/// <summary> /// Entry-point into the application /// /// bootstraps some basic settings and sets up some platform specific features aka /// fixes windows! /// </summary> /// <param name="args"></param> private static void Main(string[] args) { // change some windows specific options to enable ansi escape sequences if (RuntimeInformation.IsOSPlatform(OSPlatform.Windows)) { WindowsSetup.SetupConsole(); } // disable the cursor visibility Console.CursorVisible = false; Console.OutputEncoding = Encoding.Default; // set the window and the buffer size to be the same to disable the scrollbar Console.SetWindowSize(ApplicationWidth, ApplicationHeight); Console.SetBufferSize(ApplicationWidth, ApplicationHeight); // create directory if it doesn't exist if (!Directory.Exists("mazes")) { Directory.CreateDirectory("mazes"); } // start the actual game var mazeGame = new MazeGame(); mazeGame.Start(); }
static void Main(string[] args) { MazeGame mazeGame = new MazeGame(); MazeFactory factory = new EnchantedMazeFactory(); Maze maze = mazeGame.CreateMaze(factory); }
static void Main(string[] args) { // Ordinary maze, not particularly interesting. MazeFactory factory = new MazeFactory(); MazeGame.CreateMaze(factory); MazeFactory enchangedMazeFactory = new EnchangedMazeFactory(); var enchantedMaze = MazeGame.CreateMaze(enchangedMazeFactory); if (enchantedMaze.RoomNo(1) is EnchantedRoom) { Console.WriteLine("The second maze is enchanted, factory did its work."); } else { Console.WriteLine("Something wrong with the Absctract factory, the maze is still ordinary."); } var oneMoreEnchantedMaze = new EnchantedMazeGame().CreateMaze(); if (oneMoreEnchantedMaze.RoomNo(1) is EnchantedRoom) { Console.WriteLine("The third maze is enchanted, overriden factory methods did their work."); } else { Console.WriteLine("Something wrong with the factory methods, the maze is still ordinary."); } }
static void Main(string[] args) { MazeGame mazeGame = new MazeGame(); MazeFactory factory = new EnchantedMazeFactory(); Maze maze = mazeGame.CreateMaze(factory); }
/// <summary> /// The main entry point for the application. /// </summary> static void Main(string[] args) { using (MazeGame game = new MazeGame()) { game.Run(); } }
public MazeController(MazeGame game, MazeView view) { _game = game; _view = view; _monsterTimer.Tick += new System.EventHandler(this.monsterTimer_Tick); _monsterTimer.Interval = 200; //_monsterTimer.Start(); }
public MazeView (MazeGame game, MainForm form) { _context = new DrawContext(null); _game = game; _game.View = this; _form = form; _control = _form.pnlMazeView; }
static void Main(string[] args) { // normal game MazeGame mazeGame = new MazeGame(); Maze maze = mazeGame.CreateMaze(); // another type of game EnchantedMazeGame enchantedMazeGame = new EnchantedMazeGame(); Maze enchantedMaze = enchantedMazeGame.CreateMaze(); }
static void Main(string[] args) { // normal game MazeGame mazeGame = new MazeGame(); Maze maze = mazeGame.CreateMaze(); // another type of game EnchantedMazeGame enchantedMazeGame = new EnchantedMazeGame(); Maze enchantedMaze = enchantedMazeGame.CreateMaze(); }
/// <summary> /// Enemy constructor that position enemy in the maze and assign loaded content such /// as model asset and audio. /// </summary> /// <param name="game">The maze game</param> /// <param name="device">grapfics device</param> /// <param name="model">model for enemy</param> /// <param name="position">initial position of enemy</param> /// <param name="leftFootStepAudio">left foot step sound for enemy</param> /// <param name="rightFootStepAudio">right foot step sound for enemy</param> public Enemy(MazeGame game, GraphicsDevice device, Model model, Vector3 position, SoundEffect leftFootStepAudio, SoundEffect rightFootStepAudio) { this.game = game; this.device = device; this.model = model; this.position = position; this.leftFootStepAudio = leftFootStepAudio; this.rightFootStepAudio = rightFootStepAudio; boneTransforms = new Matrix[model.Bones.Count]; leftLegTransform = model.Bones["left_leg"].Transform; rightLegTransform = model.Bones["right_leg"].Transform; }
static void Main(string[] args) { //--------------------------------------------------- Prototype MazeGame game = new MazeGame(); MazePrototypeFactory simpleMazeFactory = new MazePrototypeFactory(new Maze(), new Wall(), new Room(1), new Door()); //Maze maze = game.CreateMaze(simpleMazeFactory); Maze maze = game.CreateMaze(); MazePrototypeFactory bombedMazeFactory = new MazePrototypeFactory(new Maze(), new Wall(), new Room(1), new Door()); Console.ReadKey(); }
static void Main() { using (var game = new MazeGame()) game.Run(); }
static void Main(string[] args) { MazeGame mazeGame = new MazeGame(); Maze maze = mazeGame.CreateMaze(); }
static void Main(string[] args) { MazeGame mazeGame = new MazeGame(); Maze maze = mazeGame.CreateMaze(); }
private void MainForm_Load(object sender, System.EventArgs e) { //control initialization to enable proper resizing lnkQuitOffset = panel1.Width - lnkQuit.Left; lnkNewGameOffset = panel1.Width - lnkNewGame.Left; cmbDifficultyOffset = panel1.Width - cmbDifficulty.Left; MazeViewOffset = new Size(Width - pnlMazeView.Width, Height - pnlMazeView.Height); //MVC initialization game = new MazeGame(); view = new MazeView(game,this); controller = new MazeController(game,view); controller.Difficulty = difficulty.Easy; //controller.CreateMaze(); this.cmbDifficulty.SelectedIndex = (int)controller.Difficulty; }