当前位置: 首页>>代码示例>>C#>>正文


C# Generator.Start方法代码示例

本文整理汇总了C#中Generator.Start方法的典型用法代码示例。如果您正苦于以下问题:C# Generator.Start方法的具体用法?C# Generator.Start怎么用?C# Generator.Start使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在Generator的用法示例。


在下文中一共展示了Generator.Start方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: buttonGenerate_Click

        // --------------------------------------------------------------------------------
        // Event Handlers
        private void buttonGenerate_Click(object sender, EventArgs e)
        {
            this.buttonGenerate.Enabled = false;
            this.checkBoxRealTime.Enabled = false;
            this.buttonViewFloorDown.Enabled = false;
            this.buttonViewFloorUp.Enabled = false;

            // initialize a new maze using sizes specified
            this.maze = new Maze3D((int)this.numericUpDownWidth.Value, (int)this.numericUpDownHeight.Value, (int)this.numericUpDownLevels.Value);

            // create the bitmaps for rendering each level of the maze
            this.floorLevelBitmap = new Bitmap[this.maze.Levels];
            for (int floorIndex = 0; floorIndex < this.maze.Levels; floorIndex++)
            {
                this.floorLevelBitmap[floorIndex] = new Bitmap(this.maze.Width * cellSize + 2 * offsetX, this.maze.Height * cellSize + 2 * offsetY);
            }

            // create the ungenerated floors of the maze
            InitializeMazeLevelBitmaps();
            this.viewLevel = 1;
            this.pictureBoxCanvas.Image = this.floorLevelBitmap[this.viewLevel - 1];
            if (this.checkBoxRealTime.Checked)
            {
                this.labelViewingFloor.Enabled = true;
                this.pictureBoxCanvas.Visible = true;
                this.setLevelViewButtons();
            }
            else
            {
                this.labelViewingFloor.Enabled = false;
                this.pictureBoxCanvas.Visible = false;
                this.labelViewingFloor.Text = "Viewing Floor: none";
            }

            // set up the tool strip lable and progress bar
            int generatorSteps = this.maze.Width * this.maze.Height * this.maze.Levels;
            this.toolStripProgressBar1.Maximum = generatorSteps;
            this.toolStripProgressBar1.Value = 0;
            this.toolStripProgressBar1.Visible = true;
            int generatorStepCount = 1;
            this.toolStripStatusLabel2.Visible = true;
            this.toolStripStatusLabel2.Text = "Generating maze...0%";

            // create the maze generator and provide it a reference to the maze it will operate upon
            Generator generator = new Generator(this.maze);

            // start the maze generator in manual step mode
            bool generating = generator.Start();
            while (generating)
            {
                var stepResult = generator.Step();
                Cell changedCell = stepResult.Item1;
                string changedWall = stepResult.Item2;

                if (changedCell != null)
                    this.toolStripStatusLabel1.Text = String.Format("Cell: ({0}, {1}, {2})", changedCell.X, changedCell.Y, changedCell.Z);

                switch (changedWall)
                {
                    case "Floor":
                        using (Graphics bitmapGraphics = Graphics.FromImage(this.floorLevelBitmap[changedCell.Z]))
                        {
                            bitmapGraphics.DrawLine(Pens.Red, this.offsetX + cellSize * changedCell.X + cellSize / 2,
                                                              this.offsetY + cellSize * changedCell.Y + cellSize / 4,
                                                              this.offsetX + cellSize * changedCell.X + cellSize / 2,
                                                              this.offsetY + cellSize * changedCell.Y + 3 * cellSize / 4);
                            bitmapGraphics.DrawLine(Pens.Red, this.offsetX + cellSize * changedCell.X + cellSize / 2,
                                                              this.offsetY + cellSize * changedCell.Y + 3 * cellSize / 4,
                                                              this.offsetX + cellSize * changedCell.X + cellSize / 2 - 3,
                                                              this.offsetY + cellSize * changedCell.Y + 3 * cellSize / 4 - 3);
                            bitmapGraphics.DrawLine(Pens.Red, this.offsetX + cellSize * changedCell.X + cellSize / 2,
                                                              this.offsetY + cellSize * changedCell.Y + 3 * cellSize / 4,
                                                              this.offsetX + cellSize * changedCell.X + cellSize / 2 + 3,
                                                              this.offsetY + cellSize * changedCell.Y + 3 * cellSize / 4 - 3);
                        }
                        using (Graphics bitmapGraphics = Graphics.FromImage(this.floorLevelBitmap[changedCell.Z - 1]))
                        {
                            bitmapGraphics.DrawLine(Pens.Blue, this.offsetX + cellSize * changedCell.X + cellSize / 2,
                                                              this.offsetY + cellSize * changedCell.Y + cellSize / 4,
                                                              this.offsetX + cellSize * changedCell.X + cellSize / 2,
                                                              this.offsetY + cellSize * changedCell.Y + 3 * cellSize / 4);
                            bitmapGraphics.DrawLine(Pens.Blue, this.offsetX + cellSize * changedCell.X + cellSize / 2,
                                                              this.offsetY + cellSize * changedCell.Y + cellSize / 4,
                                                              this.offsetX + cellSize * changedCell.X + cellSize / 2 - 3,
                                                              this.offsetY + cellSize * changedCell.Y + cellSize / 4 + 3);
                            bitmapGraphics.DrawLine(Pens.Blue, this.offsetX + cellSize * changedCell.X + cellSize / 2,
                                                              this.offsetY + cellSize * changedCell.Y + cellSize / 4,
                                                              this.offsetX + cellSize * changedCell.X + cellSize / 2 + 3,
                                                              this.offsetY + cellSize * changedCell.Y + cellSize / 4 + 3);
                        }
                        break;
                    case "North":
                        using (Graphics bitmapGraphics = Graphics.FromImage(this.floorLevelBitmap[changedCell.Z]))
                        {
                            bitmapGraphics.DrawLine(Pens.LightGray, this.offsetX + (cellSize * changedCell.X) + 1,
                                                                    this.offsetY + (cellSize * changedCell.Y),
                                                                    this.offsetX + (cellSize * changedCell.X) + cellSize - 1,
                                                                    this.offsetY + (cellSize * changedCell.Y));
//.........这里部分代码省略.........
开发者ID:akiaz,项目名称:Neptune,代码行数:101,代码来源:MazeViewer.cs


注:本文中的Generator.Start方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。