建立一个在程序中使用的实例的基础(库?)

时间:2013-11-08 07:01:21

标签: c# wpf multiple-instances

我目前正在将文本游戏作为C#(WPF)的学校项目。关于必须使用哪些结构和OOP原则(类,继承,异常......)有一些限制因此我最终创建了3个基本类:

风景(应该是场景I quess)

{
public class Scenery
{
    /* VARIABLES */
    // used as reference for the creator, possibly for printout into label
    internal string _ID;
    public string ID { get { return _ID; } }

    // is written into text box after entering the scene
    // records changes the user made on the scene
    private string _phrase;
    internal string Phrase { get { return _phrase; } }

    // keys are IDs of game items within the scene
    // values are items themselves
    internal Dictionary<string, Item> _items;

    // keys are IDs of people within the scene
    // values are people themselves
    internal Dictionary<string, Person> _people;
    public Dictionary<string, Person> People { get { return _people; } }

    // directions in which the player can go
    internal Scenery[] _directions;
   /* CONSTRUCTORS */
   /* METHODS */

{
public class Person
{
    /* VARIABLES */
    // basic identifier
    internal string _ID;
    public string ID { get { return _ID; } }

    // keys are keywords the person knows about
    // values are answers given when asking about a specific keyword
    internal Dictionary<string, string> _answers;
    public bool Answering { get { if (_answers == null) return false; else return true; } }

    // tree-like structure used to have a dialog with this person 
    internal Node _talk;
    public bool Talking { get { if (_talk == null) return false; else return true; } }

    // phrase to be written out when you start talking to the person
    // when reseting/looping is set to current _talk value
    private string _firstPhrase;
    public string FirstPhrase { get { return _firstPhrase; } }

    // talking interface window
    internal Dialog _dialog;
    public Dialog Dialog { get { return _dialog; } }
    /* CONSTRUCTORS */
   /* METHODS */

项目

{
public class Item
{
    /* VARIABLES */
    // identifier, used for writing out general messages and identifying user input
    private string _ID;
    public string ID { get { return _ID; } }

    // indicates if this item can be broken
    protected bool _breakable;

    // message to be written out after this item is broken
    protected string _breakPhrase;
    public string BreakPhrase { get { return _breakPhrase; } }

    // list of item got after breaking this item
    protected Dictionary<string, Item> _afterBreak;
    public Dictionary<string, Item> AfterBreak { get { return _afterBreak; } }
    public string AfterBreakPrint 
    {
        get
        {
            string toPrint = "";
            foreach (string key in _afterBreak.Keys) toPrint += '\n' + key;
            return toPrint;
        }
    }

    // indicates if this item can be investigated
    private bool _investigate;
    public bool Investigate { get { return _investigate; } }

    // reference to the investigation scene
    private Scenery _investigation;
    public Scenery Investigation { get { return _investigation; } }
   /* CONSTRUCTORS */
   /* METHODS */

有一些子类,例如PickableItem,UsableItem等。结构相当复杂(在子类中得到Dictionary&gt;等等),但这些方法在方法中很容易使用,至少从我的观点来看。

现在问题:我有一个单独的类GameData,我在其中初始化游戏的所有实例 - 场景,项目,人物然后放入正确的结构,另外还有一个特殊的公共变量用于一个函数来确定正确的项目键。现在看起来像这样:

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Markup;


namespace Textova_Hra
{
public static class GameData
{
    public static Scenery start; // starting location
    public static List<string> NA_ID_LIST = new List<string>(); // list of IDs in format 'x na y'
    // used in Addons -> GetTwoItems

    // Basically compiles the whole game returning the starting point
    // Declarations must be written from the inside out
    // Hra je pro češtinu, ID objektů zadávejte ve 4.pádě, jinak nebude správně fungovat!
    // First goes items and people "containing" only strings(and numbers)
    // Then goes lists of these items which you want to use in other items etc.
    // Last goes sceneries with directions arrays declared first, then scenery declarations, 
    // then filling corresponding directions arrays
    // Finaly the starting scene is saved into the start variable and returned
    // The game may begin!
    public static Scenery make_start()
    {
        Dictionary<string, Node> alisTalk1 = new Dictionary<string, Node>();
        Dictionary<string, Node> alisLoop = new Dictionary<string, Node>();
        Dictionary<string, string> alisAnswers = new Dictionary<string, string>();
        alisAnswers.Add("cestu", "Tady zrovna žádné cesty nevedou.");
        Node alisTalk11 = new Node("Tak to je skvělé. Už musím běžet.");
        Node alisTalk12 = new Node("To je ale velice smutné. No nic, už budu muset jít.", alisLoop, true);
        alisTalk1.Add("dobře", alisTalk11);
        alisTalk1.Add("špatně", alisTalk12);

