Example #1
0
        static void FloodFill(Point pos, Color col)
        {
            //Base Cases:
            //Is my position off-canvas to right or bottom
            if (pos.X >= Draw.ScaledWidth || pos.Y >= Draw.ScaledHeight)
            {
                return;
            }
            //Is this position off-canvas to top or left
            if (pos.X < 0 || pos.Y < 0)
            {
                return;
            }

            //What is the color of my current pixel
            Color Pixel   = Draw.GetBBPixel(pos.X * Draw.Scale, pos.Y * Draw.Scale);
            bool  IsBlack = (Pixel.R == 0 && Pixel.G == 0 && Pixel.B == 0);

            //If it's already colored, we're done (for now)
            if (!IsBlack)
            {
                return;
            }

            //Color the pixel
            Draw.SetBBScaledPixel(pos.X, pos.Y, col);
            Thread.Sleep(100);
            //Launch Floodfill for my 4 neighbors
            FloodFill(new Point(pos.X + 1, pos.Y), col);
            FloodFill(new Point(pos.X - 1, pos.Y), col);
            FloodFill(new Point(pos.X, pos.Y + 1), col);
            FloodFill(new Point(pos.X, pos.Y - 1), col);
        }
Example #2
0
        ///////////////////////////////////////////////Method\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

        /************************************************************************************************
        * Method: Wanderer()
        * Effect: Receives an object of strucure when thread is started. A random color will be chosen,
        *         and will draw pixels based on a random direction/velocity.
        * **********************************************************************************************/
        public static void Wanderer(object holder)
        {
            DrawingData info         = (DrawingData)(holder); //Unboxes structure
            Color       drawingColor = RandColor.GetColor();  //Holds random color for drawing
            Point       newPoint     = info.m_pCoor;

            drawSpace.SetBBScaledPixel(info.m_pCoor.X, info.m_pCoor.Y, drawingColor);
            drawSpace.Render();


            //Draw pixels
            for (int i = 0; i < info.m_iPixels; i++)
            {
                newPoint.X += rnd.Next(-1, 2);
                newPoint.Y += rnd.Next(-1, 2);
                newPoint.X  = (newPoint.X < 0) ? 0 : newPoint.X;
                newPoint.Y  = (newPoint.Y < 0) ? 0 : newPoint.Y;
                newPoint.X  = (newPoint.X > 799) ? 799 : newPoint.X;
                newPoint.Y  = (newPoint.Y > 599) ? 599 : newPoint.Y;

                drawSpace.SetBBScaledPixel(newPoint.X, newPoint.Y, drawingColor);
                Thread.Sleep(1);
                drawSpace.Render();
            }


            //lock gdi drawer during loop
        }
Example #3
0
        public static void DrawWorldMap(Location CurrentLocation)
        {
            CDrawer Canvas = new CDrawer(1000, 1000);

            Canvas.Clear();
            Canvas.Scale = 50;
            int[] cordarray = new int[2] {
                0, 0
            };
            for (int row = 0; row < MapArray.GetLength(0); row++)
            {
                for (int columb = 0; columb < MapArray.GetLength(1); columb++)
                {
                    foreach (Location locals in Locations)
                    {
                        if (locals.Coordinates.SequenceEqual(cordarray))
                        {
                            Canvas.SetBBScaledPixel(row, columb, Color.Red);
                            Canvas.AddText(locals.Name, 10, row, columb, 1, 1, Color.White);
                        }
                        if (CurrentLocation.Coordinates.SequenceEqual(cordarray))
                        {
                            Canvas.SetBBScaledPixel(row, columb, Color.Green);
                        }
                    }

                    cordarray[1]++;
                }
                cordarray[1] = 0;
                cordarray[0]++;
            }
        }
Example #4
0
 private void grow()
 {
   canvas.SetBBScaledPixel(start.X, start.Y, color);
   pointDict.Add(this.start, 64);
   Point cur_point = start;
   while (growing)
   {
     List<Point> adjacent = this.getAdjacent(cur_point);
     adjacent.ShuffleList();
     var paired_list = adjacent.ToDictionary(x => x, x => pointDict.ContainsKey(x) ? pointDict[x] : 0).ToList();
     paired_list.Sort((x, y) => x.Value.CompareTo(y.Value));
     cur_point = paired_list[0].Key;
     if (pointDict.ContainsKey(cur_point))
     {
       pointDict[cur_point] += (pointDict[cur_point] <= 191) ? 64 : 255 - pointDict[cur_point];
       color_strength = pointDict[cur_point];
     }
     else
     {
       pointDict.Add(cur_point, 64);
       color_strength = 64;
     }
     updateColor();
     canvas.SetBBScaledPixel(cur_point.X, cur_point.Y, color);
     canvas.Render();
     Thread.Sleep(1);
   }
 }
Example #5
0
        // Thread to traverse 2D grid in random fashion
        private void TraverseGridRandomly()
        {
            int     steps  = 0;
            CDrawer canvas = new CDrawer(WIDTH, HEIGHT);

            int[,] grid = new int[X_MAX, Y_MAX];    // 2D backing array for the grid
            Point current  = new Point(0, 0);
            Point previous = new Point(0, 0);

            List <Point> nextPossiblePoint = new List <Point>();      // List of valid moves

            canvas.Scale = BLOCKSIZE;

            // Initialize each grid location with nominal value;
            for (int x = 0; x < X_MAX; ++x)
            {
                for (int y = 0; y < Y_MAX; ++y)
                {
                    grid[x, y] = BASE_RGB_VALUE;
                }
            }

            while (!HasTravelledAll(grid))
            {
                ++steps;

