using System;
using System.Collections.Generic;
// State Pattern Judith Bishop Oct 2007
// Simple game where the context changes the state based on user input
// Has four states, each with 6 operations
interface IState {
int MoveUp(Context context);
int MoveDown(Context context);
}
// State 1
class NormalState : IState {
public int MoveUp(Context context) {
context.Counter+=2;
return context.Counter;
}
public int MoveDown(Context context) {
if (context.Counter < Context.limit) {
context.State = new FastState();
Console.Write("|| ");
}
context.Counter-=2;
return context.Counter;
}
}
// State 2
class FastState : IState {
public int MoveUp(Context context) {
context.Counter+=5;
return context.Counter;
}
public int MoveDown(Context context) {
if (context.Counter < Context.limit) {
context.State = new NormalState();
Console.Write("||");
}
context.Counter-=5;
return context.Counter;
}
}
// Context
class Context {
public const int limit = 10;
public IState State {get; set; }
public int Counter = limit;
public int Request(int n) {
if (n==2)
return State.MoveUp(this);
else
return State.MoveDown(this);
}
}
static class Program {
// The user interface
static void Main () {
Context context = new Context();
context.State = new NormalState();
Random r = new Random(37);
for (int i = 5; i<=25; i++) {
int command = r.Next(3);
Console.Write(context.Request(command)+" ");
}
Console.WriteLine();
}
}
/* Output
8 10 8 || 6 11 16 11 6 ||1 3 || 1 ||-4 || -6 -1 4 ||-1 || -3 2 7 ||2 4
*/
using System.Collections.Generic;
// State Pattern Judith Bishop Oct 2007
// Simple game where the context changes the state based on user input
// Has four states, each with 6 operations
interface IState {
int MoveUp(Context context);
int MoveDown(Context context);
}
// State 1
class NormalState : IState {
public int MoveUp(Context context) {
context.Counter+=2;
return context.Counter;
}
public int MoveDown(Context context) {
if (context.Counter < Context.limit) {
context.State = new FastState();
Console.Write("|| ");
}
context.Counter-=2;
return context.Counter;
}
}
// State 2
class FastState : IState {
public int MoveUp(Context context) {
context.Counter+=5;
return context.Counter;
}
public int MoveDown(Context context) {
if (context.Counter < Context.limit) {
context.State = new NormalState();
Console.Write("||");
}
context.Counter-=5;
return context.Counter;
}
}
// Context
class Context {
public const int limit = 10;
public IState State {get; set; }
public int Counter = limit;
public int Request(int n) {
if (n==2)
return State.MoveUp(this);
else
return State.MoveDown(this);
}
}
static class Program {
// The user interface
static void Main () {
Context context = new Context();
context.State = new NormalState();
Random r = new Random(37);
for (int i = 5; i<=25; i++) {
int command = r.Next(3);
Console.Write(context.Request(command)+" ");
}
Console.WriteLine();
}
}
/* Output
8 10 8 || 6 11 16 11 6 ||1 3 || 1 ||-4 || -6 -1 4 ||-1 || -3 2 7 ||2 4
*/