public static IEnumerator move(List <MazeNode> Path) { GamePlay.counterUp(); GamePlay.scoreUp(10); GamePlay.updateCounters(); MazeBuilder.ClearMaze(); int x = Path[Path.Count - 1].x; int y = Path[Path.Count - 1].y; ColorPallet.CallRecolor(); while (Path.Count > 1) { Vector3 last = new Vector3(Path[0].x, Path[0].y, 0) * 10; Vector3 next = new Vector3(Path[1].x, Path[1].y, 0) * 10; float tween = 0; while (Vector3.Distance(motionControl.tr.position, next) > 0.5f) { motionControl.tr.position = Vector3.Lerp(last, next, tween); tween += Time.deltaTime * motionControl.s; yield return(new WaitForEndOfFrame()); } Path.RemoveAt(0); } SaveData.saveMove(new MazeNodeData(x, y), GamePlay.getCounter(), GamePlay.getScore()); MazeBuilder.SetClickZone(x, y); }
public App() { Device.SetFlags(new[] { "Shapes_Experimental", "Brush_Experimental" }); ColorPallet.ChangeColorTheme("Girly"); InitializeComponent(); MainPage = new NavigationPage(new MainPage()); }
public ThemePage() { InitializeComponent(); Title = "Theme Page"; BoxView.Background = ColorPallet.GetBackground(); Task.Run(() => ColorPallet.AnimateBackground(BoxView)); }
public async Task <IActionResult> Edit(Guid id, [Bind("Id,UId,Name,Description,Pallet,IsPublic,IsCopy")] ColorPallet colorPallet) { if (id != colorPallet.Id) { return(NotFound()); } if (ModelState.IsValid) { try { _context.Update(colorPallet); await _context.SaveChangesAsync(); } catch (DbUpdateConcurrencyException) { if (!ColorPalletExists(colorPallet.Id)) { return(NotFound()); } else { throw; } } return(RedirectToAction(nameof(Index))); } return(View(colorPallet)); }
public SearchPageXama(ObservableCollection <SavedMovie> listOfSavedMovies) { InitializeComponent(); BoxView.Background = ColorPallet.GetBackground(); Task.Run(() => ColorPallet.AnimateBackground(BoxView)); CollectionViewSearchPage.ItemsSource = listOfSavedMovies; BindingContext = this; }
public static void CallVictory(bool b) { if (victory != null) { ColorPallet.CallRecolor(); victory(b); } }
public void ChangeColor(int i) { if (i >= -1 && i <= 7) { ColorPallet.SetIndex(i); ColorPallet.CallRecolor(); } }
public void ResetGame() { ColorPallet.Clear(); GamePlay.ClearCounters(); GamePlay.ZeroCounter(); GamePlay.ClearVictory(); SaveData.reset(); data.CallReset(); Application.LoadLevel(Application.loadedLevel); }
public static void counterUp() { counter++; int output = remaining - counter; if (output < 0 && gameOver != null) { ColorPallet.CallRecolor(); gameOver(); } }
public RatedMovie(SavedMovie movie) { InitializeComponent(); MovieStack.BindingContext = movie; this.movie = movie; Genres = new ObservableCollection <Genre>(movie.genres); Title = movie.title; BoxView.Background = ColorPallet.GetBackground(); Task.Run(() => ColorPallet.AnimateBackground(BoxView)); Carousel.ItemsSource = Genres; }
public async Task <IActionResult> Create([Bind("Id,UId,Name,Description,Pallet,IsPublic,IsCopy")] ColorPallet colorPallet) { if (ModelState.IsValid) { colorPallet.Id = Guid.NewGuid(); _context.Add(colorPallet); await _context.SaveChangesAsync(); return(RedirectToAction(nameof(Index))); } return(View(colorPallet)); }
IEnumerator Reload() { data.IncrementData(); ColorPallet.Clear(); GamePlay.ClearCounters(); GamePlay.scoreUp(GamePlay.getCounter() * 50); async = Application.LoadLevelAsync(Application.loadedLevel); async.allowSceneActivation = false; yield return(new WaitForSeconds(5.0f)); async.allowSceneActivation = true; // yield return async; // GamePlay.CallVictory (false); GamePlay.ClearVictory(); // yield return async; }
