// Use this for initialization void Start() { Africa_map = Africa.GetComponent<map>(); Asia_map = Asia.GetComponent<map>(); Australia_map = Australia.GetComponent<map>(); Europe_map = Europe.GetComponent<map>(); NorthAmerica_map = NorthAmerica.GetComponent<map>(); SouthAmerica_map = SouthAmerica.GetComponent<map>(); }
private void loadMap(int a) { currMap = a; Map = content.maps[a]; for (var _a = 0; _a < Pigs.Length; _a++) { Pigs[_a].Dispose(); } Pigs = new Pig[Map.pigs.GetLength(0)]; for (var _a = 0; _a < Pigs.Length; _a++) { Pigs[_a] = new Pig(_a); } player.init(Map.start); }
static void Main() { m = make_map <@string, ptr <Vertex> >(); // Here be dragons - don't let the local struct leave the stack! At the very point // where code detects an escape route for the stack allocated structure in the local // function, code has to use a heap allocated instance of the structure. That said, // the detection "should" be as simple as encountering any address-of operator "&" // for the variable within the local function. A detailed analysis of the code path // might show that a simple pointer (or safe ref var) would do the trick as long as // pointer doesn't escape to the heap later. Such an operation could be optimal // because there would be no required heap allocation. Interestingly, Go actually // has a compiler directive called "go.noescape" which indicates exactly this, but // it's only used with external CGO imports. ref var v1 = ref heap(new Vertex(
static void Test() { Vector3 v = new Vector3(1, 2, 3); v *= 10; v /= 3; StringA str = "abc"; map <int, StringA> m = new map <int, StringA>(); m[1] = "a"; m[2] = "b"; for (iterator <int, StringA> it = m.begin(); it; ++it) { } }
private void XmlSerializeData() { map mapData = new map(); mapTileset tileset = new mapTileset(); tileset.firstgid = 1; tileset.source = "baba.tsx"; mapData.tileset = tileset; mapLayer mapLayerIns = new mapLayer(); mapLayerIns.id = 1; mapLayerIns.name = "Tile Layer 1"; mapLayerIns.width = 5; mapLayerIns.height = 6; mapLayerData dataField = new mapLayerData(); dataField.encoding = "csv"; dataField.Value = @"1, 2, 3, 4, 5, 7, 8, 9, 10, 11, 13, 14, 15, 16, 17, 19, 20, 21, 22, 23, 25, 26, 27, 28, 29, 31, 32, 33, 34, 35"; mapLayerIns.data = dataField; mapData.layer = mapLayerIns; //< map version = "1.2" tiledversion = "1.3.1" orientation = "orthogonal" renderorder = "right-down" compressionlevel = "-1" width = "5" height = "6" tilewidth = "16" tileheight = "16" infinite = "0" nextlayerid = "2" nextobjectid = "1" > mapData.version = 1.2m; mapData.tiledversion = "1.3.1"; mapData.orientation = "orthogonal"; mapData.renderorder = "right-down"; mapData.compressionlevel = -1; mapData.width = 5; mapData.height = 6; mapData.tilewidth = 16; mapData.tileheight = 16; mapData.infinite = 0; mapData.nextlayerid = 2; mapData.nextobjectid = 1; XmlSerializer serializer = new XmlSerializer(mapData.GetType()); StreamWriter writer = new StreamWriter("test.tmx"); serializer.Serialize(writer.BaseStream, mapData); writer.Close(); }
//execute global void execute(Database.BatchableContext BC, List <sObject> scope) { Set <ID> setContactIDs = new Set <ID>(); try { //1. get all ContactIDs for scoped subscriptions for (Subscription__c sub:(List <Subscription__c>)scope) { System.debug('sub:' + sub); setContactIDs.add(sub.Contact__c); } //2. get all subscriptions for the set of contacts - into map-of-contact_And_ListOfSubscriptions map <ID, List <Subscription__c> > mapContactAndSubscriptionsList = new map <ID, List <Subscription__c> >(); for (Subscription__c sub:([SELECT id, contact__c, VerifiedDate__c, contact__r.VerifiedDate__c from Subscription__c
private void tableGridView_CellMouseClick(object sender, DataGridViewCellMouseEventArgs e) { DataRow row = ui.getDataGridViewCurrentRow(tableGridView); string[] columnNames = ui.getDataGridViewColName(tableGridView); map[] temp = new map[tableGridView.Columns.Count]; for (int i = 0; i < tableGridView.Columns.Count; i++) { temp[i] = new map(); temp[i].Text = columnNames[i]; temp[i].Value = row[columnNames[i]].ToString(); } ui.setCurrentEdit(temp); ui.dynamicPanel(editPanel, temp); }
