I want to replace the destroyed hexagons with other standing hexagons. Existing hexagons should fall from the top. For example if I destroy (0,2) positioned hexagon in the picture below, the top left hexagon which position of that hexagon is (0,0) should be moved to (0,2) position and i should create a new hexagon and put it on (0,0) which is empty now because we moved the hexagon on (0,0) to (0,2) earlier.
I have a two dimensional array that stores all the references of hexagons with an index of the hexagon's coordinate (x,y).
--IMPORTANT--
Moving the objects is not important. The important part is we have to know which hexagon will be replaced with another. We have to tell the ARRAY that we changed those hexagons and the hexagons that were just moved or created should have exactly one reference in the index of their new (x,y) positions.
VIDEO FOR BETTER EXPLAINING WHAT I WANT TO DO
https://www.youtube.com/watch?v=QYhq0qwFmmY
Any ideas or help would be appreciated!
Hexagon Coordinate system (ignore red arrows)
public void CreateGrid(int gridWidth, int gridHeight)
{
for (int y = 0; y < gridHeight; y++)
{
for (int x = 0; x < gridWidth; x++)
{
GameObject Hexagon = Instantiate(HexagonPre, Vector2.zero, Quaternion.identity, HexGrid);
int RandColor = Random.Range(0, 5);
if (RandColor == 0)
{
Hexagon.GetComponent<SpriteRenderer>().color = Color.blue;
}
else if (RandColor == 1)
{
Hexagon.GetComponent<SpriteRenderer>().color = Color.red;
}
else if (RandColor == 2)
{
Hexagon.GetComponent<SpriteRenderer>().color = Color.green;
}
else if (RandColor == 3)
{
Hexagon.GetComponent<SpriteRenderer>().color = Color.yellow;
}
else if (RandColor == 4)
{
Hexagon.GetComponent<SpriteRenderer>().color = Color.cyan;
}
Vector2 gridPos = new Vector2(x, y);
Hexagon.transform.position = CalcWorldPos(gridPos);
Hexagon.GetComponent<HexCoordinates>().Coordinates = new Vector2Int(x, y);
Hexagon.transform.name = "X: " + x + " | Y: " + y;
}
}
}
Code for destroying hexagons
if (MatchedColors == 2)
{
if(!HexToBeDestroyed.Contains(Hexagons[x, y].gameObject))
HexToBeDestroyed.Add(Hexagons[x, y].gameObject);
if (!HexToBeDestroyed.Contains(Hexagons[x - 1, y].gameObject))
HexToBeDestroyed.Add(Hexagons[x - 1, y].gameObject);
if (!HexToBeDestroyed.Contains(Hexagons[x - 1, y - 1].gameObject))
HexToBeDestroyed.Add(Hexagons[x - 1, y - 1].gameObject);
}
MatchedColors = 0;
}
}
}
}
foreach (GameObject G in HexToBeDestroyed)
{
if (G != null)
{
Destroy(G.gameObject);
}
}
Explanation for code is in comments:
void HexagonFall(GameObject[,] hexArray)
{
// Handle fall for base columns and for offset columns
for (int offset = 0 ; offset < 2 ; offset++)
{
// Handle fall for each column at current offset
for (int x = 0 ; x < hexArray.GetLength(0) ; x++)
{
int bottomYIndex = hexArray.GetLength(1) - offset - 1;
// List of indices of where each hexagon in that column will come from.
// We will fill from bottom to top.
List<Vector2Int> sourceIndices = new List<Vector2Int>();
for (int y = bottomYIndex ; y >= 0 ; y-=2)
{
// HexExists returns true if the hex isn't empty.
// Something along the lines of ` return input!=null; `
// depending on what "empty" hexes look like in the array
if (HexExists(hexArray[x,y]))
{
sourceIndices.Add(new Vector2Int(x,y));
}
}
// We have a list of where to get each bottom hexes from, now do the move/create
for (int y = bottomYIndex; y >= 0 ; y-=2)
{
if (sourceIndices.Count > 0)
{
// If we have any available hexes in column,
// use the bottommost one (at index 0)
hexArray[x,y] = hexArray[sourceIndices[0].x, sourceIndices[0].y];
// We have now found a home for hex previously at sourceIndices[0].
