Ejemplo n.º 1
0
 private static CellState[,] InitializeForestFire(int height, int width)
 {
     // Create our state array, initialize all indices as Empty, and return it.
     var state = new CellState[height, width];
     state.Initialize();
     return state;
 }
Ejemplo n.º 2
0
        private Brush GetCellBrush(CellState state)
        {
            if (state == CellState.Live)
                return this.liveCellStyle ?? (this.liveCellStyle = Application.Current.FindResource("LiveCellBrush") as Brush);

            return this.deadCellStyle ?? (this.deadCellStyle = Application.Current.FindResource("DeadCellBrush") as Brush);
        }
Ejemplo n.º 3
0
	public GameTile (GameObject tile, int x, int y)
	{
		Go = tile;
		cellState = CellState.WhiteHidden;
		locX = x;
		locY = y;
	}
Ejemplo n.º 4
0
        public void SetCell( CellState cs, int row, int col )
        {
            Util.RangeCheck(row, 1, width);
            Util.RangeCheck(col, 1, width);

            d_board[ToIndex(row), ToIndex(col)] = cs;
        }
Ejemplo n.º 5
0
 public PlaceRecordItem(
     OverturnableInfo placeAndTurnableInfo,
     CellState stoneColor)
 {
     PlaceAndTurnableInfo = placeAndTurnableInfo;
     StoneColor = stoneColor;
 }
Ejemplo n.º 6
0
 public void move_to_next()
 {
     hasChanges = state == next_state ? false : true;
     last_state = state;
     state = next_state;
     next_state = CellState.Unknown;
 }
Ejemplo n.º 7
0
Archivo: Cell.cs Proyecto: Wydra/LD24
        public int DrainEnergy()
        {
            if (State != CellState.Dead)
            {
                Energy--;

                if (Energy <= 4)
                {
                    State = CellState.Sick;
                }
                if (Energy <= 0)
                {
                    SoundManager.PlaySound(GameAssets.CellDeadSound, Position, 1F);
                    State = CellState.Dead;
                    this.Tint = new Color(50, 50, 50, 128);
                    GameStats.IncrementDeadCellCount();
                }

                return 1;
            }
            else
            {
                return 0;
            }
        }
Ejemplo n.º 8
0
 public static CellState[,] GenerateSong(Automatone automatone, Random random, MusicTheory theory)
 {
     InputParameters.Instance.Tempo = (ushort)(theory.MIN_TEMPO + InputParameters.Instance.SongSpeed * (theory.MAX_TEMPO - theory.MIN_TEMPO));
     InputParameters.Instance.TimeSignatureN = (int)(2 + random.NextDouble() / 4 * (13 - 2));
     InputParameters.Instance.TimeSignatureD = (int)Math.Pow(2, (int)(1 + random.NextDouble() * 2));
     Song s = new Song(theory, random);
     NoteThread thread = new NoteThread(s.Notes, InputParameters.Instance.TimeSignature);
     int gridWidth = s.MeasureCount * s.MeasureLength;
     CellState[,] grid = new CellState[Automatone.PIANO_SIZE,gridWidth];
     foreach (List<Note> nts in s.Notes)
     {
         foreach (Note n in nts)
         {
             grid[n.GetOctave() * MusicTheory.OCTAVE_SIZE + n.GetNoteName().ChromaticIndex - Automatone.LOWEST_NOTE_CHROMATIC_NUMBER, (int)Math.Min(n.GetStartMeasure() * s.MeasureLength + n.GetStartBeat() * Automatone.SUBBEATS_PER_WHOLE_NOTE, gridWidth - 1)] = CellState.START;
             for (int i = 1; i < n.GetRemainingDuration() * Automatone.SUBBEATS_PER_WHOLE_NOTE; i++)
             {
                 if (grid[n.GetOctave() * MusicTheory.OCTAVE_SIZE + n.GetNoteName().ChromaticIndex - Automatone.LOWEST_NOTE_CHROMATIC_NUMBER, (int)Math.Min(n.GetStartMeasure() * s.MeasureLength + n.GetStartBeat() * Automatone.SUBBEATS_PER_WHOLE_NOTE + i, gridWidth - 1)] == CellState.SILENT)
                 {
                     grid[n.GetOctave() * MusicTheory.OCTAVE_SIZE + n.GetNoteName().ChromaticIndex - Automatone.LOWEST_NOTE_CHROMATIC_NUMBER, (int)Math.Min(n.GetStartMeasure() * s.MeasureLength + n.GetStartBeat() * Automatone.SUBBEATS_PER_WHOLE_NOTE + i, gridWidth - 1)] = CellState.HOLD;
                 }
             }
         }
     }
     automatone.MeasureLength = s.MeasureLength;
     return grid;
 }
Ejemplo n.º 9
0
        /// <summary>
        /// In this constructor main cycle is performed
        /// </summary>
        /// <param name="fold">path to game folder</param>
        /// <param name="player">player symbol</param>
        /// <param name="time">permited time</param>
        public Program(string fold, CellState player, int time)
        {
            start = DateTime.Now;

