本文整理汇总了C#中System.Point.Add方法的典型用法代码示例。如果您正苦于以下问题:C# Point.Add方法的具体用法?C# Point.Add怎么用?C# Point.Add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类System.Point
的用法示例。
在下文中一共展示了Point.Add方法的6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: Install
public void Install(BaseChip chip, Point point)
{
chips[point] = chip;
if (pointsToNames.ContainsKey(point)) {
chip.Name = pointsToNames[point];
}
foreach (var dir in Direction.Enumerate()) {
var other = GetChip(point.Add(dir));
var rw1 = chip.CustomRW() ?? other.CustomRW() ?? new BufferRW();
var rw2 = chip.CustomRW() ?? other.CustomRW() ?? new BufferRW();
var channel = new Channel(rw1, rw2);
chip.Connections[dir.Name] = channel.Terminal2;
other.Connections[dir.Opposite] = channel.Terminal1;
}
}
示例2: Process
public void Process(int[][] matrix, int rotations)
{
var rows = matrix.Length;
var columns = matrix[0].Length;
var resultMatrix = BuildResultMatrix(columns, rows);
var cycles = Math.Min(rows, columns) / 2;
var topLeft = new Point(0, 0);
var bottomRight = new Point(columns - 1, rows - 1);
for (int i = 0; i < cycles; i++)
{
RotateRectangleInMatrix(matrix, resultMatrix, topLeft, bottomRight, rotations);
topLeft.Add(1, 1);
bottomRight.Add(-1, -1);
}
PrintMatrix(resultMatrix);
}
示例3: Update
public override void Update(DeviceContext context, TargetBase target, DeviceManager deviceManager, Point screenSize, float dt, float elapsedTime)
{
if (AfterStartFreeze)
{
// Player moving
_playerPos =
_playerPos.Add(_playerDir.Mul(_playerSpd).Mul(dt)).Clamp(GamesParams.Margin0.Add(_padSize.Half()),
GamesParams.Margin1.Sub(_padSize.Half()));
// Ball moving
_ballPos = _ballPos.Add(_ballDir.Mul(_ballSpd).Mul(dt));
// Ball collision with borders
if (!_ballPos.IsInside(GamesParams.Margin0.Add(_ballSize.Half()),
GamesParams.Margin1.Sub(_ballSize.Half())))
{
_ballDir.Y = -_ballDir.Y;
if (_ballPos.X < GamesParams.MarginX0 + 0.001f)
{
NewGame();
_gameManager.Die();
return;
}
if (_ballPos.X > GamesParams.MarginX1 - 0.001f)
{
_gameManager.Win(500);
_ballPos = new Point(0.5f, 0.5f);
_ballDir = new Point(1.0f, 0.0f).AddNoise().Normalise();
return;
}
}
_ballPos = _ballPos.Clamp(GamesParams.Margin0.Add(_ballSize.Half()),
GamesParams.Margin1.Sub(_ballSize.Half()));
// Ball collision with player pad
if (_ballPos.IsInside(_playerPos.Sub(_padSize.Half()).Sub(_ballSize.Half()),
_playerPos.Add(_padSize.Half()).Add(_ballSize.Half())))
{
_ballDir.X = 1;
_ballDir.Y = _ballPos.Sub(_playerPos).Y/_padSize.Half().Y;
_ballDir = _ballDir.Normalise();
_ballSpd += _ballSpdInc;
_gameManager.AddPoints(75);
}
// Ball collision with enemy pad
if (_ballPos.IsInside(_enemyPos.Sub(_padSize.Half()).Sub(_ballSize.Half()),
_enemyPos.Add(_padSize.Half()).Add(_ballSize.Half())))
{
_ballDir.X = -1;
_ballDir.Y = _ballPos.Sub(_enemyPos).Y/_padSize.Half().Y;
_ballDir = _ballDir.Normalise();
_ballSpd += _ballSpdInc;
}
// Enemy moving
if (Math.Abs(_ballPos.Y - _enemyPos.Y) < _padSize.Div(3).Y)
{
_enemyDir.Y = 0;
}
else
{
if (_ballPos.Y > _enemyPos.Y)
_enemyDir.Y = 1;
else
_enemyDir.Y = -1;
_enemyPos =
_enemyPos.Add(_enemyDir.Mul(_enemySpd).Mul(dt)).Clamp(GamesParams.Margin0.Add(_padSize.Half()),
GamesParams.Margin1.Sub(_padSize.Half()));
}
}
// Drawing
var playerBox = _playerPos.ToBox(_padSize);
var enemyBox = _enemyPos.ToBox(_padSize);
var ballBox = _ballPos.ToBox(_ballSize);
context.FillRectangle(screenSize.ApplyTo(playerBox), GamesParams.PlayerColor);
context.FillRectangle(screenSize.ApplyTo(enemyBox), GamesParams.EnemyColor);
context.FillRectangle(screenSize.ApplyTo(ballBox), GamesParams.AdditionalColor);
base.Update(context, target, deviceManager, screenSize, dt, elapsedTime);
}
示例4: contructSquare
private void contructSquare(
IList<VertexPositionNormalTexture> verts,
