void IWallObserver.NotifyWallTypeChanged(IWall wall) { foreach (IWallObserver observer in wallObservers) { observer.NotifyWallTypeChanged(wall); } }
private void GameStart() { // fillingPattern = new BasicPattern(); fillingPattern = new ZigZagPattern(); wallOfBricks = new Wall(4, PlaygroundWidth, fillingPattern); DrawPaddle(); wallOfBricks.DrawWall(); DrawBall(); Console.Write("\b \b"); while (true) { if (Console.KeyAvailable) { ConsoleKeyInfo pressedKey = Console.ReadKey(); ChangePaddlePosition(pressedKey); } DrawPaddle(); this.ChangeBallPosition(); DrawBall(); wallOfBricks.UpdateWall(previousBallPositionX, previousBallPositionY); Thread.Sleep(gameSpeed); } }
public void FillWall(IWall wall) { Console.SetCursorPosition(0, 1); int counter = 0; for (int row = 0; row < wall.Height; row++) { for (int column = 0; column < wall.Width; column++) { if (column <= 1 || column >= wall.Width - 2 || row == 0 || row == wall.Height - 1) { wall.FilledWall[row, column] = new Brick(row, column, false); } else { wall.FilledWall[row, column] = new Brick(row, column, true); } if (counter % 2 == 0 || (row == wall.Height - 1 && column == 0) || (row == wall.Height - 1 && column == wall.Width - 1)) { wall.FilledWall[row, column].setInvisible(); } counter++; } } }
public User(string userHandle, IWall wall) { this.wall = wall; this.UserHandle = userHandle; this.internalFollowers = new List <IUser>(); this.internalFollowees = new List <IUser>(); }
private void DrawWall() { if (this.LastWall == null) { this.Wall.Draw(); } else { double a = this.WallChangeNumer * 1.0 / this.WallChangeDenom; this.LastWall.Draw(); using (this.WallScreen.Section()) { this.Wall.Draw(); } DDDraw.SetAlpha(a); DDDraw.DrawSimple(this.WallScreen.ToPicture(), 0, 0); DDDraw.Reset(); this.WallChangeNumer++; if (this.WallChangeDenom <= this.WallChangeNumer) { this.LastWall = null; this.WallChangeNumer = -1; this.WallChangeDenom = -1; } } }
public User(string userHandle, IWall wall) { this.wall = wall; this.UserHandle = userHandle; this.internalFollowers = new List<IUser>(); this.internalFollowees = new List<IUser>(); }
public House(IDoor door, IWindow window, IRoof roof, IWall wall) { _door = door; _window = window; _roof = roof; _wall = wall; }
public Opening(IWall myWall, IDimension dimensions, ILocation location, OpeningType openingType) { // WallOrSlap = myWall; Dimensions = dimensions; Location = location; OpeningType = openingType; }
public override IWorldCommand Excecute() { IWall wall = level.GetWallAt(posX, posY, posZ); int previousIndex = wall.Type; if (index != WallIndex.Empty) { // If is building ignore already built walls. if (previousIndex != WallIndex.Empty) { return(NullCommand.instance); } } else { // If it's removing ignore empty tiles. if (previousIndex == WallIndex.Empty) { return(NullCommand.instance); } } wall.Type = index; return(new BuildWallCmd(level, posX, posY, posZ, previousIndex)); }
public void SetWall(IWall wall, int denom = 180) { this.LastWall = this.Wall; this.Wall = wall; this.WallChangeNumer = 0; this.WallChangeDenom = denom; }
public void Setup() { this.userWall = Substitute.For <IWall>(); this.bob = new User(BobUserHandle, this.userWall); this.alice = new User(AliceUserHandle, this.userWall); SystemTime.Now = () => new DateTime(2000, 1, 1); }
public IPoint Create(IMarble marble, IWall wall) { return(new Point { Marble = marble, Wall = wall }); }
public CommandHandler(IUserList userList, IPublish publish, IReading reading, IFollow follow, IWall wall) { _userList = userList; _publish = publish; _reading = reading; _follow = follow; _wall = wall; }
public void AddRoomFeature(IWall wallRoomFeature, CardinalDirection orientation) { IEnumerable <IWall> walls = this.roomFeatures.Where(rf => rf.GetType() == wallRoomFeature.GetType()).Cast <IWall>(); if (!walls.Where <IWall>(w => w.Orientation == wallRoomFeature.Orientation).Any()) { this.roomFeatures.Add(wallRoomFeature); } }
public void SetUp() { this.repository = Substitute.For <IRepository <IUser> >(); this.userWall = Substitute.For <IWall>(); this.broker = new MessageBroker(this.repository); this.bob = new User("Bob", this.userWall); this.alice = new User("Alice", this.userWall); }