// ShouldBuild reports whether it is okay to use this file, // The rule is that in the file's leading run of // comments // and blank lines, which must be followed by a blank line // (to avoid including a Go package clause doc comment), // lines beginning with '// +build' are taken as build directives. // // The file is accepted only if each such line lists something // matching the file. For example: // // // +build windows linux // // marks the file as applicable only on Windows and Linux. // // If tags["*"] is true, then ShouldBuild will consider every // build tag except "ignore" to be both true and false for // the purpose of satisfying build tags, in order to estimate // (conservatively) whether a file could ever possibly be used // in any build. // public static bool ShouldBuild(slice <byte> content, map <@string, bool> tags) { // Pass 1. Identify leading run of // comments and blank lines, // which must be followed by a blank line. long end = 0L; var p = content; while (len(p) > 0L) { var line = p; { var i__prev1 = i; var i = bytes.IndexByte(line, '\n'); if (i >= 0L) { line = line[..i];
void initGame() { player = GameObject.FindGameObjectWithTag("Player").GetComponent <player>(); mapManager = GetComponent <map>(); mapManager.initMap(); foodText = GameObject.Find("foodText").GetComponent <Text>(); failText = GameObject.Find("gameFailure").GetComponent <Text>(); failText.enabled = false; updateFoodText(0); dayImage = GameObject.Find("dayImage").GetComponent <Image>(); dayText = GameObject.Find("dayText").GetComponent <Text>(); dayText.text = "Day " + level; Invoke("HideBlack", 1); isEnd = false; enemyList.Clear(); }
private AntsX.TMXTiledMap.map loadTMXMapFromFile(string filename) { map m = null; Exception e; if (!TMX <map> .LoadFromFile(filename, out m, out e)) { throw e; } else { if (m == null) { throw new ArgumentNullException(); } } return(m); }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here tileSource = new Rectangle[4]; IsMouseVisible = true; p1 = new Player(Content, startRect, 1, 1); allies = new List<Ally>() { testAlly }; enemies = new List<Enemy>() { testEnemy }; combat = new Combat(this.Content, allies, enemies); tileSource[0] = new Rectangle(0, 0, 50, 50); // grass tileSource[1] = new Rectangle(50, 0, 50, 50); // flowers tileSource[2] = new Rectangle(100, 0, 50, 50); // street tileSource[3] = new Rectangle(150, 0, 50, 50); // wood this.Window.AllowUserResizing = true; graphics.PreferredBackBufferWidth = 800; graphics.PreferredBackBufferHeight = 800; graphics.ApplyChanges(); buildings = new Dictionary<string, Building>(); insideBuilds = new Dictionary<string, Building>(); maps = new List<Tile[,]>(); maps.Add(new Tile[16, 16]); //Town maps.Add(new Tile[16, 16]); //ConsShop maps.Add(new Tile[16, 16]); //EquiShop maps.Add(new Tile[16, 16]); //Hospital maps.Add(new Tile[16, 16]); //Inn maps.Add(new Tile[16, 16]); //Bank maps.Add(new Tile[16, 16]); //Wild1 maps.Add(new Tile[16, 16]); //Wild2 maps.Add(new Tile[16, 16]); //Wild3 screen = new Rectangle(0, 0, 800, 800); fade = new Color(0, 0, 0, 100); currentMap = map.Wild2;//Later, change this to begin in the wilderness base.Initialize(); }
private void button_testCollision_Click(object sender, EventArgs e) { map gameMap = game.getMap(); gameMap.clearMap(); airplane airplane1 = new airplane(gameMap); Random random = new Random(); airplane1.Initialize( "T1", this.game.icons.ElementAt(0).Value, "TEST CRASH", "1", new Vector2(gameMap.getSize().X / 2, gameMap.getSize().Y * 0.75f), utilVector2.getDirectionFromString("Up"), Game1.minMaxAltitude[1], random.Next(Game1.minMaxMAXSpeed[0], Game1.minMaxMAXSpeed[1]), random.Next(Game1.minMaxMAXSpeed[0], Game1.minMaxMAXSpeed[1]), random.Next(Game1.minMaxAcceleration[0], Game1.minMaxAcceleration[1]), random.Next(Game1.minMaxVerticalAcceleration[0], Game1.minMaxVerticalAcceleration[1]), random.Next(Game1.minMaxCapacity[0], Game1.minMaxCapacity[1]) ); airplane airplane2 = new airplane(gameMap); airplane2.Initialize( "T2", this.game.icons.ElementAt(0).Value, "TEST CRASH", "2", new Vector2(gameMap.getSize().X / 2, gameMap.getSize().Y * 0.25f), utilVector2.getDirectionFromString("Down"), Game1.minMaxAltitude[1], random.Next(Game1.minMaxMAXSpeed[0], Game1.minMaxMAXSpeed[1]), random.Next(Game1.minMaxMAXSpeed[0], Game1.minMaxMAXSpeed[1]), random.Next(Game1.minMaxAcceleration[0], Game1.minMaxAcceleration[1]), random.Next(Game1.minMaxVerticalAcceleration[0], Game1.minMaxVerticalAcceleration[1]), random.Next(Game1.minMaxCapacity[0], Game1.minMaxCapacity[1]) ); this.game.addAirplaneToMap(airplane1); this.game.addAirplaneToMap(airplane2); }
