I want to realize method "Draw" of class Polygon
I have WindForms project, form, and the pictureBox1,
I want that "Draw" drawing polygon in pictureBox1 and I have opportunity to move image
I don't konw how to realize it. Help, please.
public class Polygon
{
public Point[] vertexes { get; protected set; }
public Polygon(params int[] vertex)
{
if (vertex == null || vertex.Length <= 2)
throw new Exception("someText");
if (vertex.Length % 2 != 0)
throw new Exception("someText");
vertexes = new Point[vertex.Length / 2];
ColorContour = System.Drawing.Color.DarkRed;
Priming = false;
for (int i = 0, j = 0; i < vertexes.Length; i++, j += 2)
vertexes[i] = new Point(vertex[j], vertex[j + 1]);
vertexes = Point.Sort(vertexes);
if (vertexes == null || vertexes.Length <= 2)
throw new Exception("someText");
}
public double Perimetr
{
get
{
double res = 0;
for (int i = 1; i < vertexes.Length; i++)
res += Point.Length(vertexes[i - 1], vertexes[i]);
return res;
}
}
public override void Move(int deltax, int deltay)
{
vertexes[0].x = deltax;
vertexes[0].y = deltay;
for (int i = 1; i < vertexes.Length; i++)
{
vertexes[i].x -= deltax;
vertexes[i].y -= deltay;
}
}
public void Zoom(double size)
{
if (size == 0)
return;
Point firstP = new Point(vertexes[0].x, vertexes[0].y);
Point Center = Point.CentrMass(vertexes);
for (int i = 0; i < vertexes.Length; ++i)
{
vertexes[i].x = Convert.ToInt32(size * (vertexes[i].x - Center.x) + Center.x);
vertexes[i].y = Convert.ToInt32(size * (vertexes[i].y - Center.y) + Center.y);
}
Move(firstP.x, firstP.y);
}
public void Draw( ??)
{
**????**
}
publicabstract double Square { get; }
You need to take in a System.Drawing.Graphics as a parameter, and call Graphics.DrawPolygon() function. Then in the picturebox, override or implement the OnPaint() event, and call your draw function with the Graphics you receive as a parameter (child of the eventargs) in OnPaint().
Related
I am working on custom enum popup with search and facing next problem. When clicking button to show popup list of enums I can hover over that list and select items inside, but also I can as always move mouse outside popup rect and move around. And when I hover over other GUI element it reacts to that movement (hover highlight or so happens). I remembered that default Unity's enum don't have this feature and it blocks all events outside popup's rect exclude outside mouse click to close this popup.
So... My question is: How can I implement this feature in my popup window? I look into Unity's source code and don't find anything related to this. Except one moment when they are using internal function "GUI.GrabMouseControl(id);"
There are this internal function for enum button where they block mouse control somehow:
// A button that returns true on mouse down - like a popup button
internal static bool DropdownButton(int id, Rect position, GUIContent content, GUIStyle style)
{
Event evt = Event.current;
switch (evt.type)
{
case EventType.Repaint:
var hovered = position.Contains(Event.current.mousePosition);
if (showMixedValue)
{
BeginHandleMixedValueContentColor();
style.Draw(position, s_MixedValueContent, id, false, hovered);
EndHandleMixedValueContentColor();
}
else
style.Draw(position, content, id, false, hovered);
break;
case EventType.MouseDown:
if (GUIUtility.HitTest(position, evt) && evt.button == 0)
{
GUI.GrabMouseControl(id);
Event.current.Use();
return true;
}
break;
case EventType.MouseUp:
if (GUI.HasMouseControl(id))
{
GUI.ReleaseMouseControl();
Event.current.Use();
}
break;
case EventType.KeyDown:
if (GUIUtility.keyboardControl == id && evt.character == ' ')
{
Event.current.Use();
return true;
}
break;
}
return false;
}
I think that may be that magic thing to block mouse hovering. Also I think that GUIUtility.hotControll is second canditate to solve my issue. But I dont know how properly use it in my OnGUI() method. I am trying to it and get not correct result,
but I blocked hovering outside popup's rect. But it always spam console with these logs:
Should not grab hot control with an active capture. So I dropped this idea with my implementation, cause of these logs...