public static bool PointInWall(Vector2D point, IWall wall) { Vector2D topLeft = new Vector2D(wall.Pos.X, wall.Pos.Y); Vector2D bottomRight = new Vector2D(wall.Pos.X + wall.Width, wall.Pos.Y + wall.Height); return (point.X >= topLeft.X && point.X <= bottomRight.X && point.Y >= topLeft.Y && point.Y <= bottomRight.Y); }
public void FlipSideNeighbors() { IWall buff = TopLeft; TopLeft = TopRight; TopRight = buff; buff = BottomLeft; BottomLeft = BottomRight; BottomRight = buff; }
private bool SensorWithinWall(IWall wall, Vector2D sensor) { Vector2D topLeft = new Vector2D(wall.Pos.X, wall.Pos.Y); Vector2D bottomRight = new Vector2D(wall.Pos.X + wall.Width, wall.Pos.Y + wall.Height); return (sensor.X >= topLeft.X && sensor.X <= bottomRight.X && sensor.Y >= topLeft.Y && sensor.Y <= bottomRight.Y); }
public Sprite GetSprite(IWall wall, bool isCropped) { Vector3Int coords = new Vector3Int(wall.X, wall.Y, wall.Z); Vector3Int rotatedCoords = WallTransformer.InverseRotateCoord(coords); return(WallCreator.DrawSpriteBorders( sprites[rotatedCoords.z], rotatedCoords.z, new InmediateWallNeighbors(wall, OrientationManager.currentOrientation), isCropped)); }
//implementation correct public static bool WallCollidesWithPoint(IWall wall, Vector2D point) { var left = wall.Pos.X; var right = wall.Pos.X + (wall.Width); var top = wall.Pos.Y; var bottom = wall.Pos.Y + (wall.Height); return(left < point.X && right > point.X && top < point.Y && bottom > point.Y); }
public void SetWall(IWall wall) { foreach (GameObject go in disableOnStart) { go.SetActive(false); } DisableIncorrectSides(wall); UpdateCurrentIndexes(wall); EnableSides(); }
public void SetUp() { SystemTime.Now = () => new DateTime(2000, 1, 1); this.consoleMock = Substitute.For <IConsole>(); this.repositoryMock = Substitute.For <IRepository <IUser> >(); this.userWallMock = Substitute.For <IWall>(); this.parserMock = Substitute.For <IInputParser>(); this.brokerMock = Substitute.For <IMessageBroker>(); this.formaterFactoryMock = Substitute.For <IMessageFormaterFactory>(); this.bob = new User("Bob", this.userWallMock); }
static void Build(IHouseFactory factory) { IFloor floor = factory.CreateFloor(); IWall wall = factory.CreateWall(); IDoor door = factory.CreateDoor(); IWindow window = factory.CreateWindow(); ICeiling ceiling = factory.CreateCeiling(); floor.Display(); wall.Display(); door.Display(); window.Display(); ceiling.Display(); }
private void UpdateCurrentIndexes(IWall wall) { _currentIndexBase = wall.IndexBase; _currentIndexFront = wall.IndexFront; _currentIndexRight = wall.IndexRight; _currentIndexBack = wall.IndexBack; _currentIndexLeft = wall.IndexLeft; CurrentBase = bases[wall.IndexBase]; CurrentFront = fronts[wall.IndexFront]; CurrentRight = rights[wall.IndexRight]; CurrentBack = backs[wall.IndexBack]; CurrentLeft = lefts[wall.IndexLeft]; }
public MementoDrag(EditorObject transformable) { Transformable = transformable; _polygonCoord = transformable.GetPolygonCoord(); _transform = null; if (_polygonCoord != null) { _parent = (IWall)transformable.Parent; } else { _transform = transformable.GetTransform(); } }
//public Vector2D Calculate() //{ // Vector2D force; // My force will be stored here // Vector2D pos = _me.Pos; // Position of the agent // // For each wall // for (int j = 0; j < _me.Walls.Count(); j++) // { // var wall = _me.Walls[j]; // var x = (wall.Center.X + _me.Pos.X) / 2; // var y = (wall.Center.Y + _me.Pos.Y) / 2; // Vector2D distance = new Vector2D(x, y); // // If the wall is visible, calculate the force to apply // double dotProduct = distance * partsList[j]->normal(); // if (dotProduct < 0) // { // force += partsList[j]->normal() / (distance.length() * distance.length() + 1); // } // } // // Returned the calculated force // return force; //} public IWall GetClosestWall(IWallAvoider ME) { IWall mostThreatening = null; for (int i = 0; i < ME.Walls.Count(); i++) { IWall wall = ME.Walls[i]; bool collision = findSensorCollision(wall); if (collision && (mostThreatening == null || VectorMath.DistanceBetweenPositions(ME.Pos, wall.Center) < VectorMath.DistanceBetweenPositions(ME.Pos, mostThreatening.Center))) { mostThreatening = wall; } } return(mostThreatening); }
public override IWorldCommand Excecute() { IWall wall = level.GetWallAt(posX, posY, posZ); int previousIndex = wall.Type; if (previousIndex == WallIndex.Empty) { // Cannot paint an empty wall. return(NullCommand.instance); } wall.Type = index; return(new PaintWallCmd(level, posX, posY, posZ, previousIndex)); }