// Start is called before the first frame update void Start() { canAct = true; current = 0; levelButtons[current].transform.localScale = selectedScale; skyInfoText.SetActive(false); levelChosen = map.forest; //check unlock if (!graveyardUnlocked) { levelButtons[1].GetComponent <Button>().interactable = false; levelButtons[1].GetComponent <Image>().color = lockedColor; } if (!skyUnlocked) { levelButtons[2].GetComponent <Button>().interactable = false; levelButtons[2].GetComponent <Image>().color = lockedColor; } }
Movement getPlayerMovement(int field) { Movement returnMovement; //MapID holen map Map = new map(); List <Movement> map = Map.getMap(GameSettings.getMapID()); if (field >= map.Count) { returnMovement = map[map.Count - 1]; } else { returnMovement = map[field]; } return(returnMovement); }
public importer(map <@string, ptr <types.Package> > imports = default, slice <byte> data = default, @string importpath = default, slice <byte> buf = default, long version = default, slice <@string> strList = default, slice <@string> pathList = default, slice <ptr <types.Package> > pkgList = default, slice <types.Type> typList = default, slice <ptr <types.Interface> > interfaceList = default, bool trackAllTypes = default, bool posInfoFormat = default, @string prevFile = default, long prevLine = default, fakeFileSet fake = default, bool debugFormat = default, long read = default) { this.imports = imports; this.data = data; this.importpath = importpath; this.buf = buf; this.version = version; this.strList = strList; this.pathList = pathList; this.pkgList = pkgList; this.typList = typList; this.interfaceList = interfaceList; this.trackAllTypes = trackAllTypes; this.posInfoFormat = posInfoFormat; this.prevFile = prevFile; this.prevLine = prevLine; this.fake = fake; this.debugFormat = debugFormat; this.read = read; }
/// <summary> /// Choose map file to load. /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void open_Click(object sender, EventArgs e) { OpenFileDialog ofd = new OpenFileDialog(); ofd.Filter = "Mapfiles (*.xml)|*.xml"; XmlSerializer serial = new XmlSerializer(typeof(map)); if (ofd.ShowDialog() == DialogResult.OK) { using (Stream stream = ofd.OpenFile()) { thisMap = serial.Deserialize(stream) as map; } } pictureBox1.Size = new Size(thisMap.width * ticks, thisMap.height * ticks); refresh_Click(sender, e); }
public void move(int[] relativePosition, map gameMap) { if (position[0] + relativePosition[0] < 8 && position[0] + relativePosition[0] > -1) { if (position[1] + relativePosition[1] < 8 && position[1] + relativePosition[1] > -1) { if (gameMap.findPiece(new int[] { position[0] + relativePosition[0], position[1] + relativePosition[1] }) == null) { if (!gameMap.isThereAJump()) { position[0] += relativePosition[0]; position[1] += relativePosition[1]; gameMap.player1Turn = !gameMap.player1Turn; } } else if (gameMap.findPiece(new int[] { position[0] + (relativePosition[0] * 2), position[1] + (relativePosition[1] * 2) }) == null && position[0] + (relativePosition[0] * 2) < 8 && position[0] + (relativePosition[0] * 2) > -1) { if (position[1] + (relativePosition[1] * 2) < 8 && position[1] + (relativePosition[1] * 2) > -1 && gameMap.findPiece(new int[] { position[0] + relativePosition[0], position[1] + relativePosition[1] }).value != value) { gameMap.findPiece(new int[] { position[0] + relativePosition[0], position[1] + relativePosition[1] }).dead = true; position[0] += relativePosition[0] * 2; position[1] += relativePosition[1] * 2; if (gameMap.checkTurnOver(this)) { gameMap.player1Turn = !gameMap.player1Turn; } } } } } if ((position[1] == 7 && value == map.player1) || (position[1] == 0 && value == map.player2)) { king = true; } }
public Loader(map <ptr <oReader>, Sym> start = default, slice <objIdx> objs = default, Sym max = default, Sym extStart = default, slice <nameVer> extSyms = default, slice <Sym> builtinSyms = default, long ocache = default, array <map <@string, Sym> > symsByName = default, map <nameVer, Sym> extStaticSyms = default, map <Sym, Sym> overwrite = default, map <@string, ptr <oReader> > objByPkg = default, slice <ptr <sym.Symbol> > Syms = default, long anonVersion = default, bitmap Reachable = default, slice <Sym> Reachparent = default, slice <sym.Reloc> relocBatch = default, uint flags = default, long strictDupMsgs = default) { this.start = start; this.objs = objs; this.max = max; this.extStart = extStart; this.extSyms = extSyms; this.builtinSyms = builtinSyms; this.ocache = ocache; this.symsByName = symsByName; this.extStaticSyms = extStaticSyms; this.overwrite = overwrite; this.objByPkg = objByPkg; this.Syms = Syms; this.anonVersion = anonVersion; this.Reachable = Reachable; this.Reachparent = Reachparent; this.relocBatch = relocBatch; this.flags = flags; this.strictDupMsgs = strictDupMsgs; }
