2019-04-22 09:24:16 +02:00
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using CzokoŚmieciarka.MonoGameView.DataModels.Interfaces;
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using CzokoŚmieciarka.MonoGameView.DataModels.Interfaces.GarbageCollector;
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using CzokoŚmieciarka.MonoGameView.DataModels.Interfaces.TrashCans;
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using CzokoŚmieciarka.MonoGameView.DataModels.Models;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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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;
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using CzokoŚmieciarka.MonoGameView.DataModels.Enums;
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using System.Threading.Tasks;
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using System.Threading;
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using MonoGameView.Algorithms;
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namespace CzokoŚmieciarka.MonoGameView
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{
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/// <summary>
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/// This is the main type for your game.
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/// </summary>
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public class Game1 : Game
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{
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private static int size;
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GraphicsDeviceManager graphics;
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SpriteBatch spriteBatch;
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private SpriteFont font;
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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 = 0.1f;
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int stepN;
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List<IStep> steps;
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GarbageCollector collector;
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IDrawables[,] grid;
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public Game1()
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{
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graphics = new GraphicsDeviceManager(this);
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Content.RootDirectory = "Content";
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graphics.PreferredBackBufferWidth = 700;
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graphics.PreferredBackBufferHeight = 500;
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}
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/// <summary>
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/// Allows the game to perform any initialization it needs to before starting to run.
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/// This is where it can query for any required services and load any non-graphic
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/// related content. Calling base.Initialize will enumerate through any components
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/// and initialize them as well.
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/// </summary>
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protected override void Initialize()
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{
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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,"map2.xml");
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var containers = new List<GarbageCollectorContainer>()
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{
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new GarbageCollectorContainer(
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new TypeOfGarbage(GarbageType.Glass,1),
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1000,
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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),
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1000,
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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.Organic,1),
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1000,
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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.PlasticMetal,1),
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1000,
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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(0,0), containers, size, size,0);
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stepN = 0;
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var dfs = new DFS(collector,grid);
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steps = dfs.BestPath(Content, collector, grid);
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//new Thread(delegate() {
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// var x = dfs.BestPath(Content, collector, grid);
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//}).Start();
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base.Initialize();
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}
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/// <summary>
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/// LoadContent will be called once per game and is the place to load
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/// all of your content.
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/// </summary>
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protected override void LoadContent()
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{
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// Create a new SpriteBatch, which can be used to draw textures.
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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
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}
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/// <summary>
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/// UnloadContent will be called once per game and is the place to unload
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/// game-specific content.
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/// </summary>
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protected override void UnloadContent()
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{
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Content.Unload();
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// TODO: Unload any non ContentManager content here
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}
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/// <summary>
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/// Allows the game to run logic such as updating the world,
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/// checking for collisions, gathering input, and playing audio.
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/// </summary>
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/// <param name="gameTime">Provides a snapshot of timing values.</param>
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protected override void Update(GameTime gameTime)
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{
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if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
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Exit();
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var elapsed = (float)gameTime.ElapsedGameTime.TotalSeconds;
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timer -= elapsed;
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if (timer<0)
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{
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timer = TIMER;
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if (steps.Any())
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{
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steps.First().Invoke(collector, grid);
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steps.RemoveAt(0);
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}
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}
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// TODO: Add your update logic here
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base.Update(gameTime);
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}
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/// <summary>
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/// This is called when the game should draw itself.
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/// </summary>
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/// <param name="gameTime">Provides a snapshot of timing values.</param>
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protected override void Draw(GameTime gameTime)
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{
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GraphicsDevice.Clear(Color.CornflowerBlue);
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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);
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//else if (grid[x,y] is Road2) spriteBatch.Draw(road2, new Rectangle(x * 500 / size, y * 500 / size, 500 / size, 500 / size), Color.White);
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//else if (grid[x, y] is House) spriteBatch.Draw(house, new Rectangle(x * 500 / size, y * 500 / size, 500 / size, 500 / size), Color.White);
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//else spriteBatch.Draw(grass, new Rectangle(x * 500 / size, y * 500 / size, 500 / size, 500 / size), Color.White);
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grid[x, y].Draw(spriteBatch, size);
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}
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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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2019-05-11 15:14:40 +02:00
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spriteBatch.End();
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// TODO: Add your drawing code here
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base.Draw(gameTime);
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}
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/// <summary>
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///
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/// </summary>
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/// <param name="info"></param>
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public void Display(Dictionary<string, string> info)
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{
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int x = 510;
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int y = 10;
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foreach (KeyValuePair<string, string> item in info)
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{
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spriteBatch.DrawString(font, item.Key, new Vector2(x, y),Color.Black);
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y += 15;
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spriteBatch.DrawString(font, item.Value, new Vector2(x, y), Color.White);
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y += 30;
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}
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}
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}
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}
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