示例#1
0
        public int CountBombs(int fieldY, int fieldX)
        {
            if (BombField[fieldY][fieldX] == 9)
            {
                return(9);
            }

            int count = 0;


            for (int j = -1; j < 2; j++)
            {
                for (int i = -1; i < 2; i++)
                {
                    if ((fieldY + j) < 0 || (fieldX + i) < 0)
                    {
                        continue;
                    }
                    if ((fieldY + j) >= BombField.Count() || (fieldX + i) >= BombField[0].Count())
                    {
                        continue;
                    }

                    if (BombField[fieldY + j][fieldX + i] == 9)
                    {
                        count++;
                    }
                }
            }

            return(count);
        }
示例#2
0
 private void setAllFields()
 {
     for (int j = 0; j < BombField.Count(); j++)
     {
         for (int i = 0; i < BombField[0].Count(); i++)
         {
             BombField[j][i] = CountBombs(j, i);
         }
     }
 }
示例#3
0
        private void spaceBtn_Click(object sender, MouseEventArgs e)
        {
            Space     space = sender as Space;
            BombField bf    = Global.MainBombField;

            if (space.Status == SpaceStatus.Pressed)
            {
                return;
            }

            if (e.Button == MouseButtons.Right)
            {
                if (space.Status == SpaceStatus.Empty && bf.BombsLeft <= 0)
                {
                    Global.GameStatusLabel.Text = "Out of Flags";
                }
                else
                {
                    SpaceStatus rc = space.RightClick();
                    if (rc == SpaceStatus.Flagged)
                    {
                        bf.DecrementBomb();
                    }
                    else if (rc == SpaceStatus.Questioned)
                    {
                        bf.IncrementBomb();
                    }
                }

                return;
            }

            if (bf.FirstPressSafe)
            {
                int bombs = bf.ClearNearbyBombs(space.X, space.Y);
                bf.AddBombs(space.X, space.Y, bombs);
                bf.FirstPressSafe = false;
            }


            if (bf.Press(space))
            {
                Global.GameStatusLabel.Text = "BOOM!";
                foreach (Space s in bf.Array)
                {
                    s.MouseUp -= spaceBtn_Click;
                }
            }
            else if (bf.SafeSpacesLeft == 0)
            {
                Global.GameStatusLabel.Text = "Nice!";
            }
        }
示例#4
0
        private void CreateBombs(int Bombs)
        {
            int x;
            int y;

            while (0 < Bombs)
            {
                y = rnd.Next(0, BombField.Count());
                x = rnd.Next(0, BombField[0].Count());

                if (BombField[y][x] != 9)
                {
                    BombField[y][x] = 9;
                    Bombs--;
                }
            }
        }
示例#5
0
        private void ResetBombFields()
        {
            Global.GameStatusLabel.Text = "";

            BombField bf = Global.MainBombField;

            bf.BombsLeft           = bf.Bombs;
            bf.SafeSpacesLeft      = (bf.Height * bf.Width) - bf.Bombs;
            bf.BombsLeftLabel.Text = bf.BombsLeft.ToString();
            bf.FirstPressSafe      =
                (bf.Difficulty == "Slightly Harder" || (!safeCheckBox.Checked && bf.Difficulty == "Custom"))
                ? false : true;

            foreach (Space s in bf.Array)
            {
                s.Status    = SpaceStatus.Empty;
                s.BackColor = Color.Gainsboro;
                s.ChangeSpaceText(String.Empty, Color.Black);
                s.MouseUp -= spaceBtn_Click;
                s.MouseUp += spaceBtn_Click;
                s.IsBomb   = false;
            }
            bf.LoadBombs();
        }
示例#6
0
    // Use this for initialization
    public void Spawn(Vector3 position)
    {
        float fullArc     = 360.0f / segments;
        float renderedArc = fullArc * (1.0f - borderPercentage);
        float spacing     = ((outerRadius - innerRadius) - thickness) / (float)layers;

        int randomSeed = Random.Range(0, 10);

        BombField field = Instantiate(fieldPrefab.gameObject).GetComponent <BombField>();

        for (int j = 0; j < layers; j++)
        {
            GameObject parent = new GameObject("BombRing" + j);
            parent.transform.position = position;

            //Instantiating glow and ring
            GameObject glow = new GameObject("Glow" + j);
            glow.transform.parent        = parent.transform;
            glow.transform.localPosition = Vector3.zero;

            GameObject ring = new GameObject("Ring" + j);
            ring.transform.parent        = parent.transform;
            ring.transform.localPosition = Vector3.zero;


            Random.InitState(randomSeed);
            for (int i = 0; i < segments; i++)
            {
                float randomValue = Random.Range(0.0f, 1.0f);// * (0.3f * (j+1));
                if (randomValue < 0.5)
                {
                    randomValue = Random.Range(0.0f, 0.25f);
                }
                else
                {
                    randomValue = Random.Range(0.75f, 1.0f);
                }
                CreateGlow(renderedArc, fullArc * i, innerRadius + j * spacing, 2.0f + randomValue * 10.0f);
                CreateRingSegment(renderedArc, fullArc * i, innerRadius + j * spacing, randomValue);
            }

            List <MeshFilter> meshFilters = GetComponentsInChildren <MeshFilter>().Where(x => x.gameObject.name.Contains("Panel")).ToList();
            CombineInstance[] combine     = new CombineInstance[meshFilters.Count];
            for (int i = 0; i < meshFilters.Count; i++)
            {
                combine[i].mesh      = meshFilters[i].sharedMesh;
                combine[i].transform = meshFilters[i].transform.localToWorldMatrix;
                meshFilters[i].gameObject.SetActive(false);

                Destroy(meshFilters[i].gameObject);


                //meshFilters[i].sharedMesh;
                //combine[i].transform = meshFilters[i].transform.localToWorldMatrix;
                //meshFilters[i].gameObject.active = false;
            }
            MeshFilter glowMF = glow.AddComponent <MeshFilter>();
            glowMF.mesh.CombineMeshes(combine);
            glowMF.mesh.RecalculateNormals();

            MeshRenderer glowMR = glow.AddComponent <MeshRenderer>();
            glowMR.material = glowMaterial;
            RotatingLight light = glow.AddComponent <RotatingLight>();
            light.selfRenderer = glowMR;


            meshFilters = GetComponentsInChildren <MeshFilter>().Where(x => x.gameObject.name.Contains("Arc")).ToList();
            combine     = new CombineInstance[meshFilters.Count];
            for (int i = 0; i < meshFilters.Count; i++)
            {
                combine[i].mesh      = meshFilters[i].sharedMesh;
                combine[i].transform = meshFilters[i].transform.localToWorldMatrix;
                meshFilters[i].gameObject.SetActive(false);

                Destroy(meshFilters[i].gameObject);

                //meshFilters[i].sharedMesh;
                //combine[i].transform = meshFilters[i].transform.localToWorldMatrix;
                //meshFilters[i].gameObject.active = false;
            }
            MeshFilter ringMF = ring.AddComponent <MeshFilter>();
            ringMF.mesh.CombineMeshes(combine);
            ringMF.mesh.RecalculateNormals();

            MeshRenderer ringMR = ring.AddComponent <MeshRenderer>();
            ringMR.material = floorMaterial;

            field.fieldRings.Add(parent);
        }

        field.transform.position = this.transform.position;
        field.SpawnField();
    }
示例#7
0
 private void Awake()
 {
     instance = this;
 }