            Field field = new Field(fold);
            int delta = 0;
            # if DEBUG
            delta = (new Random()).Next(Field.SIZE);//col shift, makes game more different
            #endif
            Solution root = new Solution(field, Solution.invertCell(player));
            for (int i = 0; i < Field.SIZE; i++) {
                Solution buf = new Solution(root, (i + delta) % Field.SIZE);
                branch[i] = buf;
                if (!buf.isFinalized)
                    que.Enqueue(buf);
            }

            while ((DateTime.Now - start).TotalMilliseconds + 300 < time && que.Count != 0)//main cycle
                Solve(que.Dequeue());

            Solution max = branch[0];

            for (int i = 1; i < Field.SIZE; i++)
                if (branch[i] != null)
                    max = branch[i].isGreater(max);

            int turn = Directory.GetFiles(fold).Length / 2 + 1;
            string path = fold + (player == CellState.Cross ? "X" : "O") + turn.ToString() + ".txt";
            File.WriteAllLines(path, new String[] { max.getTurn() });
        }
Ejemplo n.º 10
0
Archivo: Cell.cs Proyecto: Wydra/LD24
 public Cell(Texture2D texture, Rectangle drawBounds)
     : base(texture, drawBounds)
 {
     this.Type = SpriteType.Cell;
     this.Energy = 7;
     this.State = CellState.Living;
 }
 public void Clicked(CellController cell)
 {
     if (!Attack)
     {
         switch (this.state)
         {
             case CellState.None:
                 if (SelectedCells.Count < ShipAmount.TotalCellAmount)
                 {
                     this.state = CellState.Selected;
                     SelectedCells.Add(this);
                 }
                 break;
             case CellState.Selected:
                 this.state = CellState.None;
                 SelectedCells.Remove(this);
                 break;
         }
         this.Invalidate();
     }
     else
     {
         if (!Locked)
         {
             if (EnemyCell)
             {
                 state = CellState.Selected;
                 Invalidate();
                 ShipAmount.TotalCellAmount--;
             }
             MainController.DoAttack();
         }
     }
 }
Ejemplo n.º 12
0
        public static void Render(object item, int count, bool isExpanded, IDrawingToolkit tk,
		                           IContext context, Area backgroundArea, Area cellArea, CellState state)
        {
            if (item is EventType) {
                RenderAnalysisCategory (item as EventType, count, isExpanded, tk,
                    context, backgroundArea, cellArea);
            } else if (item is SubstitutionEvent) {
                SubstitutionEvent s = item as SubstitutionEvent;
                RenderSubstitution (s.Color, s.EventTime, s.In, s.Out, s.Selected, isExpanded, tk, context,
                    backgroundArea, cellArea, state);
            } else if (item is TimelineEvent) {
                TimelineEvent p = item as TimelineEvent;
                RenderPlay (p.Color, p.Miniature, p.Players, p.Selected, p.Description, count, isExpanded, tk,
                    context, backgroundArea, cellArea, state);
            } else if (item is Player) {
                RenderPlayer (item as Player, count, isExpanded, tk, context, backgroundArea, cellArea);
            } else if (item is Playlist) {
                RenderPlaylist (item as Playlist, count, isExpanded, tk, context, backgroundArea, cellArea);
            } else if (item is PlaylistPlayElement) {
                PlaylistPlayElement p = item as PlaylistPlayElement;
                RenderPlay (p.Play.EventType.Color, p.Miniature, null, p.Selected, p.Description, count, isExpanded, tk,
                    context, backgroundArea, cellArea, state);
            } else if (item is IPlaylistElement) {
                IPlaylistElement p = item as IPlaylistElement;
                RenderPlay (Config.Style.PaletteActive, p.Miniature, null, p.Selected, p.Description,
                    count, isExpanded, tk, context, backgroundArea, cellArea, state);
            } else {
                Log.Error ("No renderer for type " + item.GetType ());
            }
        }
Ejemplo n.º 13
0
 public override Point SelectBestCell(CellState color) {
     foreach(Point attempt in Board.EnumerateCells()) {
         if(Board.GetStone(attempt) == CellState.None)
             return attempt;
     }
     return Draw;
 }
Ejemplo n.º 14
0
 public OverTurnStonesPhase(CellState colorToTurn)
 {
     _placePos = new System.Drawing.Point(-1, -1);
     _turnPosList = new List<System.Drawing.Point>();
     _colorToTurn = colorToTurn;
     Init();
 }
Ejemplo n.º 15
0
 // Update is called once per frame
 void Update()
 {
     // なにやら蠢く感じを出したいなぁと思ってとりあえず回してみる
     transform.Rotate (1.0f, 1.0f, 1.0f);
     switch(m_State)
     {
     case CellState.CELL_STATE_BORN:
         // 生まれた時は 1.0 の大きさになるまでは膨らみます
         m_Size += 0.1f;
         if(m_Size > 1.0f)
         {
             m_Size = 1.0f;
             m_State = CellState.CELL_STATE_IDLE;
         }
         transform.localScale = new Vector3(m_Size, m_Size, m_Size);
         break;
     case CellState.CELL_STATE_DEATH:
         // 死ぬときは 0.0 以下になるまで縮みます.
         m_Size -= 0.1f;
         if(m_Size < 0.0f)
         {
             m_Size = 0.0f;
             Destroy(gameObject);
         }
         transform.localScale = new Vector3(m_Size, m_Size, m_Size);
         break;
     default:
         // 通常時は特に膨らみもしぼみもしません.
         break;
     }
 }
Ejemplo n.º 16
0
		private Value v; // Up to date if state==Uptodate