// Remove that index from list so hex will stay put.
sourceIndices.RemoveAt(0);
}
else
{
// Otherwise, we need to generate a new hex
hexArray[x,y] = MakeNewHexAt(new Vector2Int(x,y));
}
// Tell the hex about its new home
hexArray[x,y].GetComponent<HexCoordinates>().Coordinates = new Vector2Int(x, y);
hexArray[x,y].transform.name = "X: " + x + " | Y: " + y;
}
}
}
}
In your hex destroying code, I would change HexToBeDestroyed to be a List of Vector2Int so you can set the array references to null immediately when you Destroy the gameobject:
List<Vector2Int> HexToBeDestroyed = new List<Vector2Int>();
// ...
if (MatchedColors == 2)
{
if(!HexToBeDestroyed.Contains(new Vector2Int(x, y))
HexToBeDestroyed.Add(new Vector2Int(x, y));
if (!HexToBeDestroyed.Contains(new Vector2Int(x - 1, y))
HexToBeDestroyed.Add(new Vector2Int(x - 1, y));
if (!HexToBeDestroyed.Contains(new Vector2Int(x - 1, y - 1)))
HexToBeDestroyed.Add(new Vector2Int(x - 1, y - 1));
}
// ...
foreach (Vector2Int V in HexToBeDestroyed)
{
if (Hexagons[V.x,V.y] != null)
{
Destroy(Hexagons[V.x,V.y]);
Hexagons[V.x,V.y] = null;
}
}
As far as moving the hexes goes, I would add this in the Update of HexCoordinates:
float fallSpeed = 0.5f;
Vector2 goalWorldPosition = GS.CalcWorldPos(Coordinates);
transform.position = Vector2.MoveTowards(transform.position, goalWorldPosition, fallSpeed * Time.deltaTime);
Related
private void FormationTriangle()
{
newpositions = new List<Vector3>();
for (int x = 0; x < squadMembers.Count; x++)
{
for (int y = x; y < 2 * (squadMembers.Count - x) - 1; y++)
{
Vector3 position = new Vector3(x, y);
newpositions.Add(position);
}
}
move = true;
formation = Formation.Square;
}
The loops are wrong. It put the squadMembers in one line one above the other.
Not even close to a triangle shape.
I want the squadMembers to stand in a triangle shape.
This is the moving part: But the problem is with the loops calculating the triangle shape positions. Other formations I did are working fine.
private void MoveToNextFormation()
{
if (randomSpeed == false)
{
if (step.Length > 0)
step[0] = moveSpeed * Time.deltaTime;
}
for (int i = 0; i < squadMembers.Count; i++)
{
squadMembers[i].transform.LookAt(newpositions[i]);
if (randomSpeed == true)
{
squadMembers[i].transform.position = Vector3.MoveTowards(
squadMembers[i].transform.position, newpositions[i], step[i]);
}
else
{
squadMembers[i].transform.position = Vector3.MoveTowards(
squadMembers[i].transform.position, newpositions[i], step[0]);
}
if (Vector3.Distance(squadMembers[i].transform.position, newpositions[i]) <
threshold)
{
if (squareFormation == true)
{
Vector3 degrees = new Vector3(0, 0, 0);
Quaternion quaternion = Quaternion.Euler(degrees);
squadMembers[i].transform.rotation = Quaternion.Slerp(
squadMembers[i].transform.rotation, quaternion,
rotateSpeed * Time.deltaTime);
}
else
{
squadMembers[i].transform.rotation = Quaternion.Slerp(
squadMembers[i].transform.rotation, quaternions[i],
rotateSpeed * Time.deltaTime);
}
}
}
}
This answer will produce a triangle arranged like this:
x
x x
x x x
x x x x
x x x x x
Or, if there aren't enough to fill a full triangle:
x
x x
x x x
x x x x
x x x
Since you aren't guaranteed a perfectly triangular number of units, you should overestimate how big your triangle is, keep count of how many units you have placed, and then quit placing them when you reach your limit.