        Node alisTalk = new Node("Ahoj, jak se máš?", alisTalk1, false);
        alisLoop.Add("reset", alisTalk);
        Person Alis = new Person("Alis", alisAnswers, alisTalk);
        Dictionary<string, Person> start_people = new Dictionary<string, Person>();
        start_people.Add("Alis", Alis);
        Dictionary<string, Item> canBreak = new Dictionary<string, Item>();

        UsableItem hammer = new UsableItem("kladivo", "Sebrali jste pevné železné kladivo. Určitě se jen tak nerozbije.", -1, "", canBreak);
        Dictionary<string, Item> flowerVaseAfter = new Dictionary<string, Item>();
        Item flowerVase = new Item("váza s květinou", false, "Váza se s ohlušujícím třískotem rozbila na střepy, vypadly z ní mince. Květina leží uvadle na zemi.", flowerVaseAfter);
        Dictionary<string, Tuple<string, Item>> flowerChange = new Dictionary<string, Tuple<string, Item>>();
        Tuple<string, Item> flowervaset = new Tuple<string, Item>("vázu s květinou", flowerVase);
        flowerChange.Add("vázu", flowervaset);
        Dictionary<string, string> flowerPhrase = new Dictionary<string, string>();
        flowerPhrase.Add("vázu", "Dali jste květinu do vázy. Toto aranžmá místnost poněkud oživilo.");
        UsableItem flower = new UsableItem("květina", "Sebrali jste zvláštní namodralou květinu, poněkud uvadlou.", 1, "Květina je nyní ve váze.", flowerChange, flowerPhrase);
        PickableItem fragments = new PickableItem("střepy", "Sebrali jste hromádku střepů, třeba se  budou ještě k něčemu hodit.");
        PickableItem coins = new PickableItem("mince", "Sebrali jste pár zlatých mincí, kterým jste zkrátka nemohli ododlat.");
        Dictionary<string, Item> afterVase = new Dictionary<string, Item>();
        afterVase.AddMany(fragments, coins);
        flowerVaseAfter.AddRange(afterVase);
        Scenery[] vaseBack = new Scenery[4];
        Scenery vaseInvestigate = new Scenery("Zkoumáte vázu", "Ve váze vidíte několik mincí, ale hrdlo je příliš úzké, aby se daly vysypat.", vaseBack);
        Item vase = new Item("váza", true, "Váza se s ohlušujícím třískotem rozbila na střepy a vypadly z ní mince.", afterVase, vaseInvestigate);
        canBreak.Add("vázu", vase);
        canBreak.Add("vázu s květinou", flowerVase);
        Dictionary<string, Item> startItems = new Dictionary<string, Item>();
        startItems.Add("vázu", vase);
        startItems.Add("květinu", flower);
        startItems.Add("kladivo", hammer);
        Scenery[] startDirs = new Scenery[4];
        Scenery x = new Scenery("Úvod", "Vítejte v nové hře." + '\n' + "Jste v místnosti v malém domku. Mítnost je poloprázdná, je zde akorát malý stůl s vázou, vedle vázy leží květina a pod stolem někdo zapomněl kladivo.", startItems, start_people, startDirs);
        vaseBack[0] = x;
        start = x;

        return start;
    }
}
}

这表示1个场景共有5个项目和1个人,可以说话和简单的问题。我称之为:

public MainWindow()
    {

        InitializeComponent();
        /* GameData - static class containing declarations of all game instances + helpful variables
           method make_start inicializes all game instances and returns a starting point */
        current = GameData.make_start();
        // print out starting scene description
        tbStory.Text = current.Phrase;
        lblSceneName.Content = current.ID;
        Application.Current.MainWindow.Closed += new EventHandler(MainWindow_Closed);
    }

游戏本身在wpf窗口中播放,其中组合框用于用户输入,文本框用于显示所有文本和列表框以及库存。这一切都很好,但游戏的初始化真的很乱,无法检查。

我想知道,如果有类似实例管理器的东西(使用Visual Studio 2012),或者它可以以更简单的方式完成。我也在考虑为游戏自己创建一个实例管理器,使其成为一个可用的引擎,但是没有足够的时间进行编程而且我还不擅长编程(仅在C#6周工作) 。

有什么想法吗?

PS:一个班级有多少个构造函数有限制?我的UsableItem类最终有24个覆盖了所有类型的可用项目,对我来说似乎太过分了......

1 个答案:

答案 0 :(得分:0)

您可以像这样使用初始化:

Dictionary<string, Node> list = new Dictionary<string, string>
{
    { "One", new Node("One") },
    { "Two", new Node("Two") }
};

只要签名不匹配,您添加到类中的构造函数的数量就没有限制(即每个构造函数都必须拥有它自己唯一的输入参数集)。

public class Test1
{
    public Test1() { }
    public Test1(int i) { }
    public Test1(int i) { } /* Syntax error 'Test already defines a member called Test with the same parameter types */
}

public class Test2
{
    public Test2() { }
    public Test2(int i) { }
    public Test2(int i, int j) { }
}