コード例 #1
1
ファイル: Button.cs プロジェクト: nowaksmini/cadcam
 /// <summary>
 /// Initializes a new instance of the <see cref="Button"/> class.
 /// </summary>
 /// <param name="texture">The texture.</param>
 /// <param name="color">The color.</param>
 /// <param name="spriteFont">The sprite font.</param>
 /// <param name="text">The text.</param>
 /// <param name="textColor">Color of the text.</param>
 public Button(Texture2D texture, Color color, SpriteFont spriteFont, String text, Color textColor)
     : base(texture, color, new Vector2(0, 0), new Vector2(1, 1), 0f)
 {
     _textLabel = new Label(spriteFont, text, textColor, new Vector2(0, 0), new Vector2(1, 1), 0);
     _state = BState.Up;
     _timer = 2f;
 }
コード例 #2
0
        public void Update()
        {
            MouseState mus = Mouse.GetState();

            if (mus.X >= rect.X && mus.X <= (rect.X + rect.Width) && mus.Y >= rect.Y && mus.Y <= (rect.Y + rect.Height))
            {
                state = BState.hover;
            }
            else
            {
                state = BState.normal;
            }



            if (marked == false)
            {
                if (state == BState.hover)
                {
                    transparency = new Color(210, 210, 210, 160);
                }
                else
                {
                    transparency = new Color(155, 155, 155, 185);
                }
            }
            else
            {
                transparency = new Color(255, 255, 255, 185);
            }
        }
コード例 #3
0
ファイル: ShroomGame.cs プロジェクト: Kasyene/PBL
        void UpdateCreditsButton()
        {
            if (HitImageAlpha(backButtonRectangle, backButtonTexture, (int)inputManager.Mouse.Position.X, (int)inputManager.Mouse.Position.Y))
            {
                if (mousePressed)
                {
                    backButtonState = BState.DOWN;
                    backButtonColor = Color.DarkOliveGreen;
                }
                else if (!mousePressed && prevMousePressed)
                {
                    if (backButtonState == BState.DOWN)
                    {
                        backButtonState = BState.JUST_RELEASED;
                    }
                }
                else
                {
                    backButtonState = BState.HOVER;
                    backButtonColor = Color.DarkKhaki;
                }
            }
            else
            {
                backButtonState = BState.UP;
                backButtonColor = Color.White;
            }

            if (backButtonState == BState.JUST_RELEASED)
            {
                BackButtonAction();
            }
        }
コード例 #4
0
 /// <summary>
 /// Utwórz przycisk z tekstem znajdującym się na nim.
 /// Nie obracaj przycisku, ustaw pozycję startową na 0,0
 /// a skalę na 1,1
 /// </summary>
 /// <param name="texture">tło przycisku</param>
 /// <param name="color">kolor przycisku</param>
 /// <param name="spriteFont">czcionka napisu</param>
 /// <param name="text">napis</param>
 /// <param name="textColor">kolor tekstu znajdującego się na przycisku</param>
 public Button(Texture2D texture, Color color, SpriteFont spriteFont, String text, Color textColor)
     : base(texture, color, new Vector2(0, 0), new Vector2(1, 1), 0f)
 {
     _textLabel = new Label(spriteFont, text, textColor, new Vector2(0, 0), new Vector2(1, 1), 0);
     _state     = BState.Up;
     _timer     = 2f;
 }
コード例 #5
0
 /// <summary>
 ///
 /// </summary>
 public AggregateState(BState i, long time, TAggState state) : base(i)
 {
     this.curState  = state;
     this.prevState = state;
     this.syncTime  = time;
     this.ready     = false;
 }
コード例 #6
0
ファイル: buchi.cs プロジェクト: nhannhan159/PAT
        /* decides if the states are equivalent */
        internal static int all_btrans_match(BState a, BState b)
        {
            BTrans s, t;
              if (((a.final == b_accept) || (b.final == b_accept)) &&
                  (a.final + b.final != 2 * b_accept) &&
                  a.incoming >=0 && b.incoming >=0)
                return 0; /* the states have to be both final or both non final */

              for (s = a.trans.nxt; s != a.trans; s = s.nxt) {
                                            /* all transitions from a appear in b */
                copy_btrans(s, b.trans);
                t = b.trans.nxt;
                while(same_btrans(s, t) == 0)
                  t = t.nxt;
                if(t == b.trans) return 0;
              }
              for (s = b.trans.nxt; s != b.trans; s = s.nxt) {
                                            /* all transitions from b appear in a */
                copy_btrans(s, a.trans);
                t = a.trans.nxt;
                while(same_btrans(s, t) == 0)
                  t = t.nxt;
                if(t == a.trans) return 0;
              }
              return 1;
        }
コード例 #7
0
 private void RefreshStates()
 {
     cboState.Items.Add("");
     foreach (var vItem in BState.GetMexicosStates().OrderBy(s => s.stat_name__nvarchar))
     {
         cboState.Items.Add(vItem.stat_name__nvarchar);
     }
 }
コード例 #8
0
ファイル: Button.cs プロジェクト: Lapulapu/Bones_TaptitanXNA
 public void LoadContent()
 {
     buttonTexture = content.Load<Texture2D>(buttonName);
     buttonRectangle = new Rectangle((int)buttonPosition.X, (int)buttonPosition.Y, buttonTexture.Width, buttonTexture.Height);
     buttonColor = Color.Tomato;
     bState = BState.UP;
     timer = 0.0f;
 }
コード例 #9
0
ファイル: Button.cs プロジェクト: nowaksmini/cadcam
 /// <summary>
 /// Initializes a new instance of the <see cref="Button"/> class.
 /// </summary>
 /// <param name="state">The state.</param>
 /// <param name="texture">The texture.</param>
 /// <param name="color">The color.</param>
 /// <param name="position">The position.</param>
 /// <param name="scale">The scale.</param>
 /// <param name="angle">The angle.</param>
 /// <param name="timer">The timer.</param>
 /// <param name="textColor">Color of the text.</param>
 /// <param name="spriteFont">The sprite font.</param>
 /// <param name="text">The text.</param>
 public Button(BState state, Texture2D texture, Color color, Vector2 position, Vector2 scale, float angle,
     double timer, Color textColor, SpriteFont spriteFont = null, String text = "")
     : base(texture, color, position, scale, angle)
 {
     _textLabel = new Label(spriteFont, text, textColor, position, scale, angle);
     _state = state;
     _timer = timer;
 }
コード例 #10
0
 public Button(String name, int x, int y, int width, int height)
 {
     this.name      = name;
     this.rectangle = new Rectangle(x, y, width, height);
     state          = BState.UP;
     mpressed       = false;
     prev_mpressed  = false;
 }
コード例 #11
0
 public Button(String name, int x, int y, int width, int height)
 {
     this.name = name;
     this.rectangle = new Rectangle(x, y, width, height);
     state = BState.UP;
     mpressed = false;
     prev_mpressed = false;
 }
コード例 #12
0
 /// <summary>
 /// Utwórz nowy przycisk z napisem na nim.
 /// </summary>
 /// <param name="state">stan startowy przycisku <example>Wciśnięty</example></param>
 /// <param name="texture">tło przycisku</param>
 /// <param name="color">kolor przycisku</param>
 /// <param name="position">pozycja przycisku</param>
 /// <param name="scale">skala rozmiaru przycisku</param>
 /// <param name="angle">kąt nachylenia przycisku</param>
 /// <param name="timer">najkrótszy czas od jednej zmiany stanu przycisku do drugiej</param>
 /// <param name="spriteFont">czcionka napisu na przycisku</param>
 /// <param name="text">napis na przycisku</param>
 /// <param name="textColor">kolor tekstu na przycisku</param>
 public Button(BState state, Texture2D texture, Color color, Vector2 position, Vector2 scale, float angle,
               double timer, Color textColor, SpriteFont spriteFont = null, String text = "")
     : base(texture, color, position, scale, angle)
 {
     _textLabel = new Label(spriteFont, text, textColor, position, scale, angle);
     _state     = state;
     _timer     = timer;
 }
コード例 #13
0
        private void btnCancel_Click(object sender, EventArgs e)
        {
            BPrincipalCompany.EnableToEdit(objPrincipalCompany.prco_uuid__uniqueidentifier);

            objPrincipalCompany = BPrincipalCompany.FindByUUID(objPrincipalCompany.prco_uuid__uniqueidentifier);

            txtRFC.Enabled           = false;
            txtCompany.Enabled       = false;
            txtAddress.Enabled       = false;
            txtPhone.Enabled         = false;
            txtEmail.Enabled         = false;
            txtFacebook.Enabled      = false;
            cboState.Enabled         = false;
            cboCity.Enabled          = false;
            pcbLogo.Enabled          = false;
            cboMode.Enabled          = false;
            nudHoursToBackup.Enabled = false;
            nudHoursToBackup.Enabled = false;

            txtRFC.Text      = objPrincipalCompany.prco_rfc__nvarchar;
            txtCompany.Text  = objPrincipalCompany.prco_name__nvarchar;
            txtAddress.Text  = objPrincipalCompany.prco_address__nvarchar;
            txtPhone.Text    = objPrincipalCompany.prco_phone__nvarchar;
            txtEmail.Text    = objPrincipalCompany.prco_email__nvarchar;
            txtFacebook.Text = objPrincipalCompany.prco_facebook__nvarchar;

            cboState.Items.Clear();
            cboCity.Items.Clear();

