Esempio n. 1
0
 /// <summary>
 ///
 /// </summary>
 /// <param name="spot"></param>
 /// <param name="pea"></param>
 public JumpEventArgs(DataJumpSpot spot, DataPea pea, Int32 points)
     : base()
 {
     this.Spot   = spot;
     this.Pea    = pea;
     this.Points = points;
 }
        /// <summary>
        /// Creates a new flag sprite
        /// </summary>
        /// <param name="layer"></param>
        /// <param name="source"></param>
        public SpriteFlag(SceneLayer layer, DataJumpSpot source) : base(layer, "Graphics/Flag-Pole")
        {
            _source = source;

            //if (source.Placement == DataJumpSpot.Location.Left)
            //    this.Effects = SpriteEffects.FlipHorizontally;
        }
Esempio n. 3
0
        /// <summary>
        /// Finds a path to a jumping spot
        /// </summary>
        /// <param name="spot">Spot to jump</param>
        /// <param name="path">Path</param>
        /// <returns>Has found</returns>
        private Boolean FindPath(DataPea pea, DataJumpSpot spot, out Queue <MoveNode> path)
        {
            path = new Queue <MoveNode>();

            var startNode = new Node <MoveNode>()
            {
                Value = GetSnapshot(pea).PreviousNode
            };                                                                              //.Action == MoveNode.Type.None ? new Node<MoveNode>() { Value = new MoveNode() { Position = pea.GridPosition, Action = MoveNode.Type.Walk} } : ;
            var goalNode = new Node <MoveNode>()
            {
                Value = new MoveNode()
                {
                    Position = new Point(spot.Source.X, spot.Source.Y - 1), Action = MoveNode.Type.Walk
                }
            };
            var domain = new List <Node <MoveNode> >();

            domain.Add(startNode);

            // Notes: Normally you would build the domain from ALL the walkable places and
            // have the neighbourghing function run just once for each node. Because that
            // function is complex, I added it dynamically (runs on reach node). This changes
            // some of the behavior of A*. Don't forget that...

            // Debuging
            Solver <MoveNode> .SolverProgress += new EventHandler <SolverResultEventArgs <MoveNode> >(PeaController_SolverProgress);

            // Get a path
            var result = Solver <MoveNode> .Solve(
                startNode,
                goalNode,
                domain,
                CreateMoveNodesFrom, // This was initialially not in the solver
                n => Math.Abs(n.Value.Position.X - goalNode.Value.Position.X) + Math.Abs(n.Value.Position.Y - goalNode.Value.Position.Y),
                n => Math.Abs(n.Value.Position.X - startNode.Value.Position.X) + Math.Abs(n.Value.Position.Y - startNode.Value.Position.X),
                (n, m) => n.Value.Equals(m.Value),
#if DEBUG
                true
#else
                false
#endif
                );

            if (result == null)
            {
                path = null;
                return(false);
            }

            foreach (Node <MoveNode> node in result)
            {
                path.Enqueue(node.Value);
            }

            return(true);
        }
Esempio n. 4
0
        /// <summary>
        /// Is reachable from spot
        /// </summary>
        /// <param name="spot"></param>
        /// <returns></returns>
        private Boolean IsReachable(DataPea pea, DataJumpSpot spot, out Queue <MoveNode> path)
        {
            // Question: Is it worth it to save paths found (need re-evaluation when grid
            // changes). Should test that later and work from there.

            if (!FindPath(pea, spot, out path))
            {
                return(false);
            }

            return(true);
        }
Esempio n. 5
0
 /// <summary>
 ///
 /// </summary>
 /// <param name="spot"></param>
 /// <param name="pea"></param>
 public JumpEventArgs(DataJumpSpot spot, DataPea pea)
     : base()
 {
     this.Spot = spot;
     this.Pea  = pea;
 }
Esempio n. 6
0
 /// <summary>
 /// Is still a valid jumpspot
 /// </summary>
 /// <param name="dataJumpSpot"></param>
 /// <returns></returns>
 protected Boolean IsValid(DataJumpSpot dataJumpSpot)
 {
     return((dataJumpSpot.Placement == DataJumpSpot.Location.Left ? dataJumpSpot == dataJumpSpot.Source.JumpLeft : dataJumpSpot == dataJumpSpot.Source.JumpRight) ||
            IsJumpSpot(dataJumpSpot.Source, dataJumpSpot.Placement));
 }