Example #1
0
 public Vector3 Move(DirectionEnum direction)
 {
     Position2d newPos = new Position2d (playerPosition.x, playerPosition.y);
     Position2d positionChange = new Position2d (0, 0);
     switch (direction) {
     case DirectionEnum.NORTH:
         positionChange.x = -1;
         break;
     case DirectionEnum.EAST:
         positionChange.y = 1;
         break;
     case DirectionEnum.SOUTH:
         positionChange.x = 1;
         break;
     case DirectionEnum.WEST:
         positionChange.y = -1;
         break;
     default:
         throw new System.ArgumentOutOfRangeException ();
     }
     do {
         newPos.AddLocal (positionChange);
     } while (posInBounds (newPos)
              && Landscape [newPos.x, newPos.y].Equals (GT.__I));
     if (!posInBounds (newPos) || Landscape [newPos.x, newPos.y].Equals (GT.WAL)) {
         newPos.AddLocal (positionChange.negateLocal ());
     }
     playerPosition = newPos;
     return IntToFloat (newPos);
 }
Example #2
0
        public void LoadContent(World world, Vector2 size, Vector2 position, ContentManager Content, string texturePath, DirectionEnum direction, float speed)
        {
            //Initialisation du body
            body = BodyFactory.CreateRectangle(world, size.X, size.Y, 1f);
            body.FixtureList[0].UserData = (int)(1000+id);
            body.BodyType = BodyType.Dynamic;
            body.Position = position;
            this.bodySize = size;
            body.FixtureList[0].IsSensor = true;

            //Initialisation de l'image du block
            Vector2 imagePosition = new Vector2(ConvertUnits.ToDisplayUnits(position.X), ConvertUnits.ToDisplayUnits(position.Y));
            image = new Image();
            image.LoadContent(Content, texturePath, Color.White, imagePosition);
            image.ScaleToMeters(size);

            if (direction == DirectionEnum.LEFT)
            {
                this.speedDirection = new Vector2(-1,0);
            }
            else
            {
                this.speedDirection = new Vector2(1, 0);
            }
            this.direction = direction;
           
            this.speed = speed;
        }
Example #3
0
        /// <summary>
        /// Export the GPIO setting the direction. This creates the /sys/class/gpio/gpioXX directory.
        /// </summary>
        /// <param name="pin">The GPIO pin</param>
        /// <param name="direction"></param>
        private static void ExportPin(GPIOPins pin, DirectionEnum direction)
        {
            // If the pin is already exported, check it's in the proper direction
            if (_exportedPins.Keys.Contains((int)pin))
                // If the direction matches, return out of the function. If not, change the direction
                if (_exportedPins[(int)pin] == direction)
                    return;
                else
                {
                    // Set the direction on the pin and update the exported list
                    File.WriteAllText(GPIO_PATH + "gpio" + GetGPIONumber(pin) + "/direction", direction.ToString().ToLower());
                    _exportedPins[(int)pin] = direction;
                    return;
                }

            if (!Directory.Exists(GPIO_PATH + "gpio" + GetGPIONumber(pin)))
            {
                Debug.WriteLine("Exporting " + GetGPIONumber(pin));
                //export
                File.WriteAllText(GPIO_PATH + "export", GetGPIONumber(pin));
            }

            // set i/o direction
            Debug.WriteLine("Setting direction on pin " + pin + "/gpio " + (int)pin + " as " + direction);
            File.WriteAllText(GPIO_PATH + "gpio" + GetGPIONumber(pin) + "/direction", direction.ToString().ToLower());

            // Update the list of exported pins
            _exportedPins[(int)pin] = direction;
        }
Example #4
0
        public List<Tweet> GetTweetsByQuery(string searchQuery, ulong? maxId, DirectionEnum? direction)
        {
            var query =
               (from search in twitterContext.Search
                where search.Type == SearchType.Search &&
                    search.Query == searchQuery &&
                      search.Count == tweetCount
                select search);

            if (maxId.HasValue)
            {
                query = direction == DirectionEnum.Next ?
                    (from q in query where q.MaxID == maxId - 1 select q) :
                    (from q in query where q.MaxID == maxId select q);
            }

            var tweets = query.SingleOrDefault();
            var resultTweets = new List<Tweet>();

            if (tweets != null && tweets.Statuses != null)
            {
                resultTweets = tweets.Statuses.Select(tweet => new Tweet()
                {
                    UserName = tweet.User.ScreenNameResponse,
                    TweetText = tweet.Text,
                    TweetDate = tweet.CreatedAt.Date,
                    StatusId = tweet.StatusID
                }).ToList();
            }
            GetTrimmedLengthTweet(ref resultTweets);
            return resultTweets;
        }
Example #5
0
        /* direction is the direction the party wants to go */
        public void getDirection( DirectionEnum direction )
        {
            /* start getDirection */

            //Method here. Update Location */
            if( direction == DirectionEnum.LEFT )
                /*...*/

            if( direction == DirectionEnum.RIGHT )
                /*...*/

            if( direction == DirectionEnum.DOWN )
                /*...*/

            if( direction == DirectionEnum.UP )
                /*...*/

            mGame.notifyDungeonUpdate();

            if( checkIfDragon() )
                mGame.StartBattle(EnemyType.DRAGON);
            else
                if( RollBattleDice() )
                    mGame.StartBattle( EnemyType.NULL );
        }
Example #6
0
        public bool MkdirFlag; //boolean value to indicate if the specified folder is to be created locally/remotely
        //public ftpinfo ftpstats=null;	//applicable only for remote files
        //public FileInfo filestats=null;	//applicable only for local files
		
        //to upload
        public Fileinfo(string fileName, string destination, DirectionEnum direction, bool mkdirFlag)
        {
            CompleteFileName = fileName;
            Destination = destination;
            Direction = direction;
            MkdirFlag = mkdirFlag;
        }
Example #7
0
 public Snake(Scene scene, Point position)
 {
     _direction = (DirectionEnum)(new Random()).Next(4);
     _dead = false;
     _bodyBlock = new List<Point>();
     _bodyBlock.Add(position);
     _scene = scene;
 }
Example #8
0
 public void Reset()
 {
     _isHeroCaughtAnimation = 10;
     HasCaught = false;
     int x = 15;
     if (Number == DevilNumberEnum.Second)
         x = 30;
     base.Reset(x, 0);
     _verticalDirection = DirectionEnum.None;
     _horizontalDirection = DirectionEnum.None;
 }
Example #9
0
        public Bill(string billno, DirectionEnum direction, List<SkuInfo> listsku)
        {
            skus =  new List<SkuInfo>();
            BillNumber = billno;
            Direction = direction;

            if (listsku.Count > 0)
            {
                skus.AddRange(listsku);
            }
        }
Example #10
0
        public Core()
        {
            _roverX = 0;
            _roverY = 0;
            _roverDirection = DirectionEnum.N;

            _obstacles = new bool[_maxX, _maxY];

            _obstacles[2, 1] = true;

            _obstaclePosition = string.Empty;
        }
Example #11
0
 private static void Move(DirectionEnum directionEnum)
 {
     if (GameManager.GameStatue == GameStatusEnum.Normal)
     {
         _gameManager.TryMove(directionEnum);
     }
     else if (GameManager.GameStatue == GameStatusEnum.Failed)
     {
         GameOver();
         _gameManager.ReStart();
     }
 }
Example #12
0
	//void Rerotate()
	//{
	//    field_screenOrientaion = Screen.orientation;
	//}


	public void SetDirection(DirectionEnum param_direction)
	{
		field_direction = param_direction;
		if (field_direction == DirectionEnum.HORIZONTAL)
		{
			SetHorizontal();
		}
		else
		{
			SetVertical();
		}
	}
Example #13
0
	public OrbPosition(RingEnum ring, DirectionEnum direction)
	{
		if (ring == RingEnum.ORIGIN)
		{
			Ring = RingEnum.ORIGIN;
			Direction = DirectionEnum.MIDDLE;
		}
		else
		{
			Ring = ring;
			Direction = direction;
		}
	}
Example #14
0
 public BodyPart(int _Id, Vector3 _Position, Color _Color, String _TexturePath)
 {
     this.position = _Position;
     this.color = _Color;
     this.texturePath = _TexturePath;
     this.direction = DirectionEnum.Down;
     this.animation = new Animation.Animations.StandAnimation(this);
     this.scale = 1.0f;
     this.size = new Vector3(32, 32, 0);
     this.equipment = null;
     this.id = _Id;
     this.acceptedItemTypes = new List<ItemEnum>();
 }
Example #15
0
        public AnimatedObject(SerializationInfo info, StreamingContext ctxt)
            : base(info, ctxt)
        {
            this.scale = (float)info.GetValue("scale", typeof(float));
            this.movementSpeed = (float)info.GetValue("movementSpeed", typeof(float));

            this.directionEnum = (DirectionEnum)info.GetValue("directionEnum", typeof(DirectionEnum));

            this.body = (Body.Body)info.GetValue("body", typeof(Body.Body));

            this.moveUp = (bool)info.GetValue("moveUp", typeof(bool));
            this.moveLeft = (bool)info.GetValue("moveLeft", typeof(bool));
            this.moveRight = (bool)info.GetValue("moveRight", typeof(bool));
            this.moveDown = (bool)info.GetValue("moveDown", typeof(bool));
        }
Example #16
0
        public Vector2 NewDirection(Vector2 currentDirection, Vector2 position, GameTime gameTime)
        {
            Array values = Enum.GetValues(typeof(DirectionEnum));
            Random randomDirect = new Random();
            Vector2 newDirection = new Vector2();

            if (timeInterval == 0)
            {
                timeInterval = ChaneTime(gameTime);
            }
            for (int i = 0; i < 50; i++)
            {
                //position += currentDirection;
                this.NextPosition = position + currentDirection;

                if (this.NextPosition.X < 1 || this.NextPosition.Y < 1 || this.NextPosition.X > JustCoyote.GridWidth - 1 ||
                    this.NextPosition.Y > JustCoyote.GridHeight - 1 || timeInterval <= gameTime.TotalGameTime.TotalMilliseconds ||
                    Wall.Segments[(int)this.NextPosition.X, (int)this.NextPosition.Y].Filled)
                {
                    this.changeDirection = (DirectionEnum)values.GetValue(randomDirect.Next(values.Length));

                    switch (changeDirection)
                    {
                        case DirectionEnum.Up: newDirection = Direction.Up;
                            break;
                        case DirectionEnum.Left: newDirection = Direction.Left;
                            break;
                        case DirectionEnum.Down: newDirection = Direction.Down;
                            break;
                        case DirectionEnum.Right: newDirection = Direction.Right;
                            break;
                    }

