private void OnAppearing() { Fruits.Clear(); Fruits.Add("Strawberry"); Fruits.Add("Apple"); Fruits.Add("Banana"); Fruits.Add("Orange"); }
private void ExecuteClearCommand() { Planets = new ObservableCollection <string>(); DataAccess db = new DataAccess(); db.ClearAllUserCreatedRows(); clearDataGrids(); updateRows(); FruitsSelectedItem = null; PlanetsSelectedItem = null; Fruits.Clear(); Planets.Clear(); populateComboBoxes(); }
private void OnAppearing() { Fruits.Clear(); Fruits.Add("Apple"); Fruits.Add("Orange"); Fruits.Add("Banana"); Fruits.Add("Pineapple"); Fruits.Add("Pear"); Fruits.Add("Grapes"); //**DEBUG HERE** //HERE THE POSITION = 0 BUT VISUALLY THE CAROUSEL DIFFERS. var position = FruitPosition; //**DEBUG HERE** //ON FIRST INSTANCE SELECTEDFRUIT IS NULL. IT SHOULD BE //SET TO APPLE. ON SUBSEQUANT RUNS IT REMAINS APPLE BUT //VISUALLY THE CAROUSEL DIFFERS. var selectedFruit = CurrentFruit; }
public void GenerateFruits() { foreach (Fruit fruit in Fruits) { if (!(GameMap.MapUnits[fruit.UnitPosition.Row, fruit.UnitPosition.Column] is Snake)) { GameMap.RemoveUnit(fruit.UnitPosition); } } Fruits.Clear(); Random random = new Random(); int aux = random.Next(100); if (aux < 60) // place one fruit { bool canPut = false; while (!canPut) { Random rdRow = new Random(); Random rdColumn = new Random(); int auxRow = rdRow.Next(GameMap.NumberOfRows); int auxColumn = rdColumn.Next(GameMap.NumberOfColumns); if (GameMap.MapUnits[auxRow, auxColumn] == null && (((auxRow - SnakeParts[0].UnitPosition.Row) < -2) || ((auxRow - SnakeParts[0].UnitPosition.Row) > 2) || ((auxColumn - SnakeParts[0].UnitPosition.Column) < -2) || ((auxColumn - SnakeParts[0].UnitPosition.Column) > 2))) { GameMap.AddUnit(new Fruit(new Position(auxRow, auxColumn))); Fruits.Add(new Fruit(new Position(auxRow, auxColumn))); canPut = true; } } } else // place two fruits { bool canPut = false; while (!canPut) { Random rdRow1 = new Random(); Random rdColumn1 = new Random(); Random rdRow2 = new Random(); Random rdColumn2 = new Random(); int auxRow1 = rdRow1.Next(GameMap.NumberOfRows); int auxColumn1 = rdColumn1.Next(GameMap.NumberOfColumns); int auxRow2 = rdRow2.Next(GameMap.NumberOfRows); int auxColumn2 = rdColumn2.Next(GameMap.NumberOfColumns); if ((auxRow1 != auxRow2 || auxColumn1 != auxColumn2) && GameMap.MapUnits[auxRow1, auxColumn1] == null && GameMap.MapUnits[auxRow2, auxColumn2] == null && (((auxRow1 - SnakeParts[0].UnitPosition.Row) < -2) || ((auxRow1 - SnakeParts[0].UnitPosition.Row) > 2) || ((auxColumn1 - SnakeParts[0].UnitPosition.Column) < -2) || ((auxColumn1 - SnakeParts[0].UnitPosition.Column) > 2)) && (((auxRow2 - SnakeParts[0].UnitPosition.Row) < -2) || ((auxRow2 - SnakeParts[0].UnitPosition.Row) > 2) || ((auxColumn2 - SnakeParts[0].UnitPosition.Column) < -2) || ((auxColumn2 - SnakeParts[0].UnitPosition.Column) > 2))) { GameMap.AddUnit(new Fruit(new Position(auxRow1, auxColumn1))); Fruits.Add(new Fruit(new Position(auxRow1, auxColumn1))); GameMap.AddUnit(new Fruit(new Position(auxRow2, auxColumn2))); Fruits.Add(new Fruit(new Position(auxRow2, auxColumn2))); canPut = true; } } } }