Fixed the bug where the simulation would simply restart automatically
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@@ -113,6 +113,7 @@ namespace PropagationRemasteredBeta
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this.btnRandomName.Name = "btnRandomName";
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this.btnRandomName.Size = new System.Drawing.Size(34, 34);
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this.btnRandomName.TabIndex = 18;
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this.btnRandomName.Text = "#";
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this.btnRandomName.UseVisualStyleBackColor = true;
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//
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// label10
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@@ -207,6 +208,7 @@ namespace PropagationRemasteredBeta
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this.btnRandomizeStats.Name = "btnRandomizeStats";
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this.btnRandomizeStats.Size = new System.Drawing.Size(34, 34);
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this.btnRandomizeStats.TabIndex = 20;
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this.btnRandomizeStats.Text = "#";
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this.btnRandomizeStats.UseVisualStyleBackColor = true;
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this.btnRandomizeStats.Click += new System.EventHandler(this.btnRandomizeStats_Click);
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//
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@@ -110,6 +110,8 @@ namespace PropagationRemasteredBeta
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if (infecteds > 0)
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{
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t.Refresh();
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//Stopping and restarting timer makes sure that the processing of the image is finished before an other call is made
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tmrTick.Start();
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}
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else
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{
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@@ -122,7 +124,8 @@ namespace PropagationRemasteredBeta
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BufferImage = t.Display();
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tmrTick.Start();
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if (needToSave)
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{
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Save(BufferImage, frameCount);
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@@ -138,10 +141,15 @@ namespace PropagationRemasteredBeta
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//refresh all the stats
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lblMemory.Text = GetMemoryUsage().ToString() + " Mb";
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lblelementsCounter.Text = t.DRAWED_ELEMENTS.ToString();
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//lblInfected.Text = t.InfectedCount[t.InfectedCount.Count() - 1].ToString();
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//lblImmunes.Text = t.ImmuneCount[t.ImmuneCount.Count() - 1].ToString();
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//lblSain.Text = t.SainCount[t.SainCount.Count() - 1].ToString();
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//lblDeaths.Text = t.DeadCount[t.DeadCount.Count() - 1].ToString();
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if(t.InfectedCount.Count > 0)
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lblInfected.Text = t.InfectedCount[t.InfectedCount.Count() - 1].ToString();
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if (t.ImmuneCount.Count > 0)
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lblImmunes.Text = t.ImmuneCount[t.ImmuneCount.Count() - 1].ToString();
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if (t.SainCount.Count > 0)
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lblSain.Text = t.SainCount[t.SainCount.Count() - 1].ToString();
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if(t.DeadCount.Count > 0)
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lblDeaths.Text = t.DeadCount[t.DeadCount.Count() - 1].ToString();
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}
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private void Save(Bitmap imageToSave, int frameNumber)
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{
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@@ -169,27 +169,17 @@ namespace PropagationRemasteredBeta
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{
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//we also send the random so if one day we want to add a seed feature it will also affect the transmission
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switch (Population[width, height].State)
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{
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case Human.INFECTED:
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Population[width, height].Propagate(this);
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break;
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default:
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//nothing to do for now
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break;
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}
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//only for stats purposes
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switch (Population[width, height].State)
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{
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case Human.SAIN:
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SainCount[SimulationDuration] += 1;
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break;
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case Human.INFECTED:
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Population[width, height].Propagate(this);
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InfectedCount[SimulationDuration] += 1;
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break;
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case Human.IMMUNE:
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ImmuneCount[SimulationDuration] += 1;
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break;
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case Human.INFECTED:
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InfectedCount[SimulationDuration] += 1;
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break;
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case Human.DEAD:
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DeadCount[SimulationDuration] += 1;
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break;
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