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added test code with graphics (not in unity general C# app)
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5 files changed

+301
-31
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Controls/PathFinding/2dTileBasedPathFinding/TestProject/TestProject/Form1.Designer.cs

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using System;
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using System.Collections.Generic;
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using System.ComponentModel;
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using System.Data;
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using System.Drawing;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using System.Windows.Forms;
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namespace NesScripts.Controls.PathFind
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{
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public partial class Form1 : Form
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{
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public Form1()
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{
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InitializeComponent();
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}
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private void Form1_Load(object sender, EventArgs e)
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{
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}
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// draw map from a timer every interval
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private void DrawMapWhenReady_Tick(object sender, EventArgs e)
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{
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// create the tiles map
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int width = 100;
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int height = 100;
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float[,] tilesmap = new float[width, height];
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// create random map
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System.Random _rand = new Random();
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for (int i = 0; i < width; ++i)
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{
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for (int j = 0; j < height; ++j)
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{
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tilesmap[i, j] = (float)_rand.NextDouble();
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}
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}
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// create a grid
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PathFind.Grid grid = new PathFind.Grid(tilesmap);
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// create source and target points
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PathFind.Point _from = new PathFind.Point(1, 1);
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PathFind.Point _to = new PathFind.Point(90, 90);
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// get path
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// path will either be a list of Points (x, y), or an empty list if no path is found.
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List<PathFind.Point> path1 = PathFind.Pathfinding.FindPath(grid, _from, _to);
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// for Manhattan distance
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List<PathFind.Point> path2 = PathFind.Pathfinding.FindPath(grid, _from, _to, Pathfinding.DistanceType.Manhattan);
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// get graphics context
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Graphics g = ShowMap.CreateGraphics();
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// draw map background
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var tileSize = 4;
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for (int i = 0; i < width; ++i)
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{
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for (int j = 0; j < height; ++j)
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{
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var colVal = (int)(tilesmap[i, j] * 255);
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Brush aBrush = new SolidBrush(Color.FromArgb(colVal, colVal, colVal));
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g.FillRectangle(aBrush, i * tileSize, j * tileSize, tileSize, tileSize);
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}
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}
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// draw paths
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Brush p1Brush = new SolidBrush(Color.Red);
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foreach (var n in path1)
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{
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g.FillRectangle(p1Brush, n.x * tileSize, n.y * tileSize, tileSize, tileSize);
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}
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Brush p2Brush = new SolidBrush(Color.Blue);
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foreach (var n in path2)
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{
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g.FillRectangle(p2Brush, n.x * tileSize, n.y * tileSize, tileSize, tileSize);
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}
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// set interval until next calculation
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DrawMapWhenReady.Interval = 500;
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}
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}
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}
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<?xml version="1.0" encoding="utf-8"?>
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<root>
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<!--
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Microsoft ResX Schema
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Version 2.0
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The primary goals of this format is to allow a simple XML format
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that is mostly human readable. The generation and parsing of the
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various data types are done through the TypeConverter classes
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associated with the data types.
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Example:
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... ado.net/XML headers & schema ...
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<resheader name="resmimetype">text/microsoft-resx</resheader>
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<resheader name="version">2.0</resheader>
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<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
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<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
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<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
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<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
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<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
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<value>[base64 mime encoded serialized .NET Framework object]</value>
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</data>
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<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
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<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
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<comment>This is a comment</comment>
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</data>
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There are any number of "resheader" rows that contain simple
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name/value pairs.
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Each data row contains a name, and value. The row also contains a
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type or mimetype. Type corresponds to a .NET class that support
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text/value conversion through the TypeConverter architecture.
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Classes that don't support this are serialized and stored with the
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mimetype set.
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The mimetype is used for serialized objects, and tells the
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ResXResourceReader how to depersist the object. This is currently not
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extensible. For a given mimetype the value must be set accordingly:
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Note - application/x-microsoft.net.object.binary.base64 is the format
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that the ResXResourceWriter will generate, however the reader can
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read any of the formats listed below.
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mimetype: application/x-microsoft.net.object.binary.base64
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value : The object must be serialized with
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: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
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: and then encoded with base64 encoding.
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mimetype: application/x-microsoft.net.object.soap.base64
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value : The object must be serialized with
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: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
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: and then encoded with base64 encoding.
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mimetype: application/x-microsoft.net.object.bytearray.base64
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value : The object must be serialized into a byte array
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: using a System.ComponentModel.TypeConverter
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: and then encoded with base64 encoding.
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-->
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<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
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<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
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<xsd:element name="root" msdata:IsDataSet="true">
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<xsd:complexType>
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<xsd:choice maxOccurs="unbounded">
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<xsd:element name="metadata">
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<xsd:complexType>
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<xsd:sequence>
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<xsd:element name="value" type="xsd:string" minOccurs="0" />
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</xsd:sequence>
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<xsd:attribute name="name" use="required" type="xsd:string" />
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<xsd:attribute name="type" type="xsd:string" />
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<xsd:attribute name="mimetype" type="xsd:string" />
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<xsd:attribute ref="xml:space" />
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</xsd:complexType>
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</xsd:element>
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<xsd:element name="assembly">
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<xsd:complexType>
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<xsd:attribute name="alias" type="xsd:string" />
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<xsd:attribute name="name" type="xsd:string" />
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</xsd:complexType>
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</xsd:element>
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<xsd:element name="data">
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<xsd:complexType>
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<xsd:sequence>
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<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
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<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
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</xsd:sequence>
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<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
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<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
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<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
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<xsd:attribute ref="xml:space" />
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</xsd:complexType>
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</xsd:element>
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<xsd:element name="resheader">
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<xsd:complexType>
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<xsd:sequence>
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<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
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</xsd:sequence>
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<xsd:attribute name="name" type="xsd:string" use="required" />
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</xsd:complexType>
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</xsd:element>
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</xsd:choice>
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</xsd:complexType>
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</xsd:element>
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</xsd:schema>
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<resheader name="resmimetype">
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<value>text/microsoft-resx</value>
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</resheader>
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<resheader name="version">
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<value>2.0</value>
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</resheader>
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<resheader name="reader">
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<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
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</resheader>
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<resheader name="writer">
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<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
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</resheader>
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<metadata name="DrawMapWhenReady.TrayLocation" type="System.Drawing.Point, System.Drawing, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a">
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<value>17, 17</value>
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</metadata>
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</root>

