public void InstantiateGenerators() { //Changed to Max Level of 2 Generator generator1 = new CircleGenerator(); generator1.SetPowerLevel(2); //Changed to 2 Generator generator2 = new TriangleGenerator(); generator2.SetPowerLevel(2); Generator generator3 = new TriangleGenerator(); generator3.SetPowerLevel(2); Generator generator4 = new RectangleGenerator(); generator4.SetPowerLevel(2); Generator generator5 = new RectangleGenerator(); generator5.SetPowerLevel(0); generators = new List <Generator>() { generator1, generator2, generator3, generator4, generator5, }; }
public void InstantiateGenerators() { //Velociraptor has 12 stock threshold //Total Power / Perimeter = Stock Threshold //Total Power = 12 * 4500 = 54000 //This one uses the neat Floor(Total Power / Perimeter) to reach threshold. Generator generator1 = new RectangleGenerator(); generator1.SetPowerLevel(1); // 10000 * 2 * 1 = 20000 Generator generator2 = new RectangleGenerator(); generator2.SetPowerLevel(1); // 10000 * 2 * 1 = 20000 Generator generator3 = new OctagonGenerator(); generator3.SetPowerLevel(4); // 2000 * 2 * 4 = 16000 generators = new List <Generator>() { generator1, generator2, generator3 }; }
public void InstantiateGenerators() { Generator generator1 = new CircleGenerator(); generator1.SetPowerLevel(4); Generator generator2 = new TriangleGenerator(); generator2.SetPowerLevel(5); Generator generator3 = new TriangleGenerator(); generator3.SetPowerLevel(2); Generator generator4 = new RectangleGenerator(); generator4.SetPowerLevel(2); Generator generator5 = new RectangleGenerator(); generator5.SetPowerLevel(5); generators = new List <Generator>() { generator1, generator2, generator3, generator4, generator5, }; }
public void InstantiateGenerators() { Generator generator1 = new CircleGenerator(); generator1.SetPowerLevel(5); Generator generator2 = new CircleGenerator(); generator2.SetPowerLevel(1); Generator generator3 = new TriangleGenerator(); generator3.SetPowerLevel(0); // Changed to 0 to meet power threshold Generator generator4 = new TriangleGenerator(); generator4.SetPowerLevel(4); Generator generator5 = new TriangleGenerator(); generator5.SetPowerLevel(1); Generator generator6 = new RectangleGenerator(); generator6.SetPowerLevel(1); Generator generator7 = new RectangleGenerator(); generator7.SetPowerLevel(5); Generator generator8 = new OctagonGenerator(); generator8.SetPowerLevel(8); Generator generator9 = new OctagonGenerator(); generator9.SetPowerLevel(1); Generator generator10 = new OctagonGenerator(); generator10.SetPowerLevel(1); generators = new List <Generator> { generator1, generator2, generator3, generator4, generator5, generator6, generator7, generator8, generator9, generator10 }; }
private void AddOneRectOfBody() { SnakeObj.SnakeBody.Add(new SnakeBodyPart() { BasicRectangle = RectangleGenerator.Generate(RectangleTypes.SnakeBody), Index = ++SnakeObj.MaxIndex, Location = GetLocationForNewPart(SnakeObj.Direction) }); }
public void AddOneRectOfBody(SnakeDirection snakeDirection) { SnakeBodyParts.Add(new SnakeBodyPart() { BasicRectangle = RectangleGenerator.Generate(RectangleTypes.SnakeBody), Index = ++MaxIndex, Location = GetLocationForNewPart(snakeDirection) }); }
