public bool WallCheck() { bool updated = false; Vector3 me = Core.Me.Location; wallList.Clear(); if (_walls == null) { return(false); } foreach (KeyValuePair <uint, List <Vector3> > id in _walls.Where(i => i.Value[0].Distance2D(Core.Me.Location) < 5 && !Walls.ContainsKey(i.Key) && !_activeWalls.Contains(i.Key))) { Vector3 wall1 = id.Value[1]; wall1.Y -= 5; Vector3 wall2 = id.Value[2]; wall2.Y -= 10; wallList.Add(new BoundingBox3 { Min = wall1, Max = wall2 }); Walls.Add(id.Key, true); updated = true; } //Logger.Debug($"[walls] {string.Join(", ", _hit.Keys)}"); return(updated); }
private void CreateInterior() { Walls.Add(new Wall(30, 0, 390, 30)); Walls.Add(new Wall(90, 60, 60, 30)); Walls.Add(new Wall(180, 60, 90, 30)); Walls.Add(new Wall(300, 60, 60, 30)); Walls.Add(new Wall(120, 120, 90, 30)); Walls.Add(new Wall(240, 120, 90, 30)); Walls.Add(new Wall(30, 180, 60, 30)); Walls.Add(new Wall(150, 180, 60, 30)); Walls.Add(new Wall(240, 180, 60, 30)); Walls.Add(new Wall(360, 180, 60, 30)); Walls.Add(new Wall(30, 240, 60, 30)); Walls.Add(new Wall(150, 240, 150, 30)); Walls.Add(new Wall(360, 240, 60, 30)); Walls.Add(new Wall(120, 300, 90, 30)); Walls.Add(new Wall(240, 300, 90, 30)); Walls.Add(new Wall(90, 360, 60, 30)); Walls.Add(new Wall(180, 360, 90, 30)); Walls.Add(new Wall(300, 360, 60, 30)); Walls.Add(new Wall(30, 420, 390, 30)); Walls.Add(new Wall(0, 0, 30, 210)); Walls.Add(new Wall(0, 240, 30, 210)); Walls.Add(new Wall(60, 60, 30, 90)); Walls.Add(new Wall(60, 300, 30, 90)); Walls.Add(new Wall(120, 180, 30, 90)); Walls.Add(new Wall(300, 180, 30, 90)); Walls.Add(new Wall(360, 60, 30, 90)); Walls.Add(new Wall(360, 300, 30, 90)); Walls.Add(new Wall(420, 0, 30, 210)); Walls.Add(new Wall(420, 240, 30, 210)); }
private void SetWalls(double PlayerAndWallSkin)//generate Walls { //set three rows of walls for (int row = 0; row < 3; row++) { //set six walls per row for (int wallPerRow = 0; wallPerRow < 6; wallPerRow++) { //set five wallBlocks for (int wallStack = 0; wallStack < 5; wallStack++) { //new object of the type Wall Wall w = new Wall(GameDisplay) { X = wallPerRow * (20 + 1) + (wallStack * 730 / 5) + 15, Y = row * 20 + 550 }; Walls.Add(w); switch (PlayerAndWallSkin)//instanciates a new Image foreach Wall { case 0: w.Reci.Fill = new ImageBrush(new BitmapImage(new Uri("Images/Walls/WallRed.PNG", UriKind.Relative))); break; case 1: w.Reci.Fill = new ImageBrush(new BitmapImage(new Uri("Images/Walls/WallGreen.PNG", UriKind.Relative))); break; case 2: w.Reci.Fill = new ImageBrush(new BitmapImage(new Uri("Images/Walls/WallBlue.PNG", UriKind.Relative))); break; case 3: w.Reci.Fill = new ImageBrush(new BitmapImage(new Uri("Images/Walls/WallYellow.PNG", UriKind.Relative))); break; } } } } }
private bool WallCheck() { var updated = false; var me = Core.Me.Location; if (_walls == null) { return(false); } if (_walls.Count < 1) { return(false); } foreach (var id in _walls.Where(i => i.Value[0].Distance2D(Core.Me.Location) < 50 && !Walls.ContainsKey(i.Key) && !activeWalls.Contains(i.Key))) { var wall1 = id.Value[1]; wall1.Y -= 2; wallList.Add(new BoundingBox3 { Min = wall1, Max = id.Value[2] }); Walls.Add(id.Key, true); updated = true; } //Logger.Info($"[walls] {string.Join(", ", _hit.Keys)}"); return(updated); }
public void BuildWorld(LevelData data) { CurrentLevelData = data; foreach (var levelObject in data.LevelObjects) { var levelPos = TilesToPixels(levelObject.Key); switch (levelObject.Value.Type) { case TileType.Solid: Walls.Add(new StaticTile(levelPos, levelObject.Value.Key)); break; case TileType.PowerUp: Powerups.Add(new Powerup(levelPos)); break; case TileType.Spawner: spawnPointPositions.Add(levelPos); break; default: throw new ArgumentOutOfRangeException("Tile type not supported!"); } } foreach (var parallaxLayer in data.Parallax) { bgLayers.Add(new ParallaxLayer(parallaxLayer.Speed, parallaxLayer.SourceFile)); } game.renderer.LevelArea = TilesToPixels(data.TilesArea); }