                    // position -= currentDirection;
                    currentDirection = newDirection;
                    if (timeInterval <= gameTime.TotalGameTime.TotalMilliseconds)
                    {
                        timeInterval = ChaneTime(gameTime);
                    }
                }
                else
                {
                    break;
                }
            }

            return currentDirection;
        }
Example #17
0
 public static Point PointByDirection(DirectionEnum dirEnum, Point start)
 {
     switch (dirEnum)
     {
         case DirectionEnum.Left:
             return new Point(start.X - 1, start.Y);
         case DirectionEnum.Right:
             return new Point(start.X + 1, start.Y);
         case DirectionEnum.Up:
             return new Point(start.X, start.Y - 1);
         case DirectionEnum.Down:
             return new Point(start.X, start.Y + 1);
         default:
             throw new ArgumentOutOfRangeException(nameof(dirEnum), dirEnum, null);
     }
 }
 /* ------------------------------ Direction - Functions ------------------------------------- */
 public static int GetAngleFromDirection(DirectionEnum dir)
 {
     switch (dir)
     {
         case DirectionEnum.NORTH:
             return 0;
         case DirectionEnum.WEST:
             return 90;
         case DirectionEnum.SOUTH:
             return 180;
         case DirectionEnum.EAST:
             return 270;
         default:
             return -1;
     }
 }
        public ModulatorType(BinaryReader reader)
        {
            ushort raw = reader.ReadUInt16();

            if ((raw & 0x0200) == 0x0200)
                polarity = PolarityEnum.Bipolar;
            else
                polarity = PolarityEnum.Unipolar;
            if ((raw & 0x0100) == 0x0100)
                direction = DirectionEnum.MaxToMin;
            else
                direction = DirectionEnum.MinToMax;
            midiContinuousController = ((raw & 0x0080) == 0x0080);
            sourceType = (SourceTypeEnum)((raw & (0xFC00)) >> 10);
            controllerSource = (ushort)(raw & 0x007F);
        }
Example #20
0
        /// <summary>
        /// Export the GPIO setting the direction. This creates the /sys/class/gpio/gpioXX directory.
        /// </summary>
        /// <param name="pin">The GPIO pin</param>
        /// <param name="direction"></param>
        private static void ExportPin(GPIOPins pin, DirectionEnum direction)
        {
            Initialize();

            // If the pin is already exported, check it's in the proper direction
            if (_exportedPins.Keys.Contains((int)pin))
                // If the direction matches, return out of the function. If not, change the direction
                if (_exportedPins[(int)pin] == direction)
                    return;
                else
                {
                    // Set the direction on the pin and update the exported list
                    bcm2835_gpio_fsel((uint)pin, direction == DirectionEnum.IN ? (uint)0 : (uint)1);
                    _exportedPins[(int)pin] = direction;
                    return;
                }
        }
Example #21
0
		public Enemy() : base()
		{
			id = NextID;
			NextID++;
            Health = 50;

			direction = DirectionEnum.LEFT;
			shouldMove = true;

			sensors = new Fixture[4];
			sensorsContacts = new int[4];
			sensorsContacts[0] = 0;
			sensorsContacts[1] = 0;
			sensorsContacts[2] = 0;
			sensorsContacts[3] = 0;

			contactsWithFloor = 1;
		}
Example #22
0
        /// <summary>
        /// this gets called automatically when we try and output to, or input from, a pin
        /// </summary>
        /// <param name="pin"></param>
        /// <param name="direction"></param>
        private void SetupPin(PinEnum pin, DirectionEnum direction)
        {
            //unexport if it we're using it already
            if (_outExported.Contains(pin) || _inExported.Contains(pin)) UnexportPin(pin);

            //export
            File.WriteAllText(GPIO_PATH + "export", GetPinNumber(pin));

            Debug.WriteLine("exporting pin " + pin + " as " + direction);

            // set i/o direction
            File.WriteAllText(GPIO_PATH + pin + "/direction", direction.ToString().ToLower());

            //record the fact that we've setup that pin
            if (direction == DirectionEnum.OUT)
                _outExported.Add(pin);
            else
                _inExported.Add(pin);
        }
Example #23
0
		/// <summary>
		/// Export the GPIO setting the direction. This creates the /sys/class/gpio/gpioXX directory.
		/// </summary>
		/// <param name="pin">The GPIO pin</param>
		/// <param name="direction"></param>
		private static void ExportPin(GPIOPins pin, DirectionEnum direction) {
			Initialize();

			// If the pin is already exported, check it's in the proper direction
			if (_exportedPins.Keys.Contains((int)pin))
				// If the direction matches, return out of the function. If not, change the direction
				if (_exportedPins[(int)pin] == direction)
					return;

			// Set the direction on the pin and update the exported list
			// BCM2835_GPIO_FSEL_INPT = 0
			// BCM2835_GPIO_FSEL_OUTP = 1
			bcm2835_gpio_fsel((uint)pin, direction == DirectionEnum.IN ? (uint)0 : (uint)1);
			if (direction == DirectionEnum.IN)
				// BCM2835_GPIO_PUD_OFF = 0b00 = 0
				// BCM2835_GPIO_PUD_DOWN = 0b01 = 1
				// BCM2835_GPIO_PUD_UP = 0b10 = 2
				bcm2835_gpio_set_pud((uint)pin, 0);
			_exportedPins[(int)pin] = direction;
		}
Example #24
0
 public void TryMove(DirectionEnum directionEnum)
 {
     if (_matrixHelper.Move(directionEnum))
     {
         if (IsWin())
         {
             GameStatue = GameStatusEnum.Win;
         }
         else
         {
             _matrixHelper.AddNewTile();
         }
     }
     else
     {
         if (IsFailed())
         {
             GameStatue = GameStatusEnum.Failed;
         }
     }
 }
Example #25
0
 public void Move()
 {
     if (_direction != DirectionEnum.None)
     {
         int delta = 1;
         if (_direction == DirectionEnum.Left)
             delta = -1;
         if (!Maps.IsWall(_room[_x + delta, _y]))
         {
             _x = _x + delta;
         }
         else
         {
             if (Maps.IsBrickWall(_room[_x + delta, _y]))
             {
                 _room[_x + delta, _y] = SpriteTypeEnum.WallLive1;
             }
             _direction = DirectionEnum.None;
         }
     }
 }
Example #26
0
        public override void Update(GameTime gameTime)
        {
            _horizontalDirection = DirectionEnum.None;
            _verticalDirection = DirectionEnum.None;
            if (!HasCaught)
            {
                if (X > _hero.X)
                    _horizontalDirection = DirectionEnum.Left;
                else if (X < _hero.X)
                    _horizontalDirection = DirectionEnum.Right;
                if (Y > _hero.Y)
                    _verticalDirection = DirectionEnum.Up;
                else if (Y < _hero.Y)
                    _verticalDirection = DirectionEnum.Down;

                if (Maps.IsBiomass(Room[X, Y]) && Maps.IsBiomass(Room[X + 1, Y]))
                    Reset();
            }

            base.Update(gameTime);
        }
Example #27
0
 public static void AddStats(DirectionEnum direction)
 {
     switch (direction)
     {
         case DirectionEnum.Up:
             Up++;
             break;
         case DirectionEnum.Right:
             Right++;
             break;
         case DirectionEnum.Down:
             Down++;
             break;
         case DirectionEnum.Left:
             Left++;
             break;
         case DirectionEnum.Stay:
             break;
         default: throw new Exception();
     }
 }
Example #28
0
	private void SetObjective(string controllerAffix, DirectionEnum dir)
    {
            var objective = ObjectiveUiMap[dir];
            bool newPlayer, newObjective;
            TeamPlayer player = Globals.Instance.ManageTeam.ObjectiveUpdated(controllerAffix, objective, out newPlayer, out newObjective);

            // enable player icon
            if (newPlayer)
            {
                counterOn = Globals.Instance.ManageTeam.AllPlayers.Count > 1;
                enablePlayer(player.PlayerNumber);
            }

            // update objective
            if (newPlayer || newObjective)
            {
                GetComponent<AudioSource>().Stop();
                GetComponent<AudioSource>().pitch = (float)player.PlayerNumber / 2f;
                GetComponent<AudioSource>().Play();
            }

            //Debug.Log("added new " + controllerAffix + " player to team " + Globals.Instance.ManageTeam.GetTeamNumber(player.PlayerNumber));

