本文整理汇总了C#中Playfield类的典型用法代码示例。如果您正苦于以下问题:C# Playfield类的具体用法?C# Playfield怎么用?C# Playfield使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
Playfield类属于命名空间,在下文中一共展示了Playfield类的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C#代码示例。
示例1: PrintTable
public static void PrintTable(Playfield playfield)
{
string columnHeader = " ";
for (int i = 0; i < playfield.Width; i++)
{
columnHeader += i.ToString().PadLeft(3);
}
Console.WriteLine(columnHeader);
Console.WriteLine(" " + new String('-', playfield.Width * 3));
for (int row = 0; row < playfield.Height; row++)
{
Console.Write(row.ToString().PadLeft(2) + " | ");
for (int col = 0; col < playfield.Width; col++)
{
Console.Write(playfield.Field[row, col].ToString().PadLeft(2) + " ");
}
Console.WriteLine("| ");
}
Console.WriteLine(" " + new String('-', playfield.Width * 3));
}
开发者ID:TishoAngelov,项目名称:TelerikAcademy,代码行数:25,代码来源:ConsoleIOFacade.cs
示例2: TestRenderFieldGrid_PlayerAtStartPosition
public void TestRenderFieldGrid_PlayerAtStartPosition()
{
int[,] labyrinthGrid = new int[7, 7]
{
{0, 0, 1, 1, 0, 1, 1},
{1, 1, 1, 0, 0, 0, 1},
{0, 0, 0, 0, 1, 0, 0},
{1, 0, 1, 0, 1, 1, 1},
{1, 0, 0, 1, 0, 0, 0},
{1, 0, 1, 0, 0, 1, 1},
{1, 0, 0, 1, 0, 1, 0}
};
Playfield playfield = new Playfield(labyrinthGrid);
string actualOutput = Renderer.RenderField(playfield.LabyrinthGrid,
playfield.PlayerPosition.Row, playfield.PlayerPosition.Col);
StringBuilder expectedOutput = new StringBuilder();
expectedOutput.AppendLine("--XX-XX");
expectedOutput.AppendLine("XXX---X");
expectedOutput.AppendLine("----X--");
expectedOutput.AppendLine("X-X*XXX");
expectedOutput.AppendLine("X--X---");
expectedOutput.AppendLine("X-X--XX");
expectedOutput.AppendLine("X--X-X-");
bool areEqual = actualOutput == expectedOutput.ToString();
Assert.IsTrue(areEqual);
}
开发者ID:TelluriumHeroes,项目名称:HQPC-Teamwork-Project,代码行数:29,代码来源:RendererTests.cs
示例3: TestIsValidMove_CanMoveDown
public void TestIsValidMove_CanMoveDown()
{
int[,] labyrinthGrid = new int[7, 7]
{
{0, 1, 1, 0, 1, 1, 1},
{0, 0, 0, 0, 0, 0, 1},
{1, 0, 1, 0, 1, 0, 1},
{1, 0, 1, 0, 1, 0, 0},
{0, 1, 1, 1, 1, 1, 0},
{0, 0, 1, 0, 0, 0, 1},
{1, 0, 0, 0, 0, 0, 0}
};
Playfield playfield = new Playfield(labyrinthGrid);
//Moving playerPosition at row=5 and col=2
playfield.PlayerPosition.MoveAtDirection(Direction.Up);
playfield.PlayerPosition.MoveAtDirection(Direction.Up);
playfield.PlayerPosition.MoveAtDirection(Direction.Right);
playfield.PlayerPosition.MoveAtDirection(Direction.Right);
playfield.PlayerPosition.MoveAtDirection(Direction.Down);
Direction directionDown = Direction.Down;
bool expected = true;
bool actual = MovesChecker.IsValidMove(playfield, directionDown);
Assert.AreEqual(expected, actual);
}
开发者ID:TelluriumHeroes,项目名称:HQPC-Teamwork-Project,代码行数:27,代码来源:MovesCheckerTests.cs
示例4: TestGetTopResults
public void TestGetTopResults()
{
Playfield playfield = new Playfield();
GameEngine engine = new GameEngine(playfield);
string expected = engine.GetTopResults();
string actual = new ScoreBoard().ShowScoreboard();
Assert.AreEqual(expected, actual);
}
开发者ID:TelluriumHeroes,项目名称:HQPC-Teamwork-Project,代码行数:9,代码来源:GameEngineTests.cs
示例5: TestInitializeField_IsCorrectStartPosition
public void TestInitializeField_IsCorrectStartPosition()
{
Playfield playfield = new Playfield();
playfield.InitializeField();
Position expected = new Position(3, 3);
Position actual = playfield.PlayerPosition;
Assert.AreEqual(expected.Row, actual.Row);
Assert.AreEqual(expected.Col, actual.Col);
}