// Use this for initialization void Start() { cube = new Cube { light_cube = light, dark_cube = dark, edge_cube = edge, fly_trap = fly, thorn_trap = thorn, null_cube = nul }; map = new map(cube); transform.position = new Vector3(3.535534f, 2, 4.949748f); //初始化位置 transform.Rotate(new Vector3(0, 45, 0)); //3.546116,16.63684,6.88186 GameObject camera = GameObject.Find("Main Camera"); camera.transform.position = new Vector3(3.546116f, 16.63684f, 6.88186f); camera.GetComponent <camera>().z = camera.transform.position.z - transform.position.z; InvokeRepeating("Old", 0.1f, 0.1f); }
// Step 1 切换地图后首先调用,根据MaskBuffer数据 初始化Map public void InitMap(int width, int height, byte[] MaskBuffer) { m_TexWidth = width; m_TexHeight = height; m_BlockMap = new map(width, height); for (int y = 0; y < m_TexHeight; ++y) { for (int x = 0; x < m_TexWidth; ++x) { int number = x + m_TexWidth * y; int index = number / 8; int bit = number % 8; if (index < MaskBuffer.Length) { bool bBlock = ((MaskBuffer[index] & (1 << bit)) > 0); // 大于0,表示有阻挡 m_BlockMap.initBlock(x, y, bBlock); } } } }
// readVendorList reads the list of vendored modules from vendor/modules.txt. private static void readVendorList() { vendorOnce.Do(() => { vendorList = null; vendorPkgModule = make_map <@string, module.Version>(); vendorVersion = make_map <@string, @string>(); vendorMeta = make_map <module.Version, vendorMetadata>(); var(data, err) = ioutil.ReadFile(filepath.Join(ModRoot(), "vendor/modules.txt")); if (err != null) { if (!errors.Is(err, os.ErrNotExist)) { @base.Fatalf("go: %s", err); } return; } module.Version mod = default; foreach (var(_, line) in strings.Split(string(data), "\n")) { if (strings.HasPrefix(line, "# ")) { var f = strings.Fields(line); if (len(f) < 3L) { continue; } if (semver.IsValid(f[2L])) { // A module, but we don't yet know whether it is in the build list or // only included to indicate a replacement. mod = new module.Version(Path: f[1], Version: f[2]); f = f[3L..]; }
private void button_addRandomAirplane_Click(object sender, EventArgs e) { map gameMap = game.getMap(); airplane airplane = new airplane(gameMap); Random random = new Random(); Vector2 chosenDirection = utilVector2.getRandomDirection(); airplane.Initialize( this.game.generateRandomId(), this.game.icons.ElementAt(0).Value, "xd", "xd", new Vector2(random.Next(1, (int)gameMap.getSize().X), random.Next(1, (int)gameMap.getSize().Y)), chosenDirection, random.Next(Game1.minMaxAltitude[0], Game1.minMaxAltitude[1]), random.Next(Game1.minMaxMAXSpeed[0], Game1.minMaxMAXSpeed[1]), random.Next(Game1.minMaxMAXSpeed[0], Game1.minMaxMAXSpeed[1]), random.Next(Game1.minMaxAcceleration[0], Game1.minMaxAcceleration[1]), random.Next(Game1.minMaxVerticalAcceleration[0], Game1.minMaxVerticalAcceleration[1]), random.Next(Game1.minMaxCapacity[0], Game1.minMaxCapacity[1]) ); this.game.addAirplaneToMap(airplane); }
public T11(map <long, @string> value) => m_value = value;
public shortcuts(map <@string, slice <@string> > value) => m_value = value;
public factsTable(bool unsat = default, long unsatDepth = default, map <pair, relation> facts = default, slice <fact> stack = default, ref ptr <poset> orderS = default, ref ptr <poset> orderU = default, map <ID, limit> limits = default, slice <limitFact> limitStack = default, map <ID, ptr <Value> > lens = default, map <ID, ptr <Value> > caps = default, ref ptr <Value> zero = default) { this.unsat = unsat; this.unsatDepth = unsatDepth; this.facts = facts; this.stack = stack; this.orderS = orderS; this.orderU = orderU; this.limits = limits; this.limitStack = limitStack; this.lens = lens; this.caps = caps; this.zero = zero; }
public Program(ref ptr <token.FileSet> Fset = default, map <@string, ptr <Package> > imported = default, map <ptr <types.Package>, ptr <Package> > packages = default, BuilderMode mode = default, typeutil.MethodSetCache MethodSets = default, sync.Mutex methodsMu = default, typeutil.Map methodSets = default, typeutil.Map runtimeTypes = default, typeutil.Map canon = default, map <ptr <types.Func>, ptr <Function> > bounds = default, map <selectionKey, ptr <Function> > thunks = default) { this.Fset = Fset; this.imported = imported; this.packages = packages; this.mode = mode; this.MethodSets = MethodSets; this.methodsMu = methodsMu; this.methodSets = methodSets; this.runtimeTypes = runtimeTypes; this.canon = canon; this.bounds = bounds; this.thunks = thunks; }