IList<VertexPositionNormalTexture> vertsShadow,
int floor,
Point p,
int[] cornerElevations)
{
var z = floor*4;
var i = verts.Count;
addVertex(verts, z, cornerElevations[1], p, 0, 0); //NW 0
addVertex(verts, z, cornerElevations[3], p, 1, 0); //NE 1
addVertex(verts, z, cornerElevations[0], p, 0, 1); //SW 2
addVertex(verts, z, cornerElevations[0], p, 0, 1); //SW 3
addVertex(verts, z, cornerElevations[3], p, 1, 0); //NE 4
addVertex(verts, z, cornerElevations[2], p, 1, 1); //SE 5
if (!CanMoveHere(floor, p, p.Add(0, -1)))
addSide(vertsShadow, verts[i + 1].Position, verts[i].Position, Vector3.ForwardRH);
if (!CanMoveHere(floor, p, p.Add(0, 1)))
addSide(vertsShadow, verts[i + 2].Position, verts[i + 5].Position, Vector3.BackwardRH);
if (!CanMoveHere(floor, p, p.Add(1, 0)))
addSide(vertsShadow, verts[i + 1].Position, verts[i + 5].Position, Vector3.Left);
if (!CanMoveHere(floor, p, p.Add(-1, 0)))
addSide(vertsShadow, verts[i].Position, verts[i + 2].Position, Vector3.Right);
}
示例5: GetPosition
public static Point<int> GetPosition(Point<int> position, Point<int> point)
{ return position.Add(point); }
示例6: Update
public override void Update(DeviceContext context, TargetBase target, DeviceManager deviceManager, Point screenSize, float dt, float elapsedTime)
{
if (AfterStartFreeze)
{
_timeToNextPossibleShoot -= dt;
if (_isShootButtonPressed && _timeToNextPossibleShoot <= 0)
{
var p = _playerPos.Sub(new Point(0, 0.01f));
_bulletPos.Add(p);
_timeToNextPossibleShoot = ShootInterval;
}
// Player moving
_playerPos =
_playerPos.Add(_playerDir.Mul(PlayerSpd).Mul(dt)).Clamp(GamesParams.Margin0.Add(_playerSize.Half()),
GamesParams.Margin1.Sub(_playerSize.Half()));
// Enemies
for (var e = 0; e < _enemyPos.Count; ++e)
{
var enemyPos = _enemyPos[e];
// Enemy reach bottom line
_enemyPos[e] = enemyPos.Add(_enemyDir.Mul(EnemySpd).Mul(dt));
enemyPos = _enemyPos[e];
if (enemyPos.IsInside(GamesParams.Margin0.Sub(_enemySize.Half()).Add(new Point(0, 1)),
GamesParams.Margin1.Add(_enemySize.Half()).Add(new Point(0, 1))))
{
AddEnemy(e);
AddEnemy();
AddEnemy();
}
// Enemy collision with player
if (enemyPos.IsInside(_playerPos.Sub(_playerSize.Half()).Sub(_playerSize.Half()),
_playerPos.Add(_playerSize.Half()).Add(_playerSize.Half())))
{
NewGame();
_gameManager.Die();
return;
}
}
// Bullet moving
for (var i = 0; i < _bulletPos.Count; ++i)
{
var bulletPos = _bulletPos[i];
_bulletPos[i] = bulletPos.Add(_bulletDir.Mul(BulletSpd).Mul(dt));
bulletPos = _bulletPos[i];
// Bullet collision with borders
if (!bulletPos.IsInside(GamesParams.Margin0.Sub(_bulletSize.Half()),
GamesParams.Margin1.Add(_bulletSize.Half())))
{
_bulletPos.RemoveAt(i);
}
// Bullet collision with enemies
for (var e = 0; e < _enemyPos.Count; ++e)
{
var enemyPos = _enemyPos[e];
if (bulletPos.IsInside(enemyPos.Sub(_enemySize.Half()).Sub(_bulletSize.Half()),
enemyPos.Add(_enemySize.Half()).Add(_bulletSize.Half())))
{
_bulletPos.RemoveAt(i);
AddEnemy(e);
AddEnemy();
_gameManager.AddPoints(50);
break;
}
}
}
}
// Drawing
foreach (var bullet in _bulletPos)
{
var ballBox = bullet.ToBox(_bulletSize);
context.FillRectangle(screenSize.ApplyTo(ballBox), GamesParams.AdditionalColor);
}
foreach (var enemy in _enemyPos)
{
var box = enemy.ToBox(_enemySize);
if (box.Left > GamesParams.MarginX1 || box.Right < GamesParams.MarginX0 || box.Bottom < GamesParams.MarginY0 || box.Top > GamesParams.MarginY1)
continue;
if (box.Left < GamesParams.MarginX0)
box.Left = GamesParams.MarginX0;
if (box.Right > GamesParams.MarginX1)
box.Right = GamesParams.MarginX1;
if (box.Top < GamesParams.MarginY0)
box.Top = GamesParams.MarginY0;
if (box.Bottom > GamesParams.MarginY1)
box.Bottom = GamesParams.MarginY1;
context.FillRectangle(screenSize.ApplyTo(box), GamesParams.EnemyColor);
}
//.........这里部分代码省略.........