public void Randomize() { var random = new PseudoRandom(); for (int x = 0; x < width; x++) for (int y = 0; y < height; y++) currentWorld[x, y] = random.Get(0, 3) == 1; }
public Chunk(int gridSize, float blockSize, Color color) : base(new Rectangle( new Vector2D(blockSize * (int)(gridSize / 2.0f), blockSize * (int)(gridSize / 2.0f)), new Size(blockSize)), color) { this.gridSize = gridSize; this.blockSize = blockSize; RenderLayer = 2; random = new PseudoRandom(); }
public void RandomFloatSanityTest() { var random = new PseudoRandom(); const int Max = 10; var wasChosen = new bool[Max]; const int Trials = Max * 1000; for (int i = 0; i < Trials; i++) wasChosen[(int)random.Get(0.0f, Max)] = true; for (int i = 0; i < Max; i++) Assert.IsTrue(wasChosen[i]); }
public GameScreen() { currentLevelIndex = -1; randomizer = new PseudoRandom(); SetViewportBackground("GameBackground"); var font = ContentLoader.Load<Font>("Tahoma30"); currentLevelFontText = new FontText(font, "", Rectangle.FromCenter(new Vector2D(0.5f, DrawArea.Top + 0.079f), new Size(0.6f,0.3f))); nextLevel = new NextLevelScreen(); CreateImageContainersForRiddle(); CreateDisplayCharacterButtons(); CreateLevels(); }
public void CreateLogos() { var randomizer = new PseudoRandom(); var factory = new LogoFactory(Resolve<ScreenSpace>()); var logos = new List<Logo>(); var n = randomizer.Get(10, 100); for (int i = 0; i < n; i++) { var logo = factory.Create(); if (logo != null) logos.Add(logo); } Assert.IsTrue(logos.Count == n); }
public void CheckIBlockAppearsATenthOfTheTime(Type resolver) { Start(resolver, (BlocksContent content) => { int count = 0; var random = new PseudoRandom(); for (int i = 0; i < 10000; i++) { var block = new Block(content, random, Point.Zero); if (block.ToString() == "OOOO/..../..../...." || block.ToString() == "O.../O.../O.../O...") count++; } Assert.AreEqual(1000, count, 70); }); }
public void RandomlySpawn() { var random = new PseudoRandom(); int x = random.Get(0, width); int y = random.Get(0, height); base[x, y] = true; if (x + 1 < width && random.Get(0, 2) == 1) base[x + 1, y] = true; if (y + 1 < height && random.Get(0, 2) == 1) base[x, y + 1] = true; }
public override Sprite GetBrickAt(float x, float y) { if (time.CheckEvery(2)) { var random = new PseudoRandom(); var brick = bricks[random.Get(0, rows), random.Get(0, columns)]; if (brick != null && !brick.IsVisible) { brick.IsVisible = true; renderer.Add(brick); } } return base.GetBrickAt(x, y); }