First, find the height of the smallest triangular number greater than your number of units, and that triangular number itself:
int height = Mathf.CeilToInt( (Mathf.Sqrt(8*squadMembers.Count+1f)-1f)/2 )
int slots = (int)(height * (height+1f)/2f)
Then, find the position of the first unit. We need to know how many rows of slots we have and how wide the bottom row of slots is:
float verticalModifier = 0.8f; // 0.8f to decrease vertical space
float horizontalModifier = 1.25f; // 1.25f to increase horizontal space
float width = 0.5f * (height-1f);
Vector3 startPos = new Vector3(width* horizontalModifier, 0f, (float)(height-1f) * verticalModifier);
Then, add until you've added enough
int finalRowCount = height - slots + squadMembers.Count;
for (int rowNum = 0 ; rowNum < height && newpositions.Count < squadMembers.Count; rowNum++) {
for (int i = 0 ; i < rowNum+1 && newpositions.Count < squadMembers.Count ; i++ ) {
float xOffset = 0f;
if (rowNum+1 == height) {
// If we're in the last row, stretch it ...
if (finalRowCount !=1) {
// Unless there's only one item in the last row.
// If that's the case, leave it centered.
xOffset = Mathf.Lerp(
rowNum/2f,
-rowNum/2f,
i/(finalRowCount-1f)
) * horizontalModifier;
}
}
else {
xOffset = (i-rowNum /2f) * horizontalModifier;
}
float yOffset = (float)rowNum * verticalModifier;
Vector3 position = new Vector3(
startPos.x + xOffset, 0f, startPos.y - yOffset);
newpositions.Add(position);
}
}
Let's see what the list of positions contains for a simple value, n = 3
First, loop x from 0 to 2 (3 - 1)
Then for each x, loop from x to 4-x (3*2 - x - 1 - 1)
Remembering that a<b is the same as a<=b-1
That gives us...
0,0
0,1
0,2
0,3
0,4
1,1
1,2
1,3
2,2
Which is a lot of positions. Certainly more than 3 units can occupy! At least it is a triangle:
X\Y 0 1 2 3 4
0 # # # # #
1 # # #
2 #
The main problem is that you're generating way more positions than needed and expecting to fill it somehow.
You need to calculate your width and height based on the area formula for a triangle: A = (b*h)/2 and you may even want b=h, where A = number of units.
So, something like this:
int b = Mathf.CeilToInt(Mathf.Sqrt(squadMembers.Count));
for (int x = 0; x < b; x++)
{
//the divide by 2 is accounted for with this 2*
for (int y = x; y < 2 * (b - x) - 1; y++)
{
Vector3 position = new Vector3(x, y);
newpositions.Add(position);
}
}
If the grid is 10x10 or 23x7 it's working fine but when the grid have 1.5 spaces between the cubes the directions sometimes are wrong.
This is the grid script:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GridGenerator : MonoBehaviour
{
public GameObject gridBlock;
public int gridWidth = 10;
public int gridHeight = 10;
public GameObject[] allBlocks;
private GameObject[] wallsParents = new GameObject[4];
void Start()
{
wallsParents[0] = GameObject.Find("Top Wall");
wallsParents[1] = GameObject.Find("Left Wall");
wallsParents[2] = GameObject.Find("Right Wall");
wallsParents[3] = GameObject.Find("Bottom Wall");
GenerateGrid();
allBlocks = GameObject.FindGameObjectsWithTag("Blocks");
var findpath = GetComponent<PathFinder>();
findpath.FindPath();
}
public void AutoGenerateGrid()
{
allBlocks = GameObject.FindGameObjectsWithTag("Blocks");
for (int i = 0; i < allBlocks.Length; i++)
{
DestroyImmediate(allBlocks[i]);
}
var end = GameObject.FindGameObjectWithTag("End");
DestroyImmediate(end);
GenerateGrid();
allBlocks = GameObject.FindGameObjectsWithTag("Blocks");
var findpath = GetComponent<PathFinder>();
findpath.FindPath();
}
public void GenerateGrid()
{
for (int x = 0; x < gridWidth; x++)
{
for (int z = 0; z < gridHeight; z++)
{
GameObject block = Instantiate(gridBlock, Vector3.zero, gridBlock.transform.rotation) as GameObject;
block.transform.parent = transform;
block.transform.name = "Block";
block.transform.tag = "Blocks";
block.transform.localPosition = new Vector3(x * 1.5f, 0, z * 1.5f);
block.GetComponent<Renderer>().material.color = new Color(241, 255, 0, 255);
if (x == 0)//TOP
{
block.transform.parent = wallsParents[0].transform;
block.transform.name = "TopWall";
block.transform.tag = "Blocks";
}
else if (z == 0)//LEFT
{
block.transform.parent = wallsParents[1].transform;
block.transform.name = "LeftWall";
block.transform.tag = "Blocks";
}
else if (z == gridHeight - 1)//RIGHT
{
block.transform.parent = wallsParents[2].transform;
block.transform.name = "RightWall";
block.transform.tag = "Blocks";
}
else if (x == gridWidth - 1)//BOTTOM
{
block.transform.parent = wallsParents[3].transform;
block.transform.name = "BottomWall";
block.transform.tag = "Blocks";
}
}
}
}
}
On this line i'm adding the spaces between the cubes:
block.transform.localPosition = new Vector3(x * 1.5f, 0, z * 1.5f);
Then in another script i'm trying to find what directions next are possible to move to.
