public Snake(Canvas board, int Height, int Width) { this.board = board; width = Width; height = Height; Random pos = new Random(); this.Body = new List <BodyPart>(); for (int i = 1; i <= lenght; i++) { if (this.Body.Count == 0) { this.Body.Add(new BodyPart(pos.Next(5, Width), pos.Next(5, Height))); } else { this.Body.Add(new BodyPart(this.Head.position.x, this.Head.position.y + i * 20)); } } status = state.alive; CurrentOrientation = orientation.up; this.hasEaten += Eating; this.hasGrown += Growing; this.hasDied += Dying; this.hasOverlapped += Overlapping; }
static void Main(string[] args) { byte directionByte; string directionString; orientation myDirection = orientation.north; WriteLine($"myDirection = {myDirection}"); directionByte = (byte)myDirection; directionString = Convert.ToString(myDirection); WriteLine($"byte equivalent = {directionByte}"); WriteLine($"string equivalent = {directionString}"); byte myByte = 5; myDirection = (orientation)myByte; WriteLine($"myDirection = {myDirection}"); myDirection = (orientation)Enum.Parse(typeof(orientation), "east"); WriteLine($"myDirection = {myDirection}"); byte x = (byte)Enum.Parse(typeof(orientation), "south"); WriteLine($"x = {x}"); ReadKey(); }
public void update(SFML.Graphics.RenderWindow window, orientation orientation, List<IObject> list, Stopwatch touch, Stopwatch shot) { if (orientation == orientation.vertical) _sprite.Position = new SFML.Window.Vector2f(_sprite.Position.X, _sprite.Position.Y + 0.05f + (_fireRate / 10)); else if (orientation == orientation.horizontal) _sprite.Position = new SFML.Window.Vector2f(_sprite.Position.X + 0.05f + (_fireRate / 10), _sprite.Position.Y); for (var x = 0; x < list.Count; x++) { if (list[x].isEnemy()) { if ((orientation == orientation.vertical && (list[x]._sprite.Position.X <= _sprite.Position.X && _sprite.Position.X <= list[x]._sprite.Position.X + 32) && list[x]._sprite.Position.Y > _sprite.Position.Y) || (orientation == orientation.horizontal && (list[x]._sprite.Position.Y <= _sprite.Position.Y && _sprite.Position.Y <= list[x]._sprite.Position.Y + 32) && list[x]._sprite.Position.X < _sprite.Position.X)) { list.RemoveAt(x); list.Remove(this); } } } }
static void Main(string[] args) { byte directionByte; string directionString; orientation myDirection = orientation.north; WriteLine($"myDirection = {myDirection}"); directionByte = (byte)myDirection; directionString = Convert.ToString(myDirection); // Or directionString = myDirection.ToString(); WriteLine($"byte equivalent = {directionByte}"); WriteLine($"string equivalent = {directionString}"); myDirection = (orientation)3; WriteLine($"byte -> orientation type: 3 -> {myDirection}"); directionString = "west"; myDirection = (orientation)Enum.Parse(typeof(orientation), directionString); WriteLine($"string -> orientation type: \"west\" -> {myDirection}"); ReadKey(); }
public void direction_key(orientation key) { Figure change_matrix; switch (key) { case (orientation.down): change_matrix = new Figure(figure1.move(0, 1)); moved_down = true; break; case (orientation.up): change_matrix = new Figure(figure1.move()); moved_down = false; break; case (orientation.right): change_matrix = new Figure(figure1.move(1, 0)); moved_down = false; break; case (orientation.left): change_matrix = new Figure(figure1.move(-1, 0)); moved_down = false; break; default: change_matrix = figure1; moved_down = false; break; } handle_changes(field1, change_matrix, figure1); }