public static IWall[,,] GenerateNulls(Level level, int levelWidth, int levelHeight) { IWall[,,] walls = new IWall[levelWidth + 1, levelHeight + 1, 2]; for (int x = 0; x < levelWidth + 1; x++) { for (int y = 0; y < levelHeight + 1; y++) { walls[x, y, 0] = new NullWall(level, x, y, 0); walls[x, y, 1] = new NullWall(level, x, y, 0); } } return(walls); }
GameObject CreateSprite(IWall wall) { GameObject wall_go = new GameObject { name = "Wall [" + wall.X.ToString() + "," + wall.Y.ToString() + "," + wall.Z.ToString() + "]" }; wall_go.transform.SetParent(wallHolder.transform, true); SpriteRenderer sr = wall_go.AddComponent <SpriteRenderer> (); sr.sortingLayerName = "Tiles"; gameobjects.Add(wall, wall_go); UpdateSprite(wall); return(wall_go); }
public void NotifyWallTypeChanged(IWall wall) { // Update wall UpdateSprite(wall); // Update neighbors UpdateSprite(wall.GetNeighbor(0, 0, 0)); UpdateSprite(wall.GetNeighbor(0, 0, 1)); UpdateSprite(wall.GetNeighbor(0, 1, 0)); UpdateSprite(wall.GetNeighbor(0, 1, 1)); UpdateSprite(wall.GetNeighbor(0, -1, 1)); UpdateSprite(wall.GetNeighbor(1, 0, 0)); UpdateSprite(wall.GetNeighbor(1, 0, 1)); UpdateSprite(wall.GetNeighbor(1, -1, 1)); UpdateSprite(wall.GetNeighbor(-1, 0, 0)); UpdateSprite(wall.GetNeighbor(-1, 1, 0)); }
void UpdateSprite(IWall wall) { if (gameobjects.ContainsKey(wall) == false) { return; } GameObject wall_go = gameobjects[wall]; wall_go.transform.position = WallTransformer.CoordToWorld(wall.X, wall.Y, wall.Z); SpriteRenderer sr = wall_go.GetComponent <SpriteRenderer> (); sr.sprite = DataManager.wallSpriteData.GetDataById(wall.Type).GetSprite(wall, GetClippingForWall(wall)); sr.sortingOrder = SortingOrders.WallOrder(wall.X, wall.Y, wall.Z, TileSubLayer.Wall); //sr.color = Random.ColorHSV(0, 1, 0, 1, 0.4f, 1); }
private bool findSensorCollision(IWall wall) { if (SensorWithinWall(wall, centerSensor)) { affectedSensor = centerSensor; return(true); } if (SensorWithinWall(wall, leftSensor)) { affectedSensor = leftSensor; return(true); } if (SensorWithinWall(wall, rightSensor)) { affectedSensor = rightSensor; return(true); } return(false); }
public void FillWall(IWall wall) { Console.SetCursorPosition(0, 1); for (int row = 0; row < wall.Height; row++) { for (int column = 0; column < wall.Width; column++) { if (column <= 1 || column >= wall.Width - 2 || row == 0 || row == wall.Height - 1) { wall.FilledWall[row, column] = new Brick(row, column, false); } else { wall.FilledWall[row, column] = new Brick(row, column, true); } } } }
public void Must_display_all_messages_in_wall() { var test = new List<User>() { new User() { Name = "Alice", _messages = new List<Message>() { new Message() { UsersMessage = "test1" } }, _peopleFollowing = new List<User>() { new User() { _messages = new List<Message>() { new Message() { UsersMessage = "test" } } } } } }; _userList = new UserList(); _userList.ListOfUsers = test; var username = "******"; _sut = new Wall(_userList); var listOfMessages = _sut.DisplayAllMessages(username); Assert.AreEqual(listOfMessages.Count, 2); }
public void SetUp() { this.repository = Substitute.For<IRepository<IUser>>(); this.userWall = Substitute.For<IWall>(); this.broker = new MessageBroker(this.repository); this.bob = new User("Bob", this.userWall); this.alice = new User("Alice", this.userWall); }
public void SetUp() { SystemTime.Now = () => new DateTime(2000, 1, 1); this.consoleMock = Substitute.For<IConsole>(); this.repositoryMock = Substitute.For<IRepository<IUser>>(); this.userWallMock = Substitute.For<IWall>(); this.parserMock = Substitute.For<IInputParser>(); this.brokerMock = Substitute.For<IMessageBroker>(); this.formaterFactoryMock = Substitute.For<IMessageFormaterFactory>(); this.bob = new User("Bob", this.userWallMock); }
public WallCoord(IWall wall, int edgeIndex, float edgeT) { EdgeIndex = edgeIndex; EdgeT = edgeT; Wall = wall; }
public void SetSide(Side side, IWall wall) { // реализация }
public WallCoord(IWall wall, PolygonCoord coord) : this(wall, coord.EdgeIndex, coord.EdgeT) { }
public void Setup() { this.userWall = Substitute.For<IWall>(); this.bob = new User(BobUserHandle, this.userWall); this.alice = new User(AliceUserHandle, this.userWall); SystemTime.Now = () => new DateTime(2000, 1, 1); }