private void Directions()
{
GridGenerator gridgenerator = GetComponent<GridGenerator>();
Vector3 playerPosition;
playerPosition = player.localPosition;
if (playerPosition.x > 0)
{
// can go left
possibleDirections[0] = "Can go left";
}
else
{
possibleDirections[0] = "Can't go left";
}
if (playerPosition.x + 1 < gridgenerator.gridWidth * 1.5f)
{
// can go right
possibleDirections[1] = "Can go right";
}
else
{
possibleDirections[1] = "Can't go right";
}
if (playerPosition.z > 0)
{
// can go backward
possibleDirections[2] = "Can go backward";
}
else
{
possibleDirections[2] = "Can't go backward";
}
if (playerPosition.z + 1 < gridgenerator.gridHeight * 1.5f)
{
// can go backward
possibleDirections[3] = "Can go forward";
}
else
{
possibleDirections[3] = "Can't go forward";
}
}
possibleDirections is array string type
When the grid size is 10x10 without spaces between cubes this two lines:
if (playerPosition.x + 1 < gridgenerator.gridWidth * 1.5f)
if (playerPosition.z + 1 < gridgenerator.gridHeight * 1.5f)
Was:
if (playerPosition.x + 1 < gridgenerator.gridWidth)
if (playerPosition.z + 1 < gridgenerator.gridHeight)
But when i added the spaces between the cubes i tried to add to the gridgenerator.gridWidth and gridgenerator.gridHeight the * 1.5
But it didn't work so i tried also:
if (playerPosition.x + 1 < gridgenerator.gridWidth * (1 + 1.5))
if (playerPosition.z + 1 < gridgenerator.gridHeight * (1 + 1.5))
1 is the cube width and 1.5 is the space. But this is not working good either.
In the screenshot the player is in the top left corner facing up(forward)
He can't move forward but in the inspector it says "Can go forward" And should be "Can't go forward"
It only happens when there are spaces between the cubes.
This line is wrong:
if (playerPosition.x + 1 < gridgenerator.gridWidth * 1.5f)
Your gridWidth variable stores the number of cubes, not their collective spacing. You have 10 cubes representing move spaces, determining the out-of-bounds this value should remain constant (it's still only 10 cubes, even if they're spaced with a half-block worth of space between them).
You need to convert from the player's scene location (transform.position.x) to a board space location (likely dividing by the same multiplier used to space the cubes out).
Alternatively, the "this makes my soul cry" solution of doing this:
if (playerPosition.x + 1.5f < gridgenerator.gridWidth * 1.5f)
Because the next cube is 1.5 scene units away, not 1. And this makes my soul cry because it makes your code full of hard-coded 1.5f multipliers and offsets rather than keeping such things to a single, fixed, constant value stored Elsewhere and used sparingly.
Related:
possibleDirections[0] = "Can go left";
Why are you using stringly typed things? There are values called booleans for a reason...