private void drawSelfArrow(int state, orientation or, Pen pen) { pen.Width = 7F; pen.EndCap = LineCap.ArrowAnchor; Point location = statePosition[state]; switch (or) { case orientation.North: location.X -= 15; location.Y -= 40; g.DrawArc(pen, location.X, location.Y, 40F, 40F, 180F, 200F); break; case orientation.South: location.X -= 15; g.DrawArc(pen, location.X, location.Y, 40F, 40F, 180F, -200F); break; case orientation.East: location.Y -= 20; g.DrawArc(pen, location.X, location.Y, 40F, 40F, 260F, 200F); break; case orientation.West: break; } }
static void Main(string[] args) { orientation myDirection = orientation.north; Console.WriteLine("myDirection = {0}", myDirection); Console.ReadKey(); }
private static forIntersectionPoint intersect_(edge e1, edge e2, out double t) { point a = e1.source; point b = e1.dest; point c = e2.source; point d = e2.dest; point n = new point(d.y - c.y, c.x - d.x); double denom = dotProduct(n, new point(b.x - a.x, b.y - a.y)); if (denom == 0) { t = double.MaxValue; orientation aclass = classify(e1.source, e2); if (aclass == orientation.Left || aclass == orientation.Right) { return(forIntersectionPoint.Parallel); } else { return(forIntersectionPoint.Collinear); } } double num = dotProduct(n, new point(a.x - c.x, a.y - c.y)); t = -num / denom; return(forIntersectionPoint.Skew); }
public sensor(double input, int dir, int[,] grid) { this.grid = grid; switch (dir) { case 0: orientationState = orientation.Up; break; case 1: orientationState = orientation.Down; break; case 2: orientationState = orientation.Right; break; case 3: orientationState = orientation.Left; break; default: orientationState = orientation.Up; break; } if (input > 100 || input < 0) { input = 1; } battery = 100; drainRate = input; state = true; }
public void Show() { Console.WriteLine(@" С учетом приведенного ниже определения для типа перечисления orientation напишите приложение, использующее технологию структурной обработки исключений (SEH) для безопасного приведения переменной типа byte к orientation. (Примечание: принудительную генерацию исключений можно выполнить с помощью ключевого слова checked, как указано ниже в примере. Обязательно используйте этот код в приложении.) "); Console.WriteLine("The values from 1 to 4 provide programm wright work,\nand other value get exeption\n"); for (byte i = 1; i <= Enum.GetNames(typeof(orientation)).Length; i++) { myByte = i; try { myDirection = checked ((orientation)myByte); if (myDirection > orientation.west || myDirection < orientation.north) { throw new InvalidCastException("Faild convertion!"); } else { Console.WriteLine("No exeption of type conversion of byte \"{0}\" to orientation \"{1}\"\n", myByte, myDirection); } } catch (InvalidCastException e) { Console.WriteLine("Exeption: {0}\n", e.ToString()); } } }
static void Main(string[] args) { byte DirectionByte; string DirectionString; orientation myDirection = orientation.north; WriteLine($"myDirection = {myDirection}"); DirectionByte = (byte)myDirection; DirectionString = myDirection.ToString(); WriteLine($"byte equivalent = {DirectionByte}"); WriteLine($"string equivalent = {DirectionString}"); // loop enum values foreach (var i in Enum.GetValues(typeof(orientation))) { Console.WriteLine(i); } foreach (ConsoleColor color in Enum.GetValues(typeof(ConsoleColor))) { Console.ForegroundColor = color; Console.WriteLine($"Foreground Color set to {color}"); } Console.WriteLine(typeof(System.ComponentModel.DisplayNameAttribute)); }