            RefreshStates();

            if (objPrincipalCompany.city_uuid__uniqueidentifier != null)
            {
                var vCity = BCity.FindByUUID(objPrincipalCompany.city_uuid__uniqueidentifier.Value);

                cboState.Text = BState.FindByUUID(vCity.stat_uuid__uniqueidentifier).stat_name__nvarchar;

                cboCity.Text = vCity.city_name__nvarchar;

                RefreshCities();
            }

            pcbLogo.Image = objPrincipalCompany.reso_uuid_logo__uniqueidentifier != null?Tools.ConvertirByteAImagen(BResource.FindByUUID(objPrincipalCompany.reso_uuid_logo__uniqueidentifier.Value).reso_value__varbinary) : null;

            cboMode.SelectedIndex  = objPrincipalCompany.prco_developmentmode__bit == true ? 0 : 1;
            nudHoursToBackup.Value = objPrincipalCompany.prco_hoursbetweenbackups__int;
            nudDaysToDelete.Value  = objPrincipalCompany.prco_daysdeletbackups__int;

            btnAccept.Visible = btnCancel.Visible = false;
            btnEdit.Visible   = true;

            btnClose.Enabled = true;

            btnEdit.Focus();

            byAction = 0;
        }
コード例 #14
0
 public ButtonObject(Texture2D Texture)
     : base(Texture)
 {
     button_state = BState.UP;
     button_color = Color.White;
     button_timer = 0.0;
     Scale = 1f;
     GrowAm = 0.03f;
     IsButton = true;
 }
コード例 #15
0
ファイル: BNode.cs プロジェクト: TGSTeam04/TGS2017Project
 protected virtual void Succes()
 {
     StateChanged();
     m_ParentSuccess();
     m_State = BState.Success;
     foreach (var dec in m_Decorators)
     {
         dec.NodeSuccess();
     }
 }
コード例 #16
0
ファイル: BNode.cs プロジェクト: TGSTeam04/TGS2017Project
 protected virtual void Failure()
 {
     StateChanged();
     m_ParentFailure();
     m_State = BState.Failure;
     foreach (var dec in m_Decorators)
     {
         dec.NodeFailure();
     }
 }
コード例 #17
0
 public Button(Object texture, int x, int y)
     : base(x, y)
 {
     this.sprite = texture;
     Texture2D t = (Texture2D) this.sprite;
     this.rectangle = new Rectangle(x, y, t.Width, t.Height);
     state = BState.UP;
     mpressed = false;
     prev_mpressed = false;
 }
コード例 #18
0
        // determine state and color of button
        public bool update_buttons(GameTime gameTime)
        {
            if (inputBool)
            {
                inputKeyboard();
            }
            MouseState mouse_state = Mouse.GetState();

            prev_mpressed = mpressed;
            mpressed      = mouse_state.LeftButton == ButtonState.Pressed;
            frame_time    = gameTime.ElapsedGameTime.Milliseconds / 1000.0;

            if (hit_image_alpha(
                    button_rectangle, button_texture, mouse_state.X, mouse_state.Y))
            {
                button_timer = 0.0;
                if (mpressed)
                {
                    // mouse is currently down
                    button_state = BState.DOWN;
                    button_color = Color.Red;
                }
                else if (!mpressed && prev_mpressed)
                {
                    // mouse was just released
                    if (button_state == BState.DOWN)
                    {
                        // button i was just down
                        button_state = BState.JUST_RELEASED;
                    }
                }
                else
                {
                    button_state = BState.HOVER;
                    button_color = Color.LightBlue;
                }
            }
            else
            {
                button_state = BState.UP;
                if (button_timer > 0)
                {
                    button_timer = button_timer - frame_time;
                }
                else
                {
                    button_color = Color.White;
                }
            }
            if ((!button_oneClick && button_state == BState.DOWN) || (button_oneClick && button_state == BState.JUST_RELEASED))
            {
                return(true);
            }
            return(false);
        }
コード例 #19
0
ファイル: ShroomGame.cs プロジェクト: Kasyene/PBL
        private void CalcButtonSize()
        {
            int BUTTON_HEIGHT = Window.ClientBounds.Height / 9;
            int BUTTON_WIDTH  = Window.ClientBounds.Width / 5;
            int x             = Window.ClientBounds.Width / 2 - BUTTON_WIDTH / 2;
            int y             = (Window.ClientBounds.Height / 2 - NumberOfMenuButtons / 2 * BUTTON_HEIGHT - (NumberOfMenuButtons % 2) * BUTTON_HEIGHT / 2) + BUTTON_HEIGHT;

            for (int i = 0; i < NumberOfMenuButtons; i++)
            {
                menuButtonState[i]     = BState.UP;
                menuButtonColor[i]     = Color.White;
                menuButtonRectangle[i] = new Rectangle(x, y, BUTTON_WIDTH, BUTTON_HEIGHT);
                y += BUTTON_HEIGHT + 20;
            }
            y = (2 * Window.ClientBounds.Height / 3 - NumberOfDeadButtons / 2 * BUTTON_HEIGHT - (NumberOfDeadButtons % 2) * BUTTON_HEIGHT / 2) + BUTTON_HEIGHT;
            for (int i = 0; i < NumberOfDeadButtons; i++)
            {
                deadButtonState[i]     = BState.UP;
                deadButtonColor[i]     = Color.White;
                deadButtonRectangle[i] = new Rectangle(x, y, BUTTON_WIDTH, BUTTON_HEIGHT);
                y += BUTTON_HEIGHT + 20;
            }
            x = (Window.ClientBounds.Width / 2 - 4 / 2 * BUTTON_WIDTH - (4 % 2) * BUTTON_WIDTH / 2);
            y = 2 * BUTTON_HEIGHT;
            for (int i = 0; i < 4; i++)
            {
                menuOptionButtonState[i]     = BState.UP;
                menuOptionButtonColor[i]     = Color.White;
                menuOptionButtonRectangle[i] = new Rectangle(x, y, BUTTON_WIDTH, BUTTON_HEIGHT);
                x += BUTTON_WIDTH + 20;
            }
            y += BUTTON_HEIGHT + 20;
            menuOptionButtonState[FullscreenButtonIndex] = BState.UP;
            menuOptionButtonColor[FullscreenButtonIndex] = Color.White;
            x = Window.ClientBounds.Width / 2 - BUTTON_WIDTH / 2;
            menuOptionButtonRectangle[FullscreenButtonIndex] = new Rectangle(x, y, BUTTON_WIDTH, BUTTON_HEIGHT);
            y = (Window.ClientBounds.Height / 2) + BUTTON_HEIGHT;
            for (int i = 5; i < 7; i++)
            {
                menuOptionButtonState[i]     = BState.UP;
                menuOptionButtonColor[i]     = Color.White;
                menuOptionButtonRectangle[i] = new Rectangle(menuOptionButtonRectangle[i - 5].X, y, BUTTON_WIDTH, BUTTON_HEIGHT);
            }
            y = (Window.ClientBounds.Height) - 2 * BUTTON_HEIGHT;
            for (int i = 7; i < 9; i++)
            {
                menuOptionButtonState[i]     = BState.UP;
                menuOptionButtonColor[i]     = Color.White;
                menuOptionButtonRectangle[i] = new Rectangle(menuOptionButtonRectangle[i - 5].X, y, BUTTON_WIDTH, BUTTON_HEIGHT);
            }
            y = (Window.ClientBounds.Height / 2 - NumberOfMenuButtons / 2 * BUTTON_HEIGHT - (NumberOfMenuButtons % 2) * BUTTON_HEIGHT / 2) + BUTTON_HEIGHT;
            backButtonState     = BState.UP;
            backButtonColor     = Color.White;
            backButtonRectangle = menuButtonRectangle[NumberOfMenuButtons - 1];
        }
コード例 #20
0
 /// <summary>
 ///
 /// </summary>
 /// <param name="state"></param>
 /// <returns></returns>
 public void Next(BState state)
 {
     while (!IsDone(state))
     {
         _Next((TState)state);
         if (IsReady(state))
         {
             break;
         }
     }
 }
コード例 #21
0
 public void UpdateData(int x, int y, int width, int height)
 {
     this.x           = x;
     this.y           = y;
     this.width       = width;
     this.height      = height;
     button_state     = BState.UP;
     button_color     = Color.White;
     button_timer     = 0.0;
     button_rectangle = new Rectangle(this.x, this.y, this.width, this.height);
 }
コード例 #22
0
        public Button(Object texture, int x, int y)
            : base(x, y)
        {
            this.sprite = texture;
            Texture2D t = (Texture2D)this.sprite;

            this.rectangle = new Rectangle(x, y, t.Width, t.Height);
            state          = BState.UP;
            mpressed       = false;
            prev_mpressed  = false;
        }
コード例 #23
0
ファイル: BNode.cs プロジェクト: TGSTeam04/TGS2017Project
 public virtual void Reset()
 {
     m_State = BState.Ready;
     StateChanged();
     OnReset();
     //Debug.Log(ToString());
     foreach (var dec in m_Decorators)
     {
         dec.NodeStateChanged();
     }
 }
コード例 #24
0
ファイル: BNode.cs プロジェクト: TGSTeam04/TGS2017Project
 public BNode(string name = "default")
 {
     if (name == "default")
     {
         NodeName = ToString();
     }
     else
     {
         NodeName = name;
     }
     m_State      = BState.Ready;
     m_Decorators = new List <BDecorator>();
 }
コード例 #25
0
ファイル: BWindow.cs プロジェクト: byBlurr/BEngine2D
        public void Launch(BLaunchWindow launcher, BState startState)
        {
            Launcher     = launcher;
            CurrentState = startState;

