Czoko_Smieciarka/Trunk/MonoGameView/Game1.cs

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C#
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using CzokoŚmieciarka.MonoGameView.DataModels.Interfaces;
using CzokoŚmieciarka.MonoGameView.DataModels.Interfaces.GarbageCollector;
using CzokoŚmieciarka.MonoGameView.DataModels.Interfaces.TrashCans;
using CzokoŚmieciarka.MonoGameView.DataModels.Models;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using System;
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using System.Collections.Generic;
using System.Linq;
using CzokoŚmieciarka.MonoGameView.Algorithms;
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using MonoGameView.DataModels;
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using MonoGameView.DataModels.Models;
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using CzokoŚmieciarka.MonoGameView.DataModels.GeneralModels.Models;
using CzokoŚmieciarka.MonoGameView.DataModels.Enums;
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using System.Threading.Tasks;
using System.Threading;
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namespace CzokoŚmieciarka.MonoGameView
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{
/// <summary>
/// This is the main type for your game.
/// </summary>
public class Game1 : Game
{
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private static int size;
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GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
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private SpriteFont font;
private int score = 0;
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MapLoader mapLoader = new MapLoader();
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Vector2 roadPos;
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float timer;
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const float TIMER = 0.02f;
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int stepN;
List<IStep> steps;
GarbageCollector collector;
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IDrawables[,] grid;
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public Game1()
{
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
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graphics.PreferredBackBufferWidth = 700;
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graphics.PreferredBackBufferHeight = 500;
}
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/// <summary>
/// Allows the game to perform any initialization it needs to before starting to run.
/// This is where it can query for any required services and load any non-graphic
/// related content. Calling base.Initialize will enumerate through any components
/// and initialize them as well.
/// </summary>
protected override void Initialize()
{
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ImageContainer.InitContainer(Content);
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// TODO: Add your initialization logic here
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timer = 0f;
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mapLoader.Load(out size,out grid,"map3.xml");
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var containers = new List<GarbageCollectorContainer>()
{
new GarbageCollectorContainer(
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new TypeOfGarbage(GarbageType.Glass,1),
1000,
new BasicGarbage(new TypeOfGarbage(GarbageType.Glass,1),0)
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),
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new GarbageCollectorContainer(
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new TypeOfGarbage(GarbageType.Paper,1),
1000,
new BasicGarbage(new TypeOfGarbage(GarbageType.Glass,1),0)
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),
new GarbageCollectorContainer(
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new TypeOfGarbage(GarbageType.Organic,1),
1000,
new BasicGarbage(new TypeOfGarbage(GarbageType.Glass,1),0)
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),
new GarbageCollectorContainer(
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new TypeOfGarbage(GarbageType.PlasticMetal,1),
1000,
new BasicGarbage(new TypeOfGarbage(GarbageType.Glass,1),0)
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),
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};
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collector = new GarbageCollector(new Coords(9,9), containers, size, size,0);
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stepN = 0;
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var dfs = new DFS(collector,grid);
//steps = dfs.BestPath(Content, collector, grid);
new Thread(delegate() { dfs.BestPath(Content, collector, grid); }).Start();
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base.Initialize();
}
/// <summary>
/// LoadContent will be called once per game and is the place to load
/// all of your content.
/// </summary>
protected override void LoadContent()
{
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
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font = Content.Load<SpriteFont>("arial");
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// TODO: use this.Content to load your game content here
}
/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// game-specific content.
/// </summary>
protected override void UnloadContent()
{
Content.Unload();
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// TODO: Unload any non ContentManager content here
}
/// <summary>
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Update(GameTime gameTime)
{
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
Exit();
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/*
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var elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds;
timer -= elapsed;
if (timer<0)
{
timer = TIMER;
if (steps.Any())
{
steps.First().Invoke(collector, grid);
steps.RemoveAt(0);
}
}
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*/
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// TODO: Add your update logic here
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base.Update(gameTime);
}
/// <summary>
/// This is called when the game should draw itself.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.CornflowerBlue);
spriteBatch.Begin();
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for (int x = 0; x < size; x++)
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{
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for (int y = 0; y < size; y++)
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{
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//if (grid[x, y] is Road1) spriteBatch.Draw(road1, new Rectangle(x*500 / size, y*500 / size, 500/size, 500/size),Color.White);
//else if (grid[x,y] is Road2) spriteBatch.Draw(road2, new Rectangle(x * 500 / size, y * 500 / size, 500 / size, 500 / size), Color.White);
//else if (grid[x, y] is House) spriteBatch.Draw(house, new Rectangle(x * 500 / size, y * 500 / size, 500 / size, 500 / size), Color.White);
//else spriteBatch.Draw(grass, new Rectangle(x * 500 / size, y * 500 / size, 500 / size, 500 / size), Color.White);
grid[x, y].Draw(spriteBatch, size);
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}
}
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collector.Draw(spriteBatch, size);
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Display(new Dictionary<string, string>(){["Dupa"] = "123", ["Stefan"] = "555", ["Dupa1"] = "123", ["Stefan1"] = "555", ["Dupa2"] = "123", ["Stefan2"] = "555"});
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spriteBatch.End();
// TODO: Add your drawing code here
base.Draw(gameTime);
}
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/// <summary>
///
/// </summary>
/// <param name="info"></param>
public void Display(Dictionary<string, string> info)
{
int x = 510;
int y = 10;
foreach (KeyValuePair<string, string> item in info)
{
spriteBatch.DrawString(font, item.Key, new Vector2(x, y),Color.Black);
y += 15;
spriteBatch.DrawString(font, item.Value, new Vector2(x, y), Color.White);
y += 30;
}
}
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}
}