Random values seem to be not really random?

The name of the pictureThe name of the pictureThe name of the pictureClash Royale CLAN TAG#URR8PPP











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Trying to make a simple bacteria-killing game using WinForm in C#, but the bacteria (I am using Panel for the time being) doesn't seem to move around at random.



Specifically, the problem I am having is, the bacteria tries to move towards the upper left corner and move around there only. Ideally, the bacteria needs to move around the rectangle range evenly, but I am not sure how to achieve that.
Look at the gif file below.





As you can see the red Panel moves around the upper left corner only. How can I get it to move everywhere evenly and randomly?



Here is my code:



private Panel _pnlBacteria; //Panel representing a piece of bacteria
private Random r = new Random(); //For randomly-generated values
private int _prevX; //Stores the previous X location
private int _prevY; //Stores the previous Y location

public Form1()

InitializeComponent();
_pnlBacteria = new Panel();
/* Get more property assignments to this._pnlBacteria (omitted) */

//Bacteria's start position is also randomly selected
_prevX = r.Next(50, 300);
_prevY = r.Next(50, 500);


//Timer runs every 100 seconds changing the location of the bacteria
private void TmrMoveBacteria_Tick(object sender, EventArgs e)
(y >= 500)


I tried changing the +10 to +12, leaving -10 as it is, but now this only made the bacteria move to the bottom right corner only. I am at a loss.
Can anyone please help?










share|improve this question



















  • 4




    Random.Next(a,b) means a<=x<b. So I think b should be 11 here so the random to be balanced. Have you tried this?
    – Sergey Prosin
    Aug 10 at 19:54










  • I believe one problem is that you're moving it by a fixed amount relative to the previous coordinate. prevX - 10 etc. Maybe change that 10 to a random value as well.
    – Sach
    Aug 10 at 19:54






  • 1




    It seems to be moving around in a proper manner to me. The reason it is staying in one general location is because that's where it starts and it is not likely to move too far away. This is because the randomness should average out over a long period of time to about zero movement from the original location. (Not an expert on this kind of stuff, someone correct me if I'm wrong)
    – Blake Thingstad
    Aug 10 at 19:55







  • 1




    Hmm please check my answer. It is not going to behave as you expect with a max 10 range with your code as is.
    – Ben Hall
    Aug 10 at 19:59






  • 4




    @BlakeThingstad You're more or less wrong. Einstein (yeah, Albert) showed that an the isotropic random walker on an unbounded field which has taken n steps will have moved, on average, to a distance proportion to sqrt(n) away from it's starting place. Now, different walkers will go in different directions so the net motion of a statistical population is zero, but the expectation for a single walker is to travel. Bounded fields, as here, make the problem much more complicated, of course. Search terms: drunkard's walk and random walk.
    – dmckee
    Aug 11 at 0:38














up vote
24
down vote

favorite
3












Trying to make a simple bacteria-killing game using WinForm in C#, but the bacteria (I am using Panel for the time being) doesn't seem to move around at random.



Specifically, the problem I am having is, the bacteria tries to move towards the upper left corner and move around there only. Ideally, the bacteria needs to move around the rectangle range evenly, but I am not sure how to achieve that.
Look at the gif file below.





As you can see the red Panel moves around the upper left corner only. How can I get it to move everywhere evenly and randomly?



Here is my code:



private Panel _pnlBacteria; //Panel representing a piece of bacteria
private Random r = new Random(); //For randomly-generated values
private int _prevX; //Stores the previous X location
private int _prevY; //Stores the previous Y location

public Form1()

InitializeComponent();
_pnlBacteria = new Panel();
/* Get more property assignments to this._pnlBacteria (omitted) */

//Bacteria's start position is also randomly selected
_prevX = r.Next(50, 300);
_prevY = r.Next(50, 500);


//Timer runs every 100 seconds changing the location of the bacteria
private void TmrMoveBacteria_Tick(object sender, EventArgs e)
(y >= 500)


I tried changing the +10 to +12, leaving -10 as it is, but now this only made the bacteria move to the bottom right corner only. I am at a loss.
Can anyone please help?










share|improve this question



















  • 4




    Random.Next(a,b) means a<=x<b. So I think b should be 11 here so the random to be balanced. Have you tried this?
    – Sergey Prosin
    Aug 10 at 19:54










  • I believe one problem is that you're moving it by a fixed amount relative to the previous coordinate. prevX - 10 etc. Maybe change that 10 to a random value as well.
    – Sach
    Aug 10 at 19:54