            // Setup window
            GameWindow       = new GameWindow(AppSettings.SETTING_WIDTH, AppSettings.SETTING_HEIGHT);
            GameWindow.Title = AppInfo.APP_TITLE;

            if (AppSettings.SETTING_FULLSCREEN)
            {
                GameWindow.WindowState = WindowState.Fullscreen;

                if (AppSettings.SETTING_VSYNC)
                {
                    GameWindow.VSync = VSyncMode.Adaptive;
                }
                else
                {
                    GameWindow.VSync = VSyncMode.Off;
                }
            }
            else
            {
                GameWindow.WindowState = WindowState.Normal;
            }

            // Graphics Stuff
            GL.Enable(EnableCap.Texture2D);
            GL.Enable(EnableCap.Blend);
            GL.BlendFunc(BlendingFactor.SrcAlpha, BlendingFactor.OneMinusSrcAlpha);

            // Frames
            GameWindow.Load        += (object obj, EventArgs e) => { OnLoad(); };
            GameWindow.UpdateFrame += (object obj, FrameEventArgs args) => { Tick(args.Time); };
            GameWindow.RenderFrame += (object obj, FrameEventArgs args) => { Render(); };

            // Input
            BKeyboardListener.Initialize();
            BMouseListener.Initialize();
            GameWindow.KeyDown    += (object sender, KeyboardKeyEventArgs e) => BKeyboardListener.UpdateKey((BKey)e.Key, true);
            GameWindow.KeyUp      += (object sender, KeyboardKeyEventArgs e) => BKeyboardListener.UpdateKey((BKey)e.Key, false);
            GameWindow.MouseDown  += (object sender, MouseButtonEventArgs e) => BMouseListener.UpdateButton((BMouseButton)e.Button, new System.Numerics.Vector2(e.X, e.Y), true);
            GameWindow.MouseUp    += (object sender, MouseButtonEventArgs e) => BMouseListener.UpdateButton((BMouseButton)e.Button, new System.Numerics.Vector2(e.X, e.Y), false);
            GameWindow.MouseMove  += (object sender, MouseMoveEventArgs e) => BMouseListener.UpdateLocation(e.Position);
            GameWindow.MouseWheel += (object sender, MouseWheelEventArgs e) => { BMouseListener.UpdateScrollWheel(e.Delta); };

            // Run the window
            GameWindow.Run(AppSettings.SETTING_UPS, AppSettings.SETTING_FPS);
        }
コード例 #26
0
ファイル: BNode.cs プロジェクト: TGSTeam04/TGS2017Project
    protected void Execute()
    {
        if (m_State != BState.Updating)
        {
            FirstExecute();
            m_State = BState.Updating;
        }
        else
        {
            OnExecute();
        }

        //Debug.Log(ToString());
    }
コード例 #27
0
 /// <summary>
 /// Uaktualnij widok przycisku w zależności od położenia myszki na ekranie.
 /// </summary>
 /// <param name="mx">współrzędna x myszki na ekranie</param>
 /// <param name="my">współrzędna y myszki na ekranie</param>
 /// <param name="frameTime">czas trwania gry</param>
 /// <param name="mPressed">stan myszki <true>wciśnięta</true></param>
 /// <param name="prevMPressed">poprzedni stan myszki <value>true</value> wciśnięta</param>
 public void Update(int mx, int my, double frameTime, bool mPressed, bool prevMPressed)
 {
     _mx           = mx;
     _my           = my;
     _frameTime    = frameTime;
     _mpressed     = mPressed;
     _prevMpressed = prevMPressed;
     if (CheckIfButtonContainsPoint(_mx, _my))
     {
         _timer = 0.0;
         if (_mpressed)
         {
             _state = BState.Down;
             Color  = _pressedColor;
         }
         else if (!_mpressed && _prevMpressed)
         {
             if (_state == BState.Down)
             {
                 _state = BState.JustReleased;
             }
         }
         else
         {
             _state = BState.Hover;
             Color  = _hoverColor;
         }
     }
     else
     {
         _state = BState.Up;
         if (_timer > 0)
         {
             _timer = _timer - _frameTime;
         }
         else
         {
             Color = _normalColor;
         }
     }
     if (_state == BState.JustReleased)
     {
         OnClick(_timer);
     }
     if (_textLabel != null && _textLabel.Text.Length > 0)
     {
         _textLabel.Position = new Vector2(Position.X - Texture.Width * Scale.X / 2,
                                           Position.Y - Texture.Height * Scale.Y / 2);
     }
 }
コード例 #28
0
        public bool Update(GameTime gameTime, int mx, int my, bool mpressed, bool prev_mpressed)
        {
            frameTimer = gameTime.ElapsedGameTime.Milliseconds / 1000.0;

            if (hitImageAlpha(buttonRectangle, buttonTexture, mx, my))
            {
                timer = 0.0;
                if (mpressed)
                {
                    // mouse is currently down
                    bState = BState.DOWN;
                    buttonColor = Color.LightSkyBlue;
                }
                else if (!mpressed && prev_mpressed)
                {
                    // mouse was just released
                    if (bState == BState.DOWN)
                    {
                        // button i was just down
                        bState = BState.RELEASED;
                    }
                }
                else
                {
                    bState = BState.HOVER;
                    buttonColor = Color.LightBlue;
                }
            }
            else
            {
                bState = BState.UP;
                if (timer > 0)
                {
                    timer = timer - frameTimer;
                }
                else
                {
                    buttonColor = Color.White;
                }
            }

            if (bState == BState.RELEASED)
            {
                return true;
            }

            return false;
        }
コード例 #29
0
    // Update is called once per frame
    void Update()
    {
        gameObject.renderer.material.color = new Color(bunnies.PaletteColor[colorIndex].r, bunnies.PaletteColor[colorIndex].g, bunnies.PaletteColor[colorIndex].b, gameObject.renderer.material.color.a);
        BlobColor       = gameObject.renderer.material.color;
        light.intensity = Mathf.Clamp(0.22f * alpha, 0, 0.22f);
        light.color     = gameObject.renderer.material.color;
        if (state == BState.Done)
        {
            if (BlobColor.a < 0.05f)
            {
                bunnies.Blobs.Remove(this);
                Destroy(gameObject);
            }
            else
            {
                BlobColor   = gameObject.renderer.material.GetColor("_Color");
                BlobColor.a = alpha = Mathf.Lerp(alpha, 0, 0.2f);
                gameObject.renderer.material.SetColor("_Color", BlobColor);
            }
        }
        if (state == BState.Approaching)
        {
            ScaleMultiplier = 1;
            gameObject.transform.position = Vector3.Lerp(gameObject.transform.position, Target, 0.35f);
            if ((gameObject.transform.position - Target).magnitude < 0.05f)
            {
                state = BState.Splat;
            }
        }
        if (state == BState.Splat)
        {
            ScaleMultiplier = 1 + (SCALE_MULT_BASE * 2 * UpperLimit(3.5f * SplatFrame, 4f) / (SplatFrame - 1));
            if (SplatFrame > 20)
            {
                SplatFrame = 0;
                state      = BState.Done;
            }
            SplatFrame++;
        }

        if (state != BState.Done)
        {
            gameObject.transform.localScale = Vector3.Lerp(gameObject.transform.localScale, scale * Mathf.Clamp(ScaleMultiplier, 0, 10), 0.26f);
        }
    }
コード例 #30
0
        public BState updateState()
        {
            MouseState mouse_state = Mouse.GetState();
            int        mx          = mouse_state.X;
            int        my          = mouse_state.Y;

            prev_mpressed = mpressed;
            mpressed      = mouse_state.LeftButton == ButtonState.Pressed;

            // raton encima del boton
            if (hit_button(this.rectangle, this.scale, mx, my))
            {
                // si se esta presionando el boton
                if (mpressed)
                {
                    state      = BState.DOWN;
                    this.color = Color.Red;
                }
                // si ha habido un click y el boton estaba pulsado
                else if (!mpressed && prev_mpressed)
                {
                    if (state == BState.DOWN)
                    {
                        state = BState.JUST_RELEASED;
                        //this.color = Color.Green;
                    }
                }
                // si el raton esta encima del boton
                else
                {
                    state      = BState.HOVER;
                    this.color = Color.White * 0.7f;
                }
            }
            // si el raton no esta sobre el boton
            else
            {
                state      = BState.UP;
                this.color = Color.White;
            }

            return(state);
        }
コード例 #31
0
ファイル: buchi.cs プロジェクト: nhannhan159/PAT
        internal static int bdfs(BState s)
        {
            BTrans t;
            BScc c;
            BScc scc = new BScc();
            scc.bstate = s;
            scc.rank = rank;
            scc.theta = rank++;
            scc.nxt = scc_stack;
            scc_stack = scc;

            s.incoming = 1;