    }
 public LavaSpellEffect(Vector3Int origTile, DirectionEnum _direction, int lifespan, int originCount) :
     this(origTile, (Vector2Int)DirectionVectors.Defaults[_direction], lifespan, originCount)
 {
 }
Example #30
0
 /// <summary>
 /// Access to the specified GPIO setup with the specified direction with an initial value of false (0)
 /// </summary>
 /// <param name="pin">The GPIO pin</param>
 /// <param name="direction">Direction</param>
 public GPIODebug(GPIOPins pin, DirectionEnum direction)
     : base(pin, direction, false)
 {
 }
Example #31
0
 /// <summary>
 /// Access to the specified GPIO setup with the specified direction with the specified initial value
 /// </summary>
 /// <param name="pin">The GPIO pin</param>
 /// <param name="direction">Direction</param>
 /// <param name="initialValue">Initial Value</param>
 public GPIODebug(GPIOPins pin, DirectionEnum direction, bool initialValue)
     : base(pin, direction, initialValue)
 {
     Write(pin, initialValue);
 }
Example #32
0
 public SwipeActionToScreen(string screenId, string toScreenIdShort, DirectionEnum direction)
     : base(screenId, direction)
 {
     ToScreenIdShort = toScreenIdShort;
 }
Example #33
0
 public MovingObject(DirectionEnum dir, Transform trans)
 {
     direction = dir;
     transform = trans;
     hitPoints = 25;
 }
Example #34
0
    // Update is called once per frame
    void FixedUpdate()
    {
        if (preyHit)
        {
            if (lastdirection == DirectionEnum.east)
            {
                currentDirection = leftV;
                chosenDirection  = new Vector2(-1, 0);
                nextdirection    = DirectionEnum.west;
                lastdirection    = DirectionEnum.west;
                right            = false;
            }
            if (lastdirection == DirectionEnum.west)
            {
                currentDirection = rightV;
                chosenDirection  = new Vector2(1, 0);
                nextdirection    = DirectionEnum.east;
                lastdirection    = DirectionEnum.east;
                left             = false;
            }
            if (lastdirection == DirectionEnum.north)
            {
                currentDirection = downV;
                chosenDirection  = new Vector2(0, -1);
                nextdirection    = DirectionEnum.south;
                lastdirection    = DirectionEnum.south;
                up = false;
            }
            if (lastdirection == DirectionEnum.south)
            {
                currentDirection = upV;
                chosenDirection  = new Vector2(0, 1);
                nextdirection    = DirectionEnum.north;
                lastdirection    = DirectionEnum.north;
                down             = false;
            }
        }


        //currentDirection = chosenDirection;
        rb2d.velocity = currentDirection * speed;

        if (Input.GetKey(KeyCode.L) && lastdirection != DirectionEnum.west)
        {
            chosenDirection = new Vector2(1, 0);
            nextdirection   = DirectionEnum.east;
        }
        if (Input.GetKey(KeyCode.Quote) && lastdirection != DirectionEnum.east)
        {
            chosenDirection = new Vector2(-1, 0);
            nextdirection   = DirectionEnum.west;
        }
        if (Input.GetKey(KeyCode.P) && lastdirection != DirectionEnum.south)
        {
            chosenDirection = new Vector2(0, 1);
            nextdirection   = DirectionEnum.north;
        }
        if (Input.GetKey(KeyCode.BackQuote) && lastdirection != DirectionEnum.north)
        {
            chosenDirection = new Vector2(0, -1);
            nextdirection   = DirectionEnum.south;
        }
        if (Input.GetKey(KeyCode.Semicolon))
        {
            deospray = false;
        }


        if (crossroad)
        {
            if (nextdirection.Equals(DirectionEnum.east) && right)
            {
                currentDirection = rightV;
                lastdirection    = DirectionEnum.east;
                left             = false;
            }
            else if (nextdirection.Equals(DirectionEnum.west) && left)
            {
                currentDirection = leftV;
                lastdirection    = DirectionEnum.west;
                right            = false;
            }
            else if (nextdirection.Equals(DirectionEnum.north) && up)
            {
                currentDirection = upV;
                lastdirection    = DirectionEnum.north;
                down             = false;
            }
            else if (nextdirection.Equals(DirectionEnum.south) && down)
            {
                currentDirection = downV;
                lastdirection    = DirectionEnum.south;
                up = false;
            }


            else if ((!right && up && down && nextdirection == DirectionEnum.east) || (!left && up && down && nextdirection == DirectionEnum.west))
            {
                int dir = Random.Range(1, 3);
                if (dir == 1)
                {
                    currentDirection = upV;
                    chosenDirection  = new Vector2(0, 1);
                    nextdirection    = DirectionEnum.north;
                    lastdirection    = DirectionEnum.north;
                    down             = false;
                }

                if (dir == 2)
                {
                    currentDirection = downV;
                    chosenDirection  = new Vector2(0, -1);
                    nextdirection    = DirectionEnum.south;
                    lastdirection    = DirectionEnum.south;
                    up = false;
                }
            }

            else if ((!up && left && right && nextdirection == DirectionEnum.north) || (!down && left && right && nextdirection == DirectionEnum.south))
            {
                int dir = Random.Range(1, 3);
                if (dir == 1)
                {
                    currentDirection = leftV;
                    chosenDirection  = new Vector2(-1, 0);
                    nextdirection    = DirectionEnum.west;
                    lastdirection    = DirectionEnum.west;
                    right            = false;
                }

                if (dir == 2)
                {
                    currentDirection = rightV;
                    chosenDirection  = new Vector2(1, 0);
                    nextdirection    = DirectionEnum.east;
                    lastdirection    = DirectionEnum.east;
                    left             = false;
                }
            }
            // force north
            else if ((!down && !left && !right && lastdirection == DirectionEnum.west) || (!down && !left && !right && lastdirection == DirectionEnum.east))
            {
                currentDirection = upV;
                chosenDirection  = new Vector2(0, 1);
                nextdirection    = DirectionEnum.north;
                lastdirection    = DirectionEnum.north;
                down             = false;
            }
            // force east
            else if ((!down && !up && right && !left && lastdirection == DirectionEnum.south) || (!up && !down && !left && right && lastdirection == DirectionEnum.north))
            {
                currentDirection = rightV;
                chosenDirection  = new Vector2(1, 0);
                nextdirection    = DirectionEnum.east;
                lastdirection    = DirectionEnum.east;
                left             = false;
            }
            // force west
            else if ((!right && !down && !up && lastdirection == DirectionEnum.south) || (!right && !down && !up && lastdirection == DirectionEnum.north))
            {
                currentDirection = leftV;
                chosenDirection  = new Vector2(-1, 0);
                nextdirection    = DirectionEnum.west;
                lastdirection    = DirectionEnum.west;
                right            = false;
            }
            // force south
            else if ((!up && !left && !right && lastdirection == DirectionEnum.west) || (!up && !left && !right && lastdirection == DirectionEnum.east))
            {
                currentDirection = downV;
                chosenDirection  = new Vector2(0, -1);
                nextdirection    = DirectionEnum.south;
                lastdirection    = DirectionEnum.south;
                up = false;
            }



            if (lastdirection != DirectionEnum.idle)
            {
                crossroad = false;
            }
        }
    }
Example #35
0
 public void SetDirection(DirectionEnum direction, object obj)
 {
     _directions[direction] = obj;
 }
Example #36
0
 public static bool Move(DirectionEnum directionEnum)
 {
     return(MoveUp(_directionDic[directionEnum]));
 }
Example #37
0
 /// <summary>
 /// Export the GPIO setting the direction. This creates the /sys/class/gpio/gpioXX directory.
 /// </summary>
 /// <param name="pin">The GPIO pin</param>
 /// <param name="direction"></param>
 private static void ExportPin(GPIOPins pin, DirectionEnum direction)
 {
 }
Example #38
0
		public int NumeralVariant;	//(Integer) The variant of the digit format to use.

		/// <summary>
		/// Constructor using all defaults for the style.
		/// </summary>
		public StyleInfo()
		{
			BColorLeft = BColorRight = BColorTop = BColorBottom = System.Drawing.Color.Black;	// (Color) Color of the bottom border
			BStyleLeft = BStyleRight = BStyleTop = BStyleBottom = BorderStyleEnum.None;
			// _BorderWdith
			BWidthLeft = BWidthRight = BWidthTop = BWidthBottom = 1;

			BackgroundColor = System.Drawing.Color.Empty;
            BackgroundColorText = string.Empty;
			BackgroundGradientType = BackgroundGradientTypeEnum.None;
			BackgroundGradientEndColor = System.Drawing.Color.Empty;
			BackgroundImage = null;

			FontStyle = FontStyleEnum.Normal;
			_FontFamily = "Arial";
            //WRP 291008 numFmtId should be 0 (Zero) for General format - will be interpreted as a string
            //It has default values in Excel07 as per ECMA-376 standard (SEction 3.8.30) for Office Open XML Excel07
            _Format = "General";  
			FontSize = 10;
			FontWeight = FontWeightEnum.Normal;

			PatternType = patternTypeEnum.None;
			TextDecoration = TextDecorationEnum.None;
			TextAlign = TextAlignEnum.General;
			VerticalAlign = VerticalAlignEnum.Top;
			Color = System.Drawing.Color.Black;
            ColorText = "Black";
            PaddingLeft = PaddingRight = PaddingTop = PaddingBottom = 0;
			LineHeight = 0;
			Direction = DirectionEnum.LTR;
			WritingMode = WritingModeEnum.lr_tb;
			Language = "en-US";
			UnicodeBiDirectional = UnicodeBiDirectionalEnum.Normal;
			Calendar = CalendarEnum.Gregorian;
			NumeralLanguage = Language;
			NumeralVariant=1;
		}
Example #39
0
    public void Move(Vector2 tiltValue)
    {
        if (tiltValue.x > 0)
        {
            facingDirection = DirectionEnum.Right;
        }

        else if (tiltValue.x < 0)
        {
            facingDirection = DirectionEnum.Left;
        }

        if (isGrounded)
        {
            Vector2 parentVelocity = Vector2.zero;
            if (isAttachedToMovingPlatform)
            {
                parentVelocity = attachedRgbd.velocity;
            }

            float localMaxMov = maxMovementSpeed + parentVelocity.x;
            float localMinMov = -maxMovementSpeed + parentVelocity.x;

            if (tiltValue.x == 0)
            {
                // Do nothing, let x decay to 0 speed.
            }