		public Formula(Workbook workbook, Expr e) {
			Debug.Assert(workbook != null);
			Debug.Assert(e != null);
			this.workbook = workbook;
			this.e = e;
			this.state = CellState.Uptodate;
		}
Ejemplo n.º 17
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 public Cell(int r, int c)
 {
     rowPos = r;
     colPos = c;
     state = CellState.empty;
     connectCells = new SortedDictionary<int, List<Cell>>();
     observers = new SortedDictionary<int, HashSet<Cell>>();
 }
Ejemplo n.º 18
0
 public CellState GetOpponentColor(CellState myColor)
 {
     if(myColor == CellState.White)
         return CellState.Black;
     if(myColor == CellState.Black)
         return CellState.White;
     throw new ArgumentException();
 }
Ejemplo n.º 19
0
Archivo: Grid.cs Proyecto: xposure/BOTA
 public void Reset()
 {
     g = 0;
     h = 0;
     parent = null;
     State = CellState.Empty;
     Path = PathState.None;
 }
Ejemplo n.º 20
0
 public DefaultCell(int x, int y, CellState state)
 {
     this.state = state;
     next_state = CellState.Unknown;
     last_state = CellState.Unknown;
     this.location = location;
     location = new XY(x, y);
     hasChanges = false;
 }
Ejemplo n.º 21
0
 //Copy Constructor
 public Cell(Cell cell)
 {
     rowPos = cell.rowPos;
     colPos = cell.colPos;
     playable = cell.isPlayable();
     state = cell.state;
     connectCells = new SortedDictionary<int, List<Cell>>();
     observers = new SortedDictionary<int, HashSet<Cell>>();
 }
Ejemplo n.º 22
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 internal void changeState()
 {
     if (nextState == CellState.Null)
     {
         throw new Exception("Cannot change state while nextState is CellState.Null");
     }
     this.currentState = this.nextState;
     this.nextState = CellState.Null;
 }
Ejemplo n.º 23
0
        public Group( int row, int col, CellState cs )
        {
            d_lowerLeftBound  = Tuple.Create(row, col);
            d_upperRightBound = Tuple.Create(row, col);

            d_color = cs;
            d_members = new List<Tuple<int, int>>();
            AddCore(row, col);
        }
Ejemplo n.º 24
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 internal void determineNextState()
 {
     Dictionary<String, Cell> neighbors = getNeighborList();
     nextState = (Cell.CellState)rule.ruleIndex[
         (int)currentState,
         (int)neighbors["Up"].State,
         (int)neighbors["Right"].State,
         (int)neighbors["Down"].State,
         (int)neighbors["Left"].State];
 }
Ejemplo n.º 25
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 public void ShouldCountTheBombsAround()
 {
     var board = new Board(2);
     board.AddBombAt(1, 1);
     var result = board.Open(1, 0);
     var cell = new Cell(new CellContents(false), new Position(1, 0));
     cell.Open();
     var expectedResult = new CellState(cell, 1);
     Assert.AreEqual(expectedResult, result);
 }
Ejemplo n.º 26
0
        internal IComparable EstimateForStageOne(Point location, CellState color)
        {
            int selfScore = 1 + CalcScore(location, color);
            int opponentScore = 1 + CalcScore(location, GetOpponentColor(color));

