private void Awake() { mapParser = new MapParser(); foreach (var image in imageMaps) { maps.Add(mapParser.ParseMap(image)); } }
public void testShortestPathEmpty() { IBoard b = parser.ParseMap(new List <string>(new string[] { " " })).Board; Square s1 = b.SquareAt(0, 0); Square s2 = b.SquareAt(0, 0); IList <Direction> path = Navigation .shortestPath(s1, s2, new Mock <Unit>().Object); Assert.AreEqual(0, path.Count); }
public List <Structure> Generate(MapContext context) { List <IExpression> expressions = _parser.ParseMap($"{_projectDirectory}/assets/maps/testMap.txt"); context.Reset(); expressions.ForEach(exp => exp.Eval(context)); return(context.Structures); }
static void Main(string[] args) { Console.SetBufferSize(80, 500); MapParser.ParseMap(@"E:\Documents\parsertest.map"); /*Vec3 point = new Vec3(0, 0, 0); * Plane a = new Plane(new Vec3(1, 0, 0), -1); * * Console.WriteLine(PlaneUtil.ClassifyPoint(a, point).ToString());*/ Console.ReadLine(); }
public bool Initialize(string filename, Options opts) { bool result = false; MapParser parser = new MapParser(); options = opts; MapSections = parser.ParseMap(filename); if (FetchMapDimension()) { InitializeXY(); result = true; } return(result); }
public static GameObject LoadMap(string path, string pathToTextures, Shader diffuse = null, Shader transparent = null, bool generateCollisionMesh = true) { if (Mathf.Approximately(MapScaleFactor, 0)) { Debug.LogError("MapScaleFactor cannot be 0!"); return(null); } _materialCache.Clear(); _wadsUsed.Clear(); _pathToMapTextures = pathToTextures; _diffuseShader = diffuse; _transparentShader = transparent; _generateCollisionMesh = generateCollisionMesh; MapFile map = MapParser.ParseMap(path); return(BuildMapMesh(map)); }
public Level MakeLevel() { Stream boardStream = null; MapParser parser = GetMapParser(); try { System.Reflection.Assembly myAssembly = System.Reflection.Assembly.GetExecutingAssembly(); boardStream = myAssembly.GetManifestResourceStream("CsPacman.board.txt"); return(parser.ParseMap(boardStream)); } catch (IOException e) { throw new PacmanConfigurationException("Unable to create level.", e); } finally { if (boardStream != null) { boardStream.Dispose(); } } }
private static void Main() { ConsoleSettings.PrepareConsole(); KeyboardInterface keyboard = new KeyboardInterface(); Opponent enemy = new Opponent(new MatrixCoords(3, 3), new char[, ] { { '@' } }, null); ConsoleRenderer renderer = new ConsoleRenderer(ConsoleSettings.ConsoleHeight, ConsoleSettings.ConsoleWidth); IList <WorldObject> map = MapParser.ParseMap("../../WorldMaps/map.txt"); GameEngine.GameEngine gameEngine = new GameEngine.GameEngine(renderer, keyboard); int heroChosen = 0; Console.WriteLine("Please select your Hero: \nPress 1 for Mage\nPress 2 for Thief\nPress 3 for Warrior"); // validates hero choice and let's player choose correctly do { try { heroChosen = int.Parse(Console.ReadLine()); } catch (Exception ex) { Console.WriteLine(ex.Message); Console.WriteLine("Please choose 1, 2 or 3"); } } while (!true || heroChosen < 1 || heroChosen > 3); Console.Clear(); // TODO implement interface for the choice of type of character MainCharacter hero = HeroChoice(heroChosen); hero.AddWeapon(new Knife("Steel knife") { MinDmg = 20, MaxDmg = 30 }); //hero.AddWeapon(new Knife("mnogo qk knife") { MaxDmg = 30, MinDmg = 20 }); gameEngine.AddObject(hero); gameEngine.AddObject(enemy); Opponent newOpponent = new Opponent(new MatrixCoords(2, 35), new char[, ] { { '@' } }, new BattleAxe("Battle Axe")); Opponent newOpponent2 = new Opponent(new MatrixCoords(7, 30), new char[, ] { { '@' } }, new Knife("Steel knife")); Opponent newOpponent3 = new Opponent(new MatrixCoords(10, 10), new char[, ] { { '@' } }, new BattleAxe("Battle Axe")); Opponent newOpponent4 = new Opponent(new MatrixCoords(15, 15), new char[, ] { { '@' } }, new BattleAxe("Battle Axe")); gameEngine.AddObject(newOpponent); gameEngine.AddObject(newOpponent2); gameEngine.AddObject(newOpponent3); gameEngine.AddObject(newOpponent4); foreach (var item in map) { gameEngine.AddObject(item); } keyboard.OnDownPressed += (sender, eventInfo) => { hero.Move(Direction.Down); }; keyboard.OnLeftPressed += (sender, eventInfo) => { hero.Move(Direction.Left); }; keyboard.OnRightPressed += (sender, eventInfo) => { hero.Move(Direction.Right); }; keyboard.OnUpPressed += (sender, eventInfo) => { hero.Move(Direction.Top); }; keyboard.onPotionPressed += (sencer, eventInfo) => { hero.Health += 5; }; gameEngine.Run(); }
private void TakeTurn() { ServerCommunications.SendTurnData(PlayerAction); PlayerAction = null; MainMap = MapParser.ParseMap(ServerCommunications.ReceiveGameState()); }
private void CreateMap(TextAsset map) { m_MapData = m_MapParser.ParseMap(map.text); m_MapBuilder.BuildMap(m_MapData); }