private void CreateWalls() { // Right wall Walls.Add(new Wall( new Vector2D(Width / 2, 0), Depth, 2 )); // Back wall Walls.Add(new Wall( new Vector2D(0, Depth / 2), Width, 3 )); // Left wall Walls.Add(new Wall( new Vector2D(-Width / 2, 0), Depth, 0 )); // Front wall Walls.Add(new Wall( new Vector2D(0, -Depth / 2), Width, 1 )); }
/// <summary> /// Adds a light /// </summary> /// <param name="Wall">Handle</param> public void AddWall(Wall wall) { if (wall == null) { return; } Walls.Add(wall); }
private void CreateWalls() { Walls.Add(new Wall(140, 185, 50, 65)); Walls.Add(new Wall(170, 185, 140, 230)); Walls.Add(new Wall(30, 45, 80, 125)); Walls.Add(new Wall(100, 115, 5, 65)); Walls.Add(new Wall(80, 125, 130, 145)); Walls.Add(new Wall(0, 60, 170, 185)); }
private void SetFallingWall() { int i = Turn - 359; if (i >= 0 && i < Utils.FALLING_WALL.Length) { Position p = new Position(Utils.FALLING_WALL[i][0], Utils.FALLING_WALL[i][1]); Walls.Add(p); } }
override protected void CallOnLoad() { bot.SetPosition(6, 15, "up"); WallBuild.Vertical(5, 4, 12, Walls, this); WallBuild.Vertical(7, 6, 10, Walls, this); WallBuild.Horizontal(8, 6, 10, Walls, this); WallBuild.Horizontal(6, 4, 12, Walls, this); Walls.Add(new Wall(18, 5, this)); Exits.Add(new Exit(17, 5, this, new L4())); }
/// <summary> /// Adds a new wall. /// </summary> /// <param name="body">The body of the wall.</param> /// <returns>New wall.</returns> public Wall NewWall(Segment body) { Wall tmp = new Wall() { Body = body }; Walls.Add(tmp); return(tmp); }
/// <summary> /// Adds a new wall. /// </summary> /// <returns>New wall.</returns> public Wall NewWall() { Wall tmp = new Wall() { Body = new Segment() }; Walls.Add(tmp); return(tmp); }
private void ReadWall(XmlReader reader) { Wall wall = new Wall(); wall.ID = random.Next(); ReadWallEndpoint1(reader, out Vector2D endPoint1); ReadWallEndpoint2(reader, out Vector2D endPoint2); wall.EndPoint1 = endPoint1; wall.EndPoint2 = endPoint2; Walls.Add(wall); }
public LevelInfo(GameWallHolder holder) { Name = holder.LevelName; PointSpawns = holder.Locations; GameWalls = new Walls(holder.Walls.Length); for (int i = 0; i < holder.Walls.Length; i++) { GameWalls.Add(new Wall(holder.Walls[i])); } PlayerSpawn = holder.PlayerSpawn; }
public void Initialize(Vector3Int mapSize) { GameObject space = GameObject.Find("QL_Space"), wall = GameObject.Find("QL_Wall"), goal = GameObject.Find("QL_Goal"); int k = 0; for (int z = mapSize.z - 1; z >= 0; z--) { for (int y = mapSize.y - 1; y >= 0; y--) { for (int x = 0; x < mapSize.x; x++) { space.transform.position = new Vector3(x, mapSize.y - 1 - y, mapSize.z - 1 - z); switch (map[z, y, x]) { case 'G': goal.transform.position = new Vector3(x, y, z); Spaces.Add(Object.Instantiate(space)); Finish = Object.Instantiate(goal); break; case 'W': wall.transform.position = new Vector3(x, y, z); Spaces.Add(Object.Instantiate(space)); Walls.Add(Object.Instantiate(wall)); break; case 'S': Spaces.Add(Object.Instantiate(space)); Initials.Add(k); break; } k++; } } } for (int i = 0; i < Spaces.Count; i++) { Spaces[i].name = "Position " + i; } for (int i = 0; i < Walls.Count; i++) { Walls[i].name = "Walls " + i; } Object.Destroy(space); Object.Destroy(wall); Object.Destroy(goal); }
/// <summary> /// Adding Walls to the world, They are never updated. Only added once. /// </summary> /// <param name="obj"></param> /// <param name="message"></param> public void AddWall(JObject obj, string message) { // Get the object int id = (int)obj.First; Wall wall = JsonConvert.DeserializeObject <Wall>(message); // Add if object does not exist yet. if (!Walls.ContainsKey(id)) { Walls.Add(id, wall); } }
