public BoardResult MoveLeft() { var boardResult = EvaluateBoard(Board); Board = boardResult.Board; return(boardResult); }
void Awake() { if (instance == null) { instance = this; } else if (instance != this) { Destroy(this); } numOfEli = new int[5]; //data structure of our game object map = new Element[areaSize, areaSize]; //used to record element num in every column elementsCountInColumn = new int[9]; //instantiate the seletors selector = (GameObject)Instantiate(selector, new Vector3(0f, 0f, 0f), Quaternion.identity); MoveSelector(new Vector3(-2, -2), false); for (int i = 0; i < elementsCountInColumn.Length; i++) { elementsCountInColumn[i] = 9; } LayoutElements(); }
/// <summary> /// 生成地形 /// </summary> /// <param name="elements"></param> /// <returns></returns> private Element[,] GenerateTerrain(Element[,] elements) { System.Random random = new System.Random(); //elements.ForEach(x => x.Terrain = (Terrain)random.Next(0, 6)); elements.ForEach(x => x.Terrain = Terrain.Dirt); return(elements); }
public Map() { Elements = new Element[, ] { { Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall }, { Element.Wall, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Wall, Element.Wall, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Wall }, { Element.Wall, Element.Coin, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Coin, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Coin, Element.Wall, Element.Wall, Element.Coin, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Coin, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Coin, Element.Wall }, { Element.Wall, Element.SuperCoin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Wall, Element.Wall, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.SuperCoin, Element.Wall }, { Element.Wall, Element.Coin, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Coin, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Coin, Element.Wall, Element.Wall, Element.Coin, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Coin, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Coin, Element.Wall }, { Element.Wall, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Wall }, { Element.Wall, Element.Coin, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Coin, Element.Wall, Element.Wall, Element.Coin, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Coin, Element.Wall, Element.Wall, Element.Coin, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Coin, Element.Wall }, { Element.Wall, Element.Coin, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Coin, Element.Wall, Element.Wall, Element.Coin, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Coin, Element.Wall, Element.Wall, Element.Coin, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Coin, Element.Wall }, { Element.Wall, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Wall, Element.Wall, Element.Coin, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Coin, Element.Wall, Element.Wall, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Wall }, { Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Coin, Element.Wall, Element.Wall, Element.Coin, Element.EmptyField, Element.EmptyField, Element.EmptyField, Element.EmptyField, Element.EmptyField, Element.EmptyField, Element.EmptyField, Element.EmptyField, Element.Coin, Element.Wall, Element.Wall, Element.Coin, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall }, { Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Coin, Element.Wall, Element.Wall, Element.Coin, Element.Wall, Element.Wall, Element.Wall, Element.Ghost, Element.Ghost, Element.Wall, Element.Wall, Element.Wall, Element.Coin, Element.Wall, Element.Wall, Element.Coin, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall }, { Element.EmptyField, Element.EmptyField, Element.EmptyField, Element.EmptyField, Element.EmptyField, Element.EmptyField, Element.Coin, Element.EmptyField, Element.EmptyField, Element.Coin, Element.Wall, Element.Wall, Element.Wall, Element.Ghost, Element.Ghost, Element.Wall, Element.Wall, Element.Wall, Element.Coin, Element.EmptyField, Element.EmptyField, Element.Coin, Element.EmptyField, Element.EmptyField, Element.EmptyField, Element.EmptyField, Element.EmptyField, Element.EmptyField }, { Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Coin, Element.Wall, Element.Wall, Element.Coin, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Coin, Element.Wall, Element.Wall, Element.Coin, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall }, { Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Coin, Element.Wall, Element.Wall, Element.Coin, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Coin, Element.Wall, Element.Wall, Element.Coin, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall }, { Element.Wall, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.RightPacman, Element.Coin, Element.Coin, Element.Coin, Element.Wall, Element.Wall, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Wall }, { Element.Wall, Element.Coin, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Coin, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Coin, Element.Wall, Element.Wall, Element.Coin, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Coin, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Coin, Element.Wall }, { Element.Wall, Element.Coin, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Coin, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Coin, Element.Wall, Element.Wall, Element.Coin, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Coin, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Coin, Element.Wall }, { Element.Wall, Element.SuperCoin, Element.Coin, Element.Coin, Element.Wall, Element.Wall, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Wall, Element.Wall, Element.Coin, Element.Coin, Element.SuperCoin, Element.Wall }, { Element.Wall, Element.Wall, Element.Wall, Element.Coin, Element.Wall, Element.Wall, Element.Coin, Element.Wall, Element.Wall, Element.Coin, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Coin, Element.Wall, Element.Wall, Element.Coin, Element.Wall, Element.Wall, Element.Coin, Element.Wall, Element.Wall, Element.Wall }, { Element.Wall, Element.Wall, Element.Wall, Element.Coin, Element.Wall, Element.Wall, Element.Coin, Element.Wall, Element.Wall, Element.Coin, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Coin, Element.Wall, Element.Wall, Element.Coin, Element.Wall, Element.Wall, Element.Coin, Element.Wall, Element.Wall, Element.Wall }, { Element.Wall, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Wall, Element.Wall, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Wall, Element.Wall, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Wall, Element.Wall, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Wall }, { Element.Wall, Element.Coin, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Coin, Element.Wall, Element.Wall, Element.Coin, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Coin, Element.Wall }, { Element.Wall, Element.Coin, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Coin, Element.Wall, Element.Wall, Element.Coin, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Coin, Element.Wall }, { Element.Wall, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Coin, Element.Wall }, { Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall, Element.Wall } }; }
public Collision(Element[,] mapElements) { this.mapElements = mapElements; int width = Data.GetWindowWidth(); int height = Data.GetWindowHeight(); this.render = new ConsoleRender(width, height); }
public Field(int width, int height) { Width = width; Height = height; place = new Element[width, height]; Background = ResourceMain.blok; }
public BoardResult MoveRight() { var boardResult = EvaluateBoard(Board.RotateClockwise().RotateClockwise()) .RotateCounterClockwise().RotateCounterClockwise(); Board = boardResult.Board; return(boardResult); }