  • 1




    It seems to be moving around in a proper manner to me. The reason it is staying in one general location is because that's where it starts and it is not likely to move too far away. This is because the randomness should average out over a long period of time to about zero movement from the original location. (Not an expert on this kind of stuff, someone correct me if I'm wrong)
    – Blake Thingstad
    Aug 10 at 19:55







  • 1




    Hmm please check my answer. It is not going to behave as you expect with a max 10 range with your code as is.
    – Ben Hall
    Aug 10 at 19:59






  • 4




    @BlakeThingstad You're more or less wrong. Einstein (yeah, Albert) showed that an the isotropic random walker on an unbounded field which has taken n steps will have moved, on average, to a distance proportion to sqrt(n) away from it's starting place. Now, different walkers will go in different directions so the net motion of a statistical population is zero, but the expectation for a single walker is to travel. Bounded fields, as here, make the problem much more complicated, of course. Search terms: drunkard's walk and random walk.
    – dmckee
    Aug 11 at 0:38












up vote
24
down vote

favorite
3









up vote
24
down vote

favorite
3






3





Trying to make a simple bacteria-killing game using WinForm in C#, but the bacteria (I am using Panel for the time being) doesn't seem to move around at random.



Specifically, the problem I am having is, the bacteria tries to move towards the upper left corner and move around there only. Ideally, the bacteria needs to move around the rectangle range evenly, but I am not sure how to achieve that.
Look at the gif file below.





As you can see the red Panel moves around the upper left corner only. How can I get it to move everywhere evenly and randomly?



Here is my code:



private Panel _pnlBacteria; //Panel representing a piece of bacteria
private Random r = new Random(); //For randomly-generated values
private int _prevX; //Stores the previous X location
private int _prevY; //Stores the previous Y location

public Form1()

InitializeComponent();
_pnlBacteria = new Panel();
/* Get more property assignments to this._pnlBacteria (omitted) */

//Bacteria's start position is also randomly selected
_prevX = r.Next(50, 300);
_prevY = r.Next(50, 500);


//Timer runs every 100 seconds changing the location of the bacteria
private void TmrMoveBacteria_Tick(object sender, EventArgs e)
(y >= 500)


I tried changing the +10 to +12, leaving -10 as it is, but now this only made the bacteria move to the bottom right corner only. I am at a loss.
Can anyone please help?










share|improve this question















Trying to make a simple bacteria-killing game using WinForm in C#, but the bacteria (I am using Panel for the time being) doesn't seem to move around at random.



Specifically, the problem I am having is, the bacteria tries to move towards the upper left corner and move around there only. Ideally, the bacteria needs to move around the rectangle range evenly, but I am not sure how to achieve that.
Look at the gif file below.





As you can see the red Panel moves around the upper left corner only. How can I get it to move everywhere evenly and randomly?



Here is my code:



private Panel _pnlBacteria; //Panel representing a piece of bacteria
private Random r = new Random(); //For randomly-generated values
private int _prevX; //Stores the previous X location
private int _prevY; //Stores the previous Y location

public Form1()

InitializeComponent();
_pnlBacteria = new Panel();
/* Get more property assignments to this._pnlBacteria (omitted) */

//Bacteria's start position is also randomly selected
_prevX = r.Next(50, 300);
_prevY = r.Next(50, 500);


//Timer runs every 100 seconds changing the location of the bacteria
private void TmrMoveBacteria_Tick(object sender, EventArgs e)
(y >= 500)


I tried changing the +10 to +12, leaving -10 as it is, but now this only made the bacteria move to the bottom right corner only. I am at a loss.
Can anyone please help?







c# winforms






share|improve this question















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share|improve this question








edited Aug 10 at 19:52









maccettura

7,67031426




7,67031426










asked Aug 10 at 19:46









Jessica.D

1354




1354







  • 4




    Random.Next(a,b) means a<=x<b. So I think b should be 11 here so the random to be balanced. Have you tried this?
    – Sergey Prosin
    Aug 10 at 19:54










  • I believe one problem is that you're moving it by a fixed amount relative to the previous coordinate. prevX - 10 etc. Maybe change that 10 to a random value as well.
    – Sach
    Aug 10 at 19:54