There are my code of popup window content:
using System;
using UnityEditor;
using UnityEngine;
public class SearchablePopup : PopupWindowContent
{
#region Popup Properties
private const float SymbolVerticalOffset = 0.75f;
private const int ClearButtonSize = 12;
private const string SearchControl = "searchablePopup_ctrl";
#endregion
public static void Show(Rect from, Type type, int current,
Action<int> onSelectionMade, int elementsToShow, int elementHeight,
int searchHeight, Texture backgroundTexture,
GUIStyle searchStyle, GUIStyle clearButtonStyle, GUIStyle elementStyle,
Color hover, Color selected, Color marker)
{
if (type.IsEnum is false) return;
var window = new SearchablePopup(type, current, onSelectionMade,
(int)from.width, elementsToShow, elementHeight, searchHeight,
backgroundTexture, searchStyle, clearButtonStyle, elementStyle,
hover, selected, marker);
PopupWindow.Show(from, window);
}
private readonly FilteredList _filteredList;
private readonly Action<int> _onSelectionMade;
private readonly int _width;
private readonly int _elementsToShow;
private readonly int _rowHeight;
private readonly int _searchHeight;
private readonly float _clearButtonPadding;
private readonly bool _clearButtonValid;
private readonly GUIStyle _searchStyle;
private readonly GUIStyle _searchTooltipStyle;
private readonly GUIStyle _clearButtonStyle;
private readonly GUIStyle _elementStyle;
private readonly Texture _backgroundTexture;
private readonly Texture _hoverTexture;
private readonly Texture _selectedTexture;
private readonly Texture _selectedCircleTexture;
private int _current;
private int _hover;
private int _keyboardIndex;
private int _scroll;
private int _controlHash = "SearchablePopup".GetHashCode();
private Vector2 _scrollPosition;
private Vector2 _clickPosition;
private bool _clickedThisFrame;
public SearchablePopup(Type enumType, int current, Action<int> onSelectionMade,
int width, int elementsToShow, int rowHeight, int searchHeight, Texture backgroundTexture,
GUIStyle searchStyle, GUIStyle clearButtonStyle, GUIStyle elementStyle,
Color hover, Color selected, Color marker)
{
_filteredList = new FilteredList(enumType, current);
_hoverTexture = SmallTexture(hover);
_selectedTexture = SmallTexture(selected);
_selectedCircleTexture = DrawCircle(4, marker);
_current = current;
_hover = _current;
_scroll = _current;
_keyboardIndex = _filteredList.CurrentIndex;
_onSelectionMade = onSelectionMade;
_elementsToShow = elementsToShow;
_width = width;
_rowHeight = rowHeight;
_searchHeight = searchHeight;
_backgroundTexture = backgroundTexture;
_searchStyle = searchStyle;
_clearButtonValid = clearButtonStyle != null;
_clearButtonStyle = clearButtonStyle;
_clearButtonPadding = _clearButtonValid ? clearButtonStyle.padding.left : 4;
_elementStyle = elementStyle;
if (_clearButtonValid is false)
{
_elementStyle = new GUIStyle(_elementStyle);
_elementStyle.alignment = TextAnchor.MiddleLeft;
}
_searchTooltipStyle = new GUIStyle(_searchStyle);
_searchTooltipStyle.normal.textColor *= 0.75f;
_searchTooltipStyle.hover.textColor = _searchTooltipStyle.normal.textColor;
_searchTooltipStyle.fontSize = (int)(_searchTooltipStyle.fontSize * 0.75f);
}
public override Vector2 GetWindowSize()
{
float height = Mathf.Min(
_filteredList.Entries.Count, _elementsToShow) * _rowHeight
+ _searchHeight;
//Strange hot-fix for Unity's Scrollview:
//We are increasing total height of our window's rect
//to be a litte bigger than actual content because
//if Scrollview's height >= Window's height than scrollbar is displayed
//what we don't want to see if our current count of entires is less than show amount
if (_filteredList.Entries.Count < _elementsToShow)