            // If moving in same direction
            else if (tiltValue.x * rgbd.velocity.x > 0)
            {
                if (localMinMov <= rgbd.velocity.x && rgbd.velocity.x <= localMaxMov)
                {
                    rgbd.AddForce(new Vector2(accelerationForce * tiltValue.x, 0));
                }
            }

            else
            {
                rgbd.AddForce(new Vector2(accelerationForce * tiltValue.x, 0));
            }
        }

        else
        {
            float multResult = tiltValue.x * rgbd.velocity.x;

            // No x input, decay to 0 speed.
            if (tiltValue.x == 0)
            {
                float prevX = rgbd.velocity.x;
                if (rgbd.velocity.x > 0)
                {
                    rgbd.velocity = new Vector2(Mathf.Clamp(rgbd.velocity.x - airDeceleration, 0, prevX), rgbd.velocity.y);
                }

                else if (rgbd.velocity.x < 0)
                {
                    rgbd.velocity = new Vector2(Mathf.Clamp(rgbd.velocity.x + airDeceleration, prevX, 0), rgbd.velocity.y);
                }
            }

            // Same direction
            else if (multResult >= 0)
            {
                if (Math.Abs(rgbd.velocity.x) < maxAirControlSpeed)
                {
                    rgbd.AddForce(new Vector2(Direction.ConsiderDirection(facingDirection, airAcceleration) * Math.Abs(tiltValue.x), 0));
                    if (rgbd.velocity.x > maxAirControlSpeed)
                    {
                        rgbd.velocity = new Vector2(maxAirControlSpeed, rgbd.velocity.y);
                    }
                }
            }

            // Reverse direction
            else if (multResult < 0)
            {
                rgbd.AddForce(new Vector2(Direction.ConsiderDirection(facingDirection, airAcceleration) * Math.Abs(tiltValue.x), 0));
            }
        }
    }
Example #40
0
    private bool IsTargetReached(int row, int column, int currentNumber, DirectionEnum direction)
    {
        var nextBoardElement = GetNextBoardElement(row, column, direction);

        return(nextBoardElement.ContainsTarget && TargetHelper.CanGetTargetElement(currentNumber));
    }
Example #41
0
    private bool IsNextPositionBusy(int row, int column, DirectionEnum direction)
    {
        var nextBoardElement = GetNextBoardElement(row, column, direction);

        return(nextBoardElement.ContainsTarget || nextBoardElement.ContainsSnakeStep);
    }
Example #42
0
 public object GetDirection(DirectionEnum direction)
 {
     return(_directions[direction]);
 }
Example #43
0
 internal MovieNode(RELATIONSHIP relationship, DirectionEnum direction, string neo4jLabel = null, Entity entity = null) : base(relationship, direction, neo4jLabel, entity)
 {
 }
Example #44
0
        private void GhostMove()
        {
            if (!this.IsMoving)
            {
                return;
            }
            switch (this.ident)
            {
            case GhostIdent.Red:
                this.aimPoint = Items.Pacman.mode == GhostMode.Scatter ? new Vector2(400f, 0.0f) : Items.Pacman.Position;
                break;

            case GhostIdent.Pink:
                if (Items.Pacman.mode == GhostMode.Chase)
                {
                    switch (Items.Pacman.Direction)
                    {
                    case 0:
                        this.aimPoint = new Vector2(Items.Pacman.Position.X + 64f, Items.Pacman.Position.Y);
                        break;

                    case 90:
                        this.aimPoint = new Vector2(Items.Pacman.Position.X, Items.Pacman.Position.Y + 64f);
                        break;

                    case 180:
                        this.aimPoint = new Vector2(Items.Pacman.Position.X - 64f, Items.Pacman.Position.Y);
                        break;

                    case 270:
                        this.aimPoint = new Vector2(Items.Pacman.Position.X, Items.Pacman.Position.Y - 64f);
                        break;
                    }
                }

                else
                {
                    this.aimPoint = new Vector2(0.0f, 48f);
                    break;
                }
                break;

            case GhostIdent.Blue:
                this.aimPoint = Items.Pacman.mode != GhostMode.Chase ? new Vector2(448f, 576f) : new Vector2(2f * Items.Pacman.Position.X - Items.Red.Position.X, 2f * Items.Pacman.Position.Y - Items.Red.Position.Y);
                break;

            case GhostIdent.Orange:
                this.aimPoint = Items.Pacman.mode != GhostMode.Chase ? new Vector2(0.0f, 576f) : ((double)Vector2.Distance(this.Position, Items.Pacman.Position) <= 128.0 ? new Vector2(0.0f, 576f) : Items.Pacman.Position);
                break;
            }
            Vector2 vector2_1 = new Vector2(this.Position.X - 16f, this.Position.Y);
            Vector2 vector2_2 = new Vector2(this.Position.X + 16f, this.Position.Y);
            Vector2 vector2_3 = new Vector2(this.Position.X, this.Position.Y - 16f);
            Vector2 vector2_4 = new Vector2(this.Position.X, this.Position.Y + 16f);

            this.maploc = Serve.WorldToMap(new Vector2(this.Position.X, this.Position.Y));
            if (this.direction == DirectionEnum.Right)
            {
                if (!PacmanGame.Map.IsOpenLocation(this.maploc.X, this.maploc.Y - 1) & !PacmanGame.Map.IsOpenLocation(this.maploc.X, this.maploc.Y + 1))
                {
                    this.direction   = DirectionEnum.Right;
                    this.Position.X += this.Speed;
                    this.Position.Y  = this.SnapToY(this.Position);
                    return;
                }
                if (!PacmanGame.Map.IsOpenLocation(this.maploc.X + 1, this.maploc.Y) && !PacmanGame.Map.IsOpenLocation(this.maploc.X, this.maploc.Y + 1))
                {
                    this.direction   = DirectionEnum.Up;
                    this.Position.Y -= 9f;
                    this.Position.X  = this.SnapToX(this.Position);
                    return;
                }
                if (!PacmanGame.Map.IsOpenLocation(this.maploc.X + 1, this.maploc.Y) && !PacmanGame.Map.IsOpenLocation(this.maploc.X, this.maploc.Y - 1))
                {
                    this.direction   = DirectionEnum.Down;
                    this.Position.Y += 9f;
                    this.Position.X  = this.SnapToX(this.Position);
                    return;
                }
                if (PacmanGame.Map.IsOpenLocation(this.maploc.X, this.maploc.Y + 1) & PacmanGame.Map.IsOpenLocation(this.maploc.X, this.maploc.Y - 1))
                {
                    if (PacmanGame.Map.IsOpenLocation(this.maploc.X + 1, this.maploc.Y))
                    {
                        if (Items.Pacman.mode == GhostMode.Frightened)
                        {
                            switch (new Random().Next(1, 3))
                            {
                            case 1:
                                this.Position.Y -= 9f;
                                this.Position.X  = this.SnapToX(this.Position);
                                this.direction   = DirectionEnum.Up;
                                return;

                            case 2:
                                this.Position.Y += 9f;
                                this.Position.X  = this.SnapToX(this.Position);
                                this.direction   = DirectionEnum.Down;
                                return;

                            case 3:
                                this.Position.X += 9f;
                                this.Position.Y  = this.SnapToY(this.Position);
                                this.direction   = DirectionEnum.Right;
                                return;

                            default:
                                return;
                            }
                        }
                        else
                        {
                            if ((double)Vector2.Distance(vector2_3, this.aimPoint) <= (double)Vector2.Distance(vector2_4, this.aimPoint) && (double)Vector2.Distance(vector2_3, this.aimPoint) <= (double)Vector2.Distance(vector2_2, this.aimPoint))
                            {
                                this.Position.Y -= 9f;
                                this.Position.X  = this.SnapToX(this.Position);
                                this.direction   = DirectionEnum.Up;
                                return;
                            }
                            if ((double)Vector2.Distance(vector2_4, this.aimPoint) <= (double)Vector2.Distance(vector2_3, this.aimPoint) && (double)Vector2.Distance(vector2_4, this.aimPoint) <= (double)Vector2.Distance(vector2_2, this.aimPoint))
                            {
                                this.Position.Y += 9f;
                                this.Position.X  = this.SnapToX(this.Position);
                                this.direction   = DirectionEnum.Down;
                                return;
                            }
                            this.Position.X += 9f;
                            this.Position.Y  = this.SnapToY(this.Position);
                            this.direction   = DirectionEnum.Right;
                            return;
                        }
                    }
                    else if (Items.Pacman.mode == GhostMode.Frightened)
                    {
                        switch (new Random().Next(1, 2))
                        {
                        case 1:
                            this.Position.Y -= 9f;
                            this.Position.X  = this.SnapToX(this.Position);
                            this.direction   = DirectionEnum.Up;
                            return;

                        case 2:
                            this.Position.Y += 9f;
                            this.Position.X  = this.SnapToX(this.Position);
                            this.direction   = DirectionEnum.Down;
                            return;

                        default:
                            return;
                        }
                    }
                    else
                    {
                        if ((double)Vector2.Distance(vector2_3, this.aimPoint) <= (double)Vector2.Distance(vector2_4, this.aimPoint))
                        {
                            this.Position.Y -= 9f;
                            this.direction   = DirectionEnum.Up;
                            this.Position.X  = this.SnapToX(this.Position);
                            return;
                        }
                        this.Position.Y += 9f;
                        this.direction   = DirectionEnum.Down;
                        this.Position.X  = this.SnapToX(this.Position);
                        return;
                    }
                }
                else if (PacmanGame.Map.IsOpenLocation(this.maploc.X + 1, this.maploc.Y) & PacmanGame.Map.IsOpenLocation(this.maploc.X, this.maploc.Y - 1))
                {
                    if (Items.Pacman.mode == GhostMode.Frightened)
                    {
                        switch (new Random().Next(1, 2))
                        {
                        case 1:
                            this.Position.Y -= 9f;
                            this.Position.X  = this.SnapToX(this.Position);
                            this.direction   = DirectionEnum.Up;
                            return;