  • 1




    It seems to be moving around in a proper manner to me. The reason it is staying in one general location is because that's where it starts and it is not likely to move too far away. This is because the randomness should average out over a long period of time to about zero movement from the original location. (Not an expert on this kind of stuff, someone correct me if I'm wrong)
    – Blake Thingstad
    Aug 10 at 19:55







  • 1




    Hmm please check my answer. It is not going to behave as you expect with a max 10 range with your code as is.
    – Ben Hall
    Aug 10 at 19:59






  • 4




    @BlakeThingstad You're more or less wrong. Einstein (yeah, Albert) showed that an the isotropic random walker on an unbounded field which has taken n steps will have moved, on average, to a distance proportion to sqrt(n) away from it's starting place. Now, different walkers will go in different directions so the net motion of a statistical population is zero, but the expectation for a single walker is to travel. Bounded fields, as here, make the problem much more complicated, of course. Search terms: drunkard's walk and random walk.
    – dmckee
    Aug 11 at 0:38












  • 4




    Random.Next(a,b) means a<=x<b. So I think b should be 11 here so the random to be balanced. Have you tried this?
    – Sergey Prosin
    Aug 10 at 19:54










  • I believe one problem is that you're moving it by a fixed amount relative to the previous coordinate. prevX - 10 etc. Maybe change that 10 to a random value as well.
    – Sach
    Aug 10 at 19:54






  • 1




    It seems to be moving around in a proper manner to me. The reason it is staying in one general location is because that's where it starts and it is not likely to move too far away. This is because the randomness should average out over a long period of time to about zero movement from the original location. (Not an expert on this kind of stuff, someone correct me if I'm wrong)
    – Blake Thingstad
    Aug 10 at 19:55







  • 1




    Hmm please check my answer. It is not going to behave as you expect with a max 10 range with your code as is.
    – Ben Hall
    Aug 10 at 19:59






  • 4




    @BlakeThingstad You're more or less wrong. Einstein (yeah, Albert) showed that an the isotropic random walker on an unbounded field which has taken n steps will have moved, on average, to a distance proportion to sqrt(n) away from it's starting place. Now, different walkers will go in different directions so the net motion of a statistical population is zero, but the expectation for a single walker is to travel. Bounded fields, as here, make the problem much more complicated, of course. Search terms: drunkard's walk and random walk.
    – dmckee
    Aug 11 at 0:38







4




4




Random.Next(a,b) means a<=x<b. So I think b should be 11 here so the random to be balanced. Have you tried this?
– Sergey Prosin
Aug 10 at 19:54




Random.Next(a,b) means a<=x<b. So I think b should be 11 here so the random to be balanced. Have you tried this?
– Sergey Prosin
Aug 10 at 19:54












I believe one problem is that you're moving it by a fixed amount relative to the previous coordinate. prevX - 10 etc. Maybe change that 10 to a random value as well.
– Sach
Aug 10 at 19:54




I believe one problem is that you're moving it by a fixed amount relative to the previous coordinate. prevX - 10 etc. Maybe change that 10 to a random value as well.
– Sach
Aug 10 at 19:54




1




1




It seems to be moving around in a proper manner to me. The reason it is staying in one general location is because that's where it starts and it is not likely to move too far away. This is because the randomness should average out over a long period of time to about zero movement from the original location. (Not an expert on this kind of stuff, someone correct me if I'm wrong)
– Blake Thingstad
Aug 10 at 19:55





It seems to be moving around in a proper manner to me. The reason it is staying in one general location is because that's where it starts and it is not likely to move too far away. This is because the randomness should average out over a long period of time to about zero movement from the original location. (Not an expert on this kind of stuff, someone correct me if I'm wrong)
– Blake Thingstad
Aug 10 at 19:55





1




1




Hmm please check my answer. It is not going to behave as you expect with a max 10 range with your code as is.
– Ben Hall
Aug 10 at 19:59




Hmm please check my answer. It is not going to behave as you expect with a max 10 range with your code as is.
– Ben Hall
Aug 10 at 19:59




4




4




@BlakeThingstad You're more or less wrong. Einstein (yeah, Albert) showed that an the isotropic random walker on an unbounded field which has taken n steps will have moved, on average, to a distance proportion to sqrt(n) away from it's starting place. Now, different walkers will go in different directions so the net motion of a statistical population is zero, but the expectation for a single walker is to travel. Bounded fields, as here, make the problem much more complicated, of course. Search terms: drunkard's walk and random walk.
– dmckee
Aug 11 at 0:38




