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LevelsTask.cs
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LevelsTask.cs
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using System;
using System.Collections.Generic;
namespace func_rocket
{
public class LevelsTask
{
private static readonly Physics StandardPhysics = new Physics();
private static readonly Vector StartPosition = new Vector(200, 500);
private static Vector TargetPosition { get; set; }
private static readonly Rocket Rocket = new Rocket(StartPosition, Vector.Zero, -Math.PI / 2);
private static readonly Dictionary<string, Gravity> Gravities = new Dictionary<string, Gravity>
{
{
"Zero",
(size, v) => (v - new Vector(size.Width, size.Height)).Normalize().BoundTo(size)
},
{
"Heavy",
(size, v) => new Vector(0, size.Height - v.Y).Normalize() * 0.9
},
{
"Up",
(size, v) =>
{
var result = new Vector(0, v.Y - size.Height);
var ratio = 300 / ((size.Height - v.Y) + 300.0);
return result.Normalize() * ratio;
}
},
{
"WhiteHole",
(size, v) =>
{
var result = new Vector(v.X - 600, v.Y - 200);
var ratio = 140 * result.Length / (result.Length * result.Length + 1);
return result.Normalize() * ratio;
}
},
{
"BlackHole",
(size, v) =>
{
var anomaly = (Rocket.Location + TargetPosition) / 2.0;
var result = new Vector(anomaly.X - v.X, anomaly.Y - v.Y);
var ratio = 300 * result.Length / (result.Length * result.Length + 1);
return result.Normalize() * ratio;
}
},
{
"BlackAndWhite",
(size, v) =>
{
var whiteHoleVector = Gravities["WhiteHole"].Invoke(size, v);
var blackHoleVector = Gravities["BlackHole"].Invoke(size, v);
return (whiteHoleVector + blackHoleVector) / 2.0;
}
}
};
public static IEnumerable<Level> CreateLevels()
{
foreach (var gravity in Gravities)
{
TargetPosition = gravity.Key == "Up" ? new Vector(700, 500) : new Vector(600, 200);
yield return new Level(gravity.Key,
Rocket,
TargetPosition,
gravity.Value,
StandardPhysics);
}
}
}
}