                // Increment intensity of current color to max of 255
                grid[current.X, current.Y] =
                    grid[current.X, current.Y] + 3 > 255 ? 255 : grid[current.X, current.Y] + 3;

                // Draw previous point in yellow - ignore initial start
                if (steps != 1)
                {
                    canvas.SetBBScaledPixel(previous.X, previous.Y,
                                            Color.FromArgb(grid[previous.X, previous.Y], grid[previous.X, previous.Y], 0));
                }

                // Draw current point location in red
                canvas.SetBBScaledPixel(current.X, current.Y, Color.Red);

                previous = current;

                // Clear previous list of valid movement and update list and move to new Point
                nextPossiblePoint.Clear();
                nextPossiblePoint = validLocation(current);
                current           = nextPossiblePoint[_rnd.Next(0, nextPossiblePoint.Count)];
            }

            // Display number of steps on screen
            canvas.AddText(steps.ToString() + " Steps Taken", 25, Color.Blue);

            try
            {
                Invoke(new delVoidInt(UpdateUI), steps);
            }
            catch
            {
                System.Diagnostics.Trace.WriteLine("Target thread is dead");
            }
        }
Example #6
0
        //whenever user presses the generate button, fill the GDI window
        //at randomly selected locations with the user choice from trackbar
        private void generateBtn_Click(object sender, EventArgs e)
        {
            int    nIterate1 = 0;            //iterate var 1 for 2D array
            int    nIterate2 = 0;            //iterate var 2 for 2D array
            int    xPos      = 0;            //xPos of GDI window
            int    yPos      = 0;            //yPos of GDI window
            int    fillCount = 0;            //determine how many pixels to fill in
            Random rnd       = new Random(); //random number generator

            //2 for loops to iterate through 2D array
            for (nIterate1 = 0; nIterate1 < 80; nIterate1++)
            {
                for (nIterate2 = 0; nIterate2 < 60; nIterate2++)
                {
                    //set color to black
                    _fillColor[nIterate1, nIterate2] = Color.Black;
                }
            }

            //2 for loops to iterate through 2D array
            for (nIterate1 = 0; nIterate1 < 80; nIterate1++)
            {
                //create red border for left and right of GDIwindow
                _fillColor[nIterate1, 0]  = Color.Red;
                _fillColor[nIterate1, 59] = Color.Red;

                for (nIterate2 = 0; nIterate2 < 60; nIterate2++)
                {
                    //create red border for top and bottom of GDI window
                    _fillColor[0, nIterate2]  = Color.Red;
                    _fillColor[79, nIterate2] = Color.Red;
                }
            }

            //set number of pixels to fill from trackbar
            fillCount = blockTrackbar.Value;

            //for loop to iterate through 2D array
            for (nIterate1 = 0; nIterate1 < fillCount; nIterate1++)
            {
                //choose random x and y values to fill
                xPos = rnd.Next(1, 79);
                yPos = rnd.Next(1, 59);

                //fill 2D array with randomly chosen x and y values
                _fillColor[xPos, yPos] = Color.Red;
            }

            //2 for loops to iterate through 2D array
            for (nIterate1 = 0; nIterate1 < 80; nIterate1++)
            {
                for (nIterate2 = 0; nIterate2 < 60; nIterate2++)
                {
                    //set pixels in GDI window from randomly selected locations to red color
                    _Canvas.SetBBScaledPixel(nIterate1, nIterate2, _fillColor[nIterate1, nIterate2]);
                }
            }
        }
Example #7
0
        //***********************************************************************************************************************************************
        //Purpose:  recursive method as an attempt to solve a loaded maze, checking surrounding positions to find the valid path.
        //Parameter:MazeInfo maze - used to determine the current state of maze (solved or not) and the steps taken to solve the maze
        //          Point curPos  - the moved position to check if the current position is a valid path to take
        //Returns:  The maze's updated detail will be returned to check if the maze was solved or not
        //***********************************************************************************************************************************************
        private MazeInfo MazeSolver(MazeInfo maze, Point curPos)
        {
            if (!_mazeDets.result && !_cancel)
            {
                Thread.Sleep(_throttle);

                //exit conditions
                if (curPos.X == maze.endPos.X && curPos.Y == maze.endPos.Y)
                {
                    _stop.Stop();
                    _mazeDets.result = true;

                    //changes the state and label of buttons
                    this.Invoke(new MethodInvoker(delegate() { btnSolve.Enabled = false; }));
                    this.Invoke(new MethodInvoker(delegate() { btnSolve.Text = "Solve"; }));
                    this.Invoke(new MethodInvoker(delegate() { btnLoad.Enabled = true; }));

                    //adds the collected final information to the listbox
                    this.Invoke(new MethodInvoker(delegate() { listMazeLog.Items.Insert(0, $"The maze is solved in {maze.steps} steps / {_stop.ElapsedMilliseconds}ms"); }));

                    return(maze);
                }

                //out of bounds -> return to previous position
                //wall/visited -> return to previous position
                if (curPos.X < 0 || curPos.X >= maze.mazeWidth || curPos.Y < 0 || curPos.Y >= maze.mazeHeight ||
                    _state[curPos.Y, curPos.X] == Wall.wall || _state[curPos.Y, curPos.X] == Wall.visited)
                {
                    return(maze);
                }

                //will not colour the starting green pixel to another colour
                if (curPos.X != maze.startPos.X || curPos.Y != maze.startPos.Y)
                {
                    _canvas.SetBBScaledPixel(curPos.X, curPos.Y, maze.livePath);
                    _canvas.Render();
                }

                maze.steps += 1;
                _state[curPos.Y, curPos.X] = Wall.visited;