            if(selfScore >= GameSize)
                selfScore = int.MaxValue;

            return Math.Max(selfScore, opponentScore);
        }
Ejemplo n.º 27
0
 public OverTurnStonesPhase(System.Drawing.Point placePos,
     System.Drawing.Point[] turnPosArray,
     CellState colorToTurn)
 {
     _placePos = placePos;
     _turnPosList = turnPosArray.ToList();
     _colorToTurn = colorToTurn;
     _turnPosList.Add(_placePos);
     Init();
 }
Ejemplo n.º 28
0
        /// <summary>
        /// Initializes a new <see cref="CAEnvironment"/> object.
        /// </summary>
        /// <param name="size">The size of the grid.</param>
        /// <param name="endless">Is the grid endless.</param>
        /// <param name="ruleName">The name of the rule, which will operate.</param>
        /// <param name="neighbourhoodName">The name of the neighbourhood for all <see cref="Cell"/> objects.</param>
        /// <param name="ruleArgs">If needed - arguments for initializing a <see cref="IRule"/> object.</param>
        public CAEnvironment(Size size, bool endless, string ruleName, string neighbourhoodName, object[] ruleArgs)
        {
            Size = size;
            Endless = endless;

            _rule = RuleFactory.Create(ruleName, ruleArgs);
            _neighbourhood = NeighbourhoodFactory.Create(neighbourhoodName);
            States = new CellState();
            StatesNew = new CellState();
        }
Ejemplo n.º 29
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 public static Brush GetStoneImageBrush(CellState stoneColor)
 {
     if (stoneColor == CellState.Black)
     {
         return GetBlackStoneImageBrush();
     }
     else
     {
         return GetWhiteStoneImageBrush();
     }
 }
Ejemplo n.º 30
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        public Tile(Sprite2D sprite, int i, int j)
        {
            State = CellState.None;

            sprite.OnMouseUp += OnMouseUp;
            this.AddChild(sprite);
            this.i = i;
            this.j = j;
            this.sprite = sprite;
            Global.gMouseHelper.Register(sprite);
        }
Ejemplo n.º 31
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 public void Empty()
 {
     state = CellState.EMPTY;
 }
Ejemplo n.º 32
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 public void Fill()
 {
     state = CellState.FILLED;
 }
 public static bool HasFlag(this CellState cs, CellState flag)
 {
     return(((int)cs & (int)flag) != 0);
 }
 public static CellState OppositeWall(this CellState orig)
 {
     return((CellState)(((int)orig >> 2) | ((int)orig << 2)) & CellState.Initial);
 }
Ejemplo n.º 35
0
 public void Harvest()
 {
     state    = CellState.Empty;
     progress = 0;
 }
Ejemplo n.º 36
0
 public void Plant()
 {
     state    = CellState.Planted;
     progress = 1;
 }
Ejemplo n.º 37
0
 public void Harvest()
 {
     state       = CellState.Empty;
     currentTime = 0;
 }
Ejemplo n.º 38
0
 /// <summary>
 /// Constructor.
 /// Creates a cell with the provided state.
 /// </summary>
 public Cell(CellState cellState)
 {
     _cellState = cellState;
 }
Ejemplo n.º 39
0
 public void NotifyFireResult(CellState state)
 {
     _output.WriteLine(state == CellState.Hit ? "Hit!" : "Miss!");
 }
Ejemplo n.º 40
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 public void SwitchState()
 {
     state = (state == CellState.EMPTY) ? CellState.FILLED : CellState.EMPTY;
 }
 public CellMovement(CellState state)
 {
     CurrentState = state;
 }
        private void Visit(CellState startCellState)
        {
            startCellState.Visited = true;
            count++;
            startCellState.DfsDepth = count;
            startCellState.DfsLow   = count;
            foreach (CellState adjacentCellState in startCellState.GetAdjacentCellStates())
            {
                if (adjacentCellState.ClosestPlayer == player &&
                    (adjacentCellState.OccupationStatus == OccupationStatus.Clear || adjacentCellState.OccupationStatus == playerOccupationStatus))
                {
                    if (!adjacentCellState.Visited)
                    {
                        Edge newEdge = new Edge
                        {
                            StartVertex = startCellState,
                            EndVertex   = adjacentCellState
                        };
                        edgeStack.Push(newEdge);
                        adjacentCellState.ParentCellState = startCellState;
                        Visit(adjacentCellState);
                        if (adjacentCellState.DfsLow >= startCellState.DfsDepth)
                        {
                            // Create a chamber
                            Chamber chamber = new Chamber(nextChamberNumber);
                            nextChamberNumber++;
                            startCellState.GameState.AddChamber(chamber, player);