开发者ID:TelluriumHeroes,项目名称:HQPC-Teamwork-Project,代码行数:10,代码来源:PlayfieldTests.cs
示例6: TestProcessInput_OnWriteRestart
public void TestProcessInput_OnWriteRestart()
{
Playfield playfield = new Playfield();
GameEngine engine = new GameEngine(playfield);
AssignEvents(engine, engine.UserInput);
engine.UserInput.ProcessInput("restart");
int expected = 0;
int actual = engine.Score;
Assert.AreEqual(expected, actual);
}
开发者ID:TelluriumHeroes,项目名称:HQPC-Teamwork-Project,代码行数:11,代码来源:ConsoleInputTests.cs
示例7: TestProcessInput_OnWriteExit
public void TestProcessInput_OnWriteExit()
{
Playfield playfield = new Playfield();
GameEngine engine = new GameEngine(playfield);
AssignEvents(engine, engine.UserInput);
engine.UserInput.ProcessInput("exit");
bool expected = true;
bool actual = engine.HasGameQuit;
Assert.AreEqual(expected, actual);
}
开发者ID:TelluriumHeroes,项目名称:HQPC-Teamwork-Project,代码行数:11,代码来源:ConsoleInputTests.cs
示例8: TestMoveAtDirection_MoveAtUp
public void TestMoveAtDirection_MoveAtUp()
{
Playfield playfield = new Playfield();
GameEngine engine = new GameEngine(playfield);
engine.MoveAtDirection(Direction.Up, engine.MoveUp);
Position expected = new Position(2, 3);
Position actual = playfield.PlayerPosition;
Assert.AreEqual(expected.Row, actual.Row);
Assert.AreEqual(expected.Col, actual.Col);
}
开发者ID:TelluriumHeroes,项目名称:HQPC-Teamwork-Project,代码行数:11,代码来源:GameEngineTests.cs
示例9: TestInitializeNewGame_ScoreIsUpdated
public void TestInitializeNewGame_ScoreIsUpdated()
{
Playfield playfield = new Playfield();
GameEngine engine = new GameEngine(playfield);
engine.MoveAtDirection(Direction.Down, engine.MoveDown);
engine.InitializeNewGame();
int expected = 0;
int actual = engine.Score;
Assert.AreEqual(expected, actual);
}
开发者ID:TelluriumHeroes,项目名称:HQPC-Teamwork-Project,代码行数:11,代码来源:GameEngineTests.cs
示例10: TestProcessInput_OnWriteR
public void TestProcessInput_OnWriteR()
{
Playfield playfield = new Playfield();
GameEngine engine = new GameEngine(playfield);
AssignEvents(engine, engine.UserInput);
engine.UserInput.ProcessInput("R");
Position expected = new Position(3, 4);
Position actual = playfield.PlayerPosition;
Assert.AreEqual(expected.Row, actual.Row);
Assert.AreEqual(expected.Col, actual.Col);
}
开发者ID:TelluriumHeroes,项目名称:HQPC-Teamwork-Project,代码行数:13,代码来源:ConsoleInputTests.cs
示例11: TestInitializeField_IsClearPlayerPosition
public void TestInitializeField_IsClearPlayerPosition()
{
Playfield playfield = new Playfield();
playfield.InitializeField();
int expectedRow = 3;
int expectedCol = 3;
int actualRow = playfield.PlayerPosition.Row;
int actualCol = playfield.PlayerPosition.Col;
Position actual = playfield.PlayerPosition;
Assert.AreEqual(expectedRow, actualRow);
Assert.AreEqual(expectedCol, actualCol);
}
开发者ID:TelluriumHeroes,项目名称:HQPC-Teamwork-Project,代码行数:14,代码来源:PlayfieldTests.cs
示例12: TestIsVictory_NorthEastCornerExit
public void TestIsVictory_NorthEastCornerExit()
{
int[,] labyrinthGrid = new int[7, 7]
{
{0, 0, 1, 1, 1, 1, 0},
{1, 1, 1, 1, 0, 0, 1},
{0, 0, 0, 1, 0, 1, 0},
{1, 0, 1, 0, 0, 1, 1},
{0, 1, 0, 1, 1, 0, 0},
{0, 0, 1, 0, 0, 0, 0},
{0, 0, 1, 0, 1, 0, 0}
};
Position customPosition = new Position(0, 6);
Playfield playfield = new Playfield(labyrinthGrid, customPosition);
bool expected = true;
bool actual = playfield.IsVictory();
Assert.AreEqual(expected, actual);
}
开发者ID:TelluriumHeroes,项目名称:HQPC-Teamwork-Project,代码行数:19,代码来源:PlayfieldTests.cs
示例13: TestIsValidMove_CanMoveRight
public void TestIsValidMove_CanMoveRight()
{
int[,] labyrinthGrid = new int[7, 7]