                //attempt to move position
                MazeSolver(maze, new Point(curPos.X + 1, curPos.Y));
                MazeSolver(maze, new Point(curPos.X - 1, curPos.Y));
                MazeSolver(maze, new Point(curPos.X, curPos.Y - 1));
                MazeSolver(maze, new Point(curPos.X, curPos.Y + 1));

                //reached a dead end, colour the return path to grey
                if (_mazeDets.result == false)
                {
                    _canvas.SetBBScaledPixel(curPos.X, curPos.Y, maze.deadPath);
                    _canvas.Render();
                }
            }
            return(_mazeDets);
        }
Example #8
0
        static void RandomBlocks()
        {
            Random  rnd = new Random();
            CDrawer can = new CDrawer();

            System.Diagnostics.Stopwatch watch = new System.Diagnostics.Stopwatch();
            watch.Reset();
            watch.Start();
            can.AddText("Random Known Colors SetBBPixel : 2s", 28, 0, 0, can.ScaledWidth, can.ScaledHeight, Color.White);
            can.AddText("Random Known Colors SetBBPixel : 2s", 28, 2, 2, can.ScaledWidth + 2, can.ScaledHeight + 2, Color.Black);
            while (watch.ElapsedMilliseconds < 2000)
            {
                can.SetBBPixel(rnd.Next(can.ScaledWidth), rnd.Next(can.ScaledHeight), RandColor.GetKnownColor());
            }
            can.Close();

            can       = new CDrawer(800, 800);
            can.Scale = 10;
            Console.WriteLine("Random Known Colors SetBBScaledPixel : 2s");
            watch.Reset();
            watch.Start();
            can.AddText("Random Known Colors SetBBScaledPixel : 2s", 24);
            while (watch.ElapsedMilliseconds < 2000)
            {
                can.SetBBScaledPixel(rnd.Next(can.ScaledWidth), rnd.Next(can.ScaledHeight), RandColor.GetKnownColor());
            }
            can.Close();
        }
 /// <summary>
 /// the classes main worker function more or less it loads up the form
 /// </summary>
 void Load()
 {
     try
     {
         // load in a bit map
         Bitmap TempBitMap = (Bitmap)Bitmap.FromFile(Path);
         //---------------------------------------------------------------------------
         // the manditory check remove for any size
         if (TempBitMap.Width > 190 || TempBitMap.Height > 100)
         {
             throw new Exception("We are sorry but the image is too big. Please keep the images size to 190px by 100px as a larger object could result in a stack overflow. ");
         }
         //----------------------------------------------------------------------------------
         // if the file loads close the old one if it is not Null and create a display box insished to what we need based on the bit map
         Display?.Close();
         Display       = new CDrawer(TempBitMap.Width * 10, TempBitMap.Height * 10, false);
         Display.Scale = 10;
         // create a spaces state identifyer as a 2D rep of it
         SpaceStates[,] Spaces = new SpaceStates[TempBitMap.Width, TempBitMap.Height];
         // Set up a End and Start
         Point End   = new Point();
         Point Start = new Point();
         // now we can begin a case by case pixle checking/ set them in the box
         for (int x = 0; x < TempBitMap.Width; x++)
         {
             for (int y = 0; y < TempBitMap.Height; y++)
             {
                 Display.SetBBScaledPixel(x, y, TempBitMap.GetPixel(x, y));
                 // if it is black it is a wall
                 if (TempBitMap.GetPixel(x, y) == Color.FromArgb(0, 0, 0))
                 {
                     Spaces[x, y] = SpaceStates.closed;
                 }
                 // else its open but that is the default state so checking and writing will just slow us down
                 // so now we check for start(green) and end(red) that fall into the open side and store them acordingly
                 else if (TempBitMap.GetPixel(x, y) == Color.FromArgb(255, 0, 0))// red end
                 {
                     End = new Point(x, y);
                 }
                 else if (TempBitMap.GetPixel(x, y) == Color.FromArgb(0, 255, 0))// green start
                 {
                     Start = new Point(x, y);
                 }
             }
         }
         if (End.X == 0 && End.Y == 0 && Start.X == 0 && Start.Y == 0)
         {
             throw new Exception("odd the maze seems to be missing start or end or we some how put them on top of one another");
         }
         // only at the end render them
         Display.Render();
         Maze.DoneLoadCallBack.Invoke(Display, Start, End, Spaces);
     }
     //throw out some message boxes for failed attempts
     catch (Exception e)
     {
         MessageBox.Show(e.Message);
     }
 }
Example #10
0
        /***********************************
         * Author: Angelo M Sanches
         * Does the actual drawing
         *************************************/
        private void DrawChecker_Tick(object sender, EventArgs e)
        {
            // get a point of last mouse click scaled
            Point Point;

            if (Box.GetLastMouseLeftClickScaled(out Point))
            {
                // we draw off cursor if using extended draw
                if (Ch_DrawShape.Checked)
                {
                    for (int i = 0; i < DrawLife.GetLength(0); i++)
                    {
                        for (int j = 0; j < DrawLife.GetLength(1); j++)
                        {
                            // for each point draw off of the click
                            Eco[LimWraper(Point.X + i, 0, Eco.GetLength(0)),
                                LimWraper(Point.Y + j, 0, Eco.GetLength(1))].bIsAlive = DrawLife[i, j].bIsAlive;
                            Eco[LimWraper(Point.X + i, 0, Eco.GetLength(0)),
                                LimWraper(Point.Y + j, 0, Eco.GetLength(1))].Colour = DrawLife[i, j].Colour;
                        }
                    }
                    // re-render all
                    Draw();
                }
                // else we just set a single point and render that difference
                else
                {
                    if (!Eco[Point.X, Point.Y].bIsAlive)
                    {
                        Eco[Point.X, Point.Y].bIsAlive = true;
                        Eco[Point.X, Point.Y].Colour   = Colour;
                        Box.SetBBScaledPixel(Point.X, Point.Y, Colour);
                    }
                    else
                    {
                        Eco[Point.X, Point.Y].bIsAlive = false;
                        Box.SetBBScaledPixel(Point.X, Point.Y, Color.Black);
                    }
                    Box.Render();
                }
            }
        }
Example #11
0
        /***********************************
         * Author: Angelo M Sanches
         * draws every time we click or eraces if need be
         *************************************/
        private void DrawCheck_Tick(object sender, EventArgs e)
        {
            Point Get;