So I got this piece of code that fills the given area of specific size with floor tiles.
while (roomsPlaced < roomCount.maximum)
{
Vector3 randomPosition = RandomPosition();
int roomHeight = GetRandomNumber(8, 15);
int roomWidth = GetRandomNumber(6, 15);
if (OutOfMap(randomPosition, roomHeight,roomWidth))
{
continue;
}
if (roomsPlaced > 0) {
if (Overlaps(new Rect(randomPosition.x, randomPosition.y, roomWidth, roomHeight), roomPositions[roomPositions.Count -1]))
continue;
}
roomPositions.Add(new Rect(randomPosition.x, randomPosition.y, roomWidth, roomHeight));
for (int x = (int)randomPosition.x; x <= (int)randomPosition.x + roomWidth; x++)
{
for (int y = (int)randomPosition.y; y <= (int)randomPosition.y + roomHeight; y++)
{
if (x == randomPosition.x || y == randomPosition.y)
toInstantiate = floorTiles[Random.Range(0, floorTiles.Length)];
GameObject instance = Instantiate(toInstantiate, new Vector3(x, y, 0f), Quaternion.identity) as GameObject;
instance.transform.SetParent(boardHolder);
}
}
roomsPlaced++;
}
And here is function that should check if current rectangle overlaps the last rectangle on the list.
bool Overlaps(Rect rA, Rect rB)
{
return (rA.x < rB.x + rB.width && rA.x + rA.width > rB.x && rA.y < rB.y + rB.height && rA.y + rA.height > rB.y);
}
But still I have problem when some of my rooms overlap.
What am I doing wrong and what should I do to fix this problem ?
This sounds like you need to use the Overlaps method instead...
Yeeah. I just solved the problem by going through the whole list instead of picking last element on the list.
I am re-creating the game of cluedo and I want to map the possible paths that the player can move after dice roll.
I have mapped the grid by drawing pictureboxes and naming them to their mapped location.
Here is my code so far for the possible paths:
int Roll;
private void RollDice()
{
ResetTiles();
JimRandom Random = new JimRandom();
//Roll DIce 1
int dice1 = Random.Next(1, 7);
//Roll DIce 2
int dice2 = Random.Next(1, 7);
Roll = dice1 + dice2;
//Set Dice images
pbDice1.BackgroundImage = Roller[dice1 - 1].Picture;
pbDice2.BackgroundImage = Roller[dice2 - 1].Picture;
btnRoll.Enabled = false;
Test(Roll);
//Show available moves
Control[] lCurrent = PnlBoard.Controls.Find("pnl" + CurrentPlauer, true);
Panel Current = null;
System.Drawing.Point CurrentLoc = new System.Drawing.Point(0, 0);
foreach (Control c in lCurrent)
{
Current = c as Panel;
CurrentLoc = new System.Drawing.Point(c.Location.X, c.Location.Y);
}
//Dynamic map
List<string> possiblities = new List<string>();
int currentRow = CurrentLoc.Y / tileWidth;
int currentCol = CurrentLoc.X / tileHeight;
//Find all possible start blocks
string down = String.Format("Col={0:00}-Row={1:00}", currentCol, currentRow + 1);
string up = String.Format("Col={0:00}-Row={1:00}", currentCol, currentRow - 1);
string left = String.Format("Col={0:00}-Row={1:00}", currentCol - 1, currentRow);
string right = String.Format("Col={0:00}-Row={1:00}", currentCol + 1, currentRow);
List<string> startBlocks = new List<string>();
//See if down is available
Control[] LPossible = PnlBoard.Controls.Find(down, true);
if (LPossible.Length > 0)
{
startBlocks.Add(down);
}
//See if Up is available
LPossible = PnlBoard.Controls.Find(up, true);
if (LPossible.Length > 0)
{
startBlocks.Add(up);
}
//See if left is available
LPossible = PnlBoard.Controls.Find(left, true);
if (LPossible.Length > 0)
{
startBlocks.Add(left);
}
//See if right is available
LPossible = PnlBoard.Controls.Find(right, true);
if (LPossible.Length > 0)
{
startBlocks.Add(right);
}
//possiblilities 1
foreach (string s in startBlocks)
{
Control[] lStarBlock = PnlBoard.Controls.Find(s, true);
PictureBox startBlock = lStarBlock[0] as PictureBox;
int sRow = startBlock.Location.Y / tileWidth;
int sCol = startBlock.Location.X / tileHeight;
//Rows
for (int row = sRow; row < sRow + Roll; row++)
{
//Columns
for (int col = sCol; col < sCol + Roll; col++)
{
possiblities.Add(String.Format("Col={0:00}-Row={1:00}", col, row));
}
}
}
//Show possible moves
foreach (string p in possiblities)
{
LPossible = PnlBoard.Controls.Find(p, true);
if (LPossible.Length > 0)
{
PictureBox active = LPossible[0] as PictureBox;
active.Image = Cluedo.Properties.Resources.TileActive;
System.Threading.Thread.Sleep(1);
Application.DoEvents();
}
//else
//{
// break;
//}
}
}
There's a lot of things I would do different here. This is more of a Code Review post, but there's a solution to your problem at the end, and perhaps the rest can help you to improve the overall state of your code.