private void initElements(int width, int height) { width = width + 2; height = height + 2; Elements = new Element[width, height]; fillHorizontalBoundaryElements(); fillVerticalBoundaryElements(); }
public DataMatrix(int width, int height, Element.ElementType type) { this.Width = width; this.Height = height; matrixArray = new Element[width, height]; InitializeMatrix(type); }
BoardResult EvaluateBoard(Element[,] board) { var rowResults = board.ToJagged().Select(EvaluateRow).ToArray(); var resultingBoard = rowResults.Select(x => x.Row).ToArray().ToMatrix(); var movementResults = rowResults.Select(x => x.Movements).ToArray().ToMatrix(); return(new BoardResult(resultingBoard, movementResults)); }
/// <summary> /// Creates a board grid for a Crozzle. /// </summary> /// <param name="rows"></param> /// <param name="cols"></param> public Board(int rows, int cols) { _BoardGrid = new Element[rows + 1, cols + 1]; _ActiveWordsList = new List <ActiveWord>(); _Rows = rows; _Cols = cols; _GroupCount = 0; }
/// <summary> /// Check the field for matches of 3 or more and mark them for destruction /// </summary> public static Element[,] Check(Tile[,] field) { _toDestroy = new Element[GridController.Height, GridController.Width]; FindHorizontal(field); FindVertical(field); return(_toDestroy); }
public void UpdateVisibility() { Element[,] elementMap = Gameboard.Instance.GetMap(); foreach (var element in elementMap) { UpdateVisibility(element); } }
// Use this for initialization void Start() { timer = timerStart; elements = GridControl.elements; if (mineCount != maxMineCount) { ModifyMineCount(); } }
public void Init(int x, int y) { XSize = x; YSize = y; tiles = new GameObject[XSize, YSize]; elements = new Element[XSize, YSize]; SpawnGrid(); Score = 0; ScoreText.text = Score.ToString(); }
/// <summary> /// 构造函数,传入一个二维数组,将内部矩阵设置为该二位数值,只是深度复制 /// </summary> /// <param name="matrix"></param> public SimpleMatrix(Element[,] matrix) : this() { this.Matrix = new Element[matrix.GetLength(0), matrix.GetLength(1)]; for (int row = 0; row < this.Row; row++) { for (int col = 0; col < this.Column; col++) { this.Matrix[row, col] = matrix[row, col]; } } }
/// <summary> /// 构造函数,传入矩阵的行,列数以及元素初始值 /// </summary> /// <param name="rowSize">行数</param> /// <param name="colSize">列数</param> /// <param name="initValue">元素初始值</param> public SimpleMatrix(int rowSize, int colSize, Element initValue = 0) { this.Matrix = new Element[rowSize, colSize]; for (int row = 0; row < rowSize; row++) { for (int col = 0; col < colSize; col++) { this.Matrix[row, col] = initValue; } } }
/// <summary> /// 构造函数,矩阵行列数与初始值 /// </summary> /// <param name="size">行列式大小</param> /// <param name="initValue">元素初始值</param> public Determinant(int size, Element initValue = 0) { this.Matrix = new Element[size, size]; for (int row = 0; row < this.Size; row++) { for (int col = 0; col < this.Size; col++) { this.Matrix[row, col] = initValue; } } }
public Face(Color color, int size = 3) { this.size = size; elements = new Element[size, size]; for (int i = 0; i < size; i++) { for (int j = 0; j < size; j++) { elements[i, j] = new Element(color); } } }
public static bool FindCycle(int i0, int j0, Element[,] Shipment) { int count; count = (InitValueForSupplier.Length) * (InitValueForConsumer.Length); VerticesOfCycle.Clear(); if (FindCycleHorizontally(i0, j0, count, Shipment)) { return(true); } return(false); }
void StartGame() { StartCoroutine(timer()); transform.position = Vector3.zero; SettingBtn.SetActive(true); btns.SetActive(false); ElementArray = new Element[WidthBlock, HeightBlock]; xSize = GetSpriteSize(CloneBlock.gameObject).x; ySize = GetSpriteSize(CloneBlock.gameObject).y; transform.Translate(xSize * -0.5f * (WidthBlock - 1), ySize * -0.5f * (HeightBlock + 3), 0); GeneratorMineSweeper(); }
public void UpdateStorageCapacity() { SetDefault(); Element[,] elementList = Gameboard.Instance.GetMap(); foreach (var element in elementList) { if (element.HasElement && element.Level > 0) { assingStorage(element); } } }