            if (Drawer.GetLastMouseLeftClickScaled(out Get))
            {
                if (!DrawLife[Get.X, Get.Y].bIsAlive)
                {
                    DrawLife[Get.X, Get.Y].bIsAlive = true;
                    DrawLife[Get.X, Get.Y].Colour   = DrawColour;
                    Drawer.SetBBScaledPixel(Get.X, Get.Y, DrawColour);
                }
                else
                {
                    DrawLife[Get.X, Get.Y].bIsAlive = false;
                    Drawer.SetBBScaledPixel(Get.X, Get.Y, Color.Black);
                }
                Drawer.Render();
            }
        }
Example #12
0
        static void FloodFill(Point pos, Color col)
        {
            if (pos.X >= Draw.ScaledWidth || pos.Y >= Draw.ScaledHeight)
            {
                return;
            }
            if (pos.X < 0 || pos.Y < 0)
            {
                return;
            }
            Color Pixel   = Draw.GetBBPixel(pos.X * Draw.Scale, pos.Y * Draw.Scale);
            bool  IsBlack = (Pixel.R == 0 && Pixel.G == 0 && Pixel.B == 0);

            if (!IsBlack)
            {
                return;
            }

            Draw.SetBBScaledPixel(pos.X, pos.Y, col);
            FloodFill(new Point(pos.X + 1, pos.Y), col);
            FloodFill(new Point(pos.X - 1, pos.Y), col);
            FloodFill(new Point(pos.X, pos.Y + 1), col);
            FloodFill(new Point(pos.X, pos.Y - 1), col);
        }
Example #13
0
        private void Draw(ref CDrawer drawer, int[,] cellArray, ref Color cellcolor)  //draw the canvas
        {
            drawer.BBColour = Color.Black;

            for (int i = 0; i < cellArray.GetLength(0); i++)
            {
                for (int j = 0; j < cellArray.GetLength(1); j++)
                {
                    if (cellArray[i, j] == 1)
                    {
                        drawer.SetBBScaledPixel(i, j, cellcolor);
                    }
                }
            }
            drawer.Render();
        }
Example #14
0
        //Draws the current contents of the specified array
        //onto the gdi canvas
        private void DisplayArray(byte[,] arr)
        {
            canvas.BBColour = Color.Black;

            for (int i = 0; i < 80; i++)
            {
                for (int j = 0; j < 60; j++)
                {
                    if (arr[i, j] == 1)
                    {
                        canvas.SetBBScaledPixel(i, j, userColor);
                    }
                }
            }

            canvas.Render();
        }
Example #15
0
        Color DrawColour;              // our draw colour

        /***********************************
         * Author: Angelo M Sanches
         * insih all needed values
         *************************************/
        public DrawModel(int nScale, Form1.Life[,] Colours)
        {
            InitializeComponent();
            Scale             = nScale;
            trackBar1.Value   = Colours.GetLength(1);
            DrawColour        = Color.Red;
            Drawer            = new CDrawer(Scale * trackBar1.Value, Scale * trackBar1.Value, false);
            Drawer.Scale      = Scale;
            DrawLife          = Colours;
            DrawCheck.Enabled = true;
            // draws the last thing we had
            for (int i = 0; i < DrawLife.GetLength(0); i++)
            {
                for (int j = 0; j < DrawLife.GetLength(1); j++)
                {
                    if (DrawLife[i, j].bIsAlive)
                    {
                        Drawer.SetBBScaledPixel(i, j, DrawLife[i, j].Colour);
                    }
                }
            }
            // renders it
            Drawer.Render();
        }
Example #16
0
        /* ********************************************************************
         * Funtion:  private MazeInfo Recursive_Method(Point p_, MazeInfo maze_s)
         * Parameters: Point p_, MazeInfo maze_s
         * Return: Maze info object that indicates maze is solved or not
         * Funtionality: Solves the maze recursively if the dead end is reached it backtracks and showing a backtracking
         * in a different color
         ***********************************************************************/
        private MazeInfo Recursive_Method(Point p_, MazeInfo maze_s)
        {
            if (stop == true)
            {
                maze_s.solved = true;
                return(maze_s);
            }
            //check if the point is out of bounds if it is return
            if (p_.X >= canvas.ScaledWidth || p_.X < 0 || p_.Y >= canvas.ScaledHeight || p_.Y < 0)
            {
                maze_s.solved = false;
                return(maze_s);
            }

            //check if the point has reached the end if it is return and set solved to true
            if (p_ == MazeInfo_struct.p_end)
            {
                maze_s.solved = true;
                return(maze_s);
            }
            //if there is obstacle wall or the obstacle has been visited set the maze solved to false
            if ((Obs_array[p_.X, p_.Y] == Obstacle.wall) || ((Obs_array[p_.X, p_.Y] == Obstacle.visited)))
            {
                maze_s.solved = false;
                return(maze_s);
            }

