public void Paint(BruschInfo bruschInfo)
    {
        int x = bruschInfo.xPos;
        int y = bruschInfo.yPos;

        bruschInfo.grid.Tiles[x, y].colorTile.Paint(bruschInfo.currentColor);
    }
示例#2
0
    //Uses breadth first search (BFS).
    public void Paint(BruschInfo bruschInfo)
    {
        //Setting up alot of values that will be needed.
        int x      = bruschInfo.xPos;
        int y      = bruschInfo.yPos;
        int height = bruschInfo.grid.Height;
        int width  = bruschInfo.grid.Width;

        MyTile[,] tiles = bruschInfo.grid.Tiles;
        Color currentColor = tiles[x, y].colorTile.CurrentColor;


        Queue <ColorTile> openTiles = new Queue <ColorTile>();
        //Hashset contains method is O(1) so it's great for storing the already visited tiles.
        HashSet <ColorTile> closedTiles = new HashSet <ColorTile>();

        openTiles.Enqueue(tiles[x, y].colorTile);
        //BFS is used. First all nondiagonal neighbours are added to a temporary list.
        //then we check if the tile exists or if it has already been evaluated or if it has the same color as the original tile.
        //If it passes all the conditions its added to the open list. After that the currently evaluated node is added to the closedlist.
        //Lastly we paint all the nodes that is in the closedtiles set
        while (openTiles.Count > 0)
        {
            ColorTile currentTile = openTiles.Dequeue();
            x = (int)currentTile.Tile.gridPos.x;
            y = (int)currentTile.Tile.gridPos.y;
            List <ColorTile> tempList = new List <ColorTile>();
            tempList.Add(currentTile.North);
            tempList.Add(currentTile.East);
            tempList.Add(currentTile.South);
            tempList.Add(currentTile.West);
            foreach (ColorTile c in tempList)
            {
                if (c != null && !closedTiles.Contains(c) && !openTiles.Contains(c) && currentColor == c.CurrentColor)
                {
                    openTiles.Enqueue(c);
                }
            }
            if (!closedTiles.Contains(currentTile))
            {
                closedTiles.Add(currentTile);
            }
        }
        //Hashsets aren't as good for iteration though.
        foreach (ColorTile c in closedTiles)
        {
            c.Paint(bruschInfo.currentColor);
        }
    }
    public void Paint(BruschInfo bruschInfo)
    {
        MyTile[,] tiles = bruschInfo.grid.Tiles;
        int x      = bruschInfo.xPos;
        int y      = bruschInfo.yPos;
        int height = bruschInfo.grid.Height;
        int width  = bruschInfo.grid.Width;

        //How many tiles that will be filled depends on the bruschsize.
        //A bruschsize of 1 will fill all the neighbouring tiles of tile[x,y]
        //A bruschsize of 2 will fill all the neighbouring tiles
        //and all the tiles that are neighbours to the neighbouring tiles of tile[x,y]

        for (int i = -bruschSize; i <= bruschSize; i++)
        {
            for (int j = -bruschSize; j <= bruschSize; j++)
            {
                if (AllowedPos(x + i, y + j, height, width))
                {
                    tiles[x + i, y + j].colorTile.Paint(bruschInfo.currentColor);
                }
            }
        }
    }
示例#4
0
    //Creates a bruschinfo objext that stores all info needed to paint a tile.
    public void OnMousePress(ColorTile colorTile)
    {
        BruschInfo bruschInfo = new BruschInfo((int)colorTile.Tile.gridPos.x, (int)colorTile.Tile.gridPos.y, grid, CurrentColor);

        currentBrusch.Paint(bruschInfo);
    }