void Start() { elements = new Element[width, height]; if (GameManager.instance.Medals >= 5) { width = 15; mineCount = 35; levelText.text = "Advanced"; } this.RemainingFlags = mineCount; }
private static string[,] GetTagMap(Element[,] map) { string[,] tagMap = new string[map.GetLength(0), map.GetLength(1)]; for (int x = 0; x < tagMap.GetLength(0); x++) { for (int y = 0; y < tagMap.GetLength(1); y++) { tagMap[x, y] = map[x, y].tag; } } return(tagMap); }
public static void OutPut(Element[,] Shipment, int[] Supplier, int[] Consumer, bool WhithBasePoint = false) { if (WhithBasePoint) { for (int j = 0; j < Supplier.Length; j++) { Console.Write(" " + Supplier[j] + " "); } Console.WriteLine("\n"); //выводим массив на экран for (int i = 0; i < Consumer.Length; i++) { Console.Write($"{Consumer[i], -4}"); for (int j = 0; j < Supplier.Length; j++) { // Console.Write(Shipment[i, j].Delivery + $"({Shipment[i, j].Value})" + " "); Console.Write($"{Shipment[i, j].Delivery, 2}({Shipment[i, j].Value, -2}) "); } Console.WriteLine(); } ; Console.WriteLine("\n Таблица базисных точек"); for (int i = 0; i < Consumer.Length; i++) { for (int j = 0; j < Supplier.Length; j++) { Console.Write(Shipment[i, j].BasePoint + " "); } Console.WriteLine(); } } else { for (int i = 0; i < Supplier.Length; i++) { Console.Write(" " + Supplier[i] + " "); } Console.WriteLine("\n"); //выводим массив на экран for (int i = 0; i < Consumer.Length; i++) { Console.Write($"{Consumer[i],-4}"); for (int j = 0; j < Supplier.Length; j++) { Console.Write($"{Shipment[i, j].Delivery,2}({Shipment[i, j].Value,-2}) "); } Console.WriteLine(); } ; } }
private Element getRandomValid() { Element[,] map = _gameboard.GetMap(); int frameCount = _gameboard.GetFrameCount; int x, y; do { x = Random.Next(0, frameCount); y = Random.Next(0, frameCount); } while (!map[x, y].IsValid || map[x, y].HasElement); return(map[x, y]); }
public bool isWallTR(int x, int y, Element[,] c) { x = x + 1; y = y - 1; if ((((x < 0) || (y < 0)) || (x > c.GetLength(0) - 1) || (y > c.GetLength(1) - 1)) || c[x, y] == null || c[x, y].et.Equals(Enum.ElementTypes.PacDot) || c[x, y].et.Equals(Enum.ElementTypes.PacPlayer) || c[x, y].et.Equals(Enum.ElementTypes.Ghost) || c[x, y].et.Equals(Enum.ElementTypes.Powerup) || c[x, y].et.Equals(Enum.ElementTypes.Fruit) || c[x, y].et.Equals(Enum.ElementTypes.GhostSpawn)) { return(false); } else if (c[x, y].et.Equals(Enum.ElementTypes.Wall)) { return(true); } return(false); }
public static void GetString(Element[,] matrix) { StringBuilder matrixString = new StringBuilder(); for (int row = 0; row < matrix.GetLength(0); row++) { for (int col = 0; col < matrix.GetLength(1); col++) { matrixString.Append($"{matrix[row, col]} "); } matrixString.Append("\n"); } Console.WriteLine(matrixString.ToString()); }
private static void _matrixRateInitialize(Element[,] matrix) { for (var rowNumber = 0; rowNumber < matrix.GetLength(0); rowNumber++) { for (var columnNumber = 0; columnNumber < matrix.GetLength(1); columnNumber++) { matrix[rowNumber, columnNumber] = new Element { Value = InputAndOutput. GetNumberFromUser($"Enter rate of [{rowNumber}, {columnNumber}] : ") }; } } }
public static void FindNewBasePoint(int[] supplier, int[] Consumer, Element[,] Shipment) { int i, j; bool ok = false; bool IsTrue = true; for (i = 0; i < Consumer.Length; i++) { for (j = 0; j < supplier.Length; j++) { if (Shipment[i, j].BasePoint == 0) { ok = true; break; } } if (ok) { break; } } if (!ok) { Console.WriteLine("ОШИБКА! НУЖНЫХ ТОЧЕК НЕТУ"); } while (IsTrue) { Random randForI = new Random(); Random randForJ = new Random(); i = randForI.Next(0, Consumer.Length); j = randForJ.Next(0, supplier.Length); if (Shipment[i, j].BasePoint == 1) { continue; } if (Shipment[i, j].Delivery != 0) { Console.WriteLine("ОЧень странно, базовая точка не нулевой быть не может"); } //if (FindCycle(i, j, Shipment)) // continue; Shipment[i, j].BasePoint = 1; Console.WriteLine("В базис введена ячейка: [" + i + ", " + j + "]."); IsTrue = false; } }