            //increase the steps or count the total number of steps it took to solve the masze
            maze_s.steps++;

            //if we are checking the point that means it has been visited
            Obs_array[p_.X, p_.Y] = Obstacle.visited;

            //set the speed
            if (p_ != MazeInfo_struct.p_end && p_ != MazeInfo_struct.p_start)
            {
                if (numericUpDownSpeed.Value > 0)
                {
                    maze_s.solved = true;
                    int speed = (int)numericUpDownSpeed.Value * 10;
                    Thread.Sleep(speed);
                }
            }

            //If it is not equal to start draw the correct solution
            if (p_ != maze_s.p_start)
            {
                canvas.SetBBScaledPixel(p_.X, p_.Y, maze_s.Sol_color);
                canvas.Render();
            }

            //recurse in all directions if the maze is solved set the flag to solved
            //and return
            //checks x+1 direction  if maze is solved true is returned
            maze_s = Recursive_Method(new Point(p_.X + 1, p_.Y), maze_s);

            if (maze_s.solved)
            {
                maze_s.solved = true;
                return(maze_s);
            }
            //checks the x -1 direction if maze is solved true is returned
            maze_s = Recursive_Method(new Point(p_.X - 1, p_.Y), maze_s);
            if (maze_s.solved)
            {
                maze_s.solved = true;
                return(maze_s);
            }


            //checks y +1 direction  if maze is solved true is returned
            maze_s = Recursive_Method(new Point(p_.X, p_.Y + 1), maze_s);
            if (maze_s.solved)
            {
                maze_s.solved = true;
                return(maze_s);
            }

            //checks y -1 direction  if maze is solved true is returned
            maze_s = Recursive_Method(new Point(p_.X, p_.Y - 1), maze_s);
            if (maze_s.solved)
            {
                maze_s.solved = true;
                return(maze_s);
            }

            //if no solution was found that means there is a dead end.
            //show the dead end in a dead end color
            //this is basically backtracking.

            if (p_ != maze_s.p_start)
            {
                canvas.SetBBScaledPixel(p_.X, p_.Y, maze_s.Dead_color);
                canvas.Render();
            }

            //no solution was found return false
            maze_s.solved = false;
            return(maze_s);
        }
Example #17
0
        /*******************************************************
        * Funtion:   private void CreateCanvas(Bitmap bm)
        * Parameters: Bitmap bm
        * Returns : void
        * Funtionality: It Loads and scaled the new bitmap image on canvas
        * *****************************************************/
        private void CreateCanvas(Bitmap bm, string filename)
        {
            //set the appropriate scale
            // You are required to adjust the drawer scale value to allow for the
            //mazes to fit on the screen ( after placement ). If a scale of 1 still won't fit,
            //you may reject the maze at load time.
            int scale;

            if ((bm.Height < 50) && (bm.Width < 50))
            {
                scale = 10;
            }
            else if ((bm.Height < 100) && (bm.Width < 100))
            {
                scale = 6;
            }
            else if (bm.Height < 100 && bm.Width < 200)
            {
                scale = 5;
            }
            else if ((bm.Height >= 100 && bm.Height < 250) && (bm.Width >= 100 && bm.Width < 250))
            {
                scale = 4;
            }
            else if ((bm.Height >= 250 && bm.Height <= 300) && (bm.Width >= 250 && bm.Width < 500))
            {
                scale = 2;
            }
            else
            {
                scale = 1;
            }



            // allocate a new CDrawer of the appropriate size(ie.If bitmap is 40x30, then allocate( 40 * 10, 30 * 10 ) ).
            canvas       = new CDrawer(MazeInfo_struct.width * scale, MazeInfo_struct.height * scale);//create the GDI Drawer
            canvas.Scale = scale;
            canvas.Render();
            //turn continuous update to false
            canvas.ContinuousUpdate = false;

            //and the background to white.
            canvas.BBColour = Color.White;
            canvas.Render();

            //create a new instance of the 2D array
            Obs_array = new Obstacle[MazeInfo_struct.width, MazeInfo_struct.height];
            for (int row = 0; row < MazeInfo_struct.height; row++)
            {
                for (int col = 0; col < MazeInfo_struct.width; col++)
                {
                    //draw the image onto the canvas
                    //use SetBBScaledPixel() of the drawer to populate the drawer background with our maze
                    canvas.SetBBScaledPixel(col, row, bm.GetPixel(col, row));
                    canvas.Render();//render to show

                    /* assign your member maze array to a new 2D array of enumeration of dimensions [ maxCol, maxRow ],
                     * //as this will internally represent our maze for processing.
                     * //Our premise will be :  value open = open spot to explore
                     * //value wall = wall, can't go there
                     * //value visited = been there, done that, don't go */
                    if (bm.GetPixel(col, row) == Color.FromArgb(0, 0, 0))
                    {
                        Obs_array[col, row] = Obstacle.wall;//if the color is black * set that array location in our maze array = 1 ( wall )
                    }
                    else if (bm.GetPixel(col, row) == Color.FromArgb(255, 255, 255))
                    {
                        Obs_array[col, row] = Obstacle.open;// if the color is white, set that array location in our maze array = 0 ( open )
                    }
                    // if the color is green, set the start point member to this X / Y, Col /
                    //Row location indicating the maze start location
                    else if (bm.GetPixel(col, row) == Color.FromArgb(0, 255, 0))
                    {
                        MazeInfo_struct.p_start.X = col;
                        MazeInfo_struct.p_start.Y = row;;
                    }
                    // if the color is red, set the start
                    //point member to this X / Y, Col / Row location indicating the maze end location
                    else if (bm.GetPixel(col, row) == Color.FromArgb(255, 0, 0))
                    {
                        MazeInfo_struct.p_end.X = col;
                        MazeInfo_struct.p_end.Y = row;
                    }
                }
            }
            //file is loaded set the enabled to true and able the button solve
            buttonSolve.Enabled = true;
            filename_           = filename.Split('\\');
            listBoxData.Items.Add($"Loaded: {filename_[7]}");
        }
Example #18
0
        /// <summary>
        /// When the load button is pressed loading the bitmap into the cdrawer and parcing the information that we need to solve the map
        /// </summary>
        /// <param name="sender"></param>
        /// <param name="e"></param>
        private void UI_btn_Load_Click(object sender, EventArgs e)
        {
            //variable that represents the current scale factor on the maze
            int mapScaling = 10;