height += 0.25f;
return new Vector2(_width, height);
}
public override void OnOpen()
{
base.OnOpen();
EditorApplication.update += Repaint;
}
public override void OnClose()
{
base.OnClose();
EditorApplication.update -= Repaint;
}
private void Repaint()
{
EditorWindow.focusedWindow.Repaint();
}
public override void OnGUI(Rect rect)
{
GUI.DrawTexture(rect, _backgroundTexture);
if (Event.current.type == EventType.MouseDown)
{
_clickedThisFrame = true;
_clickPosition = Event.current.mousePosition;
}
Rect search = new Rect(0, 0, rect.width, _searchHeight);
Rect clear = Rect.MinMaxRect(search.xMax - ClearButtonSize - _clearButtonPadding,
search.center.y - ClearButtonSize * 0.5f, rect.xMax - _clearButtonPadding,
search.center.y + ClearButtonSize * 0.5f);
Rect scroll = Rect.MinMaxRect(0, search.yMax, rect.xMax, rect.yMax);
HandleKeyboardInput();
DrawSearch(search, clear);
DrawScroll(scroll);
_clickedThisFrame = false;
}
private void DrawSearch(Rect search, Rect clear)
{
GUI.FocusControl(SearchControl);
GUI.SetNextControlName(SearchControl);
var filter = TextfieldWithTooltip(search, _filteredList.Filter,
"Type to search...", _searchStyle, _searchTooltipStyle);
if (_filteredList.Refresh(filter))
{
_scrollPosition = Vector2.zero;
}
if (string.IsNullOrEmpty(_filteredList.Filter) is false)
{
if (_clearButtonValid)
{
GUI.Box(clear, GUIContent.none, _clearButtonStyle);
}
else
{
GUI.Box(clear, "x", GUI.skin.label);
}
if (_clickedThisFrame && clear.Contains(_clickPosition))
{
_filteredList.Refresh("");
_scrollPosition = Vector2.zero;
}
}
}
private void DrawScroll(Rect scroll)
{
Rect contentRect = new Rect(0, 0,
scroll.width - GUI.skin.verticalScrollbar.fixedWidth,
_filteredList.Entries.Count * _rowHeight);
_scrollPosition = GUI.BeginScrollView(scroll, _scrollPosition, contentRect);
Rect element = new Rect(0, 0, scroll.width, _rowHeight);
var eventType = Event.current.type;
for (int i = 0; i < _filteredList.Entries.Count; i++)
{
if (_scroll == _filteredList.Entries[i].Value && (eventType == EventType.Repaint || eventType == EventType.Layout))
{
GUI.ScrollTo(element);
_scrollPosition.x = 0;
_scroll = -1;
}
if (element.Contains(Event.current.mousePosition))
{
if (Event.current.type == EventType.MouseMove ||
Event.current.type == EventType.ScrollWheel)
{
_hover = _filteredList.Entries[i].Value;
_keyboardIndex = i;
}
if (Event.current.type == EventType.MouseDown)
{
_onSelectionMade(_filteredList.Entries[i].Value);
EditorWindow.focusedWindow.Close();
}
}
DrawElement(element, _filteredList.Entries[i].Value, i);
element.y = element.yMax;
}
GUI.EndScrollView();
}
private void DrawElement(Rect rect, int value, int index)
{
if (value == _current)
{
DrawBox(rect, _selectedTexture, _selectedCircleTexture);
rect.xMin += _selectedCircleTexture.width * 2f;
}
else if (value == _hover)
{
DrawBox(rect, _hoverTexture);
}
GUI.Label(rect, _filteredList.Entries[index].Content, _elementStyle);
}
private void DrawBox(Rect rect, Texture texture, Texture symbol = null)
{
GUI.DrawTexture(rect, texture);
if (symbol == null) return;
rect.xMin += symbol.width * 0.5f;
rect.y = rect.center.y - symbol.height * 0.5f + SymbolVerticalOffset;
rect.width = symbol.width;
rect.height = symbol.height;
GUI.DrawTexture(rect, symbol);
}
private void HandleKeyboardInput()
{
if (Event.current.isKey is false || Event.current.type != EventType.KeyDown) return;
var keyCode = Event.current.keyCode;
if (keyCode == KeyCode.Escape)
{
EditorWindow.focusedWindow.Close();
return;
}
if (keyCode == KeyCode.Return)
{
_onSelectionMade(_filteredList.Entries[_keyboardIndex].Value);
EditorWindow.focusedWindow.Close();
return;
}