Controls/PathFinding/2dTileBasedPathFinding/TestProject/TestProject/Program.cs

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[STAThread]
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static void Main()
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{
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// create the tiles map
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int width = 100;
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int height = 100;
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float[,] tilesmap = new float[width, height];
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System.Random _rand = new Random();
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for (int i = 0; i < width; ++i)
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{
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for (int j = 0; j < height; ++j)
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{
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tilesmap[i, j] = (float)_rand.NextDouble();
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}
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}
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// create a grid
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PathFind.Grid grid = new PathFind.Grid(tilesmap);
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// create source and target points
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PathFind.Point _from = new PathFind.Point(1, 1);
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PathFind.Point _to = new PathFind.Point(90, 90);
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// get path
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// path will either be a list of Points (x, y), or an empty list if no path is found.
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List<PathFind.Point> path1 = PathFind.Pathfinding.FindPath(grid, _from, _to);
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// for Manhattan distance
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List<PathFind.Point> path2 = PathFind.Pathfinding.FindPath(grid, _from, _to, Pathfinding.DistanceType.Manhattan);
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Form1 form = new Form1();
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form.ShowDialog();
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}
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}
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}

Controls/PathFinding/2dTileBasedPathFinding/TestProject/TestProject/TestProject.csproj

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<ItemGroup>
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<Reference Include="System" />
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<Reference Include="System.Core" />
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<Reference Include="System.Drawing" />
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<Reference Include="System.Windows.Forms" />
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<Reference Include="System.Xml.Linq" />
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<Reference Include="System.Data.DataSetExtensions" />
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<Reference Include="Microsoft.CSharp" />
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</ItemGroup>
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<ItemGroup>
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<Compile Include="..\..\Grid.cs">
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<Link>Grid.cs</Link>
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<Link>Source\Grid.cs</Link>
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</Compile>
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<Compile Include="..\..\Node.cs">
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<Link>Node.cs</Link>
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<Link>Source\Node.cs</Link>
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</Compile>
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<Compile Include="..\..\PathFinding.cs">
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<Link>PathFinding.cs</Link>
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<Link>Source\PathFinding.cs</Link>
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</Compile>
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<Compile Include="..\..\Point.cs">
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<Link>Point.cs</Link>
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<Link>Source\Point.cs</Link>
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</Compile>
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<Compile Include="Form1.cs">
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<SubType>Form</SubType>
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</Compile>
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<Compile Include="Form1.Designer.cs">
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<DependentUpon>Form1.cs</DependentUpon>
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</Compile>
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<Compile Include="Program.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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</ItemGroup>
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<ItemGroup>
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<None Include="App.config" />
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</ItemGroup>
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<ItemGroup>
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<EmbeddedResource Include="Form1.resx">
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<DependentUpon>Form1.cs</DependentUpon>
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</EmbeddedResource>
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</ItemGroup>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
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Other similar extension points exist, see Microsoft.Common.targets.

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