/// <summary> /// This method adds the walls to the list of walls /// </summary> /// <param name="wallLocation"> location to draw the wall </param> /// <param name="wt"> The type of wall, Hard or Weak </param> /// <param name="ws"> The Shape of the wall </param> /// <param name="width"> The width of the wall </param> /// <param name="height"> The height of the wall </param> private void AddWalls(Point wallLocation, WallType wt, WallShape ws, int width, int height) { //create a temporary point to hold the location we are adding to Point tempPoint = new Point(wallLocation.X, wallLocation.Y); switch (ws) { //add an 'o' shaped wall case WallShape.o: //copy of the origin point for drawing Point drawPoint = tempPoint; //nested for loop because the shape is a equilateral for (int i = 0; i < height / Tilesize; ++i) { //move the draw point down drawPoint.Y = tempPoint.Y + i; //cycle through the horizontal plane for (int j = 0; j < width / Tilesize; ++j) { //move the draw point across the screen drawPoint.X = tempPoint.X + j; //add the wall at the draw point Walls.Add(new Wall(new Point(drawPoint.X * Tilesize, drawPoint.Y * Tilesize), wt)); } //reset the drawpoint to the original x position drawPoint.X = tempPoint.X; } break; //add a vertical line shaped wall case WallShape.l: //single for loop because we are drawing straight down. no change in X for (int i = 0; i < height / Tilesize; ++i) { Walls.Add(new Wall (new Point(tempPoint.X * Tilesize, (tempPoint.Y + i) * Tilesize), wt)); } break; //add a horizontal line shaped wall case WallShape.hl: //single for loop because we are drawing straight across. no change in Y for (int i = 0; i < width / Tilesize; ++i) { Walls.Add(new Wall (new Point((tempPoint.X + i) * Tilesize, tempPoint.Y * Tilesize), wt)); } break; } }
public void CreateWalls() { if (HasWallTop) { var top = MonoBehaviour.Instantiate(wallPrefab); top.transform.position = WorldPos + Vector3.forward * Size.z * 0.5f; top.transform.localScale = new Vector3(Size.x, Size.y, 1f); Walls.Add(top); top.Rise(); } if (HasWallBottom) { var bottom = MonoBehaviour.Instantiate(wallPrefab); bottom.transform.position = WorldPos + Vector3.back * Size.z * 0.5f; bottom.transform.localScale = new Vector3(Size.x, Size.y, 1f); Walls.Add(bottom); bottom.Rise(); } if (HasWallRight) { var right = MonoBehaviour.Instantiate(wallPrefab); right.transform.position = WorldPos + Vector3.right * Size.x * 0.5f; right.transform.localScale = new Vector3(1f, Size.y, Size.z); Walls.Add(right); right.Rise(); } if (HasWallLeft) { var left = MonoBehaviour.Instantiate(wallPrefab); left.transform.position = WorldPos + Vector3.left * Size.x * 0.5f; left.transform.localScale = new Vector3(1f, Size.y, Size.z); Walls.Add(left); left.Rise(); } }
protected override void CallOnLoad() { bot.SetPosition(7, 15, "up"); WallBuild.Vertical(6, 7, 10, Walls, this); WallBuild.Vertical(8, 8, 9, Walls, this); WallBuild.Horizontal(6, 6, 8, Walls, this); WallBuild.Horizontal(9, 8, 7, Walls, this); WallBuild.Vertical(13, 3, 3, Walls, this); WallBuild.Vertical(15, 3, 5, Walls, this); Walls.Add(new Wall(14, 3, this)); Walls.Add(new Wall(7, 16, this)); Exits.Add(new Exit(14, 4, this, new L10())); }
private void LoadWalls(XDocument doc) { var elemList = doc.Descendants("Wall"); int x, y, sx, sy; foreach (var item in elemList) { int.TryParse(item.Attribute("X").Value, out x); int.TryParse(item.Attribute("Y").Value, out y); int.TryParse(item.Attribute("SizeX").Value, out sx); int.TryParse(item.Attribute("SizeY").Value, out sy); Walls.Add(new Wall { X = x, Y = y, SizeX = sx, SizeY = sy }); } }
protected override void CallOnLoad() { bot.SetPosition(13, 17, "left"); int x = 7; int y = 6; int l = 9; for (int i = 0; i < 3; i++) { WallBuild.Horizontal(x, y, l, Walls, this); x += 2; y += 2; l -= 1; WallBuild.Horizontal(x, y, l, Walls, this); x -= 1; y += 2; l -= 1; } x = 17; y = 5; l = 4; for (int i = 0; i < 3; i++) { WallBuild.Vertical(x, y, l, Walls, this); x -= 1; y += 4; } x = 7; y = 7; for (int i = 0; i < 3; i++) { WallBuild.Vertical(x, y, l, Walls, this); x += 1; y += 4; } WallBuild.Horizontal(15, 4, 3, Walls, this); WallBuild.Horizontal(9, 18, 6, Walls, this); Walls.Add(new Wall(15, 5, this)); Walls.Add(new Wall(14, 17, this)); Exits.Add(new Exit(16, 5, this, new Debreifing())); }