if (keyCode == KeyCode.DownArrow)
{
_keyboardIndex = Mathf.Min(_filteredList.Entries.Count - 1, _keyboardIndex + 1);
_hover = _filteredList.Entries[_keyboardIndex].Value;
Event.current.Use();
_scroll = _hover;
}
else if (keyCode == KeyCode.UpArrow)
{
_keyboardIndex = Mathf.Max(0, _keyboardIndex - 1);
_hover = _filteredList.Entries[_keyboardIndex].Value;
GUIUtility.hotControl = 0;
Event.current.Use();
_scroll = _hover;
}
}
#region Helpers
public static Rect Shrink(Rect rect, float amount)
{
return new Rect(rect.x + amount, rect.y + amount, rect.width - amount * 2, rect.height - amount * 2);
}
public static Texture SmallTexture(string hex)
{
Texture2D texture = new Texture2D(4, 4);
var color = HexToRGB(hex);
for (int i = 0; i < texture.width; i++)
{
for (int j = 0; j < texture.height; j++)
{
texture.SetPixel(i, j, color);
}
}
texture.Apply();
return texture;
}
public static Texture SmallTexture(Color color)
{
Texture2D texture = new Texture2D(4, 4);
for (int i = 0; i < texture.width; i++)
{
for (int j = 0; j < texture.height; j++)
{
texture.SetPixel(i, j, color);
}
}
texture.Apply();
return texture;
}
public static Texture DrawCircle(int radius, string hex)
{
Texture2D texture = new Texture2D(radius * 2, radius * 2);
var color = HexToRGB(hex);
float cX = radius;
float cY = radius;
float sizeSquared = radius * radius;
for (int i = 0; i < texture.width; i++)
{
for (int j = 0; j < texture.height; j++)
{
if ((cX - i) * (cX - i) + (cY - j) * (cY - j) < sizeSquared)
{
texture.SetPixel(i, j, color);
}
else texture.SetPixel(i, j, Color.clear);
}
}
texture.Apply();
return texture;
}
public static Texture DrawCircle(int radius, Color color)
{
Texture2D texture = new Texture2D(radius * 2, radius * 2);
float cX = radius;
float cY = radius;
float sizeSquared = radius * radius;
for (int i = 0; i < texture.width; i++)
{
for (int j = 0; j < texture.height; j++)
{
if ((cX - i) * (cX - i) + (cY - j) * (cY - j) < sizeSquared)
{
texture.SetPixel(i, j, color);
}
else texture.SetPixel(i, j, Color.clear);
}
}
texture.Apply();
return texture;
}
public static Color HexToRGB(string hex)
{
hex = hex.TrimStart('#');
if (hex.Length != 6) return Color.black;
int r = Int16.Parse(hex.Substring(0, 2),
System.Globalization.NumberStyles.AllowHexSpecifier);
int g = Int16.Parse(hex.Substring(2, 2),
System.Globalization.NumberStyles.AllowHexSpecifier);
int b = Int16.Parse(hex.Substring(4, 2),
System.Globalization.NumberStyles.AllowHexSpecifier);
return new Color(r / 255f, g / 255f, b / 255f);
}
public static string TextfieldWithTooltip(Rect rect, string text, string tooltip,
GUIStyle textfieldStyle, GUIStyle tooltipStyle)
{
text = GUI.TextField(rect, text, textfieldStyle);
if (text.Length == 0)
GUI.Label(rect, tooltip, tooltipStyle);
return text;
}
#endregion
}
I will be realy glad to see some advices or straight anwsers on this problem is someone can solve it :)
Thank you!
The problem
I am trying to procedurally generate dungeon rooms with random X, Y sizes inside of a radius (r). However, even after I validate that the starting grid (origin of the "room") is not in the same position as other origins after running the separation function there are rooms still building inside of each other.
Solutions I have tried
I tried using math to calculate an optimal radius that will be able to fit the average of all the room sizes * amount of rooms. However, the separation should hypothetically work with any radius (though I want to keep them relatively close in order to keep hallways short).
Code
All my code is based on one tile. This means that all calculations are using one tile, and will remain one tile until the very end, then I scale them up.