            for (t = s.trans.nxt; t != s.trans; t = t.nxt)
            {
                if (t.to.incoming == 0)
                {
                    int result = bdfs(t.to);
                    scc.theta = Math.Min(scc.theta, result);
                }
                else
                {
                    for (c = scc_stack.nxt; c != null; c = c.nxt)
                        if (c.bstate == t.to)
                        {
                            scc.theta = Math.Min(scc.theta, c.rank);
                            break;
                        }
                }
            }
            if (scc.rank == scc.theta)
            {
                if (scc_stack == scc)
                { /* s is alone in a scc */
                    s.incoming = -1;
                    for (t = s.trans.nxt; t != s.trans; t = t.nxt)
                        if (t.to == s)
                            s.incoming = 1;
                }
                scc_stack = scc.nxt;
            }
            return scc.theta;
        }
コード例 #32
0
        private void RefreshCities()
        {
            if (cboState.SelectedIndex > -1)
            {
                var vCountry = BCountry.FindByCode("MX");
                var vState   = BState.FindByName(cboState.SelectedItem.ToString(), vCountry);

                if (vState != null)
                {
                    var vCities = BCity.GetCities(vState);

                    if (vCities != null)
                    {
                        foreach (var vItem in vCities.OrderBy(c => c.city_name__nvarchar))
                        {
                            cboCity.Items.Add(vItem.city_name__nvarchar);
                        }
                    }
                }
            }
        }
コード例 #33
0
        public BState updateState()
        {
            MouseState mouse_state = Mouse.GetState();
            int mx = mouse_state.X;
            int my = mouse_state.Y;
            prev_mpressed = mpressed;
            mpressed = mouse_state.LeftButton == ButtonState.Pressed;

            // raton encima del boton
            if(hit_button(this.rectangle, mx, my))
            {
                // si se esta presionando el boton
                if (mpressed)
                {
                    state = BState.DOWN;
                }
                // si ha habido un click y el boton estaba pulsado
                else if (!mpressed && prev_mpressed)
                {
                    if (state == BState.DOWN)
                    {
                        state = BState.JUST_RELEASED;
                    }
                }
                // si el raton esta encima del boton
                else
                {
                    state = BState.HOVER;
                }
            }
            // si el raton no esta sobre el boton
            else
            {
                state = BState.UP;
            }

            return state;
        }
コード例 #34
0
        public BLaunchWindow(BState startState)
        {
            InitializeComponent();
            this.startState = startState;

            if (!Directory.Exists(SETTINGS_PATH))
            {
                Directory.CreateDirectory(SETTINGS_PATH);
            }

            if (!File.Exists(Path.Combine(SETTINGS_PATH, $"{AppInfo.APP_FILESAFENAME}.json")))
            {
                this.CloseBox.Checked      = this.close;
                this.FullscreenBox.Checked = AppSettings.SETTING_FULLSCREEN;
                this.VsyncBox.Checked      = AppSettings.SETTING_VSYNC;
                this.VsyncBox.Enabled      = AppSettings.SETTING_FULLSCREEN;
                this.FpsBox.Text           = AppSettings.SETTING_FPS.ToString();
                this.WidthBox.Text         = AppSettings.SETTING_WIDTH.ToString();
                this.HeightBox.Text        = AppSettings.SETTING_HEIGHT.ToString();

                settings = new LaunchSettings(false, AppSettings.SETTING_FULLSCREEN, AppSettings.SETTING_VSYNC, AppSettings.SETTING_FPS, AppSettings.SETTING_WIDTH, AppSettings.SETTING_HEIGHT);
                settings.Save(Path.Combine(SETTINGS_PATH, $"{AppInfo.APP_FILESAFENAME}.json"));
            }
            else
            {
                settings                   = LaunchSettings.Load(Path.Combine(SETTINGS_PATH, $"{AppInfo.APP_FILESAFENAME}.json"));
                this.close                 = settings.CloseOnLaunch;
                this.CloseBox.Checked      = settings.CloseOnLaunch;
                this.FullscreenBox.Checked = settings.Fullscreen;
                this.VsyncBox.Checked      = settings.Vsync;
                this.VsyncBox.Enabled      = settings.Fullscreen;
                this.FpsBox.Text           = settings.Fps.ToString();
                this.WidthBox.Text         = settings.WindowWidth.ToString();
                this.HeightBox.Text        = settings.WindowHeight.ToString();
            }

            this.Text = $"Made with BEngine2D - {AppInfo.APP_NAME}";
        }
コード例 #35
0
        public void RefreshMainValues()
        {
            objPrincipalCompany = null;

            var vPrincipalCompany = BPrincipalCompany.Get();

            if (vPrincipalCompany != null)
            {
                objPrincipalCompany = vPrincipalCompany;

                RefreshStates();
                RefreshModes();

                txtRFC.Text      = vPrincipalCompany.prco_rfc__nvarchar;
                txtCompany.Text  = vPrincipalCompany.prco_name__nvarchar;
                txtAddress.Text  = vPrincipalCompany.prco_address__nvarchar;
                txtPhone.Text    = vPrincipalCompany.prco_phone__nvarchar;
                txtEmail.Text    = vPrincipalCompany.prco_email__nvarchar;
                txtFacebook.Text = vPrincipalCompany.prco_facebook__nvarchar;

                if (vPrincipalCompany.city_uuid__uniqueidentifier != null)
                {
                    var vCity = BCity.FindByUUID(vPrincipalCompany.city_uuid__uniqueidentifier.Value);

                    cboState.Text = BState.FindByUUID(vCity.stat_uuid__uniqueidentifier).stat_name__nvarchar;

                    cboCity.Text = vCity.city_name__nvarchar;

                    RefreshCities();
                }

                pcbLogo.Image = vPrincipalCompany.reso_uuid_logo__uniqueidentifier != null?Tools.ConvertirByteAImagen(BResource.FindByUUID(vPrincipalCompany.reso_uuid_logo__uniqueidentifier.Value).reso_value__varbinary) : null;

                cboMode.SelectedIndex  = vPrincipalCompany.prco_developmentmode__bit ? 0 : 1;
                nudHoursToBackup.Value = objPrincipalCompany.prco_hoursbetweenbackups__int;
                nudDaysToDelete.Value  = objPrincipalCompany.prco_daysdeletbackups__int;
            }
        }
コード例 #36
0
ファイル: buchi.cs プロジェクト: nhannhan159/PAT
        /* creates all the transitions from a state */
        internal static void make_btrans(BState s)
        {
            int state_trans = 0;
            GTrans t;
            BTrans t1;
            BState s1;
            if (s.gstate.trans != null)
                for (t = s.gstate.trans.nxt; t != s.gstate.trans; t = t.nxt)
                {
                    int fin = next_final(t.final, (s.final == b_accept) ? 0 : s.final);
                    BState to = find_bstate( ref t.to, fin, s);

                    for (t1 = s.trans.nxt; t1 != s.trans; )
                    {
                        if (main.tl_simp_fly != 0 &&
                           (to == t1.to) &&
                           set.included_set(t.pos, t1.pos, 1) != 0 &&
                           set.included_set(t.neg, t1.neg, 1) != 0)
                        { /* t1 is redondant */
                            BTrans free = t1.nxt;
                            t1.to.incoming--;
                            t1.to = free.to;
                            set.copy_set(free.pos, t1.pos, 1);
                            set.copy_set(free.neg, t1.neg, 1);
                            t1.nxt = free.nxt;
                            if (free == s.trans) s.trans = t1;
                            mem.free_btrans(free, null, 0);
                            state_trans--;
                        }
                        else if (main.tl_simp_fly != 0 &&
                            (t1.to == to) &&
                            set.included_set(t1.pos, t.pos, 1) != 0 &&
                            set.included_set(t1.neg, t.neg, 1) != 0) /* t is redondant */
                            break;
                        else
                            t1 = t1.nxt;
                    }
                    if (t1 == s.trans)
                    {
                        BTrans trans = mem.emalloc_btrans();
                        trans.to = to;
                        trans.to.incoming++;
                        set.copy_set(t.pos, trans.pos, 1);
                        set.copy_set(t.neg, trans.neg, 1);
                        trans.nxt = s.trans.nxt;
                        s.trans.nxt = trans;
                        state_trans++;
                    }
                }