            //initalizing a file dialog to hand
            OpenFileDialog openFileDialog1 = new OpenFileDialog();

            //customizing the filters in the dialog to only show .bmp or all files
            openFileDialog1.Filter = "All files(*.*)|*.*|bmp files (*.bmp)|*.bmp";
            //setting the inital directory
            openFileDialog1.InitialDirectory = Path.GetFullPath(Environment.CurrentDirectory + @"\..\..");

            //opening the file dialog and if the ok button is pressed
            if (openFileDialog1.ShowDialog() == DialogResult.OK)
            {
                try
                {
                    if (_canvas != null)//trying to close a canvas if the canvas is not null
                    {
                        _canvas.Close();
                    }

                    //importing the new bitmap from the file dialog
                    Bitmap bm = new Bitmap(openFileDialog1.FileName);
                    //if the bit map is a medium sized  bit map setting the scaling appropriately
                    if (bm.Width > 150 || bm.Height > 100)
                    {
                        //throw new Exception("Bitmap Exceeds Size Requirements");
                        mapScaling = 5;
                    }
                    //if the bit map is larger reducing the scaling to make it fit the screen
                    if (bm.Width > 200 || bm.Height > 150)
                    {
                        mapScaling = 2;
                    }
                    //creating a new enum array set to the width and height of the bitmap
                    mazeArray = new state[bm.Width, bm.Height];
                    //creating a new canvas set to the height and width of the bitmap scaled with continuous update off, pixel scale set to the scaling and a background of white
                    _canvas = new CDrawer(bm.Width * mapScaling, bm.Height * mapScaling, false, false)
                    {
                        Scale = mapScaling, BBColour = Color.White
                    };
                    //moving the canvas to be right next to the form
                    _canvas.Position = new Point(Location.X + Width, Location.Y);

                    //moving through the bit maps x and y coords
                    for (int y = 0; y < bm.Height; ++y)
                    {
                        for (int x = 0; x < bm.Width; ++x)
                        {
                            //getting the color of the current pixel
                            _canvas.SetBBScaledPixel(x, y, bm.GetPixel(x, y));
                            if (bm.GetPixel(x, y) == Color.FromArgb(0, 0, 0))//if its black setting it to a wall state in the enum array
                            {
                                mazeArray[x, y] = state.wall;
                            }
                            if (bm.GetPixel(x, y) == Color.FromArgb(255, 255, 255))//if its white setting it to open state in the array
                            {
                                mazeArray[x, y] = state.open;
                            }
                            if (bm.GetPixel(x, y) == Color.FromArgb(255, 0, 0))//if its red setting that pixel as the maze exit
                            {
                                _maze._mEnd = new Point(x, y);
                            }
                            if (bm.GetPixel(x, y) == Color.FromArgb(0, 255, 0))//if its green setting that pixel as the maze entrance
                            {
                                _maze._mStart = new Point(x, y);
                            }
                        }
                    }
                    //rendering the canvas
                    _canvas.Render();
                    //setting the name of the form to the file name
                    Text = Path.GetFileName(openFileDialog1.FileName);
                    //displaying that the file has been loaded to the user with the dimensions
                    UI_LB_MessageViewer.Items.Insert(0, $"Loaded: {Path.GetFileName(openFileDialog1.FileName)} file Dimensions {bm.Width} X {bm.Height}");
                    //saving the file name for later use
                    _file = Path.GetFileName(openFileDialog1.FileName).ToString();

                    //initialing the maze info struct
                    _maze._xWidth  = bm.Width;                //setting the maze width
                    _maze._yHeight = bm.Height;               //setting the maze height
                    _maze._cSol    = UI_BTN_SColor.BackColor; //setting the color of the solution path
                    _maze._cDed    = UI_btn_DColor.BackColor; //setting the color of the visited path
                    _maze._steps   = 0;                       //initializing the step counter
                    _maze._solved  = false;                   //setting solved to false
                }
                catch (Exception ex)
                {
                    MessageBox.Show(ex.Message); //catching exceptions during the loading process
                }
                UI_btn_Solve.Enabled = true;     //enabling the solve button
            }
        }
Example #19
0
        /// <summary>
        /// moving through the maze recursively to find the correct path through the maze
        /// </summary>
        /// <param name="maze">the information about the maze</param>
        /// <param name="curPo">the starting position of the recursive function</param>
        /// <returns></returns>
        private MazeInfo recSolve(MazeInfo maze, Point curPo)
        {
            //if the cancel button is pressed escaping the function
            //setting the steps to zero and that the maze was not solved
            if (cancel == true)
            {
                maze._steps  = 0;
                maze._solved = false;
                return(maze);
            }
            //if the maze exit is reached marking the maze as solve and escaping the function
            if (curPo == maze._mEnd)
            {
                maze._solved = true;
                return(maze);
            }
            //if the current position of the function is out of bounds backing up
            if ((curPo.X >= maze._xWidth) || (curPo.X < 0) || (curPo.Y >= maze._yHeight) || (curPo.Y < 0))
            {
                return(maze);
            }
            //if the current position of the function is in a wall backing up
            if (mazeArray[curPo.X, curPo.Y] == state.wall)
            {
                return(maze);
            }
            //if the current position of the function is a pixel that has been visited already backing up
            if (mazeArray[curPo.X, curPo.Y] == state.visited)
            {
                return(maze);
            }