@BlakeThingstad You're more or less wrong. Einstein (yeah, Albert) showed that an the isotropic random walker on an unbounded field which has taken n steps will have moved, on average, to a distance proportion to sqrt(n) away from it's starting place. Now, different walkers will go in different directions so the net motion of a statistical population is zero, but the expectation for a single walker is to travel. Bounded fields, as here, make the problem much more complicated, of course. Search terms: drunkard's walk and random walk.
– dmckee
Aug 11 at 0:38












5 Answers
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up vote
13
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accepted










A slightly different way to tackle this might be to choose a random direction and a random distance to travel in that direction. This will allow more movement over the form if we increase the maximum distance the bacteria can travel before changing direction.



We can also "weight" the randomness of the distance so that shorter distances are chosen more often. This will add more variety and randomness to the movement pattern, while still allowing a few long sprints to another location.



Here's an example that you can copy/paste into a new form project implementing this idea. You can play with the settings for maxDistance (the furthest distance allowed before changing direction) and stepDistance (the distance travelled on each iteration of the Timer). A smaller stepDistance will result in smoother, but slower movement. I've made it pretty small, so I've also decreased the Interval property of the Timer to speed it up.



You'll notice I also added a method to validate that the direction is valid, so that the bacteria doesn't run off the screen. I created an enum to represent directions, which made it easy to check for movement in a particular direction (i.e. if the enum value contains "North" and we're too close to the top, then it's an invalid direction - this covers "North", "NorthWest", and "Northeast" directions).



Edit: I moved the creation of the "weighted distances" list to the constructor, and modified it to select exponentially fewer items rather than linearly fewer items.



Hope it makes sense:



public partial class Form1 : Form

// Program Settings and Controls
private readonly Panel pnlBacteria; // Panel representing a piece of bacteria
private readonly Random random = new Random(); // For randomly-generated values
private readonly Timer tmrMoveBacteria; // Timer used for bacteria movement
private readonly int bacteriaSize = 20; // Stores the size for our bacteria
private const int maxDistance = 50; // The maximum number of moves allowed in the same direction.
private const int stepDistance = 3; // The distance to travel on each iteration of the timer. Smaller number is slower and smoother
private readonly List<int> weightedDistances; // Contains a weighted list of distances (lower numbers appear more often than higher ones)

// Bacteria state variables
private Direction direction; // Stores the current direction bacteria is moving
private int distance; // Stores the distance remaining to travel in current direction

// Represents possible directions for bacteria to move
private enum Direction

North, NorthEast, East, SouthEast, South, SouthWest, West, NorthWest


public Form1()

InitializeComponent();

// Initialize our weighted differences array so that 1 is
// chosen most often and maxDistance is chosen the least often
weightedDistances = new List<int>();
for (var i = 0; i < maxDistance; i++)

var weight = maxDistance / (i + 1);

for (var j = 0; j <= weight; j++)

weightedDistances.Add(i + 1);



// Give life to the bacteria
pnlBacteria = new Panel

BackColor = Color.Red,
Width = bacteriaSize,
Height = bacteriaSize,
Left = random.Next(0, ClientRectangle.Width - bacteriaSize),
Top = random.Next(0, ClientRectangle.Height - bacteriaSize)
;
Controls.Add(pnlBacteria);

// Start bacteria movement timer
tmrMoveBacteria = new Timer Interval = 10;
tmrMoveBacteria.Tick += TmrMoveBacteria_Tick;
tmrMoveBacteria.Start();


/// <summary>
/// Sets the direction and distance fields to valid values based on the
/// current bacteria position, direction, and remaining distance
/// </summary>
private void UpdateDirectionAndDistance()

// Get all directions
var validDirections = Enum.GetValues(typeof(Direction)).Cast<Direction>();

// Remove invalid directions (based on the bacteria position)
if (pnlBacteria.Top < bacteriaSize) validDirections =
validDirections.Where(dir => !dir.ToString().Contains("North"));

if (pnlBacteria.Right > ClientRectangle.Width - bacteriaSize) validDirections =
validDirections.Where(dir => !dir.ToString().Contains("East"));

if (pnlBacteria.Left < bacteriaSize) validDirections =
validDirections.Where(dir => !dir.ToString().Contains("West"));

if (pnlBacteria.Bottom > ClientRectangle.Height - bacteriaSize) validDirections =
validDirections.Where(dir => !dir.ToString().Contains("South"));