            if (main.tl_simp_fly != 0)
            {
                if (s.trans == s.trans.nxt)
                { /* s has no transitions */
                    mem.free_btrans(s.trans.nxt, s.trans, 1);
                    s.trans = null;
                    s.prv = null;
                    s.nxt = bremoved.nxt;
                    bremoved.nxt = s;
                    for (s1 = bremoved.nxt; s1 != bremoved; s1 = s1.nxt)
                        if (s1.prv == s)
                            s1.prv = null;
                    return;
                }
                bstates.trans = s.trans;
                bstates.final = s.final;
                s1 = bstates.nxt;
                while (all_btrans_match(s, s1) == 0)
                    s1 = s1.nxt;
                if (s1 != bstates)
                { /* s and s1 are equivalent */
                    mem.free_btrans(s.trans.nxt, s.trans, 1);
                    s.trans = null;
                    s.prv = s1;
                    s.nxt = bremoved.nxt;
                    bremoved.nxt = s;
                    for (s1 = bremoved.nxt; s1 != bremoved; s1 = s1.nxt)
                        if (s1.prv == s)
                            s1.prv = s.prv;
                    return;
                }
            }
            s.nxt = bstates.nxt; /* adds the current state to 'bstates' */
            s.prv = bstates;
            s.nxt.prv = s;
            bstates.nxt = s;
            btrans_count += state_trans;
            bstate_count++;
        }
コード例 #37
0
    /// <summary>
    /// �������
    /// </summary>
    public void Reset()
    {
        stagelist = StageBind.LoadLevels();
        Can = GameObject.Find("Canvas");
        Bindbg();
        xmlpath = Application.dataPath + "/Match3Sample/Scripts/GateCon.xml";
        if (boardSize < 3) boardSize = 8;
        theBoardState = BState.RESETING;
        jewelMapPosition = new GameObject[boardSize, boardSize];
        planeMapPosition = new GameObject[boardSize, boardSize];
        obsMapPosition = new GameObject[boardSize, boardSize];
        mouseClickY = -1;
        mouseClickX = -1;
        CurrentlyMovingJewels = 0;
        needToDropJewels = false;
        totalRemovedJewels = 0;
        validateSwap = false;
        hintTimer = 0;
        hintDelay = 5;
        baseScore = 100;
        longestChain = 0;
        isActive = true;
        canSwap = true;
        hintJewels = new List<GameObject>(16);
        jewelRemains = new List<GameObject>(16);
        FourHJewels = new List<GameObject>(16);
        FourVJewels = new List<GameObject>(16);
        FiveJewels = new List<GameObject>(16);
        SquareJewels = new List<GameObject>(16);
        TLJewels = new List<GameObject>(16);
        // Randomize the jewels
        do
        {
            ResetPlane();
            ResetObs();
            ResetJewelss();
        }
        while ((movesLeft = HowManyMovesLeft()) == 0);

        theBoardState = BState.PLAYING;
    }
コード例 #38
0
ファイル: buchi.cs プロジェクト: nhannhan159/PAT
        internal static void mk_buchi()
        {
            /* generates a Buchi automaton from the generalized Buchi automaton */
            int i;
            BState s = new BState();
            GTrans t;
            BTrans t1;
            b_accept = generalized.final[0] - 1;

            // if(tl_stats) getrusage(RUSAGE_SELF, &tr_debut);

            bstack = new BState(); /* sentinel */
            bstack.nxt = bstack;
            bremoved = new BState(); /* sentinel */
            bremoved.nxt = bremoved;
            bstates = new BState(); /* sentinel */
            bstates.nxt = s;
            bstates.prv = s;

            s.nxt = bstates; /* creates (unique) inital state */
            s.prv = bstates;
            s.id = -1;
            s.incoming = 1;
            s.final = 0;
            s.gstate = null;
            s.trans = mem.emalloc_btrans(); /* sentinel */
            s.trans.nxt = s.trans;
            for (i = 0; i < generalized.init_size; i++)
                if (generalized.init[i] != null)
                    for (t = generalized.init[i].trans.nxt; t != generalized.init[i].trans; t = t.nxt)
                    {
                        int fin = next_final(t.final, 0);
                        BState to = find_bstate(ref t.to, fin, s);
                        for (t1 = s.trans.nxt; t1 != s.trans; )
                        {
                            if (main.tl_simp_fly != 0 &&
                               (to == t1.to) &&
                               set.included_set(t.pos, t1.pos, 1) != 0 &&
                               set.included_set(t.neg, t1.neg, 1) != 0)
                            { /* t1 is redondant */
                                BTrans free = t1.nxt;
                                t1.to.incoming--;
                                t1.to = free.to;
                                set.copy_set(free.pos, t1.pos, 1);
                                set.copy_set(free.neg, t1.neg, 1);
                                t1.nxt = free.nxt;
                                if (free == s.trans) s.trans = t1;
                                mem.free_btrans(free, null, 0);
                            }
                            else if (main.tl_simp_fly != 0 &&
                              (t1.to == to) &&
                              set.included_set(t1.pos, t.pos, 1) != 0 &&
                              set.included_set(t1.neg, t.neg, 1) != 0) /* t is redondant */
                                break;
                            else
                                t1 = t1.nxt;
                        }
                        if (t1 == s.trans)
                        {
                            BTrans trans = mem.emalloc_btrans();
                            trans.to = to;
                            trans.to.incoming++;
                            set.copy_set(t.pos, trans.pos, 1);
                            set.copy_set(t.neg, trans.neg, 1);
                            trans.nxt = s.trans.nxt;
                            s.trans.nxt = trans;
                        }
                    }

            while (bstack.nxt != bstack)
            { /* solves all states in the stack until it is empty */
                s = bstack.nxt;
                bstack.nxt = bstack.nxt.nxt;
                if (s.incoming == 0)
                {
                    free_bstate(s);
                    continue;
                }
                make_btrans(s);
            }

            retarget_all_btrans();
            /*
              if(tl_stats) {
                getrusage(RUSAGE_SELF, &tr_fin);
                timeval_subtract (&t_diff, &tr_fin.ru_utime, &tr_debut.ru_utime);
                fprintf(tl_out, "\nBuilding the Buchi automaton : %i.%06is",
                    t_diff.tv_sec, t_diff.tv_usec);
                fprintf(tl_out, "\n%i states, %i transitions\n", bstate_count, btrans_count);
              }*/

            //if(tl_verbose) {
            //  fprintf(tl_out, "\nBuchi automaton before simplification\n");
            //  print_buchi(bstates.nxt);
            //  if(bstates == bstates.nxt)
            //    fprintf(tl_out, "empty automaton, refuses all words\n");
            //}

            if (main.tl_simp_diff != 0)
            {
                simplify_btrans();
                if (main.tl_simp_scc != 0) simplify_bscc();
                while (simplify_bstates() != 0)
                { /* simplifies as much as possible */
                    simplify_btrans();
                    if (main.tl_simp_scc != 0) simplify_bscc();
                }

                //   if(tl_verbose) {
                //     fprintf(tl_out, "\nBuchi automaton after simplification\n");
                //     print_buchi(bstates.nxt);
                //     if(bstates == bstates.nxt)
                //fprintf(tl_out, "empty automaton, refuses all words\n");
                //     fprintf(tl_out, "\n");
                //   }
            }

            //print_spin_buchi();
        }
コード例 #39
0
ファイル: GameController.cs プロジェクト: mufengmozi/check
    /// <summary>
    /// �������
    /// </summary>
    public void Reset()
    {
        if (boardSize < 3) boardSize = 8;
        theBoardState = BState.RESETING;
        jewelMapPosition = new GameObject[boardSize, boardSize];
        mouseClickY = -1;
        mouseClickX = -1;
        CurrentlyMovingJewels = 0;
        needToDropJewels = false;
        totalRemovedJewels = 0;
        validateSwap = false;
        hintTimer = 0;
        hintDelay = 5;
        baseScore = 100;
        longestChain = 0;
        isActive = true;
        canSwap = true;
        hintJewels = new List<GameObject>(16);
        jewelRemains = new List<GameObject>(16);

        // Randomize the jewels
        do
        {
            ResetJewels();
        }
        while ((movesLeft = HowManyMovesLeft()) == 0);

        theBoardState = BState.PLAYING;
    }
コード例 #40
0
    /// <summary>
    /// �߼�����
    /// </summary>
    void Update()
    {
        Text();
        if (theBoardState == BState.RESETING) return; //�鿴��嵱ǰ״̬

        UpdateJewelRemains();  						//���±�ʯ״̬
        //�ж�����Ƿ��ڼ���״̬
        if (!isActive) return; 						//��崦���ƶ�״̬ʱ����δ����״̬
        //�жϵ�ǰ���ƶ��ı�ʯ�м���
        //if (CurrentlyMovingJewels > 0) return;

        // delayDropʱ���ʯ��ʼ����
        if (delayDrop > 0)
        {
            delayDrop -= (float)Time.deltaTime;
            return;
        }
        // ����ƶ���ʯ����0
        if (CurrentlyMovingJewels > 0)
            theBoardState = BState.DROP_JEWELS;
        else
        {
            if (needToCheckCascades)
            {
                CheckForCascades();
                needToCheckCascades = false;
            }
            //Debug.Log(swapping.jewelBx + "" + swapping.jewelBy);
            if (validateSwap)//�����˽������
            { 			// �����Ժ���֤��ʯλ���Ƿ������3
                int count = CountMatch3();
                if (count == 0)
                {
                    SwapJewels(swapping);	// ��������ھͻ���ȥ
                    // Play a sound
                    //do something due illegal move
                }
                else
                {
                    RemoveTriplets(count);
                }
                validateSwap = false;
            }
            if (swapping.isActive)
                theBoardState = BState.SWAPPING;
            else
                theBoardState = BState.PLAYING;
        }

        if (theBoardState != BState.PLAYING && theBoardState != BState.SWAPPING) return; // �ж��û��Ƿ���Խ��н���

        if (theBoardState == BState.PLAYING)
        { 	// Increase the hint timer if there's no action on the board
            hintTimer += (float)Time.deltaTime;
            if (hintTimer >= hintDelay)			// Reset the hint delay
                ShowRandomHint();
        }

        if (Input.GetMouseButton(0))
        { 			// Check if there is a touch or mouse on some tile

            Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
            RaycastHit hit;
            if (Physics.Raycast(ray, out hit, 30))
            {
                if (hit.transform.tag != "Untagged")
                {
                    mouseClickX = (int)hit.transform.localPosition.x;
                    mouseClickY = (int)hit.transform.localPosition.y;
                    //SelectedJewel.transform.position = new Vector3(hit.transform.position.x,hit.transform.position.y,-1.02f);
                }
                else
                {
                    mouseClickY = -1;
                    mouseClickX = -1;
                    //SelectedJewel.transform.position = new Vector3(-6,-6,-1.02f);
                }
            }
        }

