Exemplo n.º 1
0
        void NewGame(float width, float height)
        {
            // The constructor creates the random maze layout
            mazeGrid = new MazeGrid(MAZE_HORZ_CHAMBERS, MAZE_VERT_CHAMBERS);

            // Initialize borders collection
            borders.Clear();

            // Create Line2D objects for the border lines of the maze
            float cellWidth     = width / mazeGrid.Width;
            float cellHeight    = height / mazeGrid.Height;
            int   halfWallWidth = WALL_WIDTH / 2;

            for (int x = 0; x < mazeGrid.Width; x++)
            {
                for (int y = 0; y < mazeGrid.Height; y++)
                {
                    MazeCell mazeCell = mazeGrid.Cells[x, y];
                    Vector2  ll       = new Vector2(x * cellWidth, (y + 1) * cellHeight);
                    Vector2  ul       = new Vector2(x * cellWidth, y * cellHeight);
                    Vector2  ur       = new Vector2((x + 1) * cellWidth, y * cellHeight);
                    Vector2  lr       = new Vector2((x + 1) * cellWidth, (y + 1) * cellHeight);
                    Vector2  right    = halfWallWidth * Vector2.UnitX;
                    Vector2  left     = -right;
                    Vector2  down     = halfWallWidth * Vector2.UnitY;
                    Vector2  up       = -down;

                    if (mazeCell.HasLeft)
                    {
                        borders.Add(new Line2D(ll + down, ll + down + right));
                        borders.Add(new Line2D(ll + down + right, ul + up + right));
                        borders.Add(new Line2D(ul + up + right, ul + up));
                    }
                    if (mazeCell.HasTop)
                    {
                        borders.Add(new Line2D(ul + left, ul + left + down));
                        borders.Add(new Line2D(ul + left + down, ur + right + down));
                        borders.Add(new Line2D(ur + right + down, ur + right));
                    }
                    if (mazeCell.HasRight)
                    {
                        borders.Add(new Line2D(ur + up, ur + up + left));
                        borders.Add(new Line2D(ur + up + left, lr + down + left));
                        borders.Add(new Line2D(lr + down + left, lr + down));
                    }
                    if (mazeCell.HasBottom)
                    {
                        borders.Add(new Line2D(lr + right, lr + right + up));
                        borders.Add(new Line2D(lr + right + up, ll + left + up));
                        borders.Add(new Line2D(ll + left + up, ll + left));
                    }
                }
            }

            // Prepare AbsoluteLayout for new children
            absoluteLayout.Children.Clear();

            // "Draw" the walls of the maze using BoxView
            BoxView createBoxView() => new BoxView
            {
                Color = Color.Green
            };

            for (int x = 0; x < mazeGrid.Width; x++)
            {
                for (int y = 0; y < mazeGrid.Height; y++)
                {
                    MazeCell mazeCell = mazeGrid.Cells[x, y];

                    if (mazeCell.HasLeft)
                    {
                        Rectangle rect = new Rectangle(x * cellWidth,
                                                       y * cellHeight - halfWallWidth,
                                                       halfWallWidth, cellHeight + WALL_WIDTH);

                        absoluteLayout.Children.Add(createBoxView(), rect);
                    }

                    if (mazeCell.HasRight)
                    {
                        Rectangle rect = new Rectangle((x + 1) * cellWidth - halfWallWidth,
                                                       y * cellHeight - halfWallWidth,
                                                       halfWallWidth, cellHeight + WALL_WIDTH);

                        absoluteLayout.Children.Add(createBoxView(), rect);
                    }

                    if (mazeCell.HasTop)
                    {
                        Rectangle rect = new Rectangle(x * cellWidth - halfWallWidth,
                                                       y * cellHeight,
                                                       cellWidth + WALL_WIDTH, halfWallWidth);

                        absoluteLayout.Children.Add(createBoxView(), rect);
                    }

                    if (mazeCell.HasBottom)
                    {
                        Rectangle rect = new Rectangle(x * cellWidth - halfWallWidth,
                                                       (y + 1) * cellHeight - halfWallWidth,
                                                       cellWidth + WALL_WIDTH, halfWallWidth);

                        absoluteLayout.Children.Add(createBoxView(), rect);
                    }
                }
            }

            // Randomly position ball in one of the corners
            bool isBallLeftCorner = random.Next(2) == 0;
            bool isBallTopCorner  = random.Next(2) == 0;