                            Edge poppedEdge = null;
                            do
                            {
                                poppedEdge = edgeStack.Pop();
                                chamber.AddCell(poppedEdge.StartVertex);
                                chamber.AddCell(poppedEdge.EndVertex);
                                poppedEdge.StartVertex.AddChamber(chamber, player);
                                poppedEdge.EndVertex.AddChamber(chamber, player);
                            }while (poppedEdge != newEdge);
                        }
                        if (adjacentCellState.DfsLow < startCellState.DfsLow)
                        {
                            startCellState.DfsLow = adjacentCellState.DfsLow;
                        }
                    }
                    else
                    if (!(adjacentCellState.ParentCellState == startCellState) && (adjacentCellState.DfsDepth < startCellState.DfsDepth))
                    {
                        // The link from startCellState to adjacentCellState is a back edge to an ancestor of startCellState:
                        Edge backEdge = new Edge
                        {
                            StartVertex = startCellState,
                            EndVertex   = adjacentCellState
                        };
                        edgeStack.Push(backEdge);
                        if (adjacentCellState.DfsDepth < startCellState.DfsLow)
                        {
                            startCellState.DfsLow = adjacentCellState.DfsDepth;
                        }
                    }
                }
            }
        }
Ejemplo n.º 43
0
 public void SetCell(CellState value, CubeKey dims)
 {
     Cells[dims.ToString()] = value;
     UpdateRanges(dims);
 }
Ejemplo n.º 44
0
        public void MakeTurn(Player.PlayerColor color, CellState state)
        {
            if (CellAlive(state))
            {
                if (!game.sacrifice)
                {
                    cellState         = CellState.DEAD;
                    game.finishedMove = true;
                }

                else if (Game.TurnMatchesColor(color, state))
                {
                    cellState = CellState.DEAD;

                    if (!game.newCell.halfEmpty)
                    {
                        game.newCell.halfEmpty = true;
                    }
                    else
                    {
                        game.newCell.cellState = state;
                        game.newCell.halfEmpty = false;

                        game.sacrifice    = false;
                        game.finishedMove = true;
                    }
                }
            }
            else
            {
                if (!game.sacrifice)
                {
                    if (game.currentPlayer.playerColor == Player.PlayerColor.BLUE)
                    {
                        cellState = CellState.BORN_BLUE;
                    }
                    else
                    {
                        cellState = CellState.BORN_READ;
                    }

                    game.newCell   = this;
                    game.sacrifice = true;
                }
                else
                {
                    if ((cellState == CellState.BORN_READ || cellState == CellState.BORN_BLUE) && !halfEmpty)
                    {
                        cellState      = CellState.DEAD;
                        game.sacrifice = false;
                    }
                    else if (cellState == CellState.DEAD && !game.newCell.halfEmpty)
                    {
                        game.newCell.cellState = CellState.DEAD;
                        game.newCell           = this;

                        if (game.currentPlayer.playerColor == Player.PlayerColor.BLUE)
                        {
                            cellState = CellState.BORN_BLUE;
                        }
                        else
                        {
                            cellState = CellState.BORN_READ;
                        }
                    }
                }
            }
        }
Ejemplo n.º 45
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 /// <summary>
 /// Default constructor.
 /// </summary>
 public Cell()
 {
     _cellState = CellState.Dead;
 }
Ejemplo n.º 46
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 public Cell()
 {
     state = CellState.BLOCKED;
 }
Ejemplo n.º 47
0
 public void Plant()
 {
     state = CellState.Planted;
 }
Ejemplo n.º 48
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        public int SumOfAliveCells()
        {
            int total = 0;

            CellState cell = CellState.Alive;

            for (int i = 0; i < gridWidth; i++)
            {
                for (int j = 0; j < gridHeight; j++)
                {
                    if (cell.Equals('1'))
                    {
                        total += 1;
                    }
                }
            }
            return(total);