private void GenerateRooms(int amount)
{
// init sizes
Vector2[] room_sizes = new Vector2[amount];
for (int i = 0; i < amount; i++)
{
room_sizes[i] = new Vector2(Random.Range(minimum_room_height, maximum_room_height), Random.Range(minimum_room_width, maximum_room_width));
}
float biggest_room = calculations.CalculateBiggest(room_sizes);
Vector2[] room_points = new Vector2[amount];
Vector2[] used_points = new Vector2[amount];
float radius = calculations.CalculateAverage(room_sizes) * amount;
for (int i = 0; i < amount; i++)
{
do {
Vector2 test_point = new Vector2(Random.Range(-radius, radius), Random.Range(-radius, radius));
foreach (Vector2 point in used_points) {
if (test_point == point) {
continue;
} else {
room_points[i] = test_point;
used_points[i] = test_point;
break;
}
}
} while (Vector2.Distance(Vector2.zero, room_points[i]) < radius);
}
for (int i = 0; i < amount; i++)
{
//Vector2 origin = room_points[i];
Vector3 position = calculations.computeSeperate(room_points, room_points[i], biggest_room);
//position = new Vector3(position.x + origin.x, position.y + origin.y, 0);
Vector3Int location = tile_map.WorldToCell(position);
tile_map.SetTile(location, tile);
calculations.scaleUpRooms(position, room_sizes[i].x, room_sizes[i].y, tile_map, tile);
}
}
The above is code for calling all the functions and validating the points. Here are the important functions (calculation functions):
public Vector2 computeSeperate(Vector2[] point_array, Vector2 target_point, float minimum_distance)
{
int neighbor_count = 0;
for (int i = 0; i < point_array.Length; i++)
{
if (point_array[i] != target_point)
{
if (Vector2.Distance(target_point, point_array[i]) < minimum_distance * 2)
{
target_point.x += point_array[i].x - target_point.x;
target_point.y += point_array[i].y - target_point.y;
neighbor_count++;
}
}
}
if (neighbor_count == 0)
{
return target_point;
} else
{
target_point.x /= neighbor_count;
target_point.y /= neighbor_count;
target_point.x *= -1;
target_point.y *= -1;
target_point.Normalize();
return target_point;
}
}
public void scaleUpRooms(Vector2 base_point, float scale_x, float scale_y, Tilemap tile_map, Tile tile) // ex: 5x5
{
List<Vector2> Calculate(Vector2 size)
{
List<Vector2> results = new List<Vector2>();
for (int i = 0; i < size.y; i++)
for (int o = 0; o < size.x; o++)
results.Add(new Vector2(o, i) + (new Vector2(size.x % 2 != 0 ? .5f : 1, size.y % 2 != 0 ? .5f : 1) - (size / 2)));
string st = "";
for (int i = 0; i < results.Count; i++)
st += "\n" + results[i].ToString();
return results;
}
Vector2 desired_scale = new Vector2(scale_x, scale_y);
List<Vector2> Offsets = Calculate(desired_scale);
for (int i = 0; i < Offsets.Count; i++)
{
Vector3 position = base_point + Offsets[i];
Vector3Int location = tile_map.WorldToCell(position);
tile_map.SetTile(location, tile);
}
}
Im doing school project. My task is to write a small Winform application that represents the Bezier Curve, but with some constraints.
I did almost everything, just one more step is ahead of me.
The whole program starts with an empty canvas, then the user can click on it, and a circle is drawn. After every 4th click, the bezier curve appears to that polygon. Now comes my problem.
What I am stuck with is that I have to controll somehow where the 5th click is going to be. It must be on a line that comes from 2 points: the 3rd and 4th points.
Can anybody help me with this? I have really no idea how to even start.
So far, this is my code.
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;
namespace grafika_beadando_kettesert
{
public partial class MainForm : Form
{
Graphics g;
int counter = 0;
Pen PenBlack = Pens.Black; //ezzel a tollal rajzolom a vonalat
Pen PenCurve = new Pen(Color.Blue, 3f); //ezzel a tollal rajzolom a görbét
Brush PenPoint; //Ezzel töltöm ki a pontot
int size = 4; // a lerakott pont mérete
int found = -1;
List<PointF> Points = new List<PointF>(); //ebbe a listába tárolom a pontokat
PointF p0, p1;
public MainForm()
{
InitializeComponent();
PenPoint = new SolidBrush(canvas.BackColor);