public void update(SFML.Graphics.RenderWindow window, orientation orientation, List <IObject> list, Stopwatch touch, Stopwatch shot) { if (orientation == orientation.vertical) { _sprite.Position = new SFML.Window.Vector2f(_sprite.Position.X, _sprite.Position.Y + 0.05f + (_fireRate / 10)); } else if (orientation == orientation.horizontal) { _sprite.Position = new SFML.Window.Vector2f(_sprite.Position.X + 0.05f + (_fireRate / 10), _sprite.Position.Y); } for (var x = 0; x < list.Count; x++) { if (list[x].isEnemy()) { if ((orientation == orientation.vertical && (list[x]._sprite.Position.X <= _sprite.Position.X && _sprite.Position.X <= list[x]._sprite.Position.X + 32) && list[x]._sprite.Position.Y > _sprite.Position.Y) || (orientation == orientation.horizontal && (list[x]._sprite.Position.Y <= _sprite.Position.Y && _sprite.Position.Y <= list[x]._sprite.Position.Y + 32) && list[x]._sprite.Position.X < _sprite.Position.X)) { list.RemoveAt(x); list.Remove(this); } } } }
/* * Precondition:string and double * Postcondition:filename is str and 2d array copies the file,double sets the drainRate for the battery for the sensor */ public robot(string str, double drainRate) { if (str == null) { throw new ArgumentNullException("invalid file"); } orientationState = orientation.Up; filename = str; grid = new int[SIZE, SIZE]; count = 0; upSensor = new sensor(drainRate, 0, grid); downSensor = new sensor(drainRate, 1, grid); rightSensor = new sensor(drainRate, 2, grid); leftSensor = new sensor(drainRate, 3, grid); nAct = new actuator(0); sAct = new actuator(1); eAct = new actuator(2); wAct = new actuator(3); rCoord = 5; cCoord = 5; state = true; string text = System.IO.File.ReadAllText(filename); string ss = text.Replace("\n", " "); ss = string.Join(" ", ss.Split(new char[] { ' ' }, StringSplitOptions.RemoveEmptyEntries)); string[] arr = ss.Split(' '); for (int r = 0; r <= 10; r++) { for (int c = 0; c <= 10; c++) { grid[r, c] = Int32.Parse(arr[count]);; count++; } } }
public void Show() { Console.WriteLine(@" С учетом приведенного ниже определения для типа перечисления orientation напишите приложение, использующее технологию структурной обработки исключений (SEH) для безопасного приведения переменной типа byte к orientation. (Примечание: принудительную генерацию исключений можно выполнить с помощью ключевого слова checked, как указано ниже в примере. Обязательно используйте этот код в приложении.) "); Console.WriteLine("The values from 1 to 4 provide programm wright work,\nand other value get exeption\n"); for (byte i = 1; i <= Enum.GetNames(typeof(orientation)).Length; i++) { myByte = i; try { myDirection = checked((orientation)myByte); if (myDirection > orientation.west || myDirection < orientation.north) { throw new InvalidCastException("Faild convertion!"); } else { Console.WriteLine("No exeption of type conversion of byte \"{0}\" to orientation \"{1}\"\n", myByte, myDirection); } } catch (InvalidCastException e) { Console.WriteLine("Exeption: {0}\n", e.ToString()); } } }
void Start() { _footmanAnimator = GetComponent <Animator> (); FootmanOrientation = (footman.orientation)Random.Range(0, 7); _setCurrentAnimation(); _selectedImage = transform.GetChild(0).GetChild(0).gameObject.GetComponent <Image>(); }
public Node(worldObject _thing, terrainType _walk, Vector3Int _worldPos, orientation _dir) { placedThing = _thing; walkable = _walk; worldSpacePosition = _worldPos; texture = 1; direction = _dir; }