Randomness
You're creating a new random generator instance for every method call:
JimRandom Random = new JimRandom();
This often results in the same values being generated if the method is called in rapid succession. Perhaps that's why you're using a cryptographic RNG instead of a PRNG? A PRNG should be sufficient for a game like this, as long as you reuse it.
Using the right types
You're determining the current player location with the following code:
//Show available moves
Control[] lCurrent = PnlBoard.Controls.Find("pnl" + CurrentPlauer, true);
Panel Current = null;
System.Drawing.Point CurrentLoc = new System.Drawing.Point(0, 0);
foreach (Control c in lCurrent)
{
Current = c as Panel;
CurrentLoc = new System.Drawing.Point(c.Location.X, c.Location.Y);
}
It looks like CurrentPlauer is a string. Creating a Player class that stores the name and current location of a player would make things much easier:
Point currentLocation = currentPlayer.Location;
Splitting game logic from UI code
You're checking for passable tiles by doing string lookups against controls:
string down = String.Format("Col={0:00}-Row={1:00}", currentCol, currentRow + 1);
// ...
Control[] LPossible = PnlBoard.Controls.Find(down, true);
if (LPossible.Length > 0)
{
startBlocks.Add(down);
}
Normally a 2D array is used for tile maps like these, possible encapsulated in a Tilemap or Map class. This makes working with tiles more natural, as you can work in tile coordinates directly instead of having to translate between UI and tile coordinates. It also breaks up the code more cleanly into a game-logic and a UI part (the code in your post is impossible to test without UI):
// TileMap class:
public bool IsPassable(int x, int y)
{
if (x < 0 || x >= Width || y < 0 || y >= Height)
return false;
return tiles[x][y] != Tile.Wall; // enum Tile { Wall, Ballroom, DiningRoom, Hall, ... }
}
// When called from your Board code:
if (map.IsPassable(currentLocation.X, currentLocation.Y + 1))
startBlocks.Add(new Point(currentLocation.X, currentLocation.Y + 1));
Reducing repetition
As for checking all direct neighboring tiles, there's no need to repeat the same code 4 times:
// Let's make a utility function:
public static IEnumerable<Point> GetNeighboringPositions(Point position)
{
yield return new Point(position.X - 1, position.Y);
yield return new Point(position.X, position.Y - 1);
yield return new Point(position.X + 1, position.Y);
yield return new Point(position.X, position.Y + 1);
}
// In the Board code:
foreach (Point neighboringPosition in GetNeighboringPositions(currentPosition))
{
if (map.IsPassable(neighboringPosition.X, neighboringPosition.Y))
startBlocks.Add(neighboringPosition);
}
Determining valid moves
Finally, we get to the code that determines which tiles the current player can move to:
//possiblilities 1
foreach (string s in startBlocks)
{
Control[] lStarBlock = PnlBoard.Controls.Find(s, true);
PictureBox startBlock = lStarBlock[0] as PictureBox;
int sRow = startBlock.Location.Y / tileWidth;
int sCol = startBlock.Location.X / tileHeight;
//Rows
for (int row = sRow; row < sRow + Roll; row++)
{
//Columns
for (int col = sCol; col < sCol + Roll; col++)
{
possiblities.Add(String.Format("Col={0:00}-Row={1:00}", col, row));
}
}
}
What this does is checking a rectangular area, using a starting position as its top-left corner. It's doing so for up to 4 neighboring positions, so the rectangles will partially overlap each other. That's just not going to work. If the map didn't have any obstacles, something like this, combined with a Manhattan distance check, could work (if you don't forget to look to the left and upwards too). Or better, some fancy looping that checks a diamond-shaped area.