// If we're supposed to keep on moving in the same
// direction and it's valid, then we can exit
if (distance > 0 && validDirections.Contains(direction)) return;

// If we got here, then we're setting a new direction and distance
distance = weightedDistances[random.Next(weightedDistances.Count)];
var directions = validDirections.Where(d => d != direction).ToList();
direction = directions[random.Next(directions.Count)];


/// <summary>
/// Executes on each iteration of the timer, and moves the bacteria
/// </summary>
/// <param name="sender"></param>
/// <param name="e"></param>
private void TmrMoveBacteria_Tick(object sender, EventArgs e)

// Ensure direction and distance are valid
UpdateDirectionAndDistance();

// Move the bacteria
var dirStr = direction.ToString();
if (dirStr.Contains("North")) pnlBacteria.Top -= stepDistance;
if (dirStr.Contains("East")) pnlBacteria.Left += stepDistance;
if (dirStr.Contains("South")) pnlBacteria.Top += stepDistance;
if (dirStr.Contains("West")) pnlBacteria.Left -= stepDistance;

distance--;







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    up vote
    22
    down vote













    If you read the documentation of Random.next(int,int) you'll find the the lower bound is inclusive and the upper bound is exclusive, that's why -10 and +11 works.






    share|improve this answer



























      up vote
      1
      down vote













      The left and right arguments of r.Next are inclusive and exclusive respectively.



      x = r.Next(_prevX - 10, _prevX + 10);
      y = r.Next(_prevY - 10, _prevY + 10);


      So the probability space of this code is a 19x19 square off center of (_prevX,_prevY) to its upper left. This means displacement is more likely towards the upper left.



      If we use 11s on the right, then the probability space is a 20x20 square centered at (_prevX,_prevY). The bacteria will move more evenly. Its average displacement within its probability square is zero, so there's not a single favored direction. But the diagonal directions will be favored since diagonal displacement is the greatest on average. This may or may not be important depending on the situation.



      If we use radius and direction as explained by Rufus L, then we can generate a more "natural" circular probability space. That's why it's the preferred approach.






      share|improve this answer





























        up vote
        0
        down vote













        The problem is that you are moving the object back and forth because the range is prev -+10;



         x = r.Next(_prevX - 10, _prevX + 10);
        y = r.Next(_prevY - 10, _prevY + 10);


        you should add a direction flag for yval and xval, set it with certain probability p(less then 1/2) , when the flag is on go right/up, when its off go left/down ,



        if (forwardx)
        x = r.Next(_prevX , _prevX + 10);

        else
        x = r.Next(_prevX - 10, _prevX );

        if (forwardy)
        y = r.Next(_prevY , _prevY + 10);

        else
        y = r.Next(_prevY - 10 , _prevY );


        forwardx = r.Next(10) == 1; //p = 0.1
        forwardy = r.Next(10) == 1;


        Good luck!






        share|improve this answer





























          up vote
          0
          down vote













          You should use the size of your panel.height - size of your square.height same for length instead of constants this way if the screen size changes your game will still work.



          _prevX = r.Next(bateriaSize, this.Width-bacteriaSize); //this.Width Gets you the of form
          _prevY = r.Next(bateriaSize, this.Height-bacteriaSize); //This.Height gets you the height of form





          share|improve this answer






















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            5 Answers
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            5 Answers
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            up vote
            13
            down vote



            accepted










            A slightly different way to tackle this might be to choose a random direction and a random distance to travel in that direction. This will allow more movement over the form if we increase the maximum distance the bacteria can travel before changing direction.



            We can also "weight" the randomness of the distance so that shorter distances are chosen more often. This will add more variety and randomness to the movement pattern, while still allowing a few long sprints to another location.



            Here's an example that you can copy/paste into a new form project implementing this idea. You can play with the settings for maxDistance (the furthest distance allowed before changing direction) and stepDistance (the distance travelled on each iteration of the Timer). A smaller stepDistance will result in smoother, but slower movement. I've made it pretty small, so I've also decreased the Interval property of the Timer to speed it up.



            You'll notice I also added a method to validate that the direction is valid, so that the bacteria doesn't run off the screen. I created an enum to represent directions, which made it easy to check for movement in a particular direction (i.e. if the enum value contains "North" and we're too close to the top, then it's an invalid direction - this covers "North", "NorthWest", and "Northeast" directions).



