public async void gameLoop()
        {
            DateTime         oldTick          = DateTime.UtcNow;
            DateTime         newTick          = DateTime.UtcNow;
            SimulationParams simulationParams = new SimulationParams(new TimeSpan(), new TimeSpan());
            GalaxyBuilder    galaxyBuilder    = new GalaxyBuilder();

            _collisionDetection = new QuadTreeCollision();
            _pathing            = new BFSearch();
            IsPaused            = false;

            while (true)
            {
                var file = ViewController.hasFile();

                if (file?.Length > 0)
                {
                    Map Galaxy = galaxyBuilder.buildGalaxy(loadGalaxy(file));

                    ModelController = new ModelController(Galaxy);

                    simulationParams.TotalTime = TimeSpan.Zero;
                    ContainsGalaxy             = true;
                    SimulationSpeed            = 2;
                    file = null;

                    ViewController.resetFile();
                    ViewController.setSpeedText("X" + SimulationSpeed);
                }

                //simulationLoop
                while (ContainsGalaxy && ViewController.MainView.File == null)
                {
                    newTick = DateTime.UtcNow;

                    //TODO: check public and private everywhere (blijft hier tot dpa deadline
                    //unit testing is 15% van het punt, voeg ze voor dpa toe
                    //TODO: gebruik reflection factory voor behaviours

                    inputControl(ViewController.getKeyPressed());

                    simulationParams.SetDelta(newTick - oldTick, SimulationSpeed);
                    ModelController.runGameTick(simulationParams);

                    //collision related code
                    ModelController.CurMap.celestialBodies = _collisionDetection.Collide(ModelController.CurMap.celestialBodies);

                    if (debugMode) //this should only be enabled for the algorithm assignment, but it is a cool showcase of the program
                    {
                        ViewController.bounds = _collisionDetection.GetBounds();

                        List <CelestialBody> sortedList = ModelController.CurMap.celestialBodies
                                                          .OrderByDescending(x => x.Radius).ToList()
                                                          .Where(n => n.Name != null).ToList();

                        ModelController.CurMap.celestialBodies = _pathing
                                                                 .GetPath(
                            ModelController.CurMap.celestialBodies,
                            sortedList[0],
                            sortedList[1]
                            );
                    }
                    else
                    {
                        ViewController.bounds = null;
                        ModelController.CurMap.celestialBodies.All(cb => { cb.IsMarked = false; return(true); });
                    }

                    ViewController.drawFrame(ModelController.CurMap.celestialBodies);

                    if (DateTime.UtcNow - newTick < MinTickTime)
                    {
                        await Task.Delay(MinTickTime);
                    }
                    oldTick = newTick;

                    while (IsPaused && ViewController.MainView.File == null) //pause loop
                    {
                        await Task.Delay(MinTickTime);

                        inputControl(ViewController.getKeyPressed());

                        oldTick = DateTime.UtcNow;
                    }
                }
                await Task.Delay(MinTickTime);
            }
        }
示例#2
0
 public void detectCollision(ICollision collision)
 {
     collision.Collide();
 }