public void addWalls() { int length = 10; int width = 12; Vector2 doorOffset = new Vector2(32, 32); Vector2 upLocation = new Vector2(6, 0); Vector2 downLocation = new Vector2(6, 9); Vector2 leftLocation = new Vector2(-1, 4.5f); Vector2 rightLocation = new Vector2(13, 4.5f); for (int k = 0; k < width; k++) { if (k < length) { Walls.Add(new Wall(new Vector2(leftLocation.X * XSCALE + doorOffset.X + XOFFSET, k * YSCALE - doorOffset.Y + YOFFSET))); Walls.Add(new Wall(new Vector2(rightLocation.X * XSCALE + doorOffset.X + XOFFSET, k * YSCALE - doorOffset.Y + YOFFSET))); } Walls.Add(new Wall(new Vector2((k * XSCALE) + doorOffset.X + XOFFSET, upLocation.Y * YSCALE - doorOffset.Y + YOFFSET))); Walls.Add(new Wall(new Vector2((k * XSCALE) + doorOffset.X + XOFFSET, downLocation.Y * YSCALE - doorOffset.Y + YOFFSET))); } }
private void AddWalls() { Block wall1 = new Block(new Vector3(0f, 0f, 1.5f) + Position, BasePosition, new Quaternion(0f, -0.7071068f, 0f, 0.7071068f), foundationSize, buildingHeight, Prefab.Wall, 0); Walls.Add(wall1); Block wall2 = new Block(new Vector3(-1.5f, 0f, 0f) + Position, BasePosition, new Quaternion(0f, 1f, 0f, 0f), foundationSize, buildingHeight, Prefab.Wall, 0); Walls.Add(wall2); if (BasePosition.z == 0) { Block wall3 = new Block(new Vector3(0f, 0f, -1.5f) + Position, BasePosition, new Quaternion(0f, -0.7071068f, 0f, 0.7071068f), foundationSize, buildingHeight, Prefab.Wall, 0); Walls.Add(wall3); } if (BasePosition.x + 1 == foundationSize) { Block wall4 = new Block(new Vector3(1.5f, 0f, 0f) + Position, BasePosition, new Quaternion(0f, 1f, 0f, 0f), foundationSize, buildingHeight, Prefab.Wall, 0); Walls.Add(wall4); } }
//敵オブジェクト配置 void CreateObject(asd.Vector2DF position, int obj) { switch (obj) { case 0: Walls.Add(new Wall(position)); LayerOfMain.AddObject(Walls[Walls.Count - 1]); SetWallRainColligeData(Walls[Walls.Count - 1].Position); break; case 1: Clouds.Add(new Cloud(position, TypeOfCloud.Small)); LayerOfMain.AddObject(Clouds[Clouds.Count - 1]); break; case 2: Clouds.Add(new Cloud(position, TypeOfCloud.Medium)); LayerOfMain.AddObject(Clouds[Clouds.Count - 1]); break; case 3: Clouds.Add(new Cloud(position, TypeOfCloud.Large)); LayerOfMain.AddObject(Clouds[Clouds.Count - 1]); break; case 4: break; case 5: Healers.Add(new Healer(position)); LayerOfMain.AddObject(Healers[Healers.Count - 1]); break; case 6: Winds.Add(new Wind(position)); LayerOfMain.AddObject(Winds[Winds.Count - 1]); break; } }
public static void InitializeMap() { Walls.Clear(); Nodes.Clear(); EmptySquares.Clear(); Dots.Clear(); Powerups.Clear(); Ghosts.Clear(); Invaders.Clear(); //Initializes border of map string line = ""; int number = 0; using (StreamReader sr = new StreamReader("Maps/pacman" + PacmanGame.maps[PacmanGame.mapNumber].ToString() + ".txt")) { while (true) { line = sr.ReadLine(); if (line == null) { break; } for (int counter = 0; counter < line.Length; counter++) { wallMap[counter, number] = line[counter].ToString() == "0"; } number++; } } //Fills in rest of map using two dimensional bool array wallMap for (int x = 0; x < wallMap.GetLength(0); x++) { for (int y = 0; y < wallMap.GetLength(1); y++) { if (!wallMap[x, y]) { Walls.Add(new Wall(new Rectangle(x * PacmanGame.gridSize + PacmanGame.horizontalSpace, y * PacmanGame.gridSize + PacmanGame.verticalSpace, PacmanGame.gridSize, PacmanGame.gridSize))); } } } //Fills map with empty squares, dots and nodes in all places without walls //variable used to count nodes int variable = 0; for (int y = 1; y < PacmanGame.mapHeight / PacmanGame.gridSize - 1; y++) { for (int x = 1; x < PacmanGame.mapWidth / PacmanGame.gridSize - 1; x++) { Rectangle rectangle = new Rectangle(PacmanGame.gridSize * x + PacmanGame.horizontalSpace, PacmanGame.gridSize * y + PacmanGame.verticalSpace, PacmanGame.gridSize, PacmanGame.gridSize); bool value = true; foreach (Wall wall in Walls) { if (wall.Position == rectangle) { value = false; } } if (value) { EmptySquares.Add(new EmptySquare(rectangle)); Dots.Add(new Dot(rectangle)); Nodes.Add(new