this.DoubleBuffered = true;
}
private void canvas_Paint(object sender, PaintEventArgs e)
{
g = e.Graphics;
g.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.HighQuality;
for (int i = 0; i < Points.Count - 1; i++) // mindig meg kell rajzolni az eddig meghúzott vonalakat a polygonból újra
g.DrawLine(PenBlack, Points[i], Points[i + 1]);
if (counter == 4)
{
DrawBeziergorbe();
counter = 0;
}
for (int i = 0; i < Points.Count; i++) // ezzel rajzolom meg az eddig felrakott pontokat újra
{
g.FillEllipse(PenPoint, Points[i].X - size, Points[i].Y - size, 2 * size, 2 * size);
g.DrawEllipse(PenBlack, Points[i].X - size, Points[i].Y - size, 2 * size, 2 * size);
}
}
private void canvas_MouseUp(object sender, MouseEventArgs e)
{
found = -1;
}
private void canvas_MouseMove(object sender, MouseEventArgs e)
{
if (found != -1)
{
Points[found] = e.Location;
canvas.Invalidate();
}
}
private void canvas_MouseDown(object sender, MouseEventArgs e)
{
for (int i = 0; i < Points.Count; i++)
{
if (Math.Abs(Points[i].X - e.X) <= size && Math.Abs(Points[i].Y - e.Y) <= size)
{
found = i;
break;
}
}
if (found == -1)
{
Points.Add(e.Location); //ha nincs túl közel a lerakott pont egy jelenlegihez, akkor hozzáadja a
//"Points" listához, hogy innen kiolvasva újra belehessen rajzolni
found = Points.Count - 1;
counter++;
canvas.Invalidate();
}
}
private void DrawBeziergorbe() //Mivel n-ed fokú bezier görbe kell, ezért használom a binomiálisos megoldást
{
int n = Points.Count - 1;
double t = 0;
double h = 1.0 / 500.0;
double b = 0.0;
p0 = new PointF(0, 0);
for (int i = 0; i <= n; i++)
{
b = B(n, i, t);
p0.X += (float)(b * Points[i].X);
p0.Y += (float)(b * Points[i].Y);
}
while (t < 1)
{
t += h;
p1 = new PointF(0, 0);
for (int i = 0; i <= n; i++)
{
b = B(n, i, t);
p1.X += (float)(b * Points[i].X);
p1.Y += (float)(b * Points[i].Y);
}
g.DrawLine(PenCurve, p0, p1);
p0 = p1;
}
}
private double B(int n, int i, double t)
{
return Binom(n, i) * (Math.Pow(1 - t, n - i) * Math.Pow(t, i));
}
private uint Binom(int n, int k)
{
if (n == 0) return 0;
else if (k == 0 || k == n) return 1;
else return Binom(n - 1, k - 1) + Binom(n - 1, k);
}
}
}
You can simply project the click position on the desired line.
If c is the click position and A and B are the two last control points, then the projected position p is:
d = B - A
p = A + dot(c - A, d) / dot(d, d) * d
I'm building a tile engine for my first game ever and i've been following a guide step by step (can't link it because i'm limited to 2). I have however, made a few modifications to the tilemap so that i can continue with my project.
And while testing my program a noticed a bug that i was hoping you guys could help me resolve...
...The tile engine is drawing the wrong tiles!
This is my TileMap (with numbers assigned to each tile) and this is what my engine draws.
While it should follow the order as seen below (the code is self-explanatory)
rows[0].columns[3].tileID = 0;
rows[0].columns[4].tileID = 1;
rows[0].columns[5].tileID = 2;
rows[0].columns[6].tileID = 3;
rows[0].columns[7].tileID = 4;
rows[1].columns[3].tileID = 5;
rows[1].columns[4].tileID = 6;
rows[1].columns[5].tileID = 7;
rows[1].columns[6].tileID = 8;
rows[1].columns[7].tileID = 9;
rows[2].columns[3].tileID = 10;
rows[2].columns[4].tileID = 11;
rows[2].columns[5].tileID = 12;
rows[2].columns[6].tileID = 13;
rows[2].columns[7].tileID = 14;
rows[3].columns[3].tileID = 15;
rows[3].columns[4].tileID = 16;
rows[3].columns[5].tileID = 17;
rows[3].columns[6].tileID = 18;
rows[3].columns[7].tileID = 19;
rows[4].columns[3].tileID = 20;
rows[4].columns[4].tileID = 21;
rows[4].columns[5].tileID = 22;
rows[4].columns[6].tileID = 23;
rows[4].columns[7].tileID = 24;
rows[5].columns[3].tileID = 25;
rows[5].columns[4].tileID = 26;
rows[5].columns[5].tileID = 27;
rows[5].columns[6].tileID = 28;
rows[5].columns[7].tileID = 29;
Code Essentials
The Important parts of my code
Tile.class
Where i define the tile size and have a function which navigates the tilemap to find my deiserd tile.