{
{0, 0, 1, 1, 1, 1, 1},
{1, 1, 1, 1, 1, 1, 1},
{0, 0, 0, 0, 0, 0, 0},
{1, 0, 1, 0, 0, 1, 1},
{0, 1, 0, 1, 0, 0, 0},
{0, 0, 1, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0}
};
Playfield playfield = new Playfield(labyrinthGrid);
Direction directionRight = Direction.Right;
bool expected = true;
bool actual = MovesChecker.IsValidMove(playfield, directionRight);
Assert.AreEqual(expected, actual);
}
开发者ID:TelluriumHeroes,项目名称:HQPC-Teamwork-Project,代码行数:20,代码来源:MovesCheckerTests.cs
示例14: TestRenderFieldGrid_PlayerAtOtherPosition
public void TestRenderFieldGrid_PlayerAtOtherPosition()
{
int[,] labyrinthGrid = new int[7, 7]
{
{0, 0, 1, 1, 0, 1, 1},
{1, 1, 1, 0, 0, 0, 1},
{0, 0, 0, 0, 1, 0, 0},
{1, 0, 1, 0, 1, 1, 1},
{1, 0, 0, 1, 0, 0, 0},
{1, 0, 1, 0, 0, 1, 1},
{1, 0, 0, 1, 0, 1, 0}
};
Playfield playfield = new Playfield(labyrinthGrid);
//Moving playerPosition at row=2 and col=6 (start index=0)
playfield.PlayerPosition.MoveAtDirection(Direction.Up);
playfield.PlayerPosition.MoveAtDirection(Direction.Up);
playfield.PlayerPosition.MoveAtDirection(Direction.Right);
playfield.PlayerPosition.MoveAtDirection(Direction.Right);
playfield.PlayerPosition.MoveAtDirection(Direction.Down);
playfield.PlayerPosition.MoveAtDirection(Direction.Right);
string actualOutput = Renderer.RenderField(playfield.LabyrinthGrid,
playfield.PlayerPosition.Row, playfield.PlayerPosition.Col);
StringBuilder expectedOutput = new StringBuilder();
expectedOutput.AppendLine("--XX-XX");
expectedOutput.AppendLine("XXX---X");
expectedOutput.AppendLine("----X-*");
expectedOutput.AppendLine("X-X-XXX");
expectedOutput.AppendLine("X--X---");
expectedOutput.AppendLine("X-X--XX");
expectedOutput.AppendLine("X--X-X-");
bool areEqual = actualOutput == expectedOutput.ToString();
Assert.IsTrue(areEqual);
}
开发者ID:TelluriumHeroes,项目名称:HQPC-Teamwork-Project,代码行数:37,代码来源:RendererTests.cs
示例15: CreatePlayfield
/// <summary>
/// Creates the playfield matrix with the balloons in it
/// </summary>
public override Playfield CreatePlayfield()
{
var largePlayfield = new Playfield(Width, Height);
return largePlayfield;
}
开发者ID:Teamwork-Balloons-Pop-5,项目名称:Balloons-Pop,代码行数:8,代码来源:LargePlayfieldCreator.cs
示例16: getPlayfieldValue
public override float getPlayfieldValue(Playfield p)
{
if (p.value >= -2000000) return p.value;
int retval = 0;
retval -= p.evaluatePenality;
retval += p.owncards.Count * 3;
retval += p.ownHero.Hp + p.ownHero.armor;
retval += -(p.enemyHero.Hp + p.enemyHero.armor);
retval += p.ownMaxMana * 15 - p.enemyMaxMana * 15;
if (p.ownWeaponAttack >= 1)
{
retval += p.ownWeaponAttack * p.ownWeaponDurability;
}
if (!p.enemyHero.frozen)
{
retval -= p.enemyWeaponDurability * p.enemyWeaponAttack;
}
else
{
if (p.enemyHeroName != HeroEnum.mage && p.enemyHeroName != HeroEnum.priest)
{
retval += 11;
}
}
//RR card draw value depending on the turn and distance to lethal
//RR if lethal is close, carddraw value is increased
if (sf.Ai.lethalMissing <= 5) //RR
{
retval += p.owncarddraw * 100;
}
if (p.ownMaxMana < 4)
{
retval += p.owncarddraw * 2;
}
else
{
retval += p.owncarddraw * 5;
}
retval += p.owncarddraw * 5;
retval -= p.enemycarddraw * 15;
bool useAbili = false;
bool usecoin = false;
foreach (Action a in p.playactions)
{
if (a.actionType == actionEnum.attackWithHero && p.enemyHero.Hp <= p.attackFaceHP) retval++;
if (a.actionType == actionEnum.useHeroPower) useAbili = true;
if (p.ownHeroName == HeroEnum.warrior && a.actionType == actionEnum.attackWithHero && useAbili) retval -= 1;