Node(variable, rectangle)); variable++; } } } //Remove the dot where the pacman starts Dots.Remove(new Dot(new Rectangle(PacmanGame.gridSize, PacmanGame.gridSize, PacmanGame.gridSize, PacmanGame.gridSize))); //Adds powerups Random random = new Random(); int[] values = Enumerable.Range(0, Map.Nodes.Count).OrderBy(x => random.Next()).ToArray(); for (int counter = 0; counter < 4; counter++) { int index = values[counter]; Rectangle rectangleValue = Map.Nodes.ElementAt(index).Position; Powerups.Add(new Powerup(rectangleValue)); //Remove the dot where the powerup is Dots.Remove(new Dot(rectangleValue)); } createAdjacencyList(); Paddles[0] = new Paddle(new Rectangle(PacmanGame.horizontalSpace / 2, PacmanGame.screenHeight / 2, PacmanGame.gridSize, PacmanGame.gridSize * 5), Player.Left); Paddles[1] = new Paddle(new Rectangle(PacmanGame.screenWidth - PacmanGame.horizontalSpace / 2, PacmanGame.screenHeight / 2, PacmanGame.gridSize, PacmanGame.gridSize * 5), Player.Right); }
public void AddWall(Wall w) { Walls.Add(w); }
public Scene8(int Width, int Height) : base(4, 11, 90, 90, Width, Height, Color.FromArgb(232, 240, 240)) { // TOP for (int i = 0; i < 11; ++i) { Walls.Add(new Wall(new Rectangle((i * ColumnWidth) + Scene.LEFT, Scene.TOP, ColumnWidth, 6), Resources.Scene8_InnerWallHorizontal)); } // BOTTOM for (int i = 0; i < 11; ++i) { Walls.Add(new Wall(new Rectangle(i * ColumnWidth + Scene.LEFT, Rows * RowHeight + Scene.TOP, ColumnWidth, 6), Resources.Scene8_InnerWallHorizontal)); } // LEFT for (int i = 0; i < 4; ++i) { Walls.Add(new Wall(new Rectangle(Scene.LEFT, i * RowHeight + Scene.TOP, 6, RowHeight), Resources.Scene8_InnerWallVertical)); } // RIGHT for (int i = 0; i < 4; ++i) { Walls.Add(new Wall(new Rectangle(Scene.LEFT + Columns * ColumnWidth, i * RowHeight + Scene.TOP, 6, RowHeight), Resources.Scene8_InnerWallVertical)); } ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // OUTER TOP for (int i = 0; i < 11; ++i) { DecorWalls.Add(new Wall(new Rectangle((i * ColumnWidth) + Scene.LEFT, Scene.TOP - 16, ColumnWidth, 16), Resources.Scene7_OuterWallTop)); } // OUTER BOTTOM for (int i = 0; i < 11; ++i) { DecorWalls.Add(new Wall(new Rectangle(i * ColumnWidth + Scene.LEFT, Rows * RowHeight + Scene.TOP + 6, ColumnWidth, 16), Resources.Scene7_OuterWallBottom)); } // OUTER LEFT for (int i = 0; i < 4; ++i) { DecorWalls.Add(new Wall(new Rectangle(Scene.LEFT - 16, i * RowHeight + Scene.TOP, 16, RowHeight), Resources.Scene7_OuterWallLeft)); } // OUTER RIGHT for (int i = 0; i < 4; ++i) { DecorWalls.Add(new Wall(new Rectangle(Scene.LEFT + Columns * ColumnWidth + 6, i * RowHeight + Scene.TOP, 16, RowHeight), Resources.Scene7_OuterWallRight)); } //////////////////////////////////////////////////////////////////////////////// // ADDING LINES INSIDE // FIRST COLUMN // HORIZONTAL Walls.Add(new Wall(new Rectangle(Scene.LEFT + 1 * ColumnWidth, 1 * RowHeight + Scene.TOP, ColumnWidth, 6), Resources.Scene8_InnerWallHorizontal)); // VERTICAL Walls.Add(new Wall(new Rectangle(Scene.LEFT + 1 * ColumnWidth, 2 * RowHeight + Scene.TOP, 6, RowHeight), Resources.Scene8_InnerWallVertical)); Walls.Add(new Wall(new Rectangle(Scene.LEFT + 1 * ColumnWidth, 3 * RowHeight + Scene.TOP, 6, RowHeight), Resources.Scene8_InnerWallVertical)); // SECOND COLUMN // HORIZONTAL // VERTICAL Walls.Add(new Wall(new Rectangle(Scene.LEFT + 2 * ColumnWidth, 3 * RowHeight + Scene.TOP, 6, RowHeight), Resources.Scene8_InnerWallVertical)); // THIRD COLUMN // HORIZONTAL Walls.Add(new Wall(new Rectangle(Scene.LEFT + 2 * ColumnWidth, 1 * RowHeight + Scene.TOP, ColumnWidth, 6), Resources.Scene8_InnerWallHorizontal)); Walls.Add(new Wall(new Rectangle(Scene.LEFT + 2 * ColumnWidth, 2 * RowHeight + Scene.TOP, ColumnWidth, 6), Resources.Scene8_InnerWallHorizontal)); // VERTICAL Walls.Add(new Wall(new Rectangle(Scene.LEFT + 3 * ColumnWidth, 1 * RowHeight + Scene.TOP, 6, RowHeight), Resources.Scene8_InnerWallVertical)); Walls.Add(new Wall(new Rectangle(Scene.LEFT + 3 * ColumnWidth, 3 * RowHeight + Scene.TOP, 6, RowHeight), Resources.Scene8_InnerWallVertical)); // FOURTH COLUMN // HORIZONTAL Walls.Add(new Wall(new Rectangle(Scene.LEFT + 3 * ColumnWidth, 1 * RowHeight + Scene.TOP, ColumnWidth, 6), Resources.Scene8_InnerWallHorizontal)); // VERTICAL Walls.Add(new Wall(new Rectangle(Scene.LEFT + 4 * ColumnWidth, 3 * RowHeight + Scene.TOP, 6, RowHeight), Resources.Scene8_InnerWallVertical)); // FIFTH COLUMN // HORIZONTAL Walls.Add(new Wall(new Rectangle(Scene.LEFT + 4 * ColumnWidth, 2 * RowHeight + Scene.TOP, ColumnWidth, 6), Resources.Scene8_InnerWallHorizontal)); // VERTICAL Walls.Add(new Wall(new Rectangle(Scene.LEFT + 5 * ColumnWidth, 1 * RowHeight + Scene.TOP, 6, RowHeight), Resources.Scene8_InnerWallVertical)); // SIXTH COLUMN // HORIZONTAL Walls.Add(new Wall(new Rectangle(Scene.LEFT + 5 * ColumnWidth, 1 * RowHeight + Scene.TOP, ColumnWidth, 6), Resources.Scene8_InnerWallHorizontal)); Walls.Add(new Wall(new Rectangle(Scene.LEFT + 5 * ColumnWidth, 2 * RowHeight + Scene.TOP, ColumnWidth, 6), Resources.Scene8_InnerWallHorizontal)); // VERTICAL Walls.Add(new Wall(new Rectangle(Scene.LEFT + 6 * ColumnWidth, 3 * RowHeight + Scene.TOP, 6, RowHeight), Resources.Scene8_InnerWallVertical)); // SEVENTH COLUMN // HORIZONTAL // VERTICAL // EIGHTH COLUMN // HORIZONTAL Walls.Add(new Wall(new Rectangle(Scene.LEFT + 7 * ColumnWidth, 2 * RowHeight + Scene.TOP, ColumnWidth, 6), Resources.Scene8_InnerWallHorizontal)); Walls.Add(new Wall(new Rectangle(Scene.LEFT + 7 * ColumnWidth, 3 * RowHeight + Scene.TOP, ColumnWidth, 6), Resources.Scene8_InnerWallHorizontal)); // VERTICAL Walls.Add(new Wall(new Rectangle(Scene.LEFT + 8 * ColumnWidth, 0 * RowHeight + Scene.TOP, 6, RowHeight), Resources.Scene8_InnerWallVertical)); Walls.Add(new Wall(new Rectangle(Scene.LEFT + 8 * ColumnWidth, 1 * RowHeight + Scene.TOP, 6, RowHeight), Resources.Scene8_InnerWallVertical)); // NINTH COLUMN // HORIZONTAL // VERTICAL Walls.Add(new Wall(new Rectangle(Scene.LEFT + 9 * ColumnWidth, 1 * RowHeight + Scene.TOP, 6, RowHeight), Resources.Scene8_InnerWallVertical)); Walls.Add(new Wall(new Rectangle(Scene.LEFT + 9 * ColumnWidth, 3 * RowHeight + Scene.TOP, 6, RowHeight), Resources.Scene8_InnerWallVertical)); // TENTH COLUMN // HORIZONTAL Walls.Add(new Wall(new Rectangle(Scene.LEFT + 9 * ColumnWidth, 1 * RowHeight + Scene.TOP, ColumnWidth, 6), Resources.Scene8_InnerWallHorizontal)); // VERTICAL Walls.Add(new Wall(new Rectangle(Scene.LEFT + 10 * ColumnWidth, 0 * RowHeight + Scene.TOP, 6, RowHeight), Resources.Scene8_InnerWallVertical)); Walls.Add(new Wall(new Rectangle(Scene.LEFT + 10 * ColumnWidth, 1 * RowHeight + Scene.TOP, 6, RowHeight), Resources.Scene8_InnerWallVertical)); Walls.Add(new Wall(new Rectangle(Scene.LEFT + 10 * ColumnWidth, 2 * RowHeight + Scene.TOP, 6, RowHeight), Resources.Scene8_InnerWallVertical)); // ELEVENTH COLUMN // HORIZONTAL // VERTICAL //// TWELVETH COLUMN //// HORIZONTAL //Walls.Add(new Wall(new Rectangle(Scene.LEFT + 11 * ColumnWidth, 1 * RowHeight + Scene.TOP, ColumnWidth, 6), Resources.Scene8_InnerWallHorizontal)); //Walls.Add(new Wall(new Rectangle(Scene.LEFT + 11 * ColumnWidth, 3 * RowHeight + Scene.TOP, ColumnWidth, 6), Resources.Scene8_InnerWallHorizontal)); //// VERTICAL /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // ANGLES OF SCENE DECOR // TOP-LEFT DecorWalls.Add(new Wall(new Rectangle(Scene.LEFT - 16, Scene.TOP - 16, 19, 19), Resources.Scene7_TopLeft)); // TOP-RIGHT DecorWalls.Add(new Wall(new Rectangle(Scene.LEFT + Columns * ColumnWidth + 2, Scene.TOP - 17, 19, 19), Resources.Scene7_TopRight)); // BOTTOM-LEFT DecorWalls.Add(new Wall(new Rectangle(Scene.LEFT - 16, Rows * RowHeight + Scene.TOP + 2, 19, 19), Resources.Scene7_BottomLeft)); // BOTTOM-RIGHT DecorWalls.Add(new Wall(new Rectangle(Scene.LEFT + Columns * ColumnWidth + 3, Rows * RowHeight + Scene.TOP + 3, 19, 19), Resources.Scene7_BottomRight)); }