            //if the current position is not the start of the maze
            if (curPo != maze._mStart)
            {
                mazeArray[curPo.X, curPo.Y] = state.visited;            //setting that pixel to visited
                _canvas.SetBBScaledPixel(curPo.X, curPo.Y, maze._cSol); //setting the color to the solution color
                _canvas.Render();                                       //rendering the canvas
            }

            //incrementing the step counter
            maze._steps += 1;

            //if the speed is not zero sleeping the solver
            if (speed != 0)
            {
                Thread.Sleep(speed);
            }

            //attempting to move the solver in each direction in the order (up, right, down, left) moving down 1 level of recursion
            if ((maze = recSolve(maze, new Point(curPo.X, curPo.Y + 1)))._solved)
            {
                return(maze);
            }
            if ((maze = recSolve(maze, new Point(curPo.X + 1, curPo.Y)))._solved)
            {
                return(maze);
            }
            if ((maze = recSolve(maze, new Point(curPo.X, curPo.Y - 1)))._solved)
            {
                return(maze);
            }
            if ((maze = recSolve(maze, new Point(curPo.X - 1, curPo.Y)))._solved)
            {
                return(maze);
            }

            //if the maze wasn't solve moving down the chain of recursion
            if (curPo != maze._mStart)
            {
                _canvas.SetBBScaledPixel(curPo.X, curPo.Y, maze._cDed); //setting the current path to the visited color
                _canvas.Render();                                       //rendering the canvas
            }

            //decrementing the steps
            maze._steps -= 1;

            //moving up 1 level of recursion
            return(maze);
        }
Example #20
0
        //Occurs everytime the 'Load' button is pressed. Attempts to open a bitmap file onto the canvas
        //Side-Effect: sets the maze's information while scanning the bitmap
        private void BtnLoad_Click(object sender, EventArgs e)
        {
            int  x, y;        //position of the pixels on bitmap
            bool good = true; //used to see if the file we are trying to open is valid

            OpenFileDialog openFile = new OpenFileDialog();
            string         path     = Path.GetFullPath(Environment.CurrentDirectory + @"\..\..\mazes");

            //initial settings for the open file dialog
            openFile.InitialDirectory = path;
            openFile.Title            = "Load Bitmap maze to solve";
            openFile.Filter           = "Bitmaps (*.bmp)|*.bmp|All files (*.*)|*.*";

            Bitmap map = null;

            _mazeDets = new MazeInfo
            {
                livePath = Color.Orange,
                deadPath = Color.Gray
            };

            //checked to see if the file was able to open
            try
            {
                //user chooses a file to open
                if (openFile.ShowDialog() == DialogResult.OK)
                {
                    //loads the bitmap file
                    map = new Bitmap(openFile.FileName);

                    //checks the valid size(x, y) of the bitmap file
                    try
                    {//sets the scale as an attempt to fit the bitmap onto the canvas
                        if (map.Height * map.Width < 10000)
                        {
                            _scale = 10;
                        }
                        else if (map.Height * map.Width < 20000)
                        {
                            _scale = 8;
                        }
                        else if (map.Height * map.Width < 150000)
                        {
                            _scale = 3;
                        }
                        else if (map.Height * map.Width < 450000)
                        {
                            _scale = 2;
                        }
                        else if (map.Height * map.Width < 1260000)
                        {
                            _scale = 1;
                        }
                        else
                        {
                            throw new Exception();
                        }
                    }

                    //error message for the bitmap file that is too big
                    catch (Exception)
                    {
                        MessageBox.Show("Bitmap size exceeds displayable area", "Error", MessageBoxButtons.OK, MessageBoxIcon.Error);
                        good = false;
                    }
                }

                //user decided to close the open file dialog
                else
                {
                    good = false;
                }
            }

            //error message when the file chosen could not be opened
            catch (Exception ex)
            {
                MessageBox.Show(ex.Message, "Error", MessageBoxButtons.OK, MessageBoxIcon.Error);
                good = false;
            }

            if (good)
            {
                //creates a 2D array of enumeration to set the state of the pixel (open, wall, visited)
                _state = new Wall[map.Height + 1, map.Width + 1];
                _mazeDets.mazeHeight = map.Height;
                _mazeDets.mazeWidth  = map.Width;

                if (_canvas != null)
                {
                    _canvas.Close();
                }

                //new canvas with appropriately adjusted size
                _canvas = new CDrawer(map.Width * _scale, map.Height * _scale, false)
                {
                    Scale    = _scale,
                    BBColour = Color.White
                };

                //loads the scaled pixels from bitmap onto CDrawer canvas
                //depending on the colour of the pixel, decide the state and put it in 2D Enum array
                for (y = 0; y < map.Height; y++)
                {
                    for (x = 0; x < map.Width; x++)
                    {
                        //black pixel found? It's a wall
                        if (map.GetPixel(x, y) == Color.FromArgb(255, 0, 0, 0))
                        {
                            _state[y, x] = Wall.wall;
                        }

                        //white pixel found? It's an open path
                        else if (map.GetPixel(x, y) == Color.FromArgb(255, 255, 255))
                        {
                            _state[y, x] = Wall.open;
                        }

