/// <summary> /// color the maze /// </summary> /// <param name="mazewall2d">maze 2d</param> /// <param name="maze">maze 3d m</param> /// <param name="curr_layer">current layer</param> /// <param name="final_layer">final layer</param> /// <param name="s">name of maze</param> private void colorMazeWall(Grid mazewall2d, Maze maze, int curr_layer, int final_layer) { Maze2d maze2d = maze as Maze2d; for (int row = 0; row < maze2d.MX * 2 - 1; row++) { for (int column = 0; column < maze2d.MY * 2 - 1; column++) { if (curr_layer == 0 && maze2d.getStartPosition().X == row && maze2d.getStartPosition().Y == column) { StartControl StartCell = new StartControl(); Grid.SetColumn(StartCell, column); Grid.SetRow(StartCell, row); mazewall2d.Children.Add(StartCell); } else { if (curr_layer == final_layer - 1 && maze2d.getGoalPosition().X == row && maze2d.getGoalPosition().Y == column) { EndControl EndCell = new EndControl(); Grid.SetColumn(EndCell, column); Grid.SetRow(EndCell, row); mazewall2d.Children.Add(EndCell); } else { if (maze2d.MAZE2d[row, column] == 1) { MazeCell1 CellWall = new MazeCell1(); Grid.SetColumn(CellWall, column); Grid.SetRow(CellWall, row); mazewall2d.Children.Add(CellWall); } else { GrassCell grassCell = new GrassCell(); Grid.SetColumn(grassCell, column); Grid.SetRow(grassCell, row); mazewall2d.Children.Add(grassCell); } } } } } m_layerOfGrid[curr_layer] = mazewall2d; }
/// <summary> /// create the maze /// </summary> private void CreateTheMaze() { double PositionX = 0; double PositionY = 0; Maze2d maze2d = m_maze.MAZE3dArray[cur_layer] as Maze2d; for (int row = 0; row < maze2d.MX * 2 - 1; row++) { PositionX = 0; for (int column = 0; column < maze2d.MY * 2 - 1; column++) { if (cur_layer == 0 && maze2d.getStartPosition().X == row && maze2d.getStartPosition().Y == column) { StartControl s = new StartControl(); s.Width = cellWidth; s.Height = cellHeight; Canvas.SetLeft(s, PositionX); Canvas.SetTop(s, PositionY); PanelDown.Children.Add(s); } else { if (cur_layer == goal_layer && maze2d.getGoalPosition().X == row && maze2d.getGoalPosition().Y == column) { EndControl EndCell = new EndControl(); EndCell.Width = cellWidth; EndCell.Height = cellHeight; Canvas.SetLeft(EndCell, PositionX); Canvas.SetTop(EndCell, PositionY); PanelDown.Children.Add(EndCell); } else { if (maze2d.getGoalPosition().X == row && maze2d.getGoalPosition().Y == column) { ArrowControl arrow = new ArrowControl(); arrow.Width = cellWidth; arrow.Height = cellHeight; Canvas.SetLeft(arrow, PositionX); Canvas.SetTop(arrow, PositionY); PanelDown.Children.Add(arrow); } else { if (maze2d.MAZE2d[row, column] == 1) { MazeCell1 wall = new MazeCell1(); wall.Width = cellWidth; wall.Height = cellHeight; Canvas.SetLeft(wall, PositionX); Canvas.SetTop(wall, PositionY); PanelDown.Children.Add(wall); } else { if (maze2d.MAZE2d[row, column] == 0) { GrassCell grass = new GrassCell(); grass.Width = cellWidth; grass.Height = cellHeight; Canvas.SetLeft(grass, PositionX); Canvas.SetTop(grass, PositionY); PanelDown.Children.Add(grass); } } } } } PositionX += cellWidth; } PositionY += cellHeight; } }