public exporter(ref ptr <token.FileSet> fset = default, bytes.Buffer @out = default, map <@string, long> strIndex = default, map <ptr <types.Package>, long> pkgIndex = default, map <types.Type, long> typIndex = default, bool posInfoFormat = default, @string prevFile = default, long prevLine = default, long written = default, long indent = default) { this.fset = fset; this.@out = @out; this.strIndex = strIndex; this.pkgIndex = pkgIndex; this.typIndex = typIndex; this.posInfoFormat = posInfoFormat; this.prevFile = prevFile; this.prevLine = prevLine; this.written = written; this.indent = indent; }
protected void Page_Load(object sender, EventArgs e) { map a = new map(); }
private void CheckIfCanBeMap(set set, @class entity) { if (set.Item is onetomany) { var collectedEntity = context.Model.GetClassFromEntityName((set.Item as onetomany).@class); if (collectedEntity.Item is compositeid) { var cid = collectedEntity.Item as compositeid; List<string> setColumn = new List<string>(); if (!string.IsNullOrEmpty(set.key.column1)) setColumn.Add(set.key.column1); if (null != set.key.column) setColumn.AddRange(set.key.column.Select(q => q.name)); List<string> collectedKeyColumns = new List<string>(); collectedKeyColumns.AddRange(cid.Items.OfType<keyproperty>().Select(q => q.column1 ?? q.name)); List<string> nonOverlappingColumns; if (CheckOverlapping(setColumn, collectedKeyColumns, out nonOverlappingColumns)) { setToRemove.Add(set); entitiesToRemove.Add(collectedEntity.name); map map = new map(); map.name = set.name; map.table = set.table; map.key = set.key; var meta = context.GetTableMetaData(collectedEntity.schema, collectedEntity.table ?? collectedEntity.name); if (nonOverlappingColumns.Count == 1) { map.Item = new index() { column1 = nonOverlappingColumns[0], type = typeConverter.GetNHType(meta.GetColumnMetadata(nonOverlappingColumns[0])) }; } else { compositeindex ci = new compositeindex(); ci.@class = context.NamingStrategy.GetClassNameForComponentKey(map.name??map.table); ci.Items = nonOverlappingColumns.Select(q => new keyproperty() { name = context.NamingStrategy.GetPropertyNameFromColumnName(q) ,column1 = context.NamingStrategy.GetPropertyNameFromColumnName(q) != q ? q : null ,type1=typeConverter.GetNHType(meta.GetColumnMetadata(q)) ,length = meta.GetColumnMetadata(q).ColumnSize == 0 ? null:meta.GetColumnMetadata(q).ColumnSize.ToString() }).ToArray(); map.Item = ci; } property[] props = collectedEntity.Items.OfType<property>().ToArray(); if (props.Length == 1) { //use an element element e = new element(); e.column = props[0].column ?? props[0].name; e.type1 = props[0].type1; e.type = props[0].type; e.precision = props[0].precision; e.length = props[0].length; map.Item1 = e; } else { //use a composite element compositeelement ce = new compositeelement(); ce.@class = context.NamingStrategy.GetClassNameForCollectionComponent(collectedEntity.table??collectedEntity.name); ce.Items = context.Model.GetPropertyOfEntity(collectedEntity.name); map.Item1 = ce; } context.Model.AddCollectionToEntity(entity.name, map); } } } }
// Use this for initialization void Start() { _camera = Camera.main; screenWidth = _camera.pixelWidth; screenHeight = _camera.pixelHeight; dmap= new map(); }
// Use this for initialization void Start() { //instatiating mainmenu. //GameObject startmenu = Instantiate(Resources.Load("ui/menuGO")) as GameObject; //instantiating environement env envi = new env(); //instanciating map with it's parameters map map = new map("entrance", envi); //Debug.Log(map.mapname); //getting global map path string mapfilepath = map.getmappath(map.mapname); //Debug.Log(mapfilepath); //getting map full path map.mapfilepath = mapfilepath; //Debug.Log(map.mapfilepath); // checking if file exist if (map.mapfilepath == "error") { Debug.LogError("error occured opening map file"); } else { //Debug.Log("path ok"); string zonename; string[] mapparts = new string[100]; //populating map.tempzone acording to image map.tempzone = tools.getcolor(map.mapfilepath); string textfile = map.getzonedeftxt(map.mapname); //grabing zone references mapparts = tools.getMapZones(textfile); map.zonemap = new List<List<Zone>>(); List<Zone> row = new List<Zone>(); //instanciating every zone + adding "border" zones (not interactive) for (int i = 0; i < (map.tempzone.Count) + 2; i++) { GameObject zonepos = Instantiate(Resources.Load("map/zonepointer")) as GameObject; zonepos.transform.position = new Vector3(((i * 16) - 16), 0, -16); Zone zone = new Zone("border", zonepos, map); row.Add(zone); } map.zonemap.Add(row); for (int i = 0; i < map.tempzone.Count; i++) { row = new List<Zone>(); if (true) { GameObject zonepos = Instantiate(Resources.Load("map/zonepointer")) as GameObject; zonepos.transform.position = new Vector3(-16 , 0, i*16); Zone zone = new Zone("border", zonepos, map); row.Add(zone); } for (int j = 0; j < map.tempzone[i].Count; j++) { //Debug.Log("instanciating zones"); GameObject zonepos = Instantiate(Resources.Load("map/zonepointer")) as GameObject; zonepos.transform.position = new Vector3(j * 16, 0, i * 16); if (map.tempzone[j][i].A == 255) { string tempcolor = tools.colortostring(map.tempzone[j][i]); zonename = tools.getzonename(mapparts, tempcolor); Zone zone = new Zone(zonename, zonepos, map); row.Add(zone); } else { Zone zone = new Zone("empty", zonepos, map); row.Add(zone); } } if (true) { GameObject zonepos = Instantiate(Resources.Load("map/zonepointer")) as GameObject; zonepos.transform.position = new Vector3((map.tempzone.Count)*16, 0, i * 16); Zone zone = new Zone("border", zonepos, map); row.Add(zone); } map.zonemap.Add(row); } row = new List<Zone>(); for (int o = 0; o < (map.tempzone.Count) + 2; o++) { GameObject zonepos = Instantiate(Resources.Load("map/zonepointer")) as GameObject; zonepos.transform.position = new Vector3(((o * 16) - 16), 0, (map.tempzone.Count * 16)); Zone zone = new Zone("border", zonepos, map); row.Add(zone); } map.zonemap.Add(row); } //populating every zone Tiles //Debug.Log("populating empty tile"); for (int i = 0; i < map.zonemap.Count; i++) { for (int j = 0; j < map.zonemap[i].Count; j++) { if (map.zonemap[j][i].type == "empty") { for (int k = 0; k < 16; k++) { List<Tile> tilerow = new List<Tile>(); for (int l = 0; l < 16; l++) { GameObject tileholder = Instantiate(Resources.Load("tile/Tileholder")) as GameObject; Renderer rnd = tileholder.GetComponent<Renderer>(); Tile tile = new Tile("empty", map.zonemap[j][i], tileholder, l, 0, k); rnd.material = tileholder.GetComponent<Tileholder>().mats[0]; tileholder.GetComponent<Tileholder>().tile = tile; tileholder.tag = "empty"; tile.worldpos = new Vector3((k+(16*j)),0,l+(16*i)); tilerow.Add(tile); } map.zonemap[j][i].tilemap.Add(tilerow); } } else if (map.zonemap[j][i].type == "border") { for (int k = 0; k < 16; k++) { List<Tile> tilerow = new List<Tile>(); for (int l = 0; l < 16; l++) { GameObject tileholder = Instantiate(Resources.Load("tile/Tileholder")) as GameObject; Renderer rnd = tileholder.GetComponent<Renderer>(); Tile tile = new Tile("border", map.zonemap[j][i], tileholder, l, 0, k); rnd.material = tileholder.GetComponent<Tileholder>().mats[0]; tileholder.GetComponent<Tileholder>().tile = tile; tileholder.tag = "border"; tile.worldpos = new Vector3((k + (16 * j)), 0, l + (16 * i)); tilerow.Add(tile); } map.zonemap[j][i].tilemap.Add(tilerow); } } else { //Debug.Log("grabbing file directory"); string imagepath = map.zonemap[j][i].getzoneimagepath(map.mapsfilespath, map.zonemap[j][i].type, map.mapname); //Debug.Log(imagepath); //Debug.Log("grabbing tile color list"); List<List<System.Drawing.Color>> tilescolor = tools.getcolor(imagepath + map.zonemap[j][i].type + ".png"); //Debug.Log("grabbing zone tile definitions"); string[] tilref = tools.getMapZones(imagepath + "Tiles.txt"); for (int k = 0; k < 16; k++) { List<Tile> tilerow = new List<Tile>(); for (int l = 0; l < 16; l++) { GameObject tileholder = Instantiate(Resources.Load("tile/Tileholder")) as GameObject; Renderer rnd = tileholder.GetComponent<Renderer>(); if (tilescolor[l][k].A == 255) { string tilemame = tools.getzonename(tilref, tools.colortostring(tilescolor[l][k])); if (tilemame == "openfloorTile") { Tile tile = new Tile("openfloorTile", map.zonemap[j][i], tileholder, l, -1, k); rnd.material = tileholder.GetComponent<Tileholder>().mats[2]; tileholder.GetComponent<Tileholder>().tile = tile; tileholder.tag = "floor"; tile.worldpos = new Vector3((k + (16 * j)), 0, l + (16 * i)); tilerow.Add(tile); } else if (tilemame == "wallTile") { Tile tile = new Tile("wallTile", map.zonemap[j][i], tileholder, l, 0, k); rnd.material = tileholder.GetComponent<Tileholder>().mats[2]; tileholder.GetComponent<Tileholder>().tile = tile; tileholder.tag = "wall"; tile.worldpos = new