Beispiel #1
0
        public void initGridPositions(bool allowExit, int holeRows, int holeColumns, int spacing)
        {
            // calculate the cell holes for the task
            int numHoles = holeRows * holeColumns;

            // create the array of cells for the task
            moleCells = new List <MoleCell>(0);
            for (int i = 0; i < numHoles; i++)
            {
                if ((i % holeColumns == 0 || i <= holeColumns) && (i != 2 || !allowExit))
                {
                    moleCells.Add(new MoleCell(0, 0, 0, 0, MoleCell.CellType.Empty));
                }
                else if (i == 2 && allowExit)
                {
                    moleCells.Add(new MoleCell(0, 0, 0, 0, MoleCell.CellType.Exit));
                }
                else
                {
                    moleCells.Add(new MoleCell(0, 0, 0, 0, MoleCell.CellType.Hole));
                }
            }

            // Store hole parameters for drawing later
            this.holeRows    = holeRows;
            this.holeColumns = holeColumns;
            this.spacing     = spacing;

            // Calculate maximum possible size of holes
            holeOffsetX = 0; holeOffsetY = 0;
            if (getContentWidth() / holeColumns > getContentHeight() / holeRows)
            {
                holeSize = (int)Math.Floor((double)((getContentHeight() - (spacing * (holeRows + 1))) / holeRows));
            }
            else
            {
                holeSize = (int)Math.Floor((double)((getContentWidth() - (spacing * (holeColumns + 1))) / holeColumns));
            }

            // set the x and y offset
            holeOffsetX = (getContentWidth() - holeColumns * holeSize - spacing * (holeColumns + 1)) / 2;
            holeOffsetY = (getContentHeight() - holeRows * holeSize - spacing * (holeRows + 1)) / 2;

            // Loop through the holes
            for (int i = 0; i < moleCells.Count; i++)
            {
                // calculate the row and column index (0 based)
                int row    = (int)Math.Floor((double)(i / holeColumns));
                int column = i - (row * holeColumns);

                // retrieve the reference to the hole
                MoleCell cell = moleCells[i];

                // Set position and size
                cell.x = holeOffsetX + spacing + column * (holeSize + spacing);
                cell.y = holeOffsetY + spacing + row * (holeSize + spacing);

                cell.height = holeSize;
                cell.width  = holeSize;
            }
        }
Beispiel #2
0
        protected override void render()
        {
            // check if fixation should be shown
            if (showFixation)
            {
                // set the fixation to white
                glColor3(1f, 1f, 1f);

                // set the text count
                int fixationTextWidth = fixationFont.getTextWidth("+");
                fixationFont.printLine((int)((getContentWidth() - fixationTextWidth) / 2), (int)((getContentHeight() - fixationFont.height) / 2), "+");
            }

            if (showCountDown >= 0)
            {
                // set the countdown to white
                glColor3(1f, 1f, 1f);

                // set the text count
                int countTextWidth = countdownFont.getTextWidth(showCountDown.ToString());
                countdownFont.printLine((int)((getContentWidth() - countTextWidth) / 2), (int)((getContentHeight() - countdownFont.height) / 2), showCountDown.ToString());
            }

            // Check if we should draw grid
            if (showGrid)
            {
                // loop through the holes
                for (int i = 0; i < moleCells.Count; i++)
                {
                    // retrieve hole reference
                    MoleCell cell = moleCells[i];

                    if (cell.type == MoleCell.CellType.Hole || cell.type == MoleCell.CellType.Mole || cell.type == MoleCell.CellType.Exit)
                    {
                        // set white color for drawing
                        glColor3(1f, 1f, 1f);

                        // set texture
                        if (cell.type == MoleCell.CellType.Hole)
                        {
                            glBindTexture2D(holeTexture);
                        }
                        else if (cell.type == MoleCell.CellType.Exit)
                        {
                            glBindTexture2D(exitTexture);
                        }
                        else
                        {
                            glBindTexture2D(moleTexture);
                        }

                        // draw hole
                        glBeginTriangles();

                        // vertex 0
                        glTexCoord2(1.0f, 1.0f);
                        glVertex3(cell.x + cell.width, cell.y + cell.height, 0.0f);

                        glTexCoord2(1.0f, 0.0f);
                        glVertex3(cell.x + cell.width, cell.y, 0.0f);

                        glTexCoord2(0.0f, 0.0f);
                        glVertex3(cell.x, cell.y, 0.0f);

                        //vertex 1
                        glTexCoord2(0.0f, 1.0f);
                        glVertex3(cell.x, cell.y + cell.height, 0.0f);

                        glTexCoord2(1.0f, 1.0f);
                        glVertex3(cell.x + cell.width, cell.y + cell.height, 0.0f);

                        glTexCoord2(0.0f, 0.0f);
                        glVertex3(cell.x, cell.y, 0.0f);

                        glEnd();
                    }
                }

                // check if the selection should be drawn
                if (selectionWidth != 0 && selectionHeight != 0)
                {
                    // set the color
                    float colorR = 1, colorG = 1, colorB = 0;
                    if (selected)
                    {
                        colorG = 0;
                    }

                    // draw selection
                    drawRectangle(selectionX,
                                  selectionY,
                                  (selectionX + selectionWidth),
                                  (selectionY + selectionHeight),
                                  5,
                                  colorR, colorG, colorB);
                }
            }

            // write the score text
            if (score > -1)
            {
                glColor3(1f, 1f, 1f);
                scoreFont.printLine(getContentWidth() - scoreFont.height * 9, 5, ("Score: " + score));
            }

            // check if text should be shown
            if (showText.Length != 0)
            {
                // set the text to white
                glColor3(1f, 1f, 1f);

                // print the text
                textFont.printLine((getContentWidth() - showTextWidth) / 2, getContentHeight() / 2, showText);
            }

            // check if there is no signal
            if (showConnectionLost)
            {
                // set white color for drawing
                glColor3(1f, 1f, 1f);

                // print text
                int textWidth = textFont.getTextWidth("Lost connection with device");
                textFont.printLine((int)((getContentWidth() - textWidth) / 2), (int)((getContentHeight()) / 4), "Lost connection with device");

                // set texture
                glBindTexture2D(connectionLostTexture);

                // draw texture
                glBeginTriangles();

                // vertex 0
                glTexCoord2(0.0f, 0.0f);
                glVertex3((getContentWidth() - 200) / 2, (getContentHeight() - 200) / 2, 0.0f);

                glTexCoord2(1.0f, 0.0f);
                glVertex3((getContentWidth() - 200) / 2 + 200, (getContentHeight() - 200) / 2, 0.0f);

                glTexCoord2(1.0f, 1.0f);
                glVertex3((getContentWidth() - 200) / 2 + 200, (getContentHeight() - 200) / 2 + 200, 0.0f);

                //vertex 1
                glTexCoord2(0.0f, 0.0f);
                glVertex3((getContentWidth() - 200) / 2, (getContentHeight() - 200) / 2, 0.0f);

                glTexCoord2(1.0f, 1.0f);
                glVertex3((getContentWidth() - 200) / 2 + 200, (getContentHeight() - 200) / 2 + 200, 0.0f);

                glTexCoord2(0.0f, 1.0f);
                glVertex3((getContentWidth() - 200) / 2, (getContentHeight() - 200) / 2 + 200, 0.0f);

                glEnd();
            }
        }