/// <summary> /// Fügt die übergeben Wand zum Labyrinth hinzu /// </summary> /// <param name="wall">Wand, die zum Labyrinth hinzugefügt werden soll</param> public void AddWall(MazeWall wall) { Walls.Add(wall); }
public Scene5(int Width, int Height) : base(6, 10, 90, 90, Width, Height, Color.FromArgb(232, 240, 240)) { for (int i = 0; i < 10; ++i) { Walls.Add(new Wall(new Rectangle((i * ColumnWidth) + Scene.LEFT, Scene.TOP, ColumnWidth, 6), Resources.Scene5_HorizontalWall)); } // BOTTOM for (int i = 0; i < 10; ++i) { Walls.Add(new Wall(new Rectangle(i * ColumnWidth + Scene.LEFT, Rows * RowHeight + Scene.TOP, ColumnWidth, 6), Resources.Scene5_HorizontalWall)); } // LEFT for (int i = 0; i < 6; ++i) { Walls.Add(new Wall(new Rectangle(Scene.LEFT, i * RowHeight + Scene.TOP, 6, RowHeight), Resources.Scene5_VerticalWall)); } // RIGHT for (int i = 0; i < 6; ++i) { Walls.Add(new Wall(new Rectangle(Scene.LEFT + Columns * ColumnWidth, i * RowHeight + Scene.TOP, 6, RowHeight), Resources.Scene5_VerticalWall)); } // ADDING LINES INSIDE // FIRST COLUMN // HORIZONTAL // VERTICAL Walls.Add(new Wall(new Rectangle(Scene.LEFT + 1 * ColumnWidth, 2 * RowHeight + Scene.TOP, 6, RowHeight), Resources.Scene5_VerticalWall)); Walls.Add(new Wall(new Rectangle(Scene.LEFT + 1 * ColumnWidth, 5 * RowHeight + Scene.TOP, 6, RowHeight), Resources.Scene5_VerticalWall)); // SECOND COLUMN // HORIZONTAL Walls.Add(new Wall(new Rectangle(Scene.LEFT + 1 * ColumnWidth, 1 * RowHeight + Scene.TOP, ColumnWidth, 6), Resources.Scene5_HorizontalWall)); Walls.Add(new Wall(new Rectangle(Scene.LEFT + 1 * ColumnWidth, 3 * RowHeight + Scene.TOP, ColumnWidth, 6), Resources.Scene5_HorizontalWall)); Walls.Add(new Wall(new Rectangle(Scene.LEFT + 1 * ColumnWidth, 4 * RowHeight + Scene.TOP, ColumnWidth, 6), Resources.Scene5_HorizontalWall)); // VERTICAL Walls.Add(new Wall(new Rectangle(Scene.LEFT + 2 * ColumnWidth, 5 * RowHeight + Scene.TOP, 6, RowHeight), Resources.Scene5_VerticalWall)); // THIRD COLUMN // HORIZONTAL Walls.Add(new Wall(new Rectangle(Scene.LEFT + 2 * ColumnWidth, 1 * RowHeight + Scene.TOP, ColumnWidth, 6), Resources.Scene5_HorizontalWall)); Walls.Add(new Wall(new Rectangle(Scene.LEFT + 2 * ColumnWidth, 5 * RowHeight + Scene.TOP, ColumnWidth, 6), Resources.Scene5_HorizontalWall)); // VERTICAL Walls.Add(new Wall(new Rectangle(Scene.LEFT + 3 * ColumnWidth, 0 * RowHeight + Scene.TOP, 6, RowHeight), Resources.Scene5_VerticalWall)); Walls.Add(new Wall(new Rectangle(Scene.LEFT + 3 * ColumnWidth, 1 * RowHeight + Scene.TOP, 6, RowHeight), Resources.Scene5_VerticalWall)); Walls.Add(new Wall(new Rectangle(Scene.LEFT + 3 * ColumnWidth, 4 * RowHeight + Scene.TOP, 6, RowHeight), Resources.Scene5_VerticalWall)); // FOURTH COLUMN // HORIZONTAL Walls.Add(new Wall(new Rectangle(Scene.LEFT + 3 * ColumnWidth, 5 * RowHeight + Scene.TOP, ColumnWidth, 6), Resources.Scene5_HorizontalWall)); // VERTICAL Walls.Add(new Wall(new Rectangle(Scene.LEFT + 4 * ColumnWidth, 1 * RowHeight + Scene.TOP, 6, RowHeight), Resources.Scene5_VerticalWall)); Walls.Add(new Wall(new Rectangle(Scene.LEFT + 4 * ColumnWidth, 4 * RowHeight + Scene.TOP, 6, RowHeight), Resources.Scene5_VerticalWall)); // FIFTH COLUMN // HORIZONTAL // VERTICAL Walls.Add(new Wall(new Rectangle(Scene.LEFT + 5 * ColumnWidth, 3 * RowHeight + Scene.TOP, 6, RowHeight), Resources.Scene5_VerticalWall)); // SIXTH COLUMN // HORIZONTAL Walls.Add(new Wall(new Rectangle(Scene.LEFT + 5 * ColumnWidth, 1 * RowHeight + Scene.TOP, ColumnWidth, 6), Resources.Scene5_HorizontalWall)); Walls.Add(new Wall(new Rectangle(Scene.LEFT + 5 * ColumnWidth, 2 * RowHeight + Scene.TOP, ColumnWidth, 6), Resources.Scene5_HorizontalWall)); Walls.Add(new Wall(new Rectangle(Scene.LEFT + 5 * ColumnWidth, 4 * RowHeight + Scene.TOP, ColumnWidth, 6), Resources.Scene5_HorizontalWall)); // VERTICAL Walls.Add(new Wall(new Rectangle(Scene.LEFT + 6 * ColumnWidth, 1 * RowHeight + Scene.TOP, 6, RowHeight), Resources.Scene5_VerticalWall)); Walls.Add(new Wall(new Rectangle(Scene.LEFT + 6 * ColumnWidth, 2 * RowHeight + Scene.TOP, 