Method | Description | |
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BoardToString ( ) : string | ||
ClearEventHandlers ( ) : void | ||
CreateBoard ( ) : void | ||
GenerateBoard ( ) : void | ||
IsLevelOver ( ) : bool | ||
LoadBoard ( int puzzleLevel ) : void | ||
MoveToNextLevel ( ) : void | ||
PickNextAtom ( ) : void | ||
SaveLevelReached ( ) : void | ||
SetGameStateToNormal ( ) : void | ||
SignalGameOver ( ) : void | ||
SpewOutAtomsFromMachine ( ) : IList |
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StartAtFirstLevel ( ) : void | ||
StartCountdownTimer ( ) : void | ||
StopCountdownTimer ( ) : void | ||
_countdownTickTimer_Tick ( object sender, |
Method | Description | |
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CoreModel ( ) : System | ||
GetPuzzleBoardAndToolboxDefinition ( int puzzleLevel ) : string | ||
GetTilesInReaction ( |
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SetGameStateToGameComplete ( ) : void | ||
calculateReactionsUsingBestFirstSearch ( IList |
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calculateReactionsUsingBruteForceCombinations ( IList |
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clearBoard ( ) : void | ||
countEmptyTilesOnTheBoard ( ) : int | ||
generateNormalModeBoard ( ) : void | ||
generatePuzzleModeLevel ( ) : void | ||
getCombinationsOf ( int i, IList |
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getCombinationsOfTwo ( IList |
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getIncrementalCombinations ( IList |
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getMostElectronegative ( IList |
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getNonEmptyAdjacentTiles ( |
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getPotentialReactionTiles ( |
Get potential reaction tiles. These are non-empty tiles that are non-diagonally adjacent to centerTile. This also includes tiles that are adjacent to adjacent tiles.
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loadLastReachedLevel ( ) : void | ||
tileFollowsDifficultyBalancingAlgorithm ( |
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weedOutNonConnectedMolecules ( IList |
Given a list of potential molecules, weed out all the ones where the atoms are not all adjacent to each other. This can occur due to a bug-fix for I-shaped molecules not reacting, where we extended molecule detection to all non-empty adjacent tiles. As a result, you can have H-Be-Cl forming H-Cl, which is wrong. This function will fix that, by checking that H and Cl are adjacent.
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public _countdownTickTimer_Tick ( object sender, |
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sender | object | |
e | ||
return | void |