenBuffer instance.  Callers should
 /// call Dispose on the returned instance when they're done with it.</remarks>
 public static ConsoleScreenBuffer GetActiveScreenBuffer()
 {
     // CONOUT$ always references the current active screen buffer.
     // NOTE:  *MUST* specify GENERIC_READ | GENERIC_WRITE.  Otherwise
     // the console API calls will fail with Win32 error INVALID_HANDLE_VALUE.
     // Also must include the file sharing flags or CreateFile will fail.
     IntPtr outHandle = WinApi.CreateFile("CONOUT$",
         WinApi.GENERIC_READ | WinApi.GENERIC_WRITE,
         WinApi.FILE_SHARE_READ | WinApi.FILE_SHARE_WRITE,
         null,
         WinApi.OPEN_EXISTING,
         0,
         IntPtr.Zero);
     if (outHandle.ToInt32() == WinApi.INVALID_HANDLE_VALUE)
     {
         throw new IOException("Unable to open CONOUT$", Marshal.GetLastWin32Error());
     }
     ConsoleScreenBuffer sb = new ConsoleScreenBuffer(outHandle);
     sb.ownsHandle = true;
     return sb;
 }