// Gegeven de coordinaten reken de mandelbrot uit en geef de kleuren terug private Color[,] GetMandelbrotColorArray(Size size, PointD[,] coordinates, uint iterations) { ColorPallet pallet = new ColorPallet(this.ColorScheme); Color[,] colorResults = new Color[size.Width, size.Height]; // Een array is een reference-type en hiermee thread-safe zolang je niet naar dezelfde waarden in de array schrijft. // Parallel.for is een for loop die de verzameling verdeelt over meerdere threads Parallel.For(0, size.Width, x => { for (int y = 0; y < size.Height; y++) { double c_result = 0; // Reken voor dit coordinaat het aantal iteraties en het eindresultaat uit uint it_result = coordinates[x, y].GetMandelBrotNumber(iterations, out c_result); // Geef de kleur terug gegeven het aantal iteraties en het eindresultaat colorResults[x, y] = pallet.GetColor(it_result, c_result); } }); return(colorResults); }
static void Display(string header, ColorPallet color) { WriteLine(header, ConsoleColor.Green); for (int shift = 0, order = 0; shift < sizeof(short) * 8; shift++) { var value = (short)(0x1 << shift); if (((short)color & value) == value) { Write((++order).ToString(), ConsoleColor.Yellow); Write(" has byte position", ConsoleColor.White); Write($" {shift}", ConsoleColor.Red); Write(" and byte binary value", ConsoleColor.White); Write($" {Convert.ToString(value, 2).PadLeft(16, '0')}", ConsoleColor.Red); Write(" and pallet color is", ConsoleColor.White); WriteLine($" {(ColorPallet) value}", ConsoleColor.Red); } } }
public ProfilePage() { InitializeComponent(); GoodMovies = User.GetInstance().GoodMovies; ListGoodMovies.ItemsSource = GoodMovies; BadMovies = User.GetInstance().BadMovies; ListBadMovies.ItemsSource = BadMovies; ICommand refreshCommand = new Command(() => { RefreshGood.IsRefreshing = false; RefreshBad.IsRefreshing = false; }); RefreshGood.Command = refreshCommand; RefreshBad.Command = refreshCommand; Task.Run(() => ColorPallet.AnimateBackground(BoxView)); }
public void BuildTheMaze(Save saveData) { data.LoadSavedData(saveData); setValues(); maze = new List <MazeNode>(); solution = new List <MazeNode>(); toBeginning = new List <MazeNode>(); toEnd = new List <MazeNode>(); ground = new List <List <GameObject> > (); vertWalls = new List <List <GameObject> > (); horiWalls = new List <List <GameObject> > (); cam = _camera.GetComponent <CameraControl> (); // ******************** Size Camera ********************** _camera.transform.position = new Vector3((width - 1) * 5, (((17F / 3F) * height) - 6), -10); cam.setMax(((17f / 3f) * height) + 1); // ******************** Full Grid Build ************************* if (width > 0 && height > 0) { o = Instantiate(goal, new Vector3((width - 1) * 10, (height - 1) * 10, -1), Quaternion.identity) as GameObject; o = Instantiate(baseFloor, new Vector3((width - 1) * 5, (height - 1) * 5, 3), Quaternion.Euler(270, 0, 0)) as GameObject; o.transform.localScale = new Vector3(width, 1, height); o.transform.parent = floorParent.transform; for (int i = 0; i <= width; i++) { List <GameObject> column = new List <GameObject>(); List <GameObject> vert = new List <GameObject>(); List <GameObject> hori = new List <GameObject>(); for (int j = 0; j < height; j++) { if (i < width) { // Floors o = Instantiate(floor, new Vector3(i * 10, j * 10, 1), Quaternion.Euler(270, 0, 0)) as GameObject; o.GetComponent <FloorController>().x = i; o.GetComponent <FloorController>().y = j; o.transform.parent = floorParent.transform; column.Add(o); maze.Add(new MazeNode(i, j)); // Horizontal Walls o = Instantiate(wall, new Vector3((i * 10) + 1, (j * 10) - 5, 0), Quaternion.Euler(0, -90, 90)) as GameObject; o.transform.parent = wallParent.transform; hori.Add(o); } // Vertical Walls o = Instantiate(wall, new Vector3((i * 10) - 5, (j * 10) - 1, 0), Quaternion.Euler(-90, 0, 0)) as GameObject; o.transform.parent = wallParent.transform; vert.Add(o); } // Top Horizontal Walls if (i < width) { o = Instantiate(wall, new Vector3((i * 10) + 1, (height * 10) - 5, 0), Quaternion.Euler(0, -90, 90)) as