            Edit: I moved the creation of the "weighted distances" list to the constructor, and modified it to select exponentially fewer items rather than linearly fewer items.



            Hope it makes sense:



            public partial class Form1 : Form

            // Program Settings and Controls
            private readonly Panel pnlBacteria; // Panel representing a piece of bacteria
            private readonly Random random = new Random(); // For randomly-generated values
            private readonly Timer tmrMoveBacteria; // Timer used for bacteria movement
            private readonly int bacteriaSize = 20; // Stores the size for our bacteria
            private const int maxDistance = 50; // The maximum number of moves allowed in the same direction.
            private const int stepDistance = 3; // The distance to travel on each iteration of the timer. Smaller number is slower and smoother
            private readonly List<int> weightedDistances; // Contains a weighted list of distances (lower numbers appear more often than higher ones)

            // Bacteria state variables
            private Direction direction; // Stores the current direction bacteria is moving
            private int distance; // Stores the distance remaining to travel in current direction

            // Represents possible directions for bacteria to move
            private enum Direction

            North, NorthEast, East, SouthEast, South, SouthWest, West, NorthWest


            public Form1()

            InitializeComponent();

            // Initialize our weighted differences array so that 1 is
            // chosen most often and maxDistance is chosen the least often
            weightedDistances = new List<int>();
            for (var i = 0; i < maxDistance; i++)

            var weight = maxDistance / (i + 1);

            for (var j = 0; j <= weight; j++)

            weightedDistances.Add(i + 1);



            // Give life to the bacteria
            pnlBacteria = new Panel

            BackColor = Color.Red,
            Width = bacteriaSize,
            Height = bacteriaSize,
            Left = random.Next(0, ClientRectangle.Width - bacteriaSize),
            Top = random.Next(0, ClientRectangle.Height - bacteriaSize)
            ;
            Controls.Add(pnlBacteria);

            // Start bacteria movement timer
            tmrMoveBacteria = new Timer Interval = 10;
            tmrMoveBacteria.Tick += TmrMoveBacteria_Tick;
            tmrMoveBacteria.Start();


            /// <summary>
            /// Sets the direction and distance fields to valid values based on the
            /// current bacteria position, direction, and remaining distance
            /// </summary>
            private void UpdateDirectionAndDistance()

            // Get all directions
            var validDirections = Enum.GetValues(typeof(Direction)).Cast<Direction>();

            // Remove invalid directions (based on the bacteria position)
            if (pnlBacteria.Top < bacteriaSize) validDirections =
            validDirections.Where(dir => !dir.ToString().Contains("North"));

            if (pnlBacteria.Right > ClientRectangle.Width - bacteriaSize) validDirections =
            validDirections.Where(dir => !dir.ToString().Contains("East"));

            if (pnlBacteria.Left < bacteriaSize) validDirections =
            validDirections.Where(dir => !dir.ToString().Contains("West"));

            if (pnlBacteria.Bottom > ClientRectangle.Height - bacteriaSize) validDirections =
            validDirections.Where(dir => !dir.ToString().Contains("South"));

            // If we're supposed to keep on moving in the same
            // direction and it's valid, then we can exit
            if (distance > 0 && validDirections.Contains(direction)) return;

            // If we got here, then we're setting a new direction and distance
            distance = weightedDistances[random.Next(weightedDistances.Count)];
            var directions = validDirections.Where(d => d != direction).ToList();
            direction = directions[random.Next(directions.Count)];


            /// <summary>
            /// Executes on each iteration of the timer, and moves the bacteria
            /// </summary>
            /// <param name="sender"></param>
            /// <param name="e"></param>
            private void TmrMoveBacteria_Tick(object sender, EventArgs e)

            // Ensure direction and distance are valid
            UpdateDirectionAndDistance();

            // Move the bacteria
            var dirStr = direction.ToString();
            if (dirStr.Contains("North")) pnlBacteria.Top -= stepDistance;
            if (dirStr.Contains("East")) pnlBacteria.Left += stepDistance;
            if (dirStr.Contains("South")) pnlBacteria.Top += stepDistance;
            if (dirStr.Contains("West")) pnlBacteria.Left -= stepDistance;

            distance--;







            share|improve this answer


























              up vote
              13
              down vote



              accepted










              A slightly different way to tackle this might be to choose a random direction and a random distance to travel in that direction. This will allow more movement over the form if we increase the maximum distance the bacteria can travel before changing direction.