Vector3((k + (16 * j)), 0, l + (16 * i)); tilerow.Add(tile); } else if (tilemame == "collumn") { Tile tile = new Tile("collumn", map.zonemap[j][i], tileholder, l, 0, k); rnd.material = tileholder.GetComponent<Tileholder>().mats[2]; tileholder.GetComponent<Tileholder>().tile = tile; tileholder.tag = "wall"; tile.worldpos = new Vector3((k + (16 * j)), 0, l + (16 * i)); tilerow.Add(tile); } } else { Tile tile = new Tile("empty", map.zonemap[j][i], tileholder, l, 0, k); rnd.material = tileholder.GetComponent<Tileholder>().mats[0]; tileholder.GetComponent<Tileholder>().tile = tile; tileholder.tag = "empty"; tile.worldpos = new Vector3((k + (16 * j)), 0, l + (16 * i)); tilerow.Add(tile); } } map.zonemap[j][i].tilemap.Add(tilerow); } } } } //generating map global tilemap map.generatemaptilemap(); //updating tiles according to surounding map.tileCheckForEmptyToWall(); }
// Use this for initialization void Start() { _camera = Camera.main; screenWidth = _camera.pixelWidth; screenHeight = _camera.pixelHeight; enemies = new enemy[20]; enemynumber = 0; nowenemy = 0; mines = new mine[1000]; minenumber = 0; nowmine = 0; dmap = new map (); StreamReader sr= new StreamReader("playinfo.txt"); mode = sr.ReadLine(); stage = int.Parse(sr.ReadLine()); sr.Close(); sr = new StreamReader(mode+"map\\"+stage.ToString()+".txt"); string nextstring=""; char[] cstring= new char[100]; for (int y=0; y<15; y++) { nextstring=sr.ReadLine(); cstring=nextstring.ToCharArray(); for (int x=0; x<15; x++) { dmap.mapparts [y, x]=int.Parse(cstring[x].ToString()); } } nextstring=sr.ReadLine(); cstring=nextstring.ToCharArray(); for (int x=0; x<5; x++) { dmap.mine[x]=int.Parse(cstring[2*x].ToString())*10+int.Parse(cstring[2*x+1].ToString()); } nextstring=sr.ReadLine(); cstring=nextstring.ToCharArray(); for (int x=0; x<5; x++) { if(cstring[x]=='0') dmap.enemy[x]=false; else dmap.enemy[x]=true; } dmap.playerx=int.Parse(sr.ReadLine()); dmap.playery=int.Parse(sr.ReadLine()); sr.Close(); for (int y=0; y<15; y++) { for (int x=0; x<15; x++) { Vector3 nextpoint= new Vector3((float)(-3+0.668*x),(float)(4.67-0.668*y)); Instantiate (maps [dmap.mapparts[y,x]], nextpoint, transform.rotation); } } player = GameObject.Find ("character").GetComponent<character>(); player.positionx = dmap.playerx; player.positiony = dmap.playery; turn = dmap.turn; }
// Use this for initialization void Start() { state = "mine"; dmap = GameObject.Find ("Main Camera").GetComponent<game> ().dmap; }
public Attributes(map <@string, Attribute> AttributeMap = default, int DroppedAttributesCount = default) { this.AttributeMap = AttributeMap; this.DroppedAttributesCount = DroppedAttributesCount; }
assertTrue(map.isEmpty());
public verifierMap(map <nameHash, slice <Verifier> > value) => m_value = value;
public bool Hit(map.Chip chip, PointD pointInView, int chipWidth, int chipHeight) { if (_isPaused) return false; if (_isInvincible) return false; // 無敵中 foreach (Point cp in _collisionPoints) { double cpx = pointInView.X + cp.X; double cpy = pointInView.Y + cp.Y; bool collision = (chip.ViewX <= cpx && chip.ViewY <= cpy && cpx <= chip.ViewX + chipWidth && cpy <= chip.ViewY + chipHeight); if (collision) { Hp -= chip.Hardness; // 爆発開始 _isExplosion = true; _explosionStartTick = Environment.TickCount; _ptclEmitter.Emitting = false; _ptclEmitter.X = (float)cpx; _ptclEmitter.Y = (float)cpy; _ptclEmitter.Emitting = true; // 無敵時間開始 _isInvincible = true; _invincibleStartTick = Environment.TickCount; return true; } } return false; }
public Part(textproto.MIMEHeader Header = default, ref ptr <Reader> mr = default, @string disposition = default, map <@string, @string> dispositionParams = default, io.Reader r = default, long n = default, long total = default, error err = default, error readErr = default) { this.Header = Header; this.mr = mr; this.disposition = disposition; this.dispositionParams = dispositionParams; this.r = r; this.n = n; this.total = total; this.err = err; this.readErr = readErr; }