            //grH = gridHeight;
            //grW = gridWidth;
            ////List<int>[] lst = new List<int>[CellState.Dead];

            //int activeCells = (int)CellState.Alive;


            //int total = grH + grW;

            //List[] lst = new List[gridWidth, gridHeight];

            //foreach (var item in LifeGrid)
            //{

            //}



            //Console.WriteLine($"total : {total}");



            //Dictionary<int, LifeGrid> customers = new Dictionary<int, LifeGrid>();

            //foreach (var item in gridWidth)
            //{

            //    Console.WriteLine("active cellss:");
            //}


            //int total = 0;
            //for (int i = 0; i < gridWidth; i++)
            //{
            //    if (i == customers.ce)

            //        total += activeCells;



            //}

            //return total;

            //return activeCells;

            //foreach (var item in LifeGrid)
            //{



            //}



            //foreach (CellState cells in CellState.GetValues(CellState.Dead))
            //{
            //    if
            //    total += (int)cells;

            //}

            //    for (int i = 0; i < gridHeight; i++)
            //        for (int j = 0; j < gridWidth; j++)
            //        {

            //            CurrentState[i, j] = CellState.Dead;
            //            total += activeCells;
            //        }
            //    return total;
            //}


            //foreach (var state in currentState)
            //{
            //    output.Append(state == CellState.Alive ? "1" : ".");
            //    x++;
            //    if (x >= rowLength)
            //    {
            //        x = 0;
            //        output.AppendLine();
            //    }
        }
Ejemplo n.º 49
0
 public void SetShowPersonOnBar(Texture2D faceTex, CellState role)
 {
     this.showPersonFace = (faceTex == null ? false : true);
     this.role           = role;
     this.personMenuCallerBtn.BtnTexture = faceTex;
 }
Ejemplo n.º 50
0
        public void UpdateTilesStateWithOffset(Deployable deployableObject, IntVector2 cellIndex, CellState newState)
        {
            for (int i = 0; i < deployableObject.TileMap.TileSize.X; i++)
            {
                for (int j = 0; j < deployableObject.TileMap.TileSize.Y; j++)
                {
                    int posX = i + cellIndex.X - deployableObject.TileMap.TileOffset.X;
                    int posY = -j + cellIndex.Y + deployableObject.TileMap.TileOffset.Y;

                    if (posX < Rows && 0 <= posX && posY < Columns && 0 <= posY)
                    {
                        int index = CalculateIndex(posX, posY);

                        Cells[index].IsEmpty = newState.ToBool();

                        if (newState == CellState.Empty)
                        {
                            Cells[index].InCellObject = null;
                        }
                        else if (newState == CellState.Full)
                        {
                            Cells[index].InCellObject = deployableObject;
                        }
                    }
                }
            }
        }
Ejemplo n.º 51
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 /// <summary>
 /// Constructor
 /// </summary>
 /// <param name="position">Position on a grid where the step is being made</param>
 /// <param name="previouState">State of the cell before the step is made</param>
 /// <param name="newState">State of the cell after the step is made</param>
 public Step(Point position, CellState previouState, CellState newState)
 {
     Position  = position;
     FromState = previouState;
     ToState   = newState;
 }
Ejemplo n.º 52
0
 public HumanPlayer(Field field, CellState playerState)
 {
     PlayerCellState = playerState;
     Field           = field;
 }
Ejemplo n.º 53
0
 public Cell(int x, int y, int z, CellState state = CellState.Inactive, int w = 0)
     : this(x, y, z, w, state)
 {
 }
Ejemplo n.º 54
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 public Cell(int matchId)
 {
     MatchId = matchId;
     state   = CellState.HIDDEN;
 }
Ejemplo n.º 55
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 void SetCellState(int x, int y, CellState state)
 {
     cellState[x - MIN_X, y - MIN_Y] = state;
 }
Ejemplo n.º 56
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 public static Bitmap Image(CellState state) => table[state];
Ejemplo n.º 57
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 public Organic(CellState state) => State = state;
Ejemplo n.º 58
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 public Cell(int xAxis, int yAxis, CellState cellState = CellState.Dead)
 {
     _cellState = cellState;
     XAxis      = xAxis;
     YAxis      = yAxis;
 }
Ejemplo n.º 59
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 public Cell(bool isMine)
 {
     this.isMine        = isMine;
     this.state         = CellState.Hidden;
     this.adjacentMines = 0;
 }
Ejemplo n.º 60
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 public void NextState()
 {
     cellState = nextCellState;
 }