              We can also "weight" the randomness of the distance so that shorter distances are chosen more often. This will add more variety and randomness to the movement pattern, while still allowing a few long sprints to another location.



              Here's an example that you can copy/paste into a new form project implementing this idea. You can play with the settings for maxDistance (the furthest distance allowed before changing direction) and stepDistance (the distance travelled on each iteration of the Timer). A smaller stepDistance will result in smoother, but slower movement. I've made it pretty small, so I've also decreased the Interval property of the Timer to speed it up.



              You'll notice I also added a method to validate that the direction is valid, so that the bacteria doesn't run off the screen. I created an enum to represent directions, which made it easy to check for movement in a particular direction (i.e. if the enum value contains "North" and we're too close to the top, then it's an invalid direction - this covers "North", "NorthWest", and "Northeast" directions).



              Edit: I moved the creation of the "weighted distances" list to the constructor, and modified it to select exponentially fewer items rather than linearly fewer items.



              Hope it makes sense:



              public partial class Form1 : Form

              // Program Settings and Controls
              private readonly Panel pnlBacteria; // Panel representing a piece of bacteria
              private readonly Random random = new Random(); // For randomly-generated values
              private readonly Timer tmrMoveBacteria; // Timer used for bacteria movement
              private readonly int bacteriaSize = 20; // Stores the size for our bacteria
              private const int maxDistance = 50; // The maximum number of moves allowed in the same direction.
              private const int stepDistance = 3; // The distance to travel on each iteration of the timer. Smaller number is slower and smoother
              private readonly List<int> weightedDistances; // Contains a weighted list of distances (lower numbers appear more often than higher ones)

              // Bacteria state variables
              private Direction direction; // Stores the current direction bacteria is moving
              private int distance; // Stores the distance remaining to travel in current direction

              // Represents possible directions for bacteria to move
              private enum Direction

              North, NorthEast, East, SouthEast, South, SouthWest, West, NorthWest


              public Form1()

              InitializeComponent();

              // Initialize our weighted differences array so that 1 is
              // chosen most often and maxDistance is chosen the least often
              weightedDistances = new List<int>();
              for (var i = 0; i < maxDistance; i++)

              var weight = maxDistance / (i + 1);

              for (var j = 0; j <= weight; j++)

              weightedDistances.Add(i + 1);



              // Give life to the bacteria
              pnlBacteria = new Panel

              BackColor = Color.Red,
              Width = bacteriaSize,
              Height = bacteriaSize,
              Left = random.Next(0, ClientRectangle.Width - bacteriaSize),
              Top = random.Next(0, ClientRectangle.Height - bacteriaSize)
              ;
              Controls.Add(pnlBacteria);

              // Start bacteria movement timer
              tmrMoveBacteria = new Timer Interval = 10;
              tmrMoveBacteria.Tick += TmrMoveBacteria_Tick;
              tmrMoveBacteria.Start();


              /// <summary>
              /// Sets the direction and distance fields to valid values based on the
              /// current bacteria position, direction, and remaining distance
              /// </summary>
              private void UpdateDirectionAndDistance()

              // Get all directions
              var validDirections = Enum.GetValues(typeof(Direction)).Cast<Direction>();

              // Remove invalid directions (based on the bacteria position)
              if (pnlBacteria.Top < bacteriaSize) validDirections =
              validDirections.Where(dir => !dir.ToString().Contains("North"));

              if (pnlBacteria.Right > ClientRectangle.Width - bacteriaSize) validDirections =
              validDirections.Where(dir => !dir.ToString().Contains("East"));

              if (pnlBacteria.Left < bacteriaSize) validDirections =
              validDirections.Where(dir => !dir.ToString().Contains("West"));

              if (pnlBacteria.Bottom > ClientRectangle.Height - bacteriaSize) validDirections =
              validDirections.Where(dir => !dir.ToString().Contains("South"));

              // If we're supposed to keep on moving in the same
              // direction and it's valid, then we can exit
              if (distance > 0 && validDirections.Contains(direction)) return;

              // If we got here, then we're setting a new direction and distance
              distance = weightedDistances[random.Next(weightedDistances.Count)];
              var directions = validDirections.Where(d => d != direction).ToList();
              direction = directions[random.Next(directions.Count)];


              /// <summary>
              /// Executes on each iteration of the timer, and moves the bacteria
              /// </summary>
              /// <param name="sender"></param>
              /// <param name="e"></param>
              private void TmrMoveBacteria_Tick(object sender, EventArgs e)