            // Create the hole first (so Z order is under the ball)
            //      and position it in the opposite corner from the ball
            hole = new EllipseView
            {
                Color         = Color.Black,
                WidthRequest  = 2 * HOLE_RADIUS,
                HeightRequest = 2 * HOLE_RADIUS
            };

            holePosition = new Vector2((isBallLeftCorner ? 2 * mazeGrid.Width - 1 : 1) * (width / mazeGrid.Width / 2),
                                       (isBallTopCorner ? 2 * mazeGrid.Height - 1 : 1) * (height / mazeGrid.Height / 2));

            absoluteLayout.Children.Add(hole, new Point(holePosition.X - HOLE_RADIUS,
                                                        holePosition.Y - HOLE_RADIUS));

            // Create the ball and set initial position
            ball = new EllipseView
            {
                Color         = Color.Red,
                WidthRequest  = 2 * BALL_RADIUS,
                HeightRequest = 2 * BALL_RADIUS
            };

            ballPosition = new Vector2((isBallLeftCorner ? 1 : 2 * mazeGrid.Width - 1) * (width / mazeGrid.Width / 2),
                                       (isBallTopCorner ? 1 : 2 * mazeGrid.Height - 1) * (height / mazeGrid.Height / 2));

            absoluteLayout.Children.Add(ball, new Point(ballPosition.X - BALL_RADIUS,
                                                        ballPosition.Y - BALL_RADIUS));
        }
Exemplo n.º 2
0
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            viewport = this.GraphicsDevice.Viewport;

            // Create texture for the walls of the maze
            tinyTexture = new Texture2D(this.GraphicsDevice, 1, 1);
            tinyTexture.SetData <Color>(new Color[] { Color.White });

            // Create ball
            ball = Texture2DExtensions.CreateBall(this.GraphicsDevice,
                                                  BALL_RADIUS * BALL_SCALE);

            ballCenter   = new Vector2(ball.Width / 2, ball.Height / 2);
            ballPosition = new Vector2((viewport.Width / mazeGrid.Width) / 2,
                                       (viewport.Height / mazeGrid.Height) / 2);

            // Initialize borders collection
            borders.Clear();

            // Create Line2D objects for walls of the maze
            int cellWidth     = viewport.Width / mazeGrid.Width;
            int cellHeight    = viewport.Height / mazeGrid.Height;
            int halfWallWidth = WALL_WIDTH / 2;

            for (int x = 0; x < mazeGrid.Width; x++)
            {
                for (int y = 0; y < mazeGrid.Height; y++)
                {
                    MazeCell mazeCell = mazeGrid.Cells[x, y];
                    Vector2  ll       = new Vector2(x * cellWidth, (y + 1) * cellHeight);
                    Vector2  ul       = new Vector2(x * cellWidth, y * cellHeight);
                    Vector2  ur       = new Vector2((x + 1) * cellWidth, y * cellHeight);
                    Vector2  lr       = new Vector2((x + 1) * cellWidth, (y + 1) * cellHeight);
                    Vector2  right    = halfWallWidth * Vector2.UnitX;
                    Vector2  left     = -right;
                    Vector2  down     = halfWallWidth * Vector2.UnitY;
                    Vector2  up       = -down;

                    if (mazeCell.HasLeft)
                    {
                        borders.Add(new Line2D(ll + down, ll + down + right));
                        borders.Add(new Line2D(ll + down + right, ul + up + right));
                        borders.Add(new Line2D(ul + up + right, ul + up));
                    }
                    if (mazeCell.HasTop)
                    {
                        borders.Add(new Line2D(ul + left, ul + left + down));
                        borders.Add(new Line2D(ul + left + down, ur + right + down));
                        borders.Add(new Line2D(ur + right + down, ur + right));
                    }
                    if (mazeCell.HasRight)
                    {
                        borders.Add(new Line2D(ur + up, ur + up + left));
                        borders.Add(new Line2D(ur + up + left, lr + down + left));
                        borders.Add(new Line2D(lr + down + left, lr + down));
                    }
                    if (mazeCell.HasBottom)
                    {
                        borders.Add(new Line2D(lr + right, lr + right + up));
                        borders.Add(new Line2D(lr + right + up, ll + left + up));
                        borders.Add(new Line2D(ll + left + up, ll + left));
                    }
                }
            }
        }