However, you've got walls to deal with, so you'll need a different approach. The player's current position is at distance 0. Its direct neighbors are at distance 1. Their neighbors are at distance 2 - except those tiles that are at a lower distance (the tiles that have already been covered). Any neighbours of tiles at distance 2 are either at distance 3, or have already been covered. Of course, wall tiles must be skipped.
So you need to keep track of what tiles have already been covered and what neighboring tiles you still need to check, until you run out of movement points. Let's wrap that up into a reusable method:
public List<Point> GetReachableTiles(Point currentPosition, int maxDistance)
{
List<Point> coveredTiles = new List<Point> { currentPosition };
List<Point> boundaryTiles = new List<Point> { currentPosition };
for (int distance = 0; distance < maxDistance; distance++)
{
List<Point> nextBoundaryTiles = new List<Point>();
foreach (Point position in boundaryTiles)
{
foreach (Point pos in GetNeighboringPositions(position))
{
// You may also want to check against other player positions, if players can block each other:
if (!coveredTiles.Contains(pos) && !boundaryTiles.Contains(pos) && map.IsPassable(pos.X, pos.Y))
{
// We found a passable tile:
coveredTiles.Add(pos);
// And we want to check its neighbors in the next 'distance' iteration, too:
nextBoundaryTiles.Add(pos);
}
}
}
// The next 'distance' iteration should check the neighbors of the current boundary tiles:
boundaryTiles = nextBoundaryTiles;
}
return coveredTiles;
}
I am using the Charts component in Windows Forms.
I create a straight line using
chart1.Series["Grenzwert"].Points.Add(new DataPoint(0, y));
chart1.Series["Grenzwert"].Points.Add(new DataPoint(maxwidth, y));
Also I plot a a series of points connected by a line, let's call it curve.
How do I show everything over straight line and under curve filled?
Column fills the whole area, not just above straight line.
Example:
This is late and not really short but imo it is the best way to color areas in a chart.
The Lines and also the Spline charttypes can be very precisely colored by coding the Paint event with the right data. The necessary pixel values can be obtained by the axis function ValueToPixelPosition. See here for another example!
The following code is a little longer because we need to add certain points at the start and end of both the chart and each colored area. Other than that it is very straight forward: Create GraphicsPaths by adding the pixel coordinates with AddLines and fill the GraphicsPaths in the Paint event.
For testing and for fun I have added a movable HorizontalLineAnnotation, so I can see how the areas vary when I drag it up and down..:
The Paint event is rather simple; it refers to a HorizontalLineAnnotation hl :
private void chart1_Paint(object sender, PaintEventArgs e)
{
double limit = hl.Y; // get the limit value
hl.X = 0; // reset the x value of the annotation
List<GraphicsPath> paths = getPaths(chart1.ChartAreas[0], chart1.Series[0], limit);
using (SolidBrush brush = new SolidBrush(Color.FromArgb(127, Color.Red)))
foreach (GraphicsPath gp in paths)
{ e.Graphics.FillPath(brush, gp); gp.Dispose(); }
}
The code to get the paths is obviously way too long for comfort..:
List<GraphicsPath> getPaths(ChartArea ca, Series ser, double limit)
{
List<GraphicsPath> paths = new List<GraphicsPath>();
List<PointF> points = new List<PointF>();
int first = 0;
float limitPix = (float)ca.AxisY.ValueToPixelPosition(limit);
for (int i = 0; i < ser.Points.Count; i++)
{
if ((ser.Points[i].YValues[0] > limit) && (i < ser.Points.Count - 1))
{