                        //finds position of start of the maze (green pixel)
                        if (map.GetPixel(x, y) == Color.FromArgb(0, 255, 0))
                        {
                            _mazeDets.startPos.X = x;
                            _mazeDets.startPos.Y = y;
                        }

                        //finds the position of end of the maze (red pixel)
                        if (map.GetPixel(x, y) == Color.FromArgb(255, 0, 0))
                        {
                            _mazeDets.endPos.X = x;
                            _mazeDets.endPos.Y = y;
                        }

                        _canvas.SetBBScaledPixel(x, y, map.GetPixel(x, y));
                    }
                }
                //sets the postion of the canvas so it loads right next to the form
                _canvas.Position = new Point(Location.X + Size.Width + 10, Location.Y);
                _canvas.Render();
                btnSolve.Enabled = true;
                listMazeLog.Items.Insert(0, $"Loaded: {Path.GetFileName(openFile.FileName)}");
            }
        }
Example #21
0
        static void Main(string[] args)
        {
            Random rng        = new Random();
            int    xVelocity  = 1;                  //the rate at which the ball moves on the X plane
            int    yVelocity  = 1;                  //the rate at which the ball moves on the Y plane
            int    xBall      = 80;
            int    yBall      = 60;
            int    wallTop    = 0;                  //top boundry of screen/game
            int    wallRight  = 0;                  //right boundry of screen/game
            int    wallBottom = 0;                  //bottom boundry of screen/game
            bool   playAgain  = true;
            Point  playerPosition;                  //location of mouse so paddle can be appropriately set on the Y plane

            const int playerPositionX = 0;          //the constant postion of the paddle against the left side of screen

            CDrawer gdi = new CDrawer();

            gdi.Scale            = 5;
            gdi.ContinuousUpdate = false;

            do
            {
                while (true)
                {
                    //sets the boundry for the ball with as a visual
                    for (wallTop = 0; wallTop < 160; wallTop = ++wallTop)
                    {
                        gdi.SetBBScaledPixel(wallTop, 0, Color.SkyBlue);
                    }
                    for (wallRight = 0; wallRight < 120; wallRight = ++wallRight)
                    {
                        gdi.SetBBScaledPixel(wallTop - 1, wallRight, Color.SkyBlue);
                    }
                    for (wallBottom = 0; wallBottom < 160; wallBottom = ++wallBottom)
                    {
                        gdi.SetBBScaledPixel(wallBottom, wallRight - 1, Color.SkyBlue);
                    }

                    //the ball
                    while (xBall < wallRight && yBall < wallTop && yBall > wallBottom)
                    {
                        gdi.AddRectangle(xBall, yBall, 2, 2, Color.Gainsboro);

                        //the paddle
                        gdi.GetLastMousePosition(out playerPosition);

                        //playerPositionYStart = playerPositionYStart + playerPosition;
                        gdi.AddLine(playerPositionX, (playerPosition.Y + 25) / 5, playerPositionX, (playerPosition.Y - 25) / 5, Color.DarkRed, 10);



                        //the delay, new images then removal of old images to create "animation"
                        gdi.Render();
                        System.Threading.Thread.Sleep(20);
                        gdi.Clear();

                        xBall += xVelocity;
                        yBall += yVelocity;
                    }
                }

                playAgain = false;
            } while (playAgain);
        }
Example #22
0
        // Biased Grid Traverse Thread
        private void BiasedTraverse()
        {
            int     steps  = 0;
            CDrawer canvas = new CDrawer(WIDTH, HEIGHT);

            int[,] grid = new int[X_MAX, Y_MAX];    // 2D backing array of color intensity for the grid
            Point current  = new Point(0, 0);
            Point previous = new Point(0, 0);

            // List of valid biased movements
            List <Point> nextPossiblePoint = new List <Point>()
            {
                current
            };

            // List of all points not travelled to
            List <Point> HaveNotTraversed = new List <Point>();

            canvas.Scale = BLOCKSIZE;

            // Initialization: each grid location with base color intensity
            //                 and include all points as not travelled to
            for (int x = 0; x < X_MAX; ++x)
            {
                for (int y = 0; y < Y_MAX; ++y)
                {
                    grid[x, y] = BASE_RGB_VALUE;
                    HaveNotTraversed.Add(new Point(x, y));
                }
            }

            while (HaveNotTraversed.Count > 0)
            {
                ++steps;

                HaveNotTraversed.Remove(current);

                // Increment intensity of current color to max of 255
                grid[current.X, current.Y] =
                    grid[current.X, current.Y] + 25 > 255 ? 255 : grid[current.X, current.Y] + 25;

                // Draw previous point in yellow
                if (steps != 1)
                {
                    canvas.SetBBScaledPixel(previous.X, previous.Y,
                                            Color.FromArgb(grid[previous.X, previous.Y], grid[previous.X, previous.Y], 0));
                }

                // Draw current point in red
                canvas.SetBBScaledPixel(current.X, current.Y, Color.Red);

                previous = current;

                // Clear list and update biased travel directions and move
                nextPossiblePoint.Clear();
                nextPossiblePoint = ClosestSpace(current, HaveNotTraversed);

                if (nextPossiblePoint.Count > 0)
                {
                    current = nextPossiblePoint[_rnd.Next(0, nextPossiblePoint.Count)];
                }
            }

            // Display number of steps to complete travel
            canvas.AddText(steps.ToString() + " Steps Taken", 25, Color.Blue);

            try
            {
                Invoke(new delVoidInt(UpdateUI), steps);
            }
            catch
            {
                System.Diagnostics.Trace.WriteLine("Target thread is dead");
            }
        }