6, RowHeight), Resources.Scene5_VerticalWall)); Walls.Add(new Wall(new Rectangle(Scene.LEFT + 6 * ColumnWidth, 4 * RowHeight + Scene.TOP, 6, RowHeight), Resources.Scene5_VerticalWall)); // SEVENTH COLUMN // HORIZONTAL Walls.Add(new Wall(new Rectangle(Scene.LEFT + 6 * ColumnWidth, 5 * RowHeight + Scene.TOP, ColumnWidth, 6), Resources.Scene5_HorizontalWall)); // VERTICAL Walls.Add(new Wall(new Rectangle(Scene.LEFT + 7 * ColumnWidth, 1 * RowHeight + Scene.TOP, 6, RowHeight), Resources.Scene5_VerticalWall)); // EIGHTH COLUMN // HORIZONTAL Walls.Add(new Wall(new Rectangle(Scene.LEFT + 7 * ColumnWidth, 2 * RowHeight + Scene.TOP, ColumnWidth, 6), Resources.Scene5_HorizontalWall)); Walls.Add(new Wall(new Rectangle(Scene.LEFT + 7 * ColumnWidth, 3 * RowHeight + Scene.TOP, ColumnWidth, 6), Resources.Scene5_HorizontalWall)); Walls.Add(new Wall(new Rectangle(Scene.LEFT + 7 * ColumnWidth, 4 * RowHeight + Scene.TOP, ColumnWidth, 6), Resources.Scene5_HorizontalWall)); // VERTICAL Walls.Add(new Wall(new Rectangle(Scene.LEFT + 8 * ColumnWidth, 1 * RowHeight + Scene.TOP, 6, RowHeight), Resources.Scene5_VerticalWall)); Walls.Add(new Wall(new Rectangle(Scene.LEFT + 8 * ColumnWidth, 5 * RowHeight + Scene.TOP, 6, RowHeight), Resources.Scene5_VerticalWall)); // NINTH COLUMN // HORIZONTAL Walls.Add(new Wall(new Rectangle(Scene.LEFT + 8 * ColumnWidth, 1 * RowHeight + Scene.TOP, ColumnWidth, 6), Resources.Scene5_HorizontalWall)); Walls.Add(new Wall(new Rectangle(Scene.LEFT + 8 * ColumnWidth, 3 * RowHeight + Scene.TOP, ColumnWidth, 6), Resources.Scene5_HorizontalWall)); Walls.Add(new Wall(new Rectangle(Scene.LEFT + 8 * ColumnWidth, 4 * RowHeight + Scene.TOP, ColumnWidth, 6), Resources.Scene5_HorizontalWall)); // VERTICAL // TENTH COLUMN // HORIZONTAL Walls.Add(new Wall(new Rectangle(Scene.LEFT + 9 * ColumnWidth, 1 * RowHeight + Scene.TOP, ColumnWidth, 6), Resources.Scene5_HorizontalWall)); Walls.Add(new Wall(new Rectangle(Scene.LEFT + 9 * ColumnWidth, 3 * RowHeight + Scene.TOP, ColumnWidth, 6), Resources.Scene5_HorizontalWall)); Walls.Add(new Wall(new Rectangle(Scene.LEFT + 9 * ColumnWidth, 4 * RowHeight + Scene.TOP, ColumnWidth, 6), Resources.Scene5_HorizontalWall)); Walls.Add(new Wall(new Rectangle(Scene.LEFT + 9 * ColumnWidth, 5 * RowHeight + Scene.TOP, ColumnWidth, 6), Resources.Scene5_HorizontalWall)); // VERTICAL // OUT OF SCENE DECOR // TOP DecorWalls.Add(new Wall(new Rectangle(Scene.LEFT + 0 * 270, Scene.TOP - 17, 270, 17), Resources.Scene1_TopDecor)); DecorWalls.Add(new Wall(new Rectangle(Scene.LEFT + 1 * 270, Scene.TOP - 17, 270, 17), Resources.Scene1_TopDecor)); DecorWalls.Add(new Wall(new Rectangle(Scene.LEFT + 2 * 270, Scene.TOP - 17, 270, 17), Resources.Scene1_TopDecor)); DecorWalls.Add(new Wall(new Rectangle(Scene.LEFT + 3 * 270, Scene.TOP - 17, 90, 17), Resources.Scene1_TopDecor)); // RIGHT int offset = 0; DecorWalls.Add(new Wall(new Rectangle(Scene.LEFT + Columns * ColumnWidth + 6, Scene.TOP + offset, 17, 270), Resources.Scene1_RightDecor)); DecorWalls.Add(new Wall(new Rectangle(Scene.LEFT + Columns * ColumnWidth + 6, Scene.TOP + 1 * 270 + offset, 17, 270), Resources.Scene1_RightDecor)); // BOTTOM DecorWalls.Add(new Wall(new Rectangle(Scene.LEFT + 0 * 270, Scene.TOP + Rows * RowHeight + 6, 270, 17), Resources.Scene1_BottomDecor)); DecorWalls.Add(new Wall(new Rectangle(Scene.LEFT + 1 * 270, Scene.TOP + Rows * RowHeight + 6, 270, 17), Resources.Scene1_BottomDecor)); DecorWalls.Add(new Wall(new Rectangle(Scene.LEFT + 2 * 270, Scene.TOP + Rows * RowHeight + 6, 270, 17), Resources.Scene1_BottomDecor)); DecorWalls.Add(new Wall(new Rectangle(Scene.LEFT + 3 * 270, Scene.TOP + Rows * RowHeight + 6, 90, 17), Resources.Scene1_BottomDecor)); // LEFT DecorWalls.Add(new Wall(new Rectangle(Scene.LEFT - 17, Scene.TOP + offset, 17, 270), Resources.Scene1_LeftDecor)); DecorWalls.Add(new Wall(new Rectangle(Scene.LEFT - 17, Scene.TOP + 1 * 270 + offset, 17, 270), Resources.Scene1_LeftDecor)); }
private void AddWall(Wall w) { Walls.Add(w); }