Exemplo n.º 1
0
        private void wander(ref short X_indx, ref short Y_indx)
        {
            //Are we going to run into anyone?

            if (rnd.NextDouble() * 55 > 52)
            {
                onBehavior = 2;
            }
            if (onBehavior == 2)
            {
                angle = (short)(angle + (rnd.NextDouble() * 6 - 3));

                if (angle > 359)
                {
                    angle = 1;
                }
                else if (angle < 1)
                {
                    angle = 359;
                }

                if (rnd.NextDouble() * 55 > 35)
                {
                    onBehavior = 1;
                }
            }

            if (testCol(X_indx, Y_indx, angle))
            {
                //If there is another life form in our dirrection
                //change our angle and try to go around on the next cycle.
                angle = (short)(angle + ((type % 2) - 1) * 3);
                //even numbered types of life will turn left, odd will turn right.
                if (angle > 359)
                {
                    angle = 1;
                }
                if (angle < 1)
                {
                    angle = 359;
                }
                OuterSpace.msgbox.pushmsgs("Animal Collision!");
                return;
            }

            // Adjust the displacement from index.
            deltaX = deltaX + OuterSpace.moveX[angle] * speed;
            deltaY = deltaY + OuterSpace.moveY[angle] * speed;

            // Adjust our screen position.
            sX = sX + OuterSpace.moveX[angle] * speed;
            sY = sY + OuterSpace.moveY[angle] * speed;

            // If we've moved more then 1, adjust our pointer, which was passed by refrence.
            // and adjust our lifemap array, shuffle memory locations around.
            if (Math.Abs(deltaX) > 1 | Math.Abs(deltaY) > 1)
            {
                //Make sure we are not going out of bounds.
                //when we adjust our array position.
                MathFunctions.location ifOut = new MathFunctions.location();

                ifOut.x = (int)X_indx + deltaX / 1;
                ifOut.y = (int)Y_indx + deltaY / 1;

                ifOut = MathFunctions.outOfBounds(ifOut.x, ifOut.y, 0, 0, OuterSpace.thisPlanet.PlanetMaps.BigMapX, OuterSpace.thisPlanet.PlanetMaps.BigMapY, angle, false);
                OuterSpace.thisPlanet.lifemap[(int)ifOut.x, (int)ifOut.y] = null;
                OuterSpace.thisPlanet.lifemap[(int)ifOut.x, (int)ifOut.y] = new lifeforms();
                //Create a new one
                OuterSpace.thisPlanet.lifemap[(int)ifOut.x, (int)ifOut.y] = OuterSpace.thisPlanet.lifemap[X_indx, Y_indx];
                //Assign the old
                OuterSpace.thisPlanet.lifemap[X_indx, Y_indx]      = new lifeforms();
                OuterSpace.thisPlanet.lifemap[X_indx, Y_indx].type = 0;
                OuterSpace.thisPlanet.lifemap[X_indx, Y_indx].sX   = 0;
                OuterSpace.thisPlanet.lifemap[X_indx, Y_indx].sY   = 0;
                OuterSpace.thisPlanet.lifemap[(int)ifOut.x, (int)ifOut.y].angle = ifOut.angle;

                //Update the pointers and the deltas with their new values.
                X_indx = (short)ifOut.x;
                deltaX = deltaX - (int)deltaX / 1;
                Y_indx = (short)ifOut.y;
                deltaY = deltaY - (int)deltaY / 1;
            }
        }
Exemplo n.º 2
0
        private void drawScaleLines()
        {
            int x;
            int x1;
            int y;
            int y1;

            //Draw the scale lines.
            //Verticle first, then horizontal.
            aLine.Width       = 1;
            aLineVectors[0].X = mapArea[0].X;
            aLineVectors[0].Y = mapArea[0].Y;
            aLineVectors[1].Y = mapArea[1].Y;
            aLineVectors[1].X = mapArea[0].X;
            aLine.Draw(aLineVectors, Color.White);

            aLineVectors[0].Y = mapArea[1].Y;
            aLineVectors[1].X = mapArea[1].X;
            aLine.Draw(aLineVectors, Color.White);

            // Draw the horozontal hash marks
            for (y = 0; y <= 249; y += 50)
            {
                aLineVectors[0].X = mapArea[0].X;
                aLineVectors[0].Y = MathFunctions.scaleValue(y, 250, 0, mapArea[1].Y, mapArea[0].Y);
                aLineVectors[1].Y = aLineVectors[0].Y;
                aLineVectors[1].X = mapArea[0].X + 20;
                aLine.Draw(aLineVectors, Color.Red);

                // Biggers ones every 50
                for (y1 = 0; y1 <= 50; y1 += 10)
                {
                    aLineVectors[0].X = mapArea[0].X;
                    aLineVectors[0].Y = MathFunctions.scaleValue(y + y1, 250, 0, mapArea[1].Y, mapArea[0].Y);
                    aLineVectors[1].Y = aLineVectors[0].Y;
                    aLineVectors[1].X = mapArea[0].X + 9;
                    aLine.Draw(aLineVectors, Color.White);
                    //Smaller ones every 10
                }
            }

            // Draw the verticle hash marks
            for (x = 0; x <= 249; x += 50)
            {
                aLineVectors[0].Y = mapArea[1].Y;
                aLineVectors[0].X = MathFunctions.scaleValue(x, 250, 0, mapArea[1].X, mapArea[0].X);
                aLineVectors[1].Y = mapArea[1].Y - 20;
                aLineVectors[1].X = aLineVectors[0].X;
                aLine.Draw(aLineVectors, Color.Red);

                for (x1 = 0; x1 <= 50; x1 += 10)
                {
                    aLineVectors[0].Y = mapArea[1].Y;
                    aLineVectors[0].X = MathFunctions.scaleValue(x + x1, 250, 0, mapArea[1].X, mapArea[0].X);
                    aLineVectors[1].Y = mapArea[1].Y - 9;
                    aLineVectors[1].X = aLineVectors[0].X;
                    aLine.Draw(aLineVectors, Color.White);
                }
            }

            resizeButton.Draw(mapArea[0].X, mapArea[1].Y, resizeButton.sourceFrame[0], 0, resizeButtonColor);
        }