        //if (swapping.twiceClick == true && swapping.isActive)
        //{
        //    swapping.jewelBx = mouseClickX;
        //    swapping.jewelBy = mouseClickY;
        //    //Debug.Log("di san ci"+swapping.jewelBx + "" + swapping.jewelBy);
        //}

        if (canSwap && mouseClickX > -1 && Input.GetMouseButton(0))
        { // Start to swap if some jewel is clicked

            if (theBoardState != BState.SWAPPING && !mouseLeftDown)
            {
                swapping.Init();
                swapping.isActive = true;
                swapping.jewelAx = mouseClickX;
                swapping.jewelAy = mouseClickY;
                theBoardState = BState.SWAPPING;
                mouseLeftDown = true;
            }
            else
            {
                //Debug.Log("di si ci"+swapping.jewelBx + "" + swapping.jewelBy);
                swapping.jewelBx = mouseClickX;
                swapping.jewelBy = mouseClickY;

                int dx = swapping.jewelAx - swapping.jewelBx;
                int dy = swapping.jewelAy - swapping.jewelBy;
                if (Mathf.Abs(dx) > 1 || Mathf.Abs(dy) > 1)
                {
                    swapping.isActive = false;
                    theBoardState = BState.PLAYING;
                }
            }
        }

        if (canSwap && Input.GetMouseButton(0))
        { // When the mouse button or touch is released..
            mouseLeftDown = false;
            if (tip)
            {
                tip.alpha = false;
                tip = null;
            }
            if (theBoardState == BState.SWAPPING)
            {
                // If we have released on the same jewel use alternate swapping method (two clicks)
                if (mouseClickX == swapping.jewelAx && mouseClickY == swapping.jewelAy)
                {
                    //swapping.twiceClick = true;
                }
                else if (!IsLegalSwap())
                { 			//Cancels Swap
                    swapping.isActive = false;
                    theBoardState = BState.PLAYING;
                    //SelectedJewel.transform.localPosition = new Vector3(-6,-6,-1.02f);
                }
                else if (!swapping.twiceClick)
                { 		//Swap
                    GetComponent<AudioSource>().pitch = 1;
                    GetComponent<AudioSource>().PlayOneShot(SwapSound);
                    swapping.isActive = false;
                    SwapJewels(swapping);
                    validateSwap = true;				// Need to validate it
                    //SelectedJewel.transform.localPosition = new Vector3(-6,-6,-1.02f);
                }
                mouseClickY = -1;
                mouseClickX = -1;
                //SelectedJewel.transform.localPosition = new Vector3(-6,-6,-1.02f);
            }
        }

        if (needToDropJewels && delayDrop <= 0)
        { // Check for drop jewels
            needToDropJewels = false;
            CheckForFallingJewels();
        }

        if (CurrentlyMovingJewels > 0)
        {
            //do something when the jewels are moving
        }
        //Debug.Log("di wu ci"+swapping.jewelBx + "" + swapping.jewelBy);
    }
コード例 #41
0
ファイル: MainWindow.xaml.cs プロジェクト: Nekohim3/BDOA
        private void AMouseDown(object sender, MouseEventExtArgs e)
        {
            if (_bdoWindow.Ws != BdoWindow.WindowState.Main || _getImg || _state != State.On)
            {
                return;
            }
            if (_exec)
            {
                return;
            }
            if (AbsC(Gmax).Contains(e.X, e.Y))
            {
                _bmax     = !_bmax;
                Emax.Fill = _bmax
                    ? new SolidColorBrush(Color.FromArgb(255, 0x33, 0xcc, 0x33))
                    : new SolidColorBrush(Color.FromArgb(255, 0xcc, 0x33, 0x33));
            }
            if (new Rectangle(AbsC(Gsp).X, AbsC(Gsp).Y, AbsC(Gsp).Width - 50, AbsC(Gsp).Height).Contains(e.X, e.Y))
            {
                if (_speed > 0)
                {
                    _speed--;
                }
                Dispatcher.Invoke(() => { Lbsp.Content = _speed.ToString(); });
                _dControl.Sett(_speed);
            }
            if (new Rectangle(AbsC(Gsp).X + 50, AbsC(Gsp).Y, AbsC(Gsp).Width - 50, AbsC(Gsp).Height).Contains(e.X, e.Y))
            {
                if (_speed < 11)
                {
                    _speed++;
                }
                Dispatcher.Invoke(() => { Lbsp.Content = _speed.ToString(); });
                _dControl.Sett(_speed);
            }
            if (AbsC(Items).Contains(e.X, e.Y))
            {
                for (var i = 0; i < _bitems.Count; i++)
                {
                    if (AbsC(_bitems[i].ImgX).Contains(e.X, e.Y))
                    {
                        DelItem(i);
                    }
                }
            }
            if (AbsC(IResume).Contains(e.X, e.Y))
            {
                Dispatcher.Invoke(() =>
                {
                    IResume.Source  = ImgHelpers.BitmapToImageSource(Properties.Resources.resumeg);
                    IDResume.Source = ImgHelpers.BitmapToImageSource(Properties.Resources.delres);
                    IStop.Source    = ImgHelpers.BitmapToImageSource(Properties.Resources.delall);
                });
                _bstate = BState.Res;
            }
            if (AbsC(IDResume).Contains(e.X, e.Y))
            {
                Dispatcher.Invoke(() =>
                {
                    IResume.Source  = ImgHelpers.BitmapToImageSource(Properties.Resources.resume);
                    IDResume.Source = ImgHelpers.BitmapToImageSource(Properties.Resources.delresg);
                    IStop.Source    = ImgHelpers.BitmapToImageSource(Properties.Resources.delall);
                });
                _bstate = BState.DelRes;
            }
            if (AbsC(IStop).Contains(e.X, e.Y))
            {
                Dispatcher.Invoke(() =>
                {
                    IResume.Source  = ImgHelpers.BitmapToImageSource(Properties.Resources.resume);
                    IDResume.Source = ImgHelpers.BitmapToImageSource(Properties.Resources.delres);
                    IStop.Source    = ImgHelpers.BitmapToImageSource(Properties.Resources.delallg);
                });
                _bstate = BState.Stop;
            }
            if (AbsC(IDela).Contains(e.X, e.Y))
            {
                DelAllItem();
            }
            if (AbsC(IStartBack).Contains(e.X, e.Y))
            {
                if (_listByuing)
                {
                    _listByuing = false;
                    Dispatcher.Invoke(() =>
                    {
                        LABSS.Content    = "[Выкл]";
                        LABSS.Foreground = new SolidColorBrush(Color.FromArgb(0xff, 0xee,
                                                                              0x22, 0x22));
                        IStartBack.Source = ImgHelpers.BitmapToImageSource(Properties.Resources.startback);
                    });
                }
                else
                {
                    _listByuing = true;
                    new Thread(() => { BuyingProc(); }).Start();
                    Dispatcher.Invoke(() =>
                    {
                        LABSS.Content    = "[Вкл]";
                        LABSS.Foreground = new SolidColorBrush(Color.FromArgb(0xff, 0x22,
                                                                              0xcc, 0x22));
                        IStartBack.Source = ImgHelpers.BitmapToImageSource(Properties.Resources.startbackp);
                    });
                }
            }
            if (AbsC(IAddUn).Contains(e.X, e.Y))
            {
                AddItem();
            }
            var pos = GetLotPos(e.X, e.Y);

            if (pos == -1)
            {
                return;
            }
            if (e.Button == MouseButtons.Left)
            {
                e.Handled = true;
                new Thread(() => { Exec(pos); }).Start();
            }
            if (e.Button != MouseButtons.Right)
            {
                return;
            }
            e.Handled = true;
            new Thread(() => { AddItem(GetItemImg(pos)); }).Start();
        }
コード例 #42
0
        /// <summary> Builds the output objects from the internal state list.</summary>
        /// <throws>  IllegalArgumentException if formula has invalid syntax  </throws>
        private static BuchiAutomata BuildBA()
        {
            List <string> initial = new List <string>(4);

            PAT.Common.Classes.DataStructure.Set <string> states = new PAT.Common.Classes.DataStructure.Set <string>();
            List <Transition> transitions = new List <Transition>();
            List <string>     accept      = new List <string>();

            Dictionary <String, string> statesHash = new Dictionary <String, string>();

            //in the following, all "System.IntPtr" values are actually pointers in C !
            //dummy node in the circular list of states
            BState root = ltl2ba.main.GetBstates();

            //int count = 0;
            //if there was no error and so we have states
            if (root != null)
            {
                int      id        = ltl2ba.main.GetSymtemID();
                string[] allLabels = new string[id];

                for (int i = 0; i < id; i++)
                {
                    allLabels[i] = ltl2ba.main.GetSystemString(i).Trim('"');
                }

                //iterate over state list
                for (BState pSourceState = root.nxt; pSourceState != ltl2ba.main.GetBstates(); pSourceState = pSourceState.nxt)
                {
                    bool isInitial = (pSourceState.id == STATE_ID_INITIAL_STATE);

                    bool isFinal = pSourceState.final == ltl2ba.main.GetAccept();

                    string label = pSourceState.id + (isInitial ? Constants.INIT_STATE : "") + (isFinal ? Constants.ACCEPT_STATE : "");

                    string sourceState;