                        case 2:
                            this.Position.X += 9f;
                            this.Position.Y  = this.SnapToY(this.Position);
                            this.direction   = DirectionEnum.Right;
                            return;

                        default:
                            return;
                        }
                    }
                    else
                    {
                        if ((double)Vector2.Distance(vector2_3, this.aimPoint) <= (double)Vector2.Distance(vector2_2, this.aimPoint))
                        {
                            this.Position.Y -= 9f;
                            this.direction   = DirectionEnum.Up;
                            this.Position.X  = this.SnapToX(this.Position);
                            return;
                        }
                        this.Position.X += 9f;
                        this.direction   = DirectionEnum.Right;
                        this.Position.Y  = this.SnapToY(this.Position);
                        return;
                    }
                }
                else if (PacmanGame.Map.IsOpenLocation(this.maploc.X + 1, this.maploc.Y) & PacmanGame.Map.IsOpenLocation(this.maploc.X, this.maploc.Y + 1))
                {
                    if (Items.Pacman.mode == GhostMode.Frightened)
                    {
                        switch (new Random().Next(1, 2))
                        {
                        case 1:
                            this.Position.Y += 9f;
                            this.Position.X  = this.SnapToX(this.Position);
                            this.direction   = DirectionEnum.Up;
                            return;

                        case 2:
                            this.Position.X += 9f;
                            this.Position.Y  = this.SnapToY(this.Position);
                            this.direction   = DirectionEnum.Right;
                            return;

                        default:
                            return;
                        }
                    }
                    else
                    {
                        if ((double)Vector2.Distance(vector2_4, this.aimPoint) <= (double)Vector2.Distance(vector2_2, this.aimPoint))
                        {
                            this.Position.Y += 9f;
                            this.direction   = DirectionEnum.Down;
                            this.Position.X  = this.SnapToX(this.Position);
                            return;
                        }
                        this.Position.X += 9f;
                        this.direction   = DirectionEnum.Right;
                        this.Position.Y  = this.SnapToY(this.Position);
                        return;
                    }
                }
            }
            if (this.direction == DirectionEnum.Left)
            {
                if (!PacmanGame.Map.IsOpenLocation(this.maploc.X, this.maploc.Y - 1) & !PacmanGame.Map.IsOpenLocation(this.maploc.X, this.maploc.Y + 1))
                {
                    this.Position.X -= this.Speed;
                    this.Position.Y  = this.SnapToY(this.Position);
                    this.direction   = DirectionEnum.Left;
                    return;
                }
                if (!PacmanGame.Map.IsOpenLocation(this.maploc.X - 1, this.maploc.Y) & !PacmanGame.Map.IsOpenLocation(this.maploc.X, this.maploc.Y + 1))
                {
                    this.Position.Y -= 9f;
                    this.Position.X  = this.SnapToX(this.Position);
                    this.direction   = DirectionEnum.Up;
                    return;
                }
                if (!PacmanGame.Map.IsOpenLocation(this.maploc.X - 1, this.maploc.Y) && !PacmanGame.Map.IsOpenLocation(this.maploc.X, this.maploc.Y - 1))
                {
                    this.Position.Y += 9f;
                    this.Position.X  = this.SnapToX(this.Position);
                    this.direction   = DirectionEnum.Down;
                    return;
                }
                if (PacmanGame.Map.IsOpenLocation(this.maploc.X, this.maploc.Y + 1) & PacmanGame.Map.IsOpenLocation(this.maploc.X, this.maploc.Y - 1))
                {
                    if (PacmanGame.Map.IsOpenLocation(this.maploc.X - 1, this.maploc.Y))
                    {
                        if (Items.Pacman.mode == GhostMode.Frightened)
                        {
                            switch (new Random().Next(1, 3))
                            {
                            case 1:
                                this.Position.Y -= 9f;
                                this.Position.X  = this.SnapToX(this.Position);
                                this.direction   = DirectionEnum.Up;
                                return;

                            case 2:
                                this.Position.X -= 9f;
                                this.Position.Y  = this.SnapToY(this.Position);
                                this.direction   = DirectionEnum.Left;
                                return;

                            case 3:
                                this.Position.Y += 9f;
                                this.Position.X  = this.SnapToX(this.Position);
                                this.direction   = DirectionEnum.Down;
                                return;

                            default:
                                return;
                            }
                        }
                        else
                        {
                            if ((double)Vector2.Distance(vector2_3, this.aimPoint) <= (double)Vector2.Distance(vector2_4, this.aimPoint) && (double)Vector2.Distance(vector2_3, this.aimPoint) <= (double)Vector2.Distance(vector2_1, this.aimPoint))
                            {
                                this.Position.Y -= 9f;
                                this.Position.X  = this.SnapToX(this.Position);
                                this.direction   = DirectionEnum.Up;
                                return;
                            }
                            if ((double)Vector2.Distance(vector2_1, this.aimPoint) <= (double)Vector2.Distance(vector2_3, this.aimPoint) && (double)Vector2.Distance(vector2_1, this.aimPoint) <= (double)Vector2.Distance(vector2_4, this.aimPoint))
                            {
                                this.Position.X -= 9f;
                                this.Position.Y  = this.SnapToY(this.Position);
                                this.direction   = DirectionEnum.Left;
                                return;
                            }
                            this.Position.Y += 9f;
                            this.Position.X  = this.SnapToX(this.Position);
                            this.direction   = DirectionEnum.Down;
                            return;
                        }
                    }
                    else if (Items.Pacman.mode == GhostMode.Frightened)
                    {
                        switch (new Random().Next(1, 2))
                        {
                        case 1:
                            this.Position.Y -= 9f;
                            this.Position.X  = this.SnapToX(this.Position);
                            this.direction   = DirectionEnum.Up;
                            return;

                        case 2:
                            this.Position.Y += 9f;
                            this.Position.X  = this.SnapToX(this.Position);
                            this.direction   = DirectionEnum.Down;
                            return;

                        default:
                            return;
                        }
                    }
                    else
                    {
                        if ((double)Vector2.Distance(vector2_3, this.aimPoint) <= (double)Vector2.Distance(vector2_4, this.aimPoint))
                        {
                            this.Position.Y -= 9f;
                            this.Position.X  = this.SnapToX(this.Position);
                            this.direction   = DirectionEnum.Up;
                            return;
                        }
                        this.Position.Y += 9f;
                        this.Position.X  = this.SnapToX(this.Position);
                        this.direction   = DirectionEnum.Down;
                        return;
                    }
                }
                else if (PacmanGame.Map.IsOpenLocation(this.maploc.X - 1, this.maploc.Y) & PacmanGame.Map.IsOpenLocation(this.maploc.X, this.maploc.Y - 1))
                {
                    if (Items.Pacman.mode == GhostMode.Frightened)
                    {
                        switch (new Random().Next(1, 2))
                        {
                        case 1:
                            this.Position.Y -= 9f;
                            this.Position.X  = this.SnapToX(this.Position);
                            this.direction   = DirectionEnum.Up;
                            return;

                        case 2:
                            this.Position.X -= 9f;
                            this.Position.Y  = this.SnapToY(this.Position);
                            this.direction   = DirectionEnum.Left;
                            return;

                        default:
                            return;
                        }
                    }
                    else
                    {
                        if ((double)Vector2.Distance(vector2_3, this.aimPoint) <= (double)Vector2.Distance(vector2_1, this.aimPoint))
                        {
                            this.Position.Y -= 9f;
                            this.direction   = DirectionEnum.Up;
                            this.Position.X  = this.SnapToX(this.Position);
                            return;
                        }
                        this.Position.X -= 9f;
                        this.direction   = DirectionEnum.Left;
                        this.Position.Y  = this.SnapToY(this.Position);
                        return;
                    }
                }
                else if (PacmanGame.Map.IsOpenLocation(this.maploc.X - 1, this.maploc.Y) & PacmanGame.Map.IsOpenLocation(this.maploc.X, this.maploc.Y + 1))
                {
                    if (Items.Pacman.mode == GhostMode.Frightened)
                    {
                        switch (new Random().Next(1, 2))
                        {
                        case 1:
                            this.Position.Y += 9f;
                            this.Position.X  = this.SnapToX(this.Position);
                            this.direction   = DirectionEnum.Up;
                            return;

                        case 2:
                            this.Position.X -= 9f;
                            this.Position.Y  = this.SnapToY(this.Position);
                            this.direction   = DirectionEnum.Left;
                            return;

                        default:
                            return;
                        }
                    }
                    else
                    {
                        if ((double)Vector2.Distance(vector2_4, this.aimPoint) <= (double)Vector2.Distance(vector2_1, this.aimPoint))
                        {
                            this.Position.Y += 9f;
                            this.direction   = DirectionEnum.Down;
                            this.Position.X  = this.SnapToX(this.Position);
                            return;
                        }
                        this.Position.X -= 9f;
                        this.direction   = DirectionEnum.Left;
                        this.Position.Y  = this.SnapToY(this.Position);
                        return;
                    }
                }
            }
            if (this.direction == DirectionEnum.Up)
            {
                if (!PacmanGame.Map.IsOpenLocation(this.maploc.X + 1, this.maploc.Y) & !PacmanGame.Map.IsOpenLocation(this.maploc.X - 1, this.maploc.Y))
                {
                    this.Position.Y -= this.Speed;
                    this.Position.X  = this.SnapToX(this.Position);
                    this.direction   = DirectionEnum.Up;
                    return;
                }
                if (!PacmanGame.Map.IsOpenLocation(this.maploc.X - 1, this.maploc.Y) && !PacmanGame.Map.IsOpenLocation(this.maploc.X, this.maploc.Y - 1))
                {
                    this.Position.X += 9f;
                    this.Position.Y  = this.SnapToY(this.Position);
                    this.direction   = DirectionEnum.Right;
                    return;
                }
                if (!PacmanGame.Map.IsOpenLocation(this.maploc.X + 1, this.maploc.Y) && !PacmanGame.Map.IsOpenLocation(this.maploc.X, this.maploc.Y - 1))
                {
                    this.Position.X -= 9f;
                    this.Position.Y  = this.SnapToY(this.Position);
                    this.direction   = DirectionEnum.Left;
                    return;
                }
                if (PacmanGame.Map.IsOpenLocation(this.maploc.X + 1, this.maploc.Y) & PacmanGame.Map.IsOpenLocation(this.maploc.X - 1, this.maploc.Y))
                {
                    if (PacmanGame.Map.IsOpenLocation(this.maploc.X, this.maploc.Y - 1))
                    {
                        if (Items.Pacman.mode == GhostMode.Frightened)
                        {
                            switch (new Random().Next(1, 3))
                            {
                            case 1:
                                this.Position.Y -= 9f;
                                this.Position.X  = this.SnapToX(this.Position);
                                this.direction   = DirectionEnum.Up;
                                return;