public SceneGameStage(map.Map map) { sceneType = SceneType.GameStage; _map = map; #region メニューアイテム _clearMenuItems = new MenuItem[] { new MenuItem(Key.M, Properties.Resources.MenuItem_MapSelect), new MenuItem(Key.T, Properties.Resources.MenuItem_ReturnTitle) }; #endregion _keys = new Key[] { Key.UpArrow, Key.DownArrow, Key.Return, Key.Escape, Key.R, Key.M, Key.T }; // 画像読み込み _lifeSurfaces = ResourceManager.LoadSurfaces(Constants.Filename_LifeImage, new Size(30, 32)); #region 配置 _viewRect = new Rectangle( Constants.ScreenWidth - Constants.StageViewWidth - Constants.StageMargin, Constants.StageMargin, Constants.StageViewWidth, Constants.StageViewHeight); _keyRect = new Rectangle( Constants.StageMargin, Constants.StageMargin, _viewRect.Left - 1 - Constants.StageMargin, Constants.StageViewHeight); _miniMapRect = new Rectangle( Constants.ScreenWidth - Constants.MiniMapWidth - Constants.StageMargin, _viewRect.Bottom + Constants.StageGap, Constants.MiniMapWidth, Constants.ScreenHeight - Constants.StageMargin - _viewRect.Bottom - Constants.StageGap); _playerInfoRect = new Rectangle( Constants.StageMargin, _viewRect.Bottom + Constants.StageGap, _miniMapRect.Left - Constants.StageMargin - Constants.StageGap, _miniMapRect.Height); #endregion #region PID制御係数決定 _prevYDiff = 0; _yDiff = 0; _coefP = 0.5; _coefI = _coefP * 0.4; _coefD = _coefP * 0.01; _diffT = 1 / (double)SdlDotNet.Core.Events.TargetFps; #endregion }
public loader(map <@string, bool> tags = default, bool testRoots = default, bool isALL = default, bool testAll = default, bool forceStdVendor = default, slice <ptr <loadPkg> > roots = default, slice <ptr <loadPkg> > pkgs = default, ref ptr <par.Work> work = default, ref ptr <par.Cache> pkgCache = default, map <@string, bool> direct = default, map <@string, @string> goVersion = default) { this.tags = tags; this.testRoots = testRoots; this.isALL = isALL; this.testAll = testAll; this.forceStdVendor = forceStdVendor; this.roots = roots; this.pkgs = pkgs; this.work = work; this.pkgCache = pkgCache; this.direct = direct; this.goVersion = goVersion; }
public void Update(GameTime gameTime, map.tile.TileMap myMap) { Vector2 moveVector = Vector2.Zero; Vector2 moveDir = Vector2.Zero; string animation = ""; if (managers.InputManager.Instance.KeyDown(Keys.W) && managers.InputManager.Instance.KeyDown(Keys.A)) { moveDir = new Vector2(-2, -1); animation = "WalkNorthWest"; moveVector += new Vector2(-2, -1); } else if (managers.InputManager.Instance.KeyDown(Keys.W) && managers.InputManager.Instance.KeyDown(Keys.D)) { moveDir = new Vector2(2, -1); animation = "WalkNorthEast"; moveVector += new Vector2(2, -1); } else if (managers.InputManager.Instance.KeyDown(Keys.D) && managers.InputManager.Instance.KeyDown(Keys.S)) { moveDir = new Vector2(2, 1); animation = "WalkSouthEast"; moveVector += new Vector2(2, 1); } else if (managers.InputManager.Instance.KeyDown(Keys.S) && managers.InputManager.Instance.KeyDown(Keys.A)) { moveDir = new Vector2(-2, 1); animation = "WalkSouthWest"; moveVector += new Vector2(-2, 1); } else if (managers.InputManager.Instance.KeyDown(Keys.W)) { moveDir = new Vector2(0, -1); animation = "WalkNorth"; moveVector += new Vector2(0, -1); } else if (managers.InputManager.Instance.KeyDown(Keys.D)) { moveDir = new Vector2(2, 0); animation = "WalkEast"; moveVector += new Vector2(2, 0); } else if (managers.InputManager.Instance.KeyDown(Keys.S)) { moveDir = new Vector2(0, 1); animation = "WalkSouth"; moveVector += new Vector2(0, 1); } else if (managers.InputManager.Instance.KeyDown(Keys.A)) { moveDir = new Vector2(-2, 0); animation = "WalkWest"; moveVector += new Vector2(-2, 0); } if (myMap.GetCellAtWorldPoint(vlad.Position + moveDir).Walkable == false) { moveDir = Vector2.Zero; } if (Math.Abs(myMap.GetOverallHeight(vlad.Position) - myMap.GetOverallHeight(vlad.Position + moveDir)) > 10) { moveDir = Vector2.Zero; } if (moveDir.Length() != 0) { vlad.MoveBy((int)moveDir.X, (int)moveDir.Y); if (vlad.CurrentAnimation != animation) vlad.CurrentAnimation = animation; } else { vlad.CurrentAnimation = "Idle" + vlad.CurrentAnimation.Substring(4); } float vladX = MathHelper.Clamp( vlad.Position.X, 64 + vlad.DrawOffset.X, Camera.Instance.WorldWidth); float vladY = MathHelper.Clamp( vlad.Position.Y, 132 + vlad.DrawOffset.Y, Camera.Instance.WorldHeight); vlad.Position = new Vector2(vladX, vladY); Vector2 testPosition = Camera.Instance.WorldToScreen(vlad.Position); if (testPosition.X < 100) { Camera.Instance.Move(new Vector2(testPosition.X - 100, 0)); } if (testPosition.X > (Camera.Instance.ViewWidth - 100)) { Camera.Instance.Move(new Vector2(testPosition.X - (Camera.Instance.ViewWidth - 100), 0)); } if (testPosition.Y < 100) { Camera.Instance.Move(new Vector2(0, testPosition.Y - 100)); } if (testPosition.Y > (Camera.Instance.ViewHeight - 100)) { Camera.Instance.Move(new Vector2(0, testPosition.Y - (Camera.Instance.ViewHeight - 100))); } vlad.Update(gameTime); }