GameObject; } ground.Add(column); vertWalls.Add(vert); horiWalls.Add(hori); } } foreach (MazeNode node in maze) { node.FindAdjacentNodes(maze); } // ***************** Create Maze ******************* for (int i = 0; i < maze.Count; i++) { foreach (direction dir in saveData.CurrentMaze[i].dir) { maze[i].forwards.Add(maze[i].AdjacentNodes[(int)dir]); } } foreach (MazeNodeData node in saveData.CurrentSolution) { solution.Add(new MazeNode(node.x, node.y)); } // **************** Delete Walls to Form Maze ******************* foreach (MazeNode node in maze) { if (node.forwards.Count > 0) { foreach (MazeNode forward in node.forwards) { if (node.x != forward.x) { int x = Mathf.Max(node.x, forward.x); if (vertWalls[x][node.y] != null) { vertWalls[x][node.y].transform.parent = null; vertWalls[x][node.y].GetComponent <CustomColoring>().removeMe(); Destroy(vertWalls[x][node.y]); } } if (node.y != forward.y) { int y = Mathf.Max(node.y, forward.y); if (horiWalls[node.x][y] != null) { horiWalls[node.x][y].transform.parent = null; horiWalls[node.x][y].GetComponent <CustomColoring>().removeMe(); Destroy(horiWalls[node.x][y]); } } } } } // ***************** Set Remaining Object to Maze Parent Object *************** current = maze[(saveData.CurrentPosition.x * height) + saveData.CurrentPosition.y]; ClearMaze(); SetClickZone(saveData.CurrentPosition.x, saveData.CurrentPosition.y); ColorPallet.SetIndex(SaveData.GetSave().ColorIndex); ColorPallet.CallRecolor(); GamePlay.setRemainingFromSave(SaveData.GetSave().CurrentRemainingMoves); GamePlay.setScore(SaveData.GetSave().CurrentScore); MeshFilter[] meshFilters = wallParent.GetComponentsInChildren <MeshFilter>(); CombineInstance[] combine = new CombineInstance[meshFilters.Length - 1]; int z = 0; for (int n = 0; n < meshFilters.Length; n++) { if (meshFilters[n].sharedMesh == null) { continue; } combine[z].mesh = meshFilters[n].sharedMesh; combine[z++].transform = meshFilters[n].transform.localToWorldMatrix; meshFilters[n].gameObject.SetActive(false); } wallParent.GetComponent <MeshFilter>().mesh = new Mesh(); wallParent.GetComponent <MeshFilter>().mesh.CombineMeshes(combine); wallParent.gameObject.SetActive(true); // **************** Set Player Starting Position ****************************** hero.transform.position = new Vector3(current.x, current.y, 0) * 10; }
public SearchPageXama() { InitializeComponent(); BoxView.Background = ColorPallet.GetBackground(); Task.Run(() => ColorPallet.AnimateBackground(BoxView)); }
public static void Read(ColorPallet pallet) { _fillColors = pallet.FillColors; _lineColors = pallet.LineColors; _vertexColors = pallet.VertexColors; }
protected override void OnAppearing() { AnimationView.Animation = "Movie.json"; BoxView.Background = ColorPallet.GetBackground(); }
public MainPage() { Task.Run(MakePopularMovies); InitializeComponent(); Task.Run(() => ColorPallet.AnimateBackground(BoxView)); }
public void BuildTheMaze() { setValues(); maze = new List <MazeNode>(); solution = new List <MazeNode>(); toBeginning = new List <MazeNode>(); toEnd = new List <MazeNode>(); ground = new List <List <GameObject> > (); vertWalls = new List <List <GameObject> > (); horiWalls = new List <List <GameObject> > (); cam = _camera.GetComponent <CameraControl> (); // ******************** Size Camera ********************** _camera.transform.position = new Vector3((width - 1) * 5, (((17F / 3F) * height) - 6), -10); cam.setMax(((17f / 3f) * height) + 1); // ******************** Full Grid Build ************************* if (width > 0 && height > 0) { o = Instantiate(goal, new Vector3((width - 1) * 10, (height - 1) * 10, -1), Quaternion.identity) as GameObject; o = Instantiate(baseFloor, new Vector3((width - 1) * 5, (height - 1) * 5, 3), Quaternion.Euler(270, 0, 0)) as GameObject; o.transform.localScale = new Vector3(width, 1, height); o.transform.parent = floorParent.transform; for (int i = 0; i <= width; i++) { List <GameObject> column = new List <GameObject>(); List <GameObject> vert = new List <GameObject>(); List <GameObject> hori = new List <GameObject>(); for (int j = 0; j < height; j++) { if (i < width) { // Floors o = Instantiate(floor, new Vector3(i * 10, j * 10, 1), Quaternion.Euler(270, 0, 0)) as GameObject; o.GetComponent <FloorController>().x = i; o.GetComponent <FloorController>().y = j; o.transform.parent = floorParent.transform; column.Add(o); maze.Add(new MazeNode(i, j)); // Horizontal Walls o = Instantiate(wall, new Vector3((i * 10) + 1, (j * 10) - 5, 0), Quaternion.Euler(0, -90, 90)) as GameObject; o.transform.parent = wallParent.transform; hori.Add(o); } // Vertical Walls o = Instantiate(wall, new Vector3((i * 10) - 5, (j * 10) - 1, 0), Quaternion.Euler(-90, 0, 0)) as GameObject; o.transform.parent = wallParent.transform; vert.Add(o); } // Top Horizontal Walls if (i < width) { o = Instantiate(wall, new Vector3((i * 10) + 1, (height * 10) - 5, 0), Quaternion.Euler(0, -90, 90)) as GameObject; o.transform.parent = wallParent.transform; } ground.Add(column); vertWalls.Add(vert); horiWalls.Add(hori); } } foreach (MazeNode node in maze) { node.FindAdjacentNodes(maze); } // ***************** Create Maze ******************* start = maze[Random.Range(0, maze.Count)]; start.start = true; start.makeMaze(); solution = GetSolution(toBeginning, toEnd); // **************** Delete Walls to Form Maze ******************* foreach (MazeNode node in maze) { if (node.back != null) { if (node.back.x != node.x) { vertWalls[Mathf.Max(node.x, node.back.x)][node.y].transform.parent = null; vertWalls[Mathf.Max(node.x, node.back.x)][node.y].GetComponent <CustomColoring>().removeMe(); Destroy(vertWalls[Mathf.Max(node.x, node.back.x)][node.y]); } if (node.back.y != node.y) { horiWalls[node.x][Mathf.Max(node.y, node.back.y)].transform.parent = null; horiWalls[node.x][Mathf.Max(node.y, node.back.y)].GetComponent <CustomColoring>().removeMe(); Destroy(horiWalls[node.x][Mathf.Max(node.y, node.back.y)]); } } } // ***************** Set Remaining Object to Maze Parent Object *************** current = maze[0]; ClearMaze(); SetClickZone(0, 0); ColorPallet.SetIndex(SaveData.GetSave().ColorIndex); ColorPallet.CallRecolor(); GamePlay.setRemaining(solution.Count); MeshFilter[] meshFilters = wallParent.GetComponentsInChildren <MeshFilter>(); CombineInstance[] combine = new CombineInstance[meshFilters.Length - 1]; int z = 0; for (int n = 0; n < meshFilters.Length; n++) { if (meshFilters[n].sharedMesh == null) { continue; } combine[z].mesh = meshFilters[n].sharedMesh; combine[z++].transform = meshFilters[n].transform.localToWorldMatrix; meshFilters[n].gameObject.SetActive(false); } wallParent.GetComponent <MeshFilter>().mesh = new Mesh(); wallParent.GetComponent <MeshFilter>().mesh.CombineMeshes(combine); wallParent.gameObject.SetActive(true); // ****************** Save Maze *********************************************** List <MazeNodeData> mazeData = new List <MazeNodeData>(); foreach (MazeNode node in maze) { mazeData.Add(node.convertToMazeNodeData()); } List <MazeNodeData> solutionData = new List <MazeNodeData>(); foreach (MazeNode node in solution) { solutionData.Add(node.convertToMazeNodeData()); } SaveData.savePuzzle(mazeData, level, solutionData, width, height); SaveData.saveMove(new MazeNodeData(0, 0), GamePlay.getCounter(), GamePlay.getScore()); }
private void CollectionView_SelectionChanged(object sender, SelectionChangedEventArgs e) { ColorPallet.ChangeColorTheme(e.CurrentSelection.FirstOrDefault() as string); BoxView.Background = ColorPallet.GetBackground(); }
protected override void OnAppearing() { BoxView.Background = ColorPallet.GetBackground(); }
public void CallRecolor() { ColorPallet.CallRecolor(); }