              // Ensure direction and distance are valid
              UpdateDirectionAndDistance();

              // Move the bacteria
              var dirStr = direction.ToString();
              if (dirStr.Contains("North")) pnlBacteria.Top -= stepDistance;
              if (dirStr.Contains("East")) pnlBacteria.Left += stepDistance;
              if (dirStr.Contains("South")) pnlBacteria.Top += stepDistance;
              if (dirStr.Contains("West")) pnlBacteria.Left -= stepDistance;

              distance--;







              share|improve this answer
























                up vote
                13
                down vote



                accepted







                up vote
                13
                down vote



                accepted






                A slightly different way to tackle this might be to choose a random direction and a random distance to travel in that direction. This will allow more movement over the form if we increase the maximum distance the bacteria can travel before changing direction.



                We can also "weight" the randomness of the distance so that shorter distances are chosen more often. This will add more variety and randomness to the movement pattern, while still allowing a few long sprints to another location.



                Here's an example that you can copy/paste into a new form project implementing this idea. You can play with the settings for maxDistance (the furthest distance allowed before changing direction) and stepDistance (the distance travelled on each iteration of the Timer). A smaller stepDistance will result in smoother, but slower movement. I've made it pretty small, so I've also decreased the Interval property of the Timer to speed it up.



                You'll notice I also added a method to validate that the direction is valid, so that the bacteria doesn't run off the screen. I created an enum to represent directions, which made it easy to check for movement in a particular direction (i.e. if the enum value contains "North" and we're too close to the top, then it's an invalid direction - this covers "North", "NorthWest", and "Northeast" directions).



                Edit: I moved the creation of the "weighted distances" list to the constructor, and modified it to select exponentially fewer items rather than linearly fewer items.



                Hope it makes sense:



                public partial class Form1 : Form

                // Program Settings and Controls
                private readonly Panel pnlBacteria; // Panel representing a piece of bacteria
                private readonly Random random = new Random(); // For randomly-generated values
                private readonly Timer tmrMoveBacteria; // Timer used for bacteria movement
                private readonly int bacteriaSize = 20; // Stores the size for our bacteria
                private const int maxDistance = 50; // The maximum number of moves allowed in the same direction.
                private const int stepDistance = 3; // The distance to travel on each iteration of the timer. Smaller number is slower and smoother
                private readonly List<int> weightedDistances; // Contains a weighted list of distances (lower numbers appear more often than higher ones)

                // Bacteria state variables
                private Direction direction; // Stores the current direction bacteria is moving
                private int distance; // Stores the distance remaining to travel in current direction

                // Represents possible directions for bacteria to move
                private enum Direction

                North, NorthEast, East, SouthEast, South, SouthWest, West, NorthWest


                public Form1()

                InitializeComponent();

                // Initialize our weighted differences array so that 1 is
                // chosen most often and maxDistance is chosen the least often
                weightedDistances = new List<int>();
                for (var i = 0; i < maxDistance; i++)

                var weight = maxDistance / (i + 1);

                for (var j = 0; j <= weight; j++)

                weightedDistances.Add(i + 1);



                // Give life to the bacteria
                pnlBacteria = new Panel

                BackColor = Color.Red,
                Width = bacteriaSize,
                Height = bacteriaSize,
                Left = random.Next(0, ClientRectangle.Width - bacteriaSize),
                Top = random.Next(0, ClientRectangle.Height - bacteriaSize)
                ;
                Controls.Add(pnlBacteria);

                // Start bacteria movement timer
                tmrMoveBacteria = new Timer Interval = 10;
                tmrMoveBacteria.Tick += TmrMoveBacteria_Tick;
                tmrMoveBacteria.Start();


                /// <summary>
                /// Sets the direction and distance fields to valid values based on the
                /// current bacteria position, direction, and remaining distance
                /// </summary>
                private void UpdateDirectionAndDistance()

                // Get all directions
                var validDirections = Enum.GetValues(typeof(Direction)).Cast<Direction>();

                // Remove invalid directions (based on the bacteria position)
                if (pnlBacteria.Top < bacteriaSize) validDirections =
                validDirections.Where(dir => !dir.ToString().Contains("North"));

                if (pnlBacteria.Right > ClientRectangle.Width - bacteriaSize) validDirections =
                validDirections.Where(dir => !dir.ToString().Contains("East"));

                if (pnlBