Exemplo n.º 1
0
        private bool IsCellActive(FractionDifficulty d, int idx)
        {
            bool active;

            if (solvedPerc[d] < 0.5f)
            {
                active = idx < FloatMath.Ceiling(solvedPerc[d] * 15);
            }
            else
            {
                active = idx <= FloatMath.Floor(solvedPerc[d] * 15);
            }

            if (FlickerTime > COLLAPSE_TIME)
            {
                return(active);
            }
            else
            {
                if (active)
                {
                    return(FloatMath.GetRandom() < (0.5f + FloatMath.FunctionEaseInOutCubic(FlickerTime / COLLAPSE_TIME) / 2f));
                }
                else
                {
                    return(FloatMath.GetRandom() < (0.5f - FloatMath.FunctionEaseInOutCubic(FlickerTime / COLLAPSE_TIME) / 2f));
                }
            }
        }
Exemplo n.º 2
0
        public void RegisterBlockedLine(FPoint start, FPoint end)
        {
            var delta = end - start;
            var angle = delta.ToAngle();

            if ((angle + FloatMath.RAD_POS_045) % FloatMath.RAD_POS_180 < FloatMath.RAD_POS_090)
            {
                // HORZ

                if (start.X > end.X)
                {
                    var tmp = start; start = end; end = tmp;
                }

                int firstX = FloatMath.Ceiling((start.X - 8f) / GDConstants.TILE_WIDTH);
                int lastX  = FloatMath.Floor((end.X + 8f) / GDConstants.TILE_WIDTH);

                int lastoy = FloatMath.Round((start.Y + (end.Y - start.Y) * ((firstX * GDConstants.TILE_WIDTH - start.X) / (end.X - start.X))) / GDConstants.TILE_WIDTH);

                for (int ox = firstX + 1; ox <= lastX; ox++)
                {
                    var oy = FloatMath.Round((start.Y + (end.Y - start.Y) * ((ox * GDConstants.TILE_WIDTH - start.X) / (end.X - start.X))) / GDConstants.TILE_WIDTH);

                    if (oy != lastoy)
                    {
                        BlockSegmentVert(ox + MAX_EXTENSION_X - 1, lastoy + MAX_EXTENSION_Y, oy + MAX_EXTENSION_Y);
                    }

                    BlockSegmentHorz(oy + MAX_EXTENSION_Y, ox - 1 + MAX_EXTENSION_X, ox + MAX_EXTENSION_X);

                    lastoy = oy;
                }
            }
            else
            {
                // VERT

                if (start.Y > end.Y)
                {
                    var tmp = start; start = end; end = tmp;
                }

                int firstY = FloatMath.Ceiling((start.Y - 8f) / GDConstants.TILE_WIDTH);
                int lastY  = FloatMath.Floor((end.Y + 8f) / GDConstants.TILE_WIDTH);

                int lastox = FloatMath.Round((start.X + (end.X - start.X) * ((firstY * GDConstants.TILE_WIDTH - start.Y) / (end.Y - start.Y))) / GDConstants.TILE_WIDTH);

                for (int oy = firstY + 1; oy <= lastY; oy++)
                {
                    var ox = FloatMath.Round((start.X + (end.X - start.X) * ((oy * GDConstants.TILE_WIDTH - start.Y) / (end.Y - start.Y))) / GDConstants.TILE_WIDTH);

                    if (ox != lastox)
                    {
                        BlockSegmentHorz(oy + MAX_EXTENSION_Y - 1, lastox + MAX_EXTENSION_X, ox + MAX_EXTENSION_X);
                    }

                    BlockSegmentVert(ox + MAX_EXTENSION_X, oy - 1 + MAX_EXTENSION_Y, oy + MAX_EXTENSION_Y);

                    lastox = ox;
                }
            }
        }