                            case 2:
                                this.Position.X -= 9f;
                                this.Position.Y  = this.SnapToY(this.Position);
                                this.direction   = DirectionEnum.Left;
                                return;

                            case 3:
                                this.Position.X += 9f;
                                this.Position.Y  = this.SnapToY(this.Position);
                                this.direction   = DirectionEnum.Right;
                                return;

                            default:
                                return;
                            }
                        }
                        else
                        {
                            if ((double)Vector2.Distance(vector2_3, this.aimPoint) <= (double)Vector2.Distance(vector2_2, this.aimPoint) & (double)Vector2.Distance(vector2_3, this.aimPoint) <= (double)Vector2.Distance(vector2_1, this.aimPoint))
                            {
                                this.Position.Y -= 9f;
                                this.Position.X  = this.SnapToX(this.Position);
                                this.direction   = DirectionEnum.Up;
                                return;
                            }
                            if ((double)Vector2.Distance(vector2_1, this.aimPoint) <= (double)Vector2.Distance(vector2_3, this.aimPoint) && (double)Vector2.Distance(vector2_1, this.aimPoint) <= (double)Vector2.Distance(vector2_2, this.aimPoint))
                            {
                                this.Position.X -= 9f;
                                this.Position.Y  = this.SnapToY(this.Position);
                                this.direction   = DirectionEnum.Left;
                                return;
                            }
                            this.Position.X += 9f;
                            this.Position.Y  = this.SnapToY(this.Position);
                            this.direction   = DirectionEnum.Right;
                            return;
                        }
                    }
                    else if (Items.Pacman.mode == GhostMode.Frightened)
                    {
                        switch (new Random().Next(1, 2))
                        {
                        case 1:
                            this.Position.X -= 9f;
                            this.Position.Y  = this.SnapToY(this.Position);
                            this.direction   = DirectionEnum.Left;
                            return;

                        case 2:
                            this.Position.X += 9f;
                            this.Position.Y  = this.SnapToX(this.Position);
                            this.direction   = DirectionEnum.Right;
                            return;

                        default:
                            return;
                        }
                    }
                    else
                    {
                        if ((double)Vector2.Distance(vector2_1, this.aimPoint) <= (double)Vector2.Distance(vector2_2, this.aimPoint))
                        {
                            this.Position.X -= 9f;
                            this.direction   = DirectionEnum.Left;
                            this.Position.Y  = this.SnapToY(this.Position);
                            return;
                        }
                        this.Position.X += 9f;
                        this.direction   = DirectionEnum.Right;
                        this.Position.Y  = this.SnapToY(this.Position);
                        return;
                    }
                }
                else if (PacmanGame.Map.IsOpenLocation(this.maploc.X + 1, this.maploc.Y) & PacmanGame.Map.IsOpenLocation(this.maploc.X, this.maploc.Y - 1))
                {
                    if (Items.Pacman.mode == GhostMode.Frightened)
                    {
                        switch (new Random().Next(1, 2))
                        {
                        case 1:
                            this.Position.Y -= 9f;
                            this.Position.X  = this.SnapToX(this.Position);
                            this.direction   = DirectionEnum.Up;
                            return;

                        case 2:
                            this.Position.X += 9f;
                            this.Position.Y  = this.SnapToY(this.Position);
                            this.direction   = DirectionEnum.Right;
                            return;

                        default:
                            return;
                        }
                    }
                    else
                    {
                        if ((double)Vector2.Distance(vector2_3, this.aimPoint) <= (double)Vector2.Distance(vector2_2, this.aimPoint))
                        {
                            this.Position.Y -= 9f;
                            this.direction   = DirectionEnum.Up;
                            this.Position.X  = this.SnapToX(this.Position);
                            return;
                        }
                        this.Position.X += 9f;
                        this.direction   = DirectionEnum.Right;
                        this.Position.Y  = this.SnapToY(this.Position);
                        return;
                    }
                }
                else if (PacmanGame.Map.IsOpenLocation(this.maploc.X - 1, this.maploc.Y) & PacmanGame.Map.IsOpenLocation(this.maploc.X, this.maploc.Y - 1))
                {
                    if (Items.Pacman.mode == GhostMode.Frightened)
                    {
                        switch (new Random().Next(1, 2))
                        {
                        case 1:
                            this.Position.Y -= 9f;
                            this.Position.X  = this.SnapToX(this.Position);
                            this.direction   = DirectionEnum.Up;
                            return;

                        case 2:
                            this.Position.X -= 9f;
                            this.Position.Y  = this.SnapToY(this.Position);
                            this.direction   = DirectionEnum.Left;
                            return;

                        default:
                            return;
                        }
                    }
                    else
                    {
                        if ((double)Vector2.Distance(vector2_3, this.aimPoint) <= (double)Vector2.Distance(vector2_2, this.aimPoint))
                        {
                            this.Position.Y -= 9f;
                            this.direction   = DirectionEnum.Up;
                            this.Position.X  = this.SnapToX(this.Position);
                            return;
                        }
                        this.Position.X -= 9f;
                        this.direction   = DirectionEnum.Left;
                        this.Position.Y  = this.SnapToY(this.Position);
                        return;
                    }
                }
            }
            if (this.direction != DirectionEnum.Down)
            {
                return;
            }
            if (!PacmanGame.Map.IsOpenLocation(this.maploc.X + 1, this.maploc.Y) && !PacmanGame.Map.IsOpenLocation(this.maploc.X - 1, this.maploc.Y))
            {
                this.direction   = DirectionEnum.Down;
                this.Position.Y += this.Speed;
                this.Position.X  = this.SnapToX(this.Position);
            }
            else if (!PacmanGame.Map.IsOpenLocation(this.maploc.X - 1, this.maploc.Y) && !PacmanGame.Map.IsOpenLocation(this.maploc.X, this.maploc.Y + 1))
            {
                this.Position.X += 9f;
                this.Position.Y  = this.SnapToY(this.Position);
                this.direction   = DirectionEnum.Right;
            }
            else if (!PacmanGame.Map.IsOpenLocation(this.maploc.X + 1, this.maploc.Y) && !PacmanGame.Map.IsOpenLocation(this.maploc.X, this.maploc.Y + 1))
            {
                this.Position.X -= 9f;
                this.Position.Y  = this.SnapToY(this.Position);
                this.direction   = DirectionEnum.Left;
            }
            else if (PacmanGame.Map.IsOpenLocation(this.maploc.X + 1, this.maploc.Y) && PacmanGame.Map.IsOpenLocation(this.maploc.X - 1, this.maploc.Y))
            {
                if (PacmanGame.Map.IsOpenLocation(this.maploc.X, this.maploc.Y + 1))
                {
                    if (Items.Pacman.mode == GhostMode.Frightened)
                    {
                        switch (new Random().Next(1, 3))
                        {
                        case 1:
                            this.Position.X -= 9f;
                            this.Position.Y  = this.SnapToY(this.Position);
                            this.direction   = DirectionEnum.Left;
                            break;

                        case 2:
                            this.Position.Y += 9f;
                            this.Position.X  = this.SnapToX(this.Position);
                            this.direction   = DirectionEnum.Down;
                            break;

                        case 3:
                            this.Position.X += 9f;
                            this.Position.Y  = this.SnapToY(this.Position);
                            this.direction   = DirectionEnum.Right;
                            break;
                        }
                    }
                    else if ((double)Vector2.Distance(vector2_1, this.aimPoint) <= (double)Vector2.Distance(vector2_3, this.aimPoint) && (double)Vector2.Distance(vector2_1, this.aimPoint) <= (double)Vector2.Distance(vector2_2, this.aimPoint))
                    {
                        this.Position.X -= 9f;
                        this.Position.Y  = this.SnapToY(this.Position);
                        this.direction   = DirectionEnum.Left;
                    }
                    else if ((double)Vector2.Distance(vector2_4, this.aimPoint) <= (double)Vector2.Distance(vector2_2, this.aimPoint) && (double)Vector2.Distance(vector2_4, this.aimPoint) <= (double)Vector2.Distance(vector2_1, this.aimPoint))
                    {
                        this.Position.Y += 9f;
                        this.Position.X  = this.SnapToX(this.Position);
                        this.direction   = DirectionEnum.Down;
                    }
                    else
                    {
                        this.Position.X += 9f;
                        this.Position.Y  = this.SnapToY(this.Position);
                        this.direction   = DirectionEnum.Right;
                    }
                }
                else if (Items.Pacman.mode == GhostMode.Frightened)
                {
                    switch (new Random().Next(1, 2))
                    {
                    case 1:
                        this.Position.X -= 9f;
                        this.Position.Y  = this.SnapToY(this.Position);
                        this.direction   = DirectionEnum.Left;
                        break;

                    case 2:
                        this.Position.X += 9f;
                        this.Position.Y  = this.SnapToX(this.Position);
                        this.direction   = DirectionEnum.Right;
                        break;
                    }
                }
                else if ((double)Vector2.Distance(vector2_1, this.aimPoint) <= (double)Vector2.Distance(vector2_2, this.aimPoint))
                {
                    this.Position.X -= 9f;
                    this.direction   = DirectionEnum.Left;
                    this.Position.Y  = this.SnapToY(this.Position);
                }
                else
                {
                    this.Position.X += 9f;
                    this.direction   = DirectionEnum.Right;
                    this.Position.Y  = this.SnapToY(this.Position);
                }
            }
            else if (PacmanGame.Map.IsOpenLocation(this.maploc.X + 1, this.maploc.Y) & PacmanGame.Map.IsOpenLocation(this.maploc.X, this.maploc.Y + 1))
            {
                if (Items.Pacman.mode == GhostMode.Frightened)
                {
                    switch (new Random().Next(1, 2))
                    {
                    case 1:
                        this.Position.Y += 9f;
                        this.Position.X  = this.SnapToX(this.Position);
                        this.direction   = DirectionEnum.Down;
                        break;

                    case 2:
                        this.Position.X += 9f;
                        this.Position.Y  = this.SnapToY(this.Position);
                        this.direction   = DirectionEnum.Right;
                        break;
                    }
                }
                else if ((double)Vector2.Distance(vector2_4, this.aimPoint) <= (double)Vector2.Distance(vector2_2, this.aimPoint))
                {
                    this.Position.Y += 9f;
                    this.direction   = DirectionEnum.Down;
                    this.Position.X  = this.SnapToX(this.Position);
                }
                else
                {
                    this.Position.X += 9f;
                    this.direction   = DirectionEnum.Right;
                    this.Position.Y  = this.SnapToY(this.Position);
                }
            }
            else
            {
                if (!(PacmanGame.Map.IsOpenLocation(this.maploc.X - 1, this.maploc.Y) & PacmanGame.Map.IsOpenLocation(this.maploc.X, this.maploc.Y + 1)))
                {
                    return;
                }
                if (Items.Pacman.mode == GhostMode.Frightened)
                {
                    switch (new Random().Next(1, 2))
                    {
                    case 1:
                        this.Position.Y += 9f;
                        this.Position.X  = this.SnapToX(this.Position);
                        this.direction   = DirectionEnum.Down;
                        break;

                    case 2:
                        this.Position.X -= 9f;
                        this.Position.Y  = this.SnapToY(this.Position);
                        this.direction   = DirectionEnum.Left;
                        break;
                    }
                }
                else if ((double)Vector2.Distance(vector2_4, this.aimPoint) <= (double)Vector2.Distance(vector2_2, this.aimPoint))
                {
                    this.Position.Y += 9f;
                    this.direction   = DirectionEnum.Down;
                    this.Position.X  = this.SnapToX(this.Position);
                }
                else
                {
                    this.Position.X -= 9f;
                    this.direction   = DirectionEnum.Left;
                    this.Position.Y  = this.SnapToY(this.Position);
                }
            }
        }
Example #45
0
 internal ProductReviewNode(RELATIONSHIP relationship, DirectionEnum direction, string neo4jLabel = null) : base(relationship, direction, neo4jLabel)
 {
 }
Example #46
0
 /// <summary>
 /// 服务机构对账单--ck--带事务
 /// </summary>
 /// <param name="number">店铺或会员编号</param>
 /// <param name="money">交易金额</param>
 /// <param name="sftype">交易类型</param>
 /// <param name="kmtype">科目</param>
 /// <param name="direction">是进还是出</param>
 public static int AddStoreAccount(string number, double money, D_AccountSftype sftype, S_Sftype Ssftype, D_AccountKmtype kmtype, DirectionEnum direction, string str, SqlTransaction tran)
 {
     return(D_AccountDAL.AddStoreAccount(number, money, sftype, Ssftype, kmtype, direction, str, tran));
 }
Example #47
0
    /// <summary>
    /// 检测是否需要构建面
    /// </summary>
    /// <param name="chunk"></param>
    /// <param name="localPosition"></param>
    /// <param name="direction"></param>
    /// <param name="closeDirection"></param>
    /// <returns></returns>
    public override bool CheckNeedBuildFace(Chunk chunk, Vector3Int localPosition, BlockDirectionEnum direction, DirectionEnum closeDirection)
    {
        if (localPosition.y == 0)
        {
            return(false);
        }
        GetCloseRotateBlockByDirection(chunk, localPosition, direction, closeDirection, out Block closeBlock, out Chunk closeBlockChunk, out Vector3Int closeLocalPosition);
        if (closeBlock == null || closeBlock.blockType == BlockTypeEnum.None)
        {
            if (closeBlockChunk != null && closeBlockChunk.isInit)
            {
                //只是空气方块
                return(true);
            }
            else
            {
                //还没有生成chunk
                return(false);
            }
        }
        BlockShapeEnum blockShape = closeBlock.blockInfo.GetBlockShape();

        switch (blockShape)
        {
        case BlockShapeEnum.Cube:
        case BlockShapeEnum.CubeLeaves:
            return(false);

        default:
            return(true);
        }
    }
Example #48
0
 /// <summary>
 /// 对账单带事务——ds2012——tianfeng
 /// </summary>
 /// <param name="number">店铺或会员编号</param>
 /// <param name="money">交易金额</param>
 /// <param name="sftype">交易类型</param>
 /// <param name="kmtype">科目</param>
 /// <param name="direction">是进还是出</param>
 public static void AddAccount(string number, double money, D_AccountSftype sftype, D_AccountKmtype kmtype, DirectionEnum direction, string remark, SqlTransaction tran, bool state)
 {
     D_AccountDAL.AddAccount(number, money, sftype, kmtype, direction, remark, tran, state);
 }
Example #49
0
 /// <summary>
 /// 带事务报单款对账单——ds2012——CK
 /// </summary>
 /// <param name="number"></param>
 /// <param name="money"></param>
 /// <param name="sftype"></param>
 /// <param name="kmtype"></param>
 /// <param name="direction"></param>
 /// <param name="str"></param>
 public static int AddAccountTran(string number, double money, D_AccountSftype sftype, D_Sftype Dsftype, D_AccountKmtype kmtype, DirectionEnum direction, string remark, SqlTransaction tran)
 {
     return(D_AccountDAL.AddAccountTran(number, money, sftype, Dsftype, kmtype, direction, remark, tran));
 }
Example #50
0
 /// <summary>
 /// 对账单不带事务——ds2012——tianfeng
 /// </summary>
 /// <param name="number">店铺或会员编号</param>
 /// <param name="money">交易金额</param>
 /// <param name="sftype">交易类型</param>
 /// <param name="kmtype">科目</param>
 /// <param name="direction">是进还是出</param>
 public static void AddAccount(string number, double money, D_AccountSftype sftype, D_AccountKmtype kmtype, DirectionEnum direction, string remark)
 {
     D_AccountDAL.AddAccount(number, money, sftype, kmtype, direction, remark);
 }
Example #51
0
        static void Main(string[] args)
        {
            string[,] mars = new string[10, 10];

            for (int i = 0; i < 10; i++)
            {
                for (int j = 0; j < 10; j++)
                {
                    var r = new Random().Next(0, 10);
                    mars[j, i] = (r > 8) ? "*" : "+";
                }
            }

            for (int i = 0; i < 10; i++)
            {
                for (int j = 0; j < 10; j++)
                {
                    Console.Write(mars[j, i]);
                }

                Console.WriteLine("");
            }

            string command = "";

            IWorld world = new World(mars);

            MarsService service = new MarsService(world);

            bool run = true;

            while (run)
            {
                try
                {
                    Position position = null;
                    Console.WriteLine("Please insert commands: ");
                    Console.WriteLine("Type 'exit' to leave this application");
                    Console.WriteLine("Type 'land' to land your Mars Rover");
                    Console.WriteLine("Type 'command' to insert a series of commands for your Mars Rover");

                    command = Console.ReadLine();

                    if (command.ToLower() == "land")
                    {
                        Console.WriteLine("Insert your landing X cooridnates, max X = " + world.GetRightEdgeXCoordinates());
                        int x = Convert.ToInt32(Console.ReadLine());

                        Console.WriteLine("Insert your landing Y cooridnates, max Y = " + world.GetTopEdgeYCoordinates());
                        int y = Convert.ToInt32(Console.ReadLine());

                        Console.WriteLine("Insert your landing direction (N,S,E,W))");
                        var direction = Console.ReadLine().ToString();

                        DirectionEnum directionEnum = DirectionEnum.North;

                        if (direction.ToLower() == "n")
                        {
                            directionEnum = DirectionEnum.North;
                        }
                        if (direction.ToLower() == "s")
                        {
                            directionEnum = DirectionEnum.South;
                        }
                        if (direction.ToLower() == "e")
                        {
                            directionEnum = DirectionEnum.East;
                        }
                        if (direction.ToLower() == "w")
                        {
                            directionEnum = DirectionEnum.West;
                        }

                        position = service.LandRover(x, y, directionEnum);
                    }
                    else if (command.ToLower() == "command")
                    {
                        Console.WriteLine("Insert commands separated by comma ',' and press Enter for example:l,r,f,b");
                        string commands = Console.ReadLine();

                        string[] commandsArray = commands.Split(',', 9000);

                        position = service.MoveRover(commandsArray);

                        Console.WriteLine("New rover position: " + position.ToString());
                    }
                    else if (command.ToLower() == "exit")
                    {
                        run = false;
                    }
                    else
                    {
                        Console.WriteLine("Invalid command");
                    }