namespace TileEngine
{
static class Tile
{
static public Texture2D tileSetTexture;
static public int tileWidth = 48;
static public int tileHeight = 48;
static public Rectangle getSourceRectangle(int tileIndex)
{
int tileY = tileIndex / (tileSetTexture.Width / tileWidth);
int tileX = tileIndex % (tileSetTexture.Height / tileHeight);
return new Rectangle(tileX * tileWidth, tileY * tileHeight, tileWidth, tileHeight);
}
}
}
MapCell
Where i define the tileID
class MapCell
{
public List<int> baseTiles = new List<int>();
public int tileID
{
get { return baseTiles.Count > 0 ? baseTiles[0] : 0; }
set
{
if (baseTiles.Count > 0)
baseTiles[0] = value;
else
addBaseTile(value);
}
}
public void addBaseTile(int tileID)
{
baseTiles.Add(tileID);
}
public MapCell(int tileID)
{
this.tileID = tileID;
}
}
TileMap
Where i build the map
class MapRow
{
public List<MapCell> columns = new List<MapCell>();
}
class TileMap
{
public List<MapRow> rows = new List<MapRow>();
public int mapWidth = 50;
public int mapHeight = 50;
public TileMap()
{
for (int y = 0; y < mapHeight; y++)
{
MapRow thisRow = new MapRow();
for (int x = 0; x < mapWidth; x++)
{
thisRow.columns.Add(new MapCell(0));
}
rows.Add(thisRow);
}
}
}
Draw
And lastly my draw code.
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.Black);
spriteBatch.Begin();
Vector2 firstSquare = new Vector2(Camera.location.X / Tile.tileWidth, Camera.location.Y / Tile.tileHeight);
int firstX = (int)firstSquare.X;
int firstY = (int)firstSquare.Y;
Vector2 squareOffset = new Vector2(Camera.location.X % Tile.tileWidth, Camera.location.Y % Tile.tileHeight);
int offsetX = (int)squareOffset.X;
int offsetY = (int)squareOffset.Y;
for (int y = 0; y < squaresDown; y++)
{
for (int x = 0; x < squaresAcross; x++)
{
foreach (int tileID in myMap.rows[y + firstY].columns[x + firstX].baseTiles)
{
spriteBatch.Draw(
Tile.tileSetTexture,
new Rectangle(
(x * Tile.tileWidth) - offsetX, (y * Tile.tileHeight) - offsetY,
Tile.tileWidth, Tile.tileHeight),
Tile.getSourceRectangle(tileID),
Color.White);
}
}
}
spriteBatch.End();
base.Draw(gameTime);
}
I cannot for the life of me work out how to get the block that is supposed to be drawn with every loop through the array of "Arxl" objects to animate across the grid.
Any suggestions would be really appreciated, not looking for someone to complete the code for me. just a fresh set of eyes.
public partial class Game : Form
{
//attributes
private Bitmap _grid;
private Arxl[,] _cartesianGrid;
private int _arxlAmount;
const int ARXL = 4;
public Game()
{
InitializeComponent();
_arxlAmount = (gridPictureBox.Height / ARXL);//in case height/arxl is not an even number?
_cartesianGrid = new Arxl[_arxlAmount, _arxlAmount];
_grid = new Bitmap(gridPictureBox.Width, gridPictureBox.Height);
int x;
int y;
for (x = 0; x < _arxlAmount; x++)
{
for (y = 0; y < _arxlAmount; y++)
{
_cartesianGrid[x, y] = new Arxl();
}
}
SetSeed(_cartesianGrid);
}
private void SetSeed(Arxl[,] cartesianGrid)
{
_cartesianGrid[1, 1].Active = true;
}
private void DrawArxl(Bitmap _grid, Arxl[,] cartesianGrid,int arxlAmount)
{
int x, y;
x=0;
y=0;
Graphics graphics = Graphics.FromImage(_grid);
graphics.Clear(Color.White);
for (x = 1; x < arxlAmount;x++ )
{
for (y = 1; y < arxlAmount; y++)
{
if (cartesianGrid[x, y].Active==true)
{
cartesianGrid[x, y].Area = new Rectangle(x * ARXL, y * ARXL, ARXL, ARXL);
graphics.FillRectangle(Brushes.Black, cartesianGrid[x, y].Area);
}
else if(cartesianGrid[x,y].Active==false)
{
Pen newPen=new Pen(Color.Black);
cartesianGrid[x, y].Area = new Rectangle(x * ARXL, y * ARXL, ARXL, ARXL);
graphics.DrawRectangle(newPen,cartesianGrid[x, y].Area);
newPen.Dispose();
}
}
}
}
private void timer_Tick(object sender, EventArgs e)
{
//GameOfLife(_cartesianGrid, _arxlAmount);
ScrollBlock(_cartesianGrid, _arxlAmount);
DrawArxl(_grid, _cartesianGrid, _arxlAmount);
gridPictureBox.Image = _grid;
}
private void ScrollBlock(Arxl[,] cartesianGrid, int arxlAmount)
{
int x = 0;
int y = 0;
for (x = 0; x < arxlAmount; x++)
{
for (y = 0; y < arxlAmount; y++)
{
if (_cartesianGrid[x, y].Active == true)
{
if (x>=0)
{
if (x == (arxlAmount-1))
{
_cartesianGrid[x, y].Active = false;
_cartesianGrid[1, y].Active = true;
}
else if(x<(arxlAmount-1))
{
_cartesianGrid[x, y].Active = false;
_cartesianGrid[x+1, y].Active = true;
}
}
}
}
}
}
According to a comment in your code, you want to program the life game. It will not work, if you change the cells in place, because you will have to compute the new state from the unchanged old state. Therefore, you will need to have two game boards, one with the current state and one with the new state. Instead of creating new board all the time, it is better to have two boards and to swap them. In addition, there is no point in storing the Rectangles in the board. Therefore, I declare the boards as Boolean matrix.