                    //take care that equal states are unique
                    if (statesHash.ContainsKey(label))
                    {
                        sourceState = statesHash[label];
                    }
                    else
                    {
                        sourceState = label; //new State(, isFinal, isInitial);
                        statesHash.Add(label, sourceState);

                        states.Add(sourceState);

                        if (isInitial)
                        {
                            initial.Add(sourceState);
                        }

                        if (isFinal)
                        {
                            accept.Add(sourceState);
                        }
                    }

                    BTrans troot = pSourceState.trans;

                    for (BTrans pTransition = troot.nxt; pTransition != troot; pTransition = pTransition.nxt)
                    {
                        BState pTargetState = pTransition.to;

                        isInitial = (pTargetState.id == STATE_ID_INITIAL_STATE);
                        isFinal   = (pTargetState.final == ltl2ba.main.GetAccept());

                        label = pTargetState.id + (isInitial ? Constants.INIT_STATE : "") + (isFinal ? Constants.ACCEPT_STATE : "");

                        string targetState;

                        //take care that equal states are unique
                        if (statesHash.ContainsKey(label))
                        {
                            targetState = statesHash[label];
                        }
                        else
                        {
                            targetState = label; // new State(label, isFinal, isInitial);
                            statesHash.Add(label, targetState);
                            states.Add(targetState);

                            if (isInitial)
                            {
                                initial.Add(targetState);
                            }

                            if (isFinal)
                            {
                                accept.Add(targetState);
                            }
                        }

                        //it is hashset in java before
                        PAT.Common.Classes.DataStructure.Set <Proposition> labels = new PAT.Common.Classes.DataStructure.Set <Proposition>();

                        if (ltl2ba.main.BtransPos(pTransition) == 0 && ltl2ba.main.BtransNeg(pTransition) == 0)
                        {
                            // we have a "Sigma" edge
                            labels.Add(SIGMA_PROPOSITION);
                        }
                        else
                        {
                            for (int i = 0; i < allLabels.Length; i++)
                            {
                                if ((ltl2ba.main.BtransPos(pTransition) & (1 << i)) > 0)
                                {
                                    labels.Add(new Proposition(allLabels[i], false));
                                }
                                if ((ltl2ba.main.BtransNeg(pTransition) & (1 << i)) > 0)
                                {
                                    Proposition l = new Proposition(allLabels[i], true);
                                    labels.Add(l);
                                }
                            }
                        }

                        PersonComparer p = new PersonComparer();
                        labels.Sort(p);

                        Transition transition = new Transition(labels, sourceState, targetState);
                        transitions.Add(transition);
                    }
                }
            }
            else
            {
                throw new ArgumentException("invalid formula");
            }

            //fair.Add(accept);
            return(new BuchiAutomata(initial, states.ToArray(), transitions.ToArray(), accept.ToArray()));
        }
コード例 #43
0
 /// <summary>
 ///
 /// </summary>
 public UnaryBState(BState i)
 {
     this.i = i;
 }
コード例 #44
0
ファイル: buchi.cs プロジェクト: nhannhan159/PAT
 /* removes a state */
 internal static BState remove_bstate(BState s, BState s1)
 {
     BState prv = s.prv;
     s.prv.nxt = s.nxt;
     s.nxt.prv = s.prv;
     mem.free_btrans(s.trans.nxt, s.trans, 0);
     s.trans = null;
     s.nxt = bremoved.nxt;
     bremoved.nxt = s;
     s.prv = s1;
     for (s1 = bremoved.nxt; s1 != bremoved; s1 = s1.nxt)
         if (s1.prv == s)
             s1.prv = s.prv;
     return prv;
 }
コード例 #45
0
        void update_buttons()
        {
            if (
                hit_image_alpha(new Rectangle((int)Position.X,
                    (int)Position.Y, (int)(Texture.Width*Scale), (int)(Texture.Height*Scale)), Texture, mx, my))
            {
                button_timer = 0.0;
                if (mpressed)
                {
                    // mouse is currently down
                    button_state = BState.DOWN;
                    MainColor = Color.Yellow;
                }
                else if (!mpressed && prev_mpressed)
                {
                    // mouse was just released
                    if (button_state == BState.DOWN)
                    {
                        // button i was just down
                        button_state = BState.JUST_RELEASED;
                    }
                }
                else
                {
                    //Mouse is over the button
                    button_state = BState.HOVER;
                    MainColor = Color.Wheat;
                    if (!IsHovered)
                    {
                        //scl_base = bcScale;
                        if (frst)
                        {
                            Scale = Scale + GrowAm;
                            frst = false;
                            IsHovered = true;
                            PrevPos = Position;
                            Position = new Vector2(Position.X - ((Texture.Width * Scale - Texture.Width) / 2),
                                Position.Y - ((Texture.Height * Scale - Texture.Height) / 2));
                        }

                        if (Hovered != null)
                        {
                            EventArgs ar = new EventArgs();
                            Hovered(this, ar);
                        }
                    }

                }
            }
            else
            {
                //Mouse is far away from a button
                button_state = BState.UP;
                if (!frst)
                {
                    Scale -= GrowAm;
                    frst = true;
                    IsHovered = false;
                    if (PrevPos != null && PrevPos != Vector2.Zero)
                        Position = PrevPos;
                }

                if (button_timer > 0)
                {
                    button_timer = button_timer - frame_time;
                }
                else
                {
                    MainColor = Color.White;
                }
            }

            if (button_state == BState.JUST_RELEASED)
            {
                //Taking action after buttonclick
                take_action_on_button();
            }
        }
コード例 #46
0
ファイル: Button.cs プロジェクト: nowaksmini/cadcam
 /// <summary>
 /// Updates the state of button depends of mouse position on screen.
 /// </summary>
 /// <param name="mx">The mx of mouse position.</param>
 /// <param name="my">My of mouse position.</param>
 /// <param name="frameTime">The frame time.</param>
 /// <param name="mPressed">if set to <c>true</c> [mouse pressed].</param>
 /// <param name="prevMPressed">if set to <c>true</c> [previous mouse pressed].</param>
 public void Update(int mx, int my, double frameTime, bool mPressed, bool prevMPressed)
 {
     _mx = mx;
     _my = my;
     _frameTime = frameTime;
     _mpressed = mPressed;
     _prevMpressed = prevMPressed;
     if (CheckIfButtonContainsPoint(_mx, _my))
     {
         _timer = 0.0;
         if (_mpressed)
         {
             _state = BState.Down;
             Color = _pressedColor;
         }
         else if (!_mpressed && _prevMpressed)
         {
             if (_state == BState.Down)
             {
                 _state = BState.JustReleased;
             }
         }
         else
         {
             _state = BState.Hover;
             Color = _hoverColor;
         }
     }
     else
     {
         _state = BState.Up;
         if (_timer > 0)
         {
             _timer = _timer - _frameTime;
         }
         else
         {
             Color = _normalColor;
         }
     }
     if (_state == BState.JustReleased)
     {
         OnClick(_timer);
     }
     if (_textLabel != null && _textLabel.Text.Length > 0)
     {
         _textLabel.Position = new Vector2(Position.X - Texture.Width * Scale.X / 2,
             Position.Y - Texture.Height * Scale.Y / 2);
     }
 }
コード例 #47
0
ファイル: skills.cs プロジェクト: lizhongwow/SceneTest
        public static game_err_code _add_bstate_to_ply(int bstate_id, IBaseUnit ply)
        {
            long cur_tm_s = DateTime.Now.ToBinary();

            var bstate_conf = Utility.get_bstate_desc(bstate_id);

            if (bstate_conf == null)
            {
                return game_err_code.CONFIG_ERR;
            }

            BState cur_exist_bstate = null;
            //var ret_state = null;

            IMapUnit pl = ply.get_pack_data();

            if (pl.bstates != null)
            {
                foreach (var bstate in pl.bstates)
                {
                    if (bstate.conf.id == bstate_id)
                    {
                        // 已经有这个祝福状态了
                        cur_exist_bstate = bstate;
                        break;
                    }

                    if (bstate.conf.uni_tp == bstate_conf.uni_tp)
                    {
                        //// 有相同类型的祝福状态(但id不同),不能添加
                        //return game_err_code.BSTATE_SAME_TP_BSTATE_EXIST;

                        // 移除相同类型不同id的祝福状态
                        pl.bstates.Remove(bstate);

                        // send bstate_change msg
                        //::send_rpc(ply.pinfo.sid, 19, { rmvid = bstate.id});
                        break;
                    }
                }
            }
            else
            {
                pl.bstates = new List<BState>();
            }

            if (cur_exist_bstate != null)
            {
                // 已有同一祝福状态,增加持续时间,更改参数
                //ret_state = { id = bstate_conf.id};

                if (bstate_conf.eff.maxpar > 0)
                {
                    if (cur_exist_bstate.par + bstate_conf.eff.par > bstate_conf.eff.maxpar)
                    {
                        // 超出允许叠加参数上限
                        return game_err_code.MAX_BSTATE_PAR_REACHED;
                    }

                    cur_exist_bstate.par += bstate_conf.eff.par;
                    //ret_state.par < -cur_exist_bstate.par;
                }

                if (bstate_conf.merg_tm == 1)
                {
                    cur_exist_bstate.end_tm = cur_exist_bstate.end_tm + bstate_conf.tm; // 延迟持续时间
                }
                else
                {
                    cur_exist_bstate.end_tm = cur_tm_s + bstate_conf.tm; // 延迟持续时间
                }
                //ret_state.end_tm < -cur_exist_bstate.end_tm;
            }
            else
            {
                long ticktm = 0;
                if (bstate_conf.eff.ticktm > 0)
                {
                    ticktm = cur_tm_s + bstate_conf.eff.ticktm;
                }