                    PrintMatrix(position, mars);
                }
                catch (RoverException ex)
                {
                    Console.WriteLine(ex.Message);
                    Console.WriteLine("Last position " + ex.LastPosition.ToString());
                    PrintMatrix(ex.LastPosition, mars);
                }
                catch (Exception ex)
                {
                    Console.WriteLine("An errore has occurred: " + ex.Message);
                }
            }

            Console.WriteLine("Bye!!!");
        }
Example #52
0
 /// <summary>
 /// 服务机构对账单--ck
 /// </summary>
 /// <param name="number">店铺或会员编号</param>
 /// <param name="money">交易金额</param>
 /// <param name="sftype">交易类型</param>
 /// <param name="kmtype">科目</param>
 /// <param name="direction">是进还是出</param>
 public static void AddStoreAccount(string number, double money, D_AccountSftype sftype, S_Sftype Ssftype, D_AccountKmtype kmtype, DirectionEnum direction, string str)
 {
     D_AccountDAL.AddStoreAccount(number, money, sftype, Ssftype, kmtype, direction, str);
 }
Example #53
0
        /// <summary>
        /// Default method to be used for a new sorting instance
        /// </summary>
        /// <param name="path">Path of the image that will be processed</param>
        /// <param name="selectedSort">Enum of the selected sorting method to be used</param>
        /// <param name="lower">lower bounds for the brightness sort</param>
        /// <param name="upper">upper bounds for the brightness sort</param>
        /// <returns></returns>
        public Bitmap Sort(string path, SortingMethodsEnum selectedSort, double lower, double upper, int hP, int vP, RGBEnum colorChecked, AdditionalOptionsEnum addOps, DirectionEnum directionChecked)
        {
            // if path is null or "", return null
            if (path == null || path.Equals(""))
            {
                return(null);
            }

            // creates two Bitmaps of the same image, handy for keeping the original width/height
            // and other data
            Bitmap image     = new Bitmap(@path);
            Bitmap origImage = new Bitmap(@path);

            image     = RotateImage(image, directionChecked);
            origImage = RotateImage(origImage, directionChecked);

            // if Extend is clicked, ExtendSort the image
            if (addOps == AdditionalOptionsEnum.Extend)
            {
                image = ExtendSort(image);
            }

            // If the number of horizontal or vertical partitions is greater than or equal to the
            // width or height of the image, don't partition the image and sort with the whole image instead
            if (hP >= image.Width || vP >= image.Height)
            {
                // Switch statement for using the correct sort based on the selected method
                switch (selectedSort)
                {
                case SortingMethodsEnum.Brightness:
                    image = SortByBrightness(image, lower, upper, addOps, selectedSort);
                    break;

                case SortingMethodsEnum.Hue:
                    image = SortByHue(image, addOps, selectedSort, lower, upper);
                    break;

                case SortingMethodsEnum.Saturation:
                    image = SortBySaturation(image, addOps, selectedSort, lower, upper);
                    break;

                case SortingMethodsEnum.RGB:
                    image = SortByRGB(image, colorChecked, addOps, selectedSort, lower, upper);
                    break;

                default:
                    break;
                }
            }
            // If the number of partitions wanted is within the image's width/height, split the
            // image into (horizontal partitions + 1) * (vertical partitions + 1), sort the
            // paritions, and then stitch them back together
            else
            {
                int modx = image.Width % (1 + hP);
                int mody = image.Height % (1 + vP);
                image = RotateImageBack(image, directionChecked);
                List <Bitmap> partitions = PartitionImage(image, hP, vP, modx, mody);

                for (int i = 0; i < partitions.Count; ++i)
                {
                    partitions[i] = RotateImage(partitions[i], directionChecked);
                    switch (selectedSort)
                    {
                    case SortingMethodsEnum.Brightness:
                        partitions[i] = SortByBrightness(partitions[i], lower, upper, addOps, selectedSort);
                        partitions[i] = RotateImageBack(partitions[i], directionChecked);
                        continue;

                    case SortingMethodsEnum.Hue:
                        partitions[i] = SortByHue(partitions[i], addOps, selectedSort, lower, upper);
                        partitions[i] = RotateImageBack(partitions[i], directionChecked);
                        continue;

                    case SortingMethodsEnum.Saturation:
                        partitions[i] = SortBySaturation(partitions[i], addOps, selectedSort, lower, upper);
                        partitions[i] = RotateImageBack(partitions[i], directionChecked);
                        continue;

                    case SortingMethodsEnum.RGB:
                        partitions[i] = SortByRGB(partitions[i], colorChecked, addOps, selectedSort, lower, upper);
                        partitions[i] = RotateImageBack(partitions[i], directionChecked);
                        continue;

                    default:
                        partitions[i] = RotateImageBack(partitions[i], directionChecked);
                        continue;
                    }
                }

                image = Recombine(partitions, hP + 1);
                image = RotateImage(image, directionChecked);
            }

            // if Extending was selected, then put the image back together so it's no longer a single line of pixels
            if (addOps == AdditionalOptionsEnum.Extend)
            {
                image = UnExtendSort(image, origImage);
            }

            image = RotateImageBack(image, directionChecked);

            // return the image to the user
            return(image);
        }
Example #54
0
        public void moveInDirection(DirectionEnum direction)
        {
            Tile possibleNewTile = null;

            switch (direction)
            {
            case DirectionEnum.Left:
                possibleNewTile = tile.Left;
                break;

            case DirectionEnum.Right:
                possibleNewTile = tile.Right;
                break;

            case DirectionEnum.Up:
                possibleNewTile = tile.Up;
                break;

            case DirectionEnum.Down:
                possibleNewTile = tile.Down;
                break;

            default:
                break;
            }

            bool canMove = false;

            if (possibleNewTile != null)
            {
                if (possibleNewTile.Entity == null)
                {
                    canMove = true;
                }
                else if (possibleNewTile.getEntityType() == EntityTypesEnum.Exit)
                {
                    status = EntityStatesEnum.Celebrating;
                }
                else if (possibleNewTile.getEntityType() == EntityTypesEnum.Firefly)
                {
                    status = EntityStatesEnum.Killed;
                }
                else if (possibleNewTile.getEntityType() == EntityTypesEnum.Mud)
                {
                    canMove = true;
                }
                else if (possibleNewTile.getEntityType() == EntityTypesEnum.Diamond)
                {
                    canMove = true;
                    Score  += 100;
                }
                else if (possibleNewTile.getEntityType() == EntityTypesEnum.Boulder)
                {
                    Tile targetTile = null;
                    switch (direction)
                    {
                    case DirectionEnum.Left:
                        targetTile = possibleNewTile.Left;
                        break;

                    case DirectionEnum.Right:
                        targetTile = possibleNewTile.Right;
                        break;

                    case DirectionEnum.Up:
                        targetTile = possibleNewTile.Up;
                        break;

                    case DirectionEnum.Down:
                        targetTile = possibleNewTile.Down;
                        break;
                    }
                    if (targetTile != null)
                    {
                        if (targetTile.getEntityType() == EntityTypesEnum.Tile)
                        {
                            targetTile.putOnTile(possibleNewTile.Entity);
                            possibleNewTile.Entity = null;
                            canMove = true;
                        }
                    }
                }
                else
                {
                    canMove = false;
                }
            }
            else
            {
                return;
            }

            if (canMove)
            {
                moveTo(possibleNewTile);
            }
        }
Example #55
0
 private Direction(DirectionEnum direction)
 {
     this._Direction = direction;
 }
Example #56
0
 /// <summary>
 /// Initializes a new instance of the <see cref="SubAccountTransfer" /> class.
 /// </summary>
 /// <param name="currency">Transfer currency name (required).</param>
 /// <param name="subAccount">Sub account user ID (required).</param>
 /// <param name="direction">Transfer direction. to - transfer into sub account; from - transfer out from sub account (required).</param>
 /// <param name="amount">Transfer amount (required).</param>
 /// <param name="subAccountType">Target sub user&#39;s account. &#x60;spot&#x60; - spot account, &#x60;futures&#x60; - perpetual contract account (default to SubAccountTypeEnum.Spot).</param>
 public SubAccountTransfer(string currency = default(string), string subAccount = default(string), DirectionEnum direction = default(DirectionEnum), string amount = default(string), SubAccountTypeEnum?subAccountType = SubAccountTypeEnum.Spot)
 {
     // to ensure "currency" is required (not null)
     this.Currency = currency ?? throw new ArgumentNullException("currency", "currency is a required property for SubAccountTransfer and cannot be null");
     // to ensure "subAccount" is required (not null)
     this.SubAccount = subAccount ?? throw new ArgumentNullException("subAccount", "subAccount is a required property for SubAccountTransfer and cannot be null");
     this.Direction  = direction;
     // to ensure "amount" is required (not null)
     this.Amount         = amount ?? throw new ArgumentNullException("amount", "amount is a required property for SubAccountTransfer and cannot be null");
     this.SubAccountType = subAccountType;
 }
Example #57
0
 internal CUSTOMER_HAS_STORE_REL(Blueprint41.Query.Node parent, DirectionEnum direction) : base(parent, direction)
 {
 }
Example #58
0
 private bool IsWallOnWay(int row, int column, DirectionEnum direction)
 {
     return(GetWall(row, column, direction) != null);
 }
Example #59
0
		/// <summary>
		/// Gets the direction of the text.
		/// </summary>
		/// <param name="v"></param>
		/// <param name="def"></param>
		/// <returns></returns>
		public static DirectionEnum GetDirection(string v, DirectionEnum def)
		{
			DirectionEnum d;
            try
            {
                d = (DirectionEnum)Enum.Parse(typeof(DirectionEnum), v);
            }
            catch
            {
                d = def;
            }
            return d; 


		}
Example #60
0
 internal PRODUCT_HAS_TRANSACTIONHISTORY_REL(Blueprint41.Query.Node parent, DirectionEnum direction) : base(parent, direction)
 {
 }