private void LoadDots() //this loads in the dot and bounds. { if (_gameContainer.DotList !.Count == 0) { throw new BasicBlankException("Should have initialized dots first. Rethink"); } int z = 0; var dotSize = GetActualSize(10, 10); float currentHiddenLeft; float currentHiddenTop; float diffs = _spaceHeight - _squareHeight; float currentTop; float currentLeft; var bigHeight = GetActualSize(40, 40); currentHiddenTop = diffs + _whiteRect.Location.Y - diffs; currentTop = diffs + _whiteRect.Location.Y; for (int x = 1; x <= 8; x++) { currentHiddenLeft = _whiteRect.Location.X - diffs; currentLeft = diffs + _whiteRect.Location.X; for (int y = 1; y <= 8; y++) { z++; DotInfo thisDot = _gameContainer.DotList[z]; thisDot.Dot = SKRect.Create(currentLeft, currentTop, dotSize.Width, dotSize.Height); thisDot.Bounds = SKRect.Create(currentLeft - (bigHeight.Width / 3), currentTop - (bigHeight.Height / 3), bigHeight.Width, bigHeight.Height); currentLeft += _spaceHeight; currentHiddenLeft += _spaceHeight; } currentTop += _spaceHeight; currentHiddenTop += _spaceHeight; } }
private static void InitDots(ConnectTheDotsGameContainer gameContainer) { gameContainer.DotList = new System.Collections.Generic.Dictionary <int, DotInfo>(); for (int x = 1; x <= 8; x++) { for (int y = 1; y <= 8; y++) { DotInfo thisDot = new DotInfo(); thisDot.Row = x; thisDot.Column = y; gameContainer.DotList.Add(gameContainer.DotList.Count + 1, thisDot); } } }