コード例 #1
0
ファイル: GridRenderer.cs プロジェクト: VamsiModem/Mazes
        public void Render(SKSurface surface)
        {
            const int CellSize = 10;
            int       width    = _grid.Rows * CellSize;
            int       height   = _grid.Columns * CellSize;

            SKCanvas canvas = surface.Canvas;

            canvas.Translate(1, 1);
            canvas.Clear(SKColors.White);
            canvas.ClipRect(new SKRect(0, 0, width + 10, height + 10), SKClipOperation.Intersect);
            using var grid = new SKPaint
                  {
                      Color       = SKColors.Gray,
                      StrokeWidth = 2,
                      Style       = SKPaintStyle.Stroke
                  };
            foreach (var cell in _grid.Cells())
            {
                int x1 = CellSize * cell.Column;
                int y1 = CellSize * cell.Row;
                int x2 = CellSize * (cell.Column + 1);
                int y2 = CellSize * (cell.Row + 1);

                if (cell.North == null)
                {
                    canvas.DrawLine(x1, y1, x2, y1, grid);
                }
                if (cell.West == null)
                {
                    canvas.DrawLine(x1, y1, x1, y2, grid);
                }
                if (!cell.IsLinked(cell.East))
                {
                    canvas.DrawLine(x2, y1, x2, y2, grid);
                }
                if (!cell.IsLinked(cell.South))
                {
                    canvas.DrawLine(x1, y2, x2, y2, grid);
                }
            }
        }
コード例 #2
0
 public void Run()
 {
     foreach (var cell in _grid.Cells())
     {
         var neighbours = new List <ICell>();
         var random     = new Random();
         if (cell.North is ICell)
         {
             neighbours.Add(cell.North);
         }
         if (cell.East is ICell)
         {
             neighbours.Add(cell.East);
         }
         var index = random.Next(neighbours.Count);
         if (index > neighbours.Count - 1)
         {
             continue;
         }
         var neighbour = neighbours[index];
         cell.Link(neighbour);
     }
 }