                BState bstate = new BState()
                {
                    id = bstate_conf.id,
                    par = bstate_conf.eff.par,
                    end_tm = cur_tm_s + bstate_conf.tm,
                    ticktm = ticktm,
                    conf = bstate_conf
                };
                pl.bstates.push(bstate);

                //ret_state = bstate;
            }

            // send bstate_change msg
            //::send_rpc(ply.pinfo.sid, 19, { mod = ret_state});

            return game_err_code.RES_OK;
        }
コード例 #48
0
ファイル: buchi.cs プロジェクト: nhannhan159/PAT
 /* frees a state and its transitions */
 internal static void free_bstate(BState s)
 {
     mem.free_btrans(s.trans.nxt, s.trans, 1);
     mem.tfree(s);
 }
コード例 #49
0
 public void Approach(Vector3 _target)
 {
     Target = _target;
     state  = BState.Approaching;
     Active = true;
 }
コード例 #50
0
ファイル: Game1.cs プロジェクト: jeegnathebug/Tetris
        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // Instantiate Tetris logic
            IBoard board = new Board();
            Score score = new Score(board);

            // Add to board's GameOver event
            board.GameOver += gameOver;

            // Instantiate sprite classes
            int size = 25;
            boardSprite = new BoardSprite(this, board, size);
            shapeSprite = new ShapeSprite(this, board, score, size);
            scoreSprite = new ScoreSprite(this, score);

            // Add sprite classes
            Components.Add(boardSprite);
            Components.Add(shapeSprite);
            Components.Add(scoreSprite);

            // Set height and width of screen
            graphics.PreferredBackBufferHeight = 600;
            graphics.PreferredBackBufferWidth = 500;
            graphics.ApplyChanges();

            // Initialize font
            font = Content.Load<SpriteFont>("scoreFont");

            base.Initialize();

            //Create button
            int x = 5;
            int y = 200;
            button_state = BState.UP;
            button_color = Color.White;
            button_timer = 0.0;
            button_rectangle = new Rectangle(x, y, 100, 40);
            IsMouseVisible = true;

            background_color = Color.Black;

            /**Music
            Song song = Content.Load<Song>("music");
            MediaPlayer.Play(song);
            */
        }
コード例 #51
0
    /// <summary>
    /// ��û�п����ƶ��ı�ʯ��ʱ��
    /// ���ñ�ʯ
    /// </summary>
    private void PopulateWithNewJewels()
    {
        CurrentlyMovingJewels = 0;
        theBoardState = BState.PLAYING;
        needToDropJewels = false;
        canSwap = true;

        // Destroy the old jewels
        for (int y = 0; y < boardSize; y++)
        {
            for (int x = 0; x < boardSize; x++)
            {
                if (IsJewelAt(x, y))
                {
                    GameObject j = (GameObject)jewelMapPosition[x, y];
                    Material ma = j.GetComponent<Renderer>().material;
                    if (ma.mainTexture.name == "Jewels")
                    {
                        Jewel jj = j.gameObject.GetComponent<Jewel>();
                        jewelMapPosition[x, y] = null;
                        jj.Die();
                        jewelRemains.Add(j);
                    }
                }
            }
        }
        GetComponent<AudioSource>().PlayOneShot(explodeSound);

        // Randomize new jewels
        do
        {
            ResetJewels();
        }
        while ((movesLeft = HowManyMovesLeft()) == 0);

        // Hide them from the view, and start an animation that drops down the
        // jewels, piece by piece
        for (int y = 0; y < boardSize; y++)
        {
            for (int x = 0; x < boardSize; x++)
            {
                GameObject pl = (GameObject)planeMapPosition[x, y];
                GameObject ob = (GameObject)obsMapPosition[x, y];
                if (pl != null && ob == null)
                {
                    GameObject j = jewelMapPosition[x, y];
                    Jewel jj = j.gameObject.GetComponent<Jewel>();
                    j.transform.localPosition = new Vector3(j.transform.localPosition.x, j.transform.localPosition.y - boardSize, j.transform.localPosition.z);
                    jj.Move(3, boardSize);
                }
            }
        }
    }
コード例 #52
0
 public BLauncher(BState startState)
 {
     Application.EnableVisualStyles();
     Application.SetCompatibleTextRenderingDefault(false);
     Application.Run(new BLaunchWindow(startState));
 }
コード例 #53
0
ファイル: buchi.cs プロジェクト: nhannhan159/PAT
        internal static BState find_bstate(ref GState state, int final, BState s)
        {
            /* finds the corresponding state, or creates it */
            if ((s.gstate == state) && (s.final == final)) return s; /* same state */

            s = bstack.nxt; /* in the stack */
            bstack.gstate = state;
            bstack.final = final;
            while (!(s.gstate == state) || !(s.final == final))
                s = s.nxt;
            if (s != bstack) return s;

            s = bstates.nxt; /* in the solved states */
            bstates.gstate = state;
            bstates.final = final;
            while (!(s.gstate == state) || !(s.final == final))
                s = s.nxt;
            if (s != bstates) return s;

            s = bremoved.nxt; /* in the removed states */
            bremoved.gstate = state;
            bremoved.final = final;
            while (!(s.gstate == state) || !(s.final == final))
                s = s.nxt;
            if (s != bremoved) return s;

            s = new BState(); /* creates a new state */
            s.gstate = state;
            s.id = (state).id;
            s.incoming = 0;
            s.final = final;
            s.trans = mem.emalloc_btrans(); /* sentinel */
            s.trans.nxt = s.trans;
            s.nxt = bstack.nxt;
            bstack.nxt = s;
            return s;
        }
コード例 #54
0
ファイル: CardSprite.cs プロジェクト: webrokeit/PirateSpades
        /// <summary>
        /// Helper method for updating the cardsprite
        /// </summary>
        /// <param name="state">The current mouse state</param>
        private void UpdateMovement(MouseState state)
        {
            var mx = state.X;
            var my = state.Y;
            prevmousepressed = mousepressed;
            mousepressed = state.LeftButton == ButtonState.Pressed && PsGame.Active && state.X >= 0 && state.X < PsGame.Width && state.Y >= 0 && state.Y < PsGame.Height;

            if(Func.HitAlpha(Rect, cardSprite, mx, my)) {
                timer = 0.0;
                if(mousepressed) {
                    State = BState.Down;
                } else if(!mousepressed && prevmousepressed && State == BState.Down) {
                    State = BState.JustReleased;
                } else {
                    State = BState.Hover;
                }
            } else {
                State = BState.Up;
                if(timer > 0) {
                    timer = timer - frametime;
                } else {
                    Color = Color.White;
                }
            }
            if(State == BState.JustReleased) {
                var curClick = DateTime.Now;
                if((curClick - lastClick).TotalSeconds <= 1.0) {
                    clickCount++;
                }else {
                    clickCount = 0;
                }
                lastClick = curClick;
            }
        }
コード例 #55
0
ファイル: buchi.cs プロジェクト: nhannhan159/PAT
 internal static void remove_btrans(BState to)
 {
     /* redirects transitions before removing a state from the automaton */
     BState s;
     BTrans t;
     int i;
     for (s = bstates.nxt; s != bstates; s = s.nxt)
         for (t = s.trans.nxt; t != s.trans; t = t.nxt)
             if (t.to == to)
             { /* transition to a state with no transitions */
                 BTrans free = t.nxt;
                 t.to = free.to;
                 set.copy_set(free.pos, t.pos, 1);
                 set.copy_set(free.neg, t.neg, 1);
                 t.nxt = free.nxt;
                 if (free == s.trans) s.trans = t;
                 mem.free_btrans(free, null, 0);
             }
 }
コード例 #56
0
ファイル: Button.cs プロジェクト: nowaksmini/cadcam
 /// <summary>
 /// Initializes a new instance of the <see cref="Button"/> class.
 /// </summary>
 public Button()
 {
     Color = _normalColor;
     _state = BState.Up;
     _timer = 0.0;
 }
コード例 #57
0
ファイル: Game1.cs プロジェクト: jeegnathebug/Tetris
 /// <summary>
 /// Determine state and color of button
 /// </summary>
 void UpdateButtons()
 {
     if (HitImage(button_rectangle, button_texture[0], mx, my))
     {
         button_timer = 0.0;
         if (mpressed)
         {
             // mouse is currently down
             button_state = BState.DOWN;
             button_color = Color.Blue;
         }
         else if (!mpressed && prev_mpressed)
         {
             // mouse was just released
             if (button_state == BState.DOWN)
             {
                 // button i was just down
                 button_state = BState.JUST_RELEASED;
             }
         }
         else
         {
             button_state = BState.HOVER;
             button_color = Color.LightBlue;
         }
     }
     else
     {
         button_state = BState.UP;
         if (button_timer > 0)
         {
             button_timer = button_timer - frame_time;
         }
         else
         {
             button_color = Color.White;
         }
     }
     if (button_state == BState.JUST_RELEASED)
     {
         RestartGame();
     }
 }