public void update(SFML.Graphics.RenderWindow window, orientation orientation, List<IObject> list, Stopwatch touch, Stopwatch shot) { if (orientation == orientation.vertical) _sprite.Position = new SFML.Window.Vector2f(_sprite.Position.X, _sprite.Position.Y + 0.03f); else if (orientation == orientation.horizontal) _sprite.Position = new SFML.Window.Vector2f(_sprite.Position.X + 0.03f, _sprite.Position.Y); if (_sprite.Position.X > window.Size.X || _sprite.Position.Y > window.Size.Y) list.Remove(this); }
public Area(int x, int y, int h, int w, orientation or, buildingTypeEnum areaType) { this.height = h; this.width = w; this.x = x; this.y = y; this.dir = or; this.areaType = areaType; this.depth = 1; }
public Area(int x, int y, int h, int w, orientation or, int depth) { this.height = h; this.width = w; this.x = x; this.y = y; this.dir = or; this.areaType = buildingTypeEnum.BUILDING; this.depth = depth; }
// Use this for initialization void Start() { building = ObjectToCreate.GetComponent <Building>(); Dimension = building.getDimensions(); _orientation = orientation.South; this.GetComponent <MeshFilter>().sharedMesh = ObjectToCreate.GetComponent <MeshFilter>().sharedMesh; transform.localScale = ObjectToCreate.transform.localScale; _orientation = orientation.South; }
// Update is called once per frame void FixedUpdate() { //print (reciever.isReady ()); if (reciever.isReady()) { print("Ready"); orientation pos = reciever.getOrientation(); rb.position = new Vector3(pos.xPos, rb.position.y, pos.yPos); rb.rotation = Quaternion.Euler(0, pos.angle, 0); pushPosition(); rb.velocity = calcVelocity(); } }
static void Main(string[] args) { sbyte orienSbyte; string myOrien; orientation myOrientation = orientation.east; Console.WriteLine($"The direction = {myOrientation}\n"); orienSbyte = (sbyte)myOrientation; Console.WriteLine($"My direction index = {orienSbyte}\n"); myOrien = Convert.ToString(myOrientation); Console.WriteLine($"Orientation associated with this index = {myOrien}"); Console.ReadKey(); }
static void Main(string[] args) { byte directionByte; string directionString; orientation myDirection = orientation.north; WriteLine($"myDirection = {myDirection}"); directionByte = (byte)myDirection; directionString = Convert.ToString(myDirection); WriteLine($"byte equivalent = {directionByte}"); WriteLine($"string equivalent = {directionString}"); ReadKey(); }
static void Main(string[] args) { byte directionByte; string directionString; orientation myDirection = orientation.north; Console.WriteLine("myDirection = {0}", myDirection); directionByte = (byte)myDirection; directionString = Convert.ToString(myDirection); Console.WriteLine("byte equivalent = {0}", directionByte); Console.WriteLine("string equivalent = {0}", directionString); Console.ReadKey(); }
private Orientation Translate(orientation orientation) { switch (orientation) { case orientation.vertical: return(Orientation.Vertical); case orientation.horizontal: return(Orientation.Horizontal); default: throw new ArgumentOutOfRangeException(nameof(orientation), orientation, null); } }
public void Update(SFML.Graphics.RenderWindow window, orientation orientation, List <IObject> list, Stopwatch touch, Stopwatch shot) { if (SFML.Window.Keyboard.IsKeyPressed(SFML.Window.Keyboard.Key.Left) && (_sprite.Position.X - 0.1f > 0)) { _sprite.Position = new SFML.Window.Vector2f(_sprite.Position.X - 0.1f, _sprite.Position.Y); } else if (SFML.Window.Keyboard.IsKeyPressed(SFML.Window.Keyboard.Key.Right) && (_sprite.Position.X + 0.1f < window.Size.X - 32)) // !!! Moins la taille du sprite { _sprite.Position = new SFML.Window.Vector2f(_sprite.Position.X + 0.1f, _sprite.Position.Y); } else if (SFML.Window.Keyboard.IsKeyPressed(SFML.Window.Keyboard.Key.Up) && (_sprite.Position.Y - 0.1f > 0)) { _sprite.Position = new SFML.Window.Vector2f(_sprite.Position.X, _sprite.Position.Y - 0.1f); } else if (SFML.Window.Keyboard.IsKeyPressed(SFML.Window.Keyboard.Key.Down) && (_sprite.Position.Y + 0.1f < window.Size.Y - 32)) { _sprite.Position = new SFML.Window.Vector2f(_sprite.Position.X, _sprite.Position.Y + 0.1f); } if (SFML.Window.Keyboard.IsKeyPressed(SFML.Window.Keyboard.Key.Space)) { if (touch.ElapsedMilliseconds >= 200) { list.Add(new Shot(_sprite.Position, _userShipData._weaponSprite, _userShipData._damage, _userShipData._fireRate)); touch.Restart(); } } for (var x = 0; x < list.Count; x++) { if (list[x].isEnemy()) { if (list[x]._sprite.Position.X <= _sprite.Position.X && _sprite.Position.X <= list[x]._sprite.Position.X + 32 && list[x]._sprite.Position.Y <= _sprite.Position.Y && _sprite.Position.Y <= list[x]._sprite.Position.Y + 32) { if (shot.ElapsedMilliseconds >= 200) { _life--; if (_life <= 0) { list.Remove(this); } shot.Restart(); } } } } }
//what is the neighbour of this grid if I move at orientation o? public grid_node get_neighbour(grid_node n, orientation o) { V2Int nb_pos = n.grid_position + (V2Int)orient[o]; grid_node nb = nodes.Find(such_node => such_node.grid_position == nb_pos); if (nb != null) { if (walkable(nb)) { return(nb); } } return(null); }
static void Main(string[] args) { // Commented code is for the second part the of the Try it Out. //byte directionByte; //string directionString; orientation myDirection = orientation.north; Console.WriteLine("myDirection = {0}", myDirection); //directionByte = (byte)myDirection; //directionString = Convert.ToString(myDirection); //Console.WriteLine("byte equivalent = {0}", directionByte); //Console.WriteLine("string equivalent = {0}", directionString); Console.ReadKey(); }
public void update(SFML.Graphics.RenderWindow window, orientation orientation, List <IObject> list, Stopwatch touch, Stopwatch shot) { if (orientation == orientation.vertical) { _sprite.Position = new SFML.Window.Vector2f(_sprite.Position.X, _sprite.Position.Y + 0.03f); } else if (orientation == orientation.horizontal) { _sprite.Position = new SFML.Window.Vector2f(_sprite.Position.X + 0.03f, _sprite.Position.Y); } if (_sprite.Position.X > window.Size.X || _sprite.Position.Y > window.Size.Y) { list.Remove(this); } }
static void Main(string[] args) { byte directionByte; string directionString; orientation myDirection = orientation.north; WriteLine($"myDirection = {myDirection}"); directionByte = (byte)myDirection; // These 2 assignments to string produce the same result. //directionString = Convert.ToString(myDirection); directionString = myDirection.ToString(); WriteLine($"byte equivalent = {directionByte}"); WriteLine($"string equivalent = {directionString}"); ReadKey(); }
static void Main(string[] args) { // Vars byte directionByte; string directionString; // Set the orientation and output it orientation myDirection = orientation.north; WriteLine($"myDirection = {myDirection}"); // Convert the enum to byte and string and output both directionByte = (byte)myDirection; directionString = Convert.ToString(myDirection); WriteLine($"byte equivalent = {directionByte}"); WriteLine($"string equivalent = {directionString}"); }
private void Update() { switch (Input.deviceOrientation) { case DeviceOrientation.LandscapeLeft: lastOrientation = orientation.LANDSCAPELEFT; break; case DeviceOrientation.LandscapeRight: lastOrientation = orientation.LANDSCAPERIGHT; break; case DeviceOrientation.Portrait: lastOrientation = orientation.PORTRAIT; break; } }
