/// <summary> /// The main entry point for the application. /// </summary> static void Main(string[] args) { using (Life game = new Life()) { game.Run(); } }
public Life() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; Life._Instance = this; }
// *********** // * Methods * // *********** /// <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() { // TODO: Add your initialization logic here // Constructor Testing //life = new Life(); //life = new Life(bWidth, bHeight); life = new Life(bWidth, bHeight, texScale, tInterval, go); // Make the mouse visible in the game // It is not possible to interact with the game (using the mouse) if this is not set to true! IsMouseVisible = true; // Random 50% starting state // Its not perfect - there's no activated cell tracking, so the same cell // could potentially be activated (set to alive) two (or more) times. int x = 0; int y = 0; Random randomCell = new Random(); for (int i = 0; i < ((life.BoardWidth * life.BoardHeight) / 2); i++) { x = randomCell.Next(0, (bWidth)); y = randomCell.Next(0, (bHeight)); life.TempArray[x, y] = true; } // ******************* // * Begin Test Data * // ******************* /* * // Checker Board * for (y = 0; y < life.BoardHeight; y = y + 2) * { * for (x = 0; x < life.BoardWidth; x = x + 2) * { * life.TempArray[x, y] = true; * } * } * for (y = 1; y < life.BoardHeight; y = y + 2) * { * for (x = 1; x < life.BoardWidth; x = x + 2) * { * life.TempArray[x, y] = true; * } * } */ /* * // Diagonal Line * for (x = 0; x < life.BoardWidth && y < life.BoardHeight; x++) * { * y = x; * life.TempArray[x, y] = true; * } */ /* * // Cross or X pattern * for (x = 0; x < life.BoardWidth && y < life.BoardHeight; x++) * { * y = x; * life.TempArray[x, y] = true; * } * x = 0; * for (y = (life.BoardHeight - 1); y >= 0; y--) * { * life.TempArray[x, y] = true; * * if (x < (life.BoardWidth - 1) ) * { * x++; * } * } */ /* * // Border Test Square * for (x = 0; x < life.BoardWidth; x++) * { * life.TempArray[x, 0] = true; * } * for (y = 0; y < life.BoardHeight; y++) * { * life.TempArray[0, y] = true; * } * for (x = 0; x < life.BoardWidth; x++) * { * life.TempArray[x, (life.BoardHeight - 1)] = true; * } * for (y = 0; y < life.BoardHeight; y++) * { * life.TempArray[(life.BoardWidth - 1), y] = true; * } */ /* * // Block * life.TempArray[1, 1] = true; * life.TempArray[1, 2] = true; * life.TempArray[2, 1] = true; * life.TempArray[2, 2] = true; */ /* * // Blinker (near top-left) * //life.TempArray[2, 2] = true; * //life.TempArray[2, 3] = true; * //life.TempArray[2, 4] = true; */ /* * // Blinker (near bottom-right) * life.TempArray[6, 7] = true; * life.TempArray[7, 7] = true; * life.TempArray[8, 7] = true; */ /* * // 3x3 square (top-left) * for (y = 0; y < 3; y++) * { * for (x = 0; x < 3; x++) * { * life.TempArray[x, y] = true; * } * } */ // ***************** // * End Test Data * // ***************** life.UpdateArrays(); base.Initialize(); }
public Graphic2DVisualizer(Life p) : base(p) { form = new Visualizer2DForm(); }
public Viewer(Canvas view, Life grid) { viewport = view; this.grid = grid; }
public Visualization(Life me) { parent = me; }
public Visualization() { parent = null; }
public Default_2D_Visualizer(Life p) : base(p) { }