//if (a.actionType == actionEnum.useHeroPower && a.card.card.name == CardDB.cardName.lesserheal && (!a.target.own)) retval -= 5;
if (a.actionType != actionEnum.playcard) continue;
if ((a.card.card.name == CardDB.cardName.thecoin || a.card.card.name == CardDB.cardName.innervate)) usecoin = true;
}
if (usecoin && useAbili && p.ownMaxMana <= 2) retval -= 40;
if (usecoin) retval -= 5 * p.manaTurnEnd;
if (p.manaTurnEnd >= 2 && !useAbili)
{
retval -= 10;
if (p.ownHeroName == HeroEnum.thief && (p.ownWeaponDurability >= 2 || p.ownWeaponAttack >= 2)) retval += 10;
}
//if (usecoin && p.mana >= 1) retval -= 20;
foreach (Minion m in p.ownMinions)
{
retval += m.Hp * 1;
retval += m.Angr * 2;
retval += m.handcard.card.rarity;
if (m.windfury) retval += m.Angr;
if (m.taunt) retval += 1;
if (!m.taunt && m.stealth && m.handcard.card.isSpecialMinion) retval += 20;
if (m.handcard.card.name == CardDB.cardName.silverhandrecruit && m.Angr == 1 && m.Hp == 1) retval -= 5;
if (m.handcard.card.name == CardDB.cardName.direwolfalpha || m.handcard.card.name == CardDB.cardName.flametonguetotem || m.handcard.card.name == CardDB.cardName.stormwindchampion || m.handcard.card.name == CardDB.cardName.raidleader) retval += 10;
if (m.handcard.card.name == CardDB.cardName.nerubianegg)
{
if (m.Angr >= 1) retval += 2;
if ((!m.taunt && m.Angr == 0) && (m.divineshild || m.maxHp > 2)) retval -= 10;
}
}
foreach (Minion m in p.enemyMinions)
{
retval -= this.getEnemyMinionValue(m, p);
}
retval -= p.enemySecretCount;
retval -= p.lostDamage;//damage which was to high (like killing a 2/1 with an 3/3 -> => lostdamage =2
retval -= p.lostWeaponDamage;
if (p.ownMinions.Count == 0) retval -= 20;
if (p.enemyMinions.Count >= 4) retval -= 20;
if (p.enemyHero.Hp <= 0) retval = 10000;
//soulfire etc
int deletecardsAtLast = 0;
foreach (Action a in p.playactions)
{
//.........这里部分代码省略.........
开发者ID:shuyi3,项目名称:AIPJ,代码行数:101,代码来源:BehaviorRush.cs
示例17: getEnemyMinionValue
public override int getEnemyMinionValue(Minion m, Playfield p)
{
int retval = 0;
if (p.enemyMinions.Count >= 4 || m.taunt || (m.handcard.card.targetPriority >= 1 && !m.silenced) || m.Angr >= 5)
{
retval += m.Hp;
if (!m.frozen && !((m.name == CardDB.cardName.ancientwatcher || m.name == CardDB.cardName.ragnarosthefirelord) && !m.silenced))
{
retval += m.Angr * 2;
if (m.windfury) retval += 2 * m.Angr;
}
if (m.taunt) retval += 5;
if (m.divineshild) retval += m.Angr;
if (m.frozen) retval -= 1; // because its bad for enemy :D
if (m.poisonous) retval += 4;
retval += m.handcard.card.rarity;
}
if (m.handcard.card.targetPriority >= 1 && !m.silenced) retval += m.handcard.card.targetPriority;
if (m.Angr >= 4) retval += 20;
if (m.Angr >= 7) retval += 50;
if (m.name == CardDB.cardName.nerubianegg && m.Angr <= 3 && !m.taunt) retval = 0;
return retval;
}
开发者ID:shuyi3,项目名称:AIPJ,代码行数:25,代码来源:BehaviorRush.cs
示例18: onDeathrattle
public virtual void onDeathrattle(Playfield p, Minion m)
{
return;
}
开发者ID:martdeboer,项目名称:silverfish,代码行数:4,代码来源:SimTemplate.cs
示例19: onMinionWasSummoned
public virtual void onMinionWasSummoned(Playfield p, Minion triggerEffectMinion, Minion summonedMinion)
{
return;
}
开发者ID:martdeboer,项目名称:silverfish,代码行数:4,代码来源:SimTemplate.cs
示例20: onMinionDiedTrigger
public virtual void onMinionDiedTrigger(Playfield p, Minion triggerEffectMinion, Minion diedMinion)
{
return;
}
开发者ID:martdeboer,项目名称:silverfish,代码行数:4,代码来源:SimTemplate.cs
注:本文中的Playfield类示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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