public static void Main(string[] args) { double number = 3.14; int number2 = (int)number; float floatingNum = checked ((float)number); Console.WriteLine(Convert.ToString("Hello World!")); orientation direction = orientation.North; Console.WriteLine(Convert.ToString(direction)); Console.WriteLine("This is the number {0}", floatingNum); Console.WriteLine((orientation)2); string myString = "North"; direction = (orientation)Enum.Parse(typeof(orientation), myString); Console.WriteLine(direction); route myRoute; myRoute.direction = orientation.North; myRoute.distance = Convert.ToDouble(Console.ReadLine()); Console.WriteLine("myRoute specifies a direction of {0}" + " and a distance of {1}", myRoute.direction, myRoute.distance); int[] myIntArray1 = { 1, 2, 3, 4 }; int[] myIntArray2 = new int[5]; int[] myIntArray3 = new int[3] { 1, 2, 3 }; const int ArraySize = 3; //must be const if specifying array size int[] myIntArray4 = new int[ArraySize] { 1, 2, 3 }; Console.WriteLine(myIntArray4.Length); string[] names = { "John", "Mike", "Susan" }; foreach (string name in names) { Console.WriteLine(name); } }
public void Update(SFML.Graphics.RenderWindow window, orientation orientation, List<IObject> list, Stopwatch touch, Stopwatch shot) { if (SFML.Window.Keyboard.IsKeyPressed(SFML.Window.Keyboard.Key.Left) && (_sprite.Position.X - 0.1f > 0)) _sprite.Position = new SFML.Window.Vector2f(_sprite.Position.X - 0.1f, _sprite.Position.Y); else if (SFML.Window.Keyboard.IsKeyPressed(SFML.Window.Keyboard.Key.Right) && (_sprite.Position.X + 0.1f < window.Size.X - 32)) // !!! Moins la taille du sprite _sprite.Position = new SFML.Window.Vector2f(_sprite.Position.X + 0.1f, _sprite.Position.Y); else if (SFML.Window.Keyboard.IsKeyPressed(SFML.Window.Keyboard.Key.Up) && (_sprite.Position.Y - 0.1f > 0)) _sprite.Position = new SFML.Window.Vector2f(_sprite.Position.X, _sprite.Position.Y - 0.1f); else if (SFML.Window.Keyboard.IsKeyPressed(SFML.Window.Keyboard.Key.Down) && (_sprite.Position.Y + 0.1f < window.Size.Y - 32)) _sprite.Position = new SFML.Window.Vector2f(_sprite.Position.X, _sprite.Position.Y + 0.1f); if (SFML.Window.Keyboard.IsKeyPressed(SFML.Window.Keyboard.Key.Space)) { if (touch.ElapsedMilliseconds >= 200) { list.Add(new Shot(_sprite.Position, _userShipData._weaponSprite, _userShipData._damage, _userShipData._fireRate)); touch.Restart(); } } for (var x = 0; x < list.Count; x++) { if (list[x].isEnemy()) { if (list[x]._sprite.Position.X <= _sprite.Position.X && _sprite.Position.X <= list[x]._sprite.Position.X + 32 && list[x]._sprite.Position.Y <= _sprite.Position.Y && _sprite.Position.Y <= list[x]._sprite.Position.Y + 32) { if (shot.ElapsedMilliseconds >= 200) { _life--; if (_life <= 0) list.Remove(this); shot.Restart(); } } } } }
public Prbl(int dimx, int dimy, int startx = 5, int starty = 14, orientation starto = orientation.up, int goalx = 30, int goaly = 30) { dx = dimx; dy = dimy; costs = new double[dx , dy ]; for (int i = 0; i < dx; i++) for (int j = 0; j < dy; j++) { costs[i, j] = 1; } for (int o = 0; o < 8; o++) { orientation ori = (orientation)o; states[ori] = new state[dx, dy]; for (int i = 0; i < dx; i++) for (int j = 0; j < dy; j++) { states[ori][i, j] = new state(i, j, double.PositiveInfinity, double.PositiveInfinity, ori);// { x = i, y = j, a = ori }; } } current = states[starto][startx, starty]; goal = states[orientation.down][goalx, goaly]; }