const int CellSize = 4;
private int _boardSize;
private bool[,] _activeBoard, _inactiveBoard;
Bitmap _grid;
The form constructor is changed like this
public Game()
{
InitializeComponent();
_boardSize = Math.Min(gridPictureBox.Width, gridPictureBox.Height) / CellSize;
_grid = new Bitmap(gridPictureBox.Width, gridPictureBox.Height);
_activeBoard = new bool[_boardSize, _boardSize];
_inactiveBoard = new bool[_boardSize, _boardSize];
SetSeed();
}
We initialize the game like this (as an example)
private void SetSeed()
{
_activeBoard[0, 0] = true;
_activeBoard[7, 4] = true;
DrawGrid();
}
The timer tick does this
ScrollBlock();
DrawGrid();
The logic in ScrollBlock is completely new. We look at the state on the _activeBoard and set the state of _inactiveBoard. Then we swap the two boards.
private void ScrollBlock()
{
for (int x = 0; x < _boardSize; x++) {
for (int y = 0; y < _boardSize; y++) {
if (_activeBoard[x, y]) {
_activeBoard[x, y] = false;
int newX = x + 1;
int newY = y;
if (newX == _boardSize) {
newX = 0;
newY = (newY + 1) % _boardSize;
}
_inactiveBoard[newX, newY] = true;
}
}
}
SwapBoards();
}
The boards are simply swapped like this
private void SwapBoards()
{
bool[,] tmp = _activeBoard;
_activeBoard = _inactiveBoard;
_inactiveBoard = tmp;
}
And finally DrawGrid draws the _activeBoard
private void DrawGrid()
{
Graphics graphics = Graphics.FromImage(_grid);
graphics.Clear(Color.White);
for (int x = 0; x < _boardSize; x++) {
for (int y = 0; y < _boardSize; y++) {
var rect = new Rectangle(x * CellSize, y * CellSize, CellSize, CellSize);
if (_activeBoard[x, y]) {
graphics.FillRectangle(Brushes.Black, rect);
} else {
graphics.DrawRectangle(Pens.Black, rect);
}
}
}
gridPictureBox.Image = _grid;
}
I've spotted your problem.
The problem is that you're updating a cell position (moving it to the right in this particular initial state), but the next iteration in the for loop finds the updated state from the previous iteration, so it updates the cell again, and again, and when the cycle stops, the cell was scrolled over to its initial cell position!, with no repainting in between.
I'm modifying your code to add an UpdateList that will turn on cells that need to be ON after the grid scan has finished to avoid updating the same "active dot" more than once. This should show a moving dot from left to right.
private void ScrollBlock(Arxl[,] cartesianGrid, int arxlAmount) {
int x = 0;
int y = 0;
List<Point> updateList = new List<Point>();
for( x = 0; x < arxlAmount; x++ ) {
for( y = 0; y < arxlAmount; y++ ) {
if( _cartesianGrid[x, y].Active == true ) {
if( x >= 0 ) {
if( x == (arxlAmount - 1) ) {
_cartesianGrid[x, y].Active = false;
//_cartesianGrid[1, y].Active = true;
updateList.Add(new Point(1, y));
} else if( x < (arxlAmount - 1) ) {
_cartesianGrid[x, y].Active = false;
//_cartesianGrid[x + 1, y].Active = true;
updateList.Add(new Point(x + 1, y));
}
}
}
}
}
foreach( var pt in updateList ) {
_cartesianGrid[pt.X, pt.Y].Active = true;
}
}
In your timer try calling gridPictureBox.Invalidate() after you assign the image to the picturebox. This will force the picturebox to redraw itself.