if (points.Count == 0) first = i; // remember group start
// insert very first point:
if (i == 0) points.Insert(0, new PointF(
(float)ca.AxisX.ValueToPixelPosition(ser.Points[0].XValue), limitPix));
points.Add( pointfFromDataPoint(ser.Points[i], ca)); // the regular points
}
else
{
if (points.Count > 0)
{
if (first > 0) points.Insert(0, median(
pointfFromDataPoint(ser.Points[first - 1], ca),
pointfFromDataPoint(ser.Points[first], ca), limitPix));
if (i == ser.Points.Count - 1)
{
if ((ser.Points[i].YValues[0] > limit))
points.Add(pointfFromDataPoint(ser.Points[i], ca));
points.Add(new PointF(
(float)ca.AxisX.ValueToPixelPosition(ser.Points[i].XValue), limitPix));
}
else
points.Add(median(pointfFromDataPoint(ser.Points[i - 1], ca),
pointfFromDataPoint(ser.Points[i], ca), limitPix));
GraphicsPath gp = new GraphicsPath();
gp.FillMode = FillMode.Winding;
gp.AddLines(points.ToArray());
gp.CloseFigure();
paths.Add(gp);
points.Clear();
}
}
}
return paths;
}
It uses two helper functions:
PointF pointfFromDataPoint(DataPoint dp, ChartArea ca)
{
return new PointF( (float)ca.AxisX.ValueToPixelPosition(dp.XValue),
(float)ca.AxisY.ValueToPixelPosition(dp.YValues[0]));
}
PointF median(PointF p1, PointF p2, float y0)
{
float x0 = p2.X - (p2.X - p1.X) * (p2.Y - y0) / (p2.Y - p1.Y);
return new PointF(x0, y0);
}
The HorizontalLineAnnotation is set up like this:
hl = new HorizontalLineAnnotation();
hl.AllowMoving = true;
hl.LineColor = Color.OrangeRed;
hl.LineWidth = 1;
hl.AnchorDataPoint = S1.Points[1];
hl.X = 0;
hl.Y = 0; // or some other starting value..
hl.Width = 100; // percent of chart..
hl.ClipToChartArea = chart1.ChartAreas[0].Name; // ..but clipped
chart1.Annotations.Add(hl);
I have an idea that use SeriesChartType.Range as follow.
private void UpdateChart(float straight_line, List<DataPoint> curve)
{
float y = straight_line; // YValue of the straight line
var list = curve.ToList(); // Clone the curve
int count = list.Count - 2;
for (int i = 0; i < count; i++) // Calculate intersection point between the straight line and a line between (x0,y0) and (x1,y1)
{
double x0 = list[i + 0].XValue;
double y0 = list[i + 0].YValues[0];
double x1 = list[i + 1].XValue;
double y1 = list[i + 1].YValues[0];
if ((y0 > y && y1 < y) || (y0 < y && y1 > y))
{
double x = (y - y0) * (x1 - x0) / (y1 - y0) + x0;
list.Add(new DataPoint(x, y));
}
}
list.Sort((a, b) => Math.Sign(a.XValue - b.XValue));
chart1.Series[0].Points.Clear();
chart1.Series[0].ChartType = SeriesChartType.Range;
chart1.Series[0].Color = Color.Red;
chart1.Series[0].BorderColor = Color.Cyan;
chart1.ChartAreas[0].AxisX.Minimum = 0;
chart1.ChartAreas[0].AxisX.Interval = 1;
for (int i = 0; i < list.Count; i++)
{
double xx = list[i].XValue;
double yy = list[i].YValues[0];
if (yy > y)
{
chart1.Series[0].Points.AddXY(xx, y, yy);
}
else
{
chart1.Series[0].Points.AddXY(xx, yy, yy);
}
}
chart1.ChartAreas[0].AxisY.StripLines.Add(new StripLine { IntervalOffset = y, Interval = 0, BorderColor = Color.Orange, BorderWidth = 2 });
}
As in the below drawing to judge whether the straight line and a line between (x0,y0) and (x1,y1) intersect, case 1 is (y0 < y && y1 > y) and case 2 is (y0 > y && y1 < y) . In case 1 and case 2, they intersect each other. In case 3 and case 4, they don't intersect each other.
You can do this as follows.
Set the column fill like you did before. Everything will be red.
Create a new column graph on the same chart.
Set its values to the same as your jagged line, but capped at the y value of the straight line you already have.
Set the fill colour for the columns to white. This will block out the red fill for any areas not between the lines.