public void InstantiateGenerators() { Generator generator1 = new CircleGenerator(); generator1.SetPowerLevel(2); Generator generator2 = new CircleGenerator(); generator2.SetPowerLevel(2); Generator generator3 = new TriangleGenerator(); generator3.SetPowerLevel(2); Generator generator4 = new TriangleGenerator(); generator4.SetPowerLevel(3); Generator generator5 = new TriangleGenerator(); generator5.SetPowerLevel(1); Generator generator6 = new RectangleGenerator(); generator6.SetPowerLevel(5); Generator generator7 = new RectangleGenerator(); generator7.SetPowerLevel(5); Generator generator8 = new OctagonGenerator(); generator8.SetPowerLevel(7); Generator generator9 = new OctagonGenerator(); generator9.SetPowerLevel(2); Generator generator10 = new OctagonGenerator(); generator10.SetPowerLevel(1); generators = new List <Generator> { generator1, generator2, generator3, generator4, generator5, generator6, generator7, generator8, generator9, generator10 }; }
private void rectangleToolStripMenuItem_Click(object sender, EventArgs e) { var ph = new RectangleGenerator() { Changed = changed }; dataModel.AddItem(ph); UpdateList(); }
public static SnakeBodyPart GetDefaultBodyPart() { var bodyPart = new SnakeBodyPart() { BasicRectangle = RectangleGenerator.Generate(RectangleTypes.SnakeBody), Index = 0, Location = new PositionOnBoard(200, 200) }; return(bodyPart); }
protected void Rectangle(RectangleGenerator rectangle) { var kernel = compute.FindKernel("Rectangle"); compute.SetMatrix("_Transform", transform.localToWorldMatrix); compute.SetFloat("_DT", Time.deltaTime); compute.SetFloat("_RectangleWidth", rectangle.Width); compute.SetFloat("_RectangleHeight", rectangle.transform.position.y); compute.SetFloat("_RectangleDepth", rectangle.Depth); KernelGrids(kernel); }
public void GenerateRandomRectangles_GivenCount_ShouldGenerateCountNonEmptyRectangles() { // Arrange var generator = new RectangleGenerator(1, 20, 1, 20); int count = _fixture.Create <int>(); // Act IList <Rectangle> rectangles = generator.GenerateRandomRectangles(count); // Assert rectangles.Count.Should().Be(count); foreach (Rectangle rect in rectangles) { rect.Width.Should().BeGreaterThan(0); rect.Height.Should().BeGreaterThan(0); } }
public void InstantiateGenerators() { Generator generator1 = new RectangleGenerator(); generator1.SetPowerLevel(5); Generator generator2 = new RectangleGenerator(); generator2.SetPowerLevel(5); Generator generator3 = new OctagonGenerator(); generator3.SetPowerLevel(10); generators = new List <Generator>() { generator1, generator2, generator3 }; }
public void InstantiateGenerators() { //Triceratops has 16 stock threshold //Total Power / Perimeter = Stock Threshold //Total Power = 16 * 12000 = 192000 //Oh look, 192000 is pretty close to 200000... I wonder how I can reach that easily. //This one uses the neat Floor(Total Power / Perimeter) to reach threshold. Generator generator1 = new CircleGenerator(); generator1.SetPowerLevel(2); // 50000 * 2 = 100000 Generator generator2 = new TriangleGenerator(); generator2.SetPowerLevel(2); // 15000 * 2 = 30000 Generator generator3 = new TriangleGenerator(); generator3.SetPowerLevel(2); // 15000 * 2 = 30000 Generator generator4 = new RectangleGenerator(); generator4.SetPowerLevel(1); // 10000 * 2 * 1 = 20000 Generator generator5 = new RectangleGenerator(); generator5.SetPowerLevel(1); // 10000 * 2 * 1 = 20000 generators = new List <Generator>() { generator1, generator2, generator3, generator4, generator5, }; }
public void InstantiateGenerators() { Generator generator1 = new RectangleGenerator(); generator1.SetPowerLevel(2); Generator generator2 = new RectangleGenerator(); generator2.SetPowerLevel(0); // Modified above two rectangle generators to meet energy threshold Generator generator3 = new OctagonGenerator(); generator3.SetPowerLevel(10); generators = new List <Generator>() { generator1, generator2, generator3 }; }
public void InstantiateGenerators() { //Changed to Max Level / 2 = 2 Generator generator1 = new RectangleGenerator(); generator1.SetPowerLevel(2); Generator generator2 = new RectangleGenerator(); generator2.SetPowerLevel(0); //Changed to Max Level / 2 = 4 Generator generator3 = new OctagonGenerator(); generator3.SetPowerLevel(4); generators = new List <Generator>() { generator1, generator2, generator3 }; }
private void _generateTerrain() { try { IGenerator generator = null; switch (_configurationManager.Algorithm) { case GeneratorAlgorithm.PerlinNoise: generator = new PerlinNoiseGenerator(GraphicsDevice, Graphics, _configurationManager.Parameters); break; case GeneratorAlgorithm.Hill: generator = new HillAlgorithmGenerator(GraphicsDevice, Graphics, _configurationManager.Parameters); break; case GeneratorAlgorithm.Random: generator = new RandomGenerator(GraphicsDevice, Graphics, _configurationManager.Parameters); break; case GeneratorAlgorithm.Rectangle: generator = new RectangleGenerator(GraphicsDevice, Graphics, _configurationManager.Parameters); break; case GeneratorAlgorithm.Voronoi: generator = new VoronoiGenerator(GraphicsDevice, Graphics, _configurationManager.Parameters); break; case GeneratorAlgorithm.SimplexNoise: generator = new SimplexNoise(GraphicsDevice, Graphics, _configurationManager.Parameters); break; case GeneratorAlgorithm.DiamondSquare: generator = new DiamondSquareGenerator(GraphicsDevice, Graphics, _configurationManager.Parameters); break; case GeneratorAlgorithm.RandomWalk: generator = new RandomWalkGenerator(GraphicsDevice, Graphics, _configurationManager.Parameters); break; case GeneratorAlgorithm.DrunkardWalk: generator = new DrunkardWalk(GraphicsDevice, Graphics, _configurationManager.Parameters); break; default: throw new NotImplementedException("Unknown algorithm"); } if (generator == null) { throw new NullReferenceException("Generator cannot be null"); } var timeStart = System.DateTime.Now; Scene.AddObjectToRender(generator.Generate()); Logger.Log.Info("Generated time = " + (DateTime.Now - timeStart).TotalMilliseconds + " ms for " + _configurationManager.Algorithm.ToString()); } catch (Exception e) { Logger.Log.Error(e); throw; } }
protected override AnimationSet getAnimSet() { return(RectangleGenerator.getRectangleAnimSet(30, (Constants.groundHeight - Constants.airHeight) + 50)); }
public void InstantiateGenerators() { //T-Rex has 20 stock threshold //Total Power / Perimeter = T-Rex Stock Threshold //Total Power = 20 * 15000 = 300000 //Circle Generator maximum is 2 Generator generator1 = new CircleGenerator(); generator1.SetPowerLevel(2); // 50000 * 2 = 100000 Generator generator2 = new CircleGenerator(); generator2.SetPowerLevel(2); // 50000 * 2 = 100000 //Triangle Generator Max level is 3 Generator generator3 = new TriangleGenerator(); generator3.SetPowerLevel(2); // 15000 * 2 // These work well. Generator generator4 = new TriangleGenerator(); generator4.SetPowerLevel(2); // 15000 * 2 Generator generator5 = new TriangleGenerator(); generator5.SetPowerLevel(0); // 15000 * 0 Generator generator6 = new RectangleGenerator(); generator6.SetPowerLevel(1); // 10000 * 2 * 1 = 20000 Generator generator7 = new RectangleGenerator(); generator7.SetPowerLevel(1); // 10000 * 2 * 1 = 20000 //8 Max Generator generator8 = new OctagonGenerator(); generator8.SetPowerLevel(0); // 2000 * 2 * 0 = 0 Generator generator9 = new OctagonGenerator(); generator9.SetPowerLevel(0); // 2000 * 0 = 0 Generator generator10 = new OctagonGenerator(); generator10.SetPowerLevel(0); // 2000 * 0 = 0 generators = new List <Generator> { generator1, generator2, generator3, generator4, generator5, generator6, generator7, generator8, generator9, generator10 }; }
protected override AnimationSet getAnimSet() { return(RectangleGenerator.getRectangleAnimSet(50, 50)); }