public Game(Element[,] map, Hero hero, int treasures, int score = 0, int health = 3) { Health = health; Score = score; Treasures = treasures; Hero = new Hero(hero.X, hero.Y); Map = new Element[map.GetLength(0), map.GetLength(1)]; for (int i = 0; i < map.GetLength(0); i++) { for (int j = 0; j < map.GetLength(1); j++) { Map[i, j] = (Element)map[i, j].Clone(); } } }
public static Element[,] CreateLevel() { Initialisation(); elements = new Element[rowsByDimention, colsByDimention]; // insert eagle eagleRowLevelCordinate = rowsByDimention - 1; eagleColLevelCordinate = (colsByDimention - 1) / 2; int eagleRow = eagleRowLevelCordinate * changeDistance + minRow; int eagleCol = eagleColLevelCordinate * changeDistance; Element eagle = new Element(ElementType.Eagle, eagleRow, eagleCol); elements[eagleRowLevelCordinate, eagleColLevelCordinate] = eagle; render.DrawElement(eagle); return Create(); }
public GameEngine(uint levelNumber) { int width = Data.GetWindowWidth(); int height = Data.GetWindowHeight(); this.render = new ConsoleRender(width, height); this.level = Data.GetLevel(levelNumber); havePlayerFire = false; isExit = false; this.enemys = new List<Tank>(); FillStartEnemyPositions(); createEnemyCallCount = 0; rand = new Random(); this.playerMisals = new List<Fire>(); this.enemyMisals = new List<Fire>(); this.collision = new Collision(level); this.enemyOnLevel = 20; this.isEscapePressed = false; this.enemyPlayCount = 0; this.enemyNumber = 0; }
/* * Constructeur prive pour empecher l'acces au constructeur par * une autre classe. */ private Gameboard() { _frameWidth = (Width - StartWidth) / FrameCount; _frameHeight = (Height - StartHeight) / FrameCount; // Initialisation de toutes les cases du jeu _map = new Element[FrameCount, FrameCount]; for (int i = 0; i < FrameCount; i++) { for (int j = 0; j < FrameCount; j++) { _map[i, j] = new Element { PositionX = i, PositionY = j }; //set x and Y Rectangle elementRect = _map[i, j].GetElement(); // Position for building element elementRect.Margin = new Thickness(i*_frameWidth + StartWidth, j*_frameHeight + (StartHeight-_frameHeight), 0, 0); // Position for building level Rectangle levelRect = _map[i, j].GetLevelElement(); levelRect.Margin = new Thickness(elementRect.Margin.Left + _frameWidth / 3, elementRect.Margin.Top + _frameHeight, 0, 0); // Position for label level double left = levelRect.Margin.Left; double top = levelRect.Margin.Top; _map[i, j].GetLevelLabel().Margin = new Thickness(left-3.1, top-7, 0, 0); // Position for select element Border selectRect = _map[i, j].GetSelectElement(); selectRect.Margin = new Thickness(i * _frameWidth + StartWidth, j * _frameHeight + (StartHeight - _frameHeight)+5, 0, 0); } } }
public bool Create(string filename_) { Inputfile = filename_; if (LoadFromFile() != 0) return false; SetParameters(); count = 0; elements = new Element[imax, jmax]; int i, j; for (i = 0; i < imax; i++) for (j = 0; j < jmax; j++) { Element elem = new Element(); elem.id = i*j+j; elem.u = 0; elem.cfdist = dh; elements[i,j] = elem; } SetBoundary(); return true; }
//constructor public Matrix(int Cols, int Rows) { ColsCount = Cols; RowsCount = Rows; elements = new Element[Cols, Rows]; }
private void NewGame() { ClearForm(); GameOver = false; StartPos = new Point(20, 50); Point Loc = new Point(StartPos.X, StartPos.Y); PButtons = new Button[Width * Height]; Pole = new Element[Height, Width]; for (int i = 0; i < Height; i++) { for (int j = 0; j < Width; j++) { Pole[i, j] = new Element(); PButtons[i * Width + j] = new Button(); PButtons[i * Width + j].Text = ""; PButtons[i * Width + j].Location = new Point(Loc.X, Loc.Y); PButtons[i * Width + j].Size = new Size(_Size, _Size); PButtons[i * Width + j].BackColor = Color.FromArgb(255, 255, 255); PButtons[i * Width + j].MouseDown += new MouseEventHandler(btnMouseClick); Loc.X += _Size; this.Controls.Add(PButtons[i * Width + j]); } Loc.Y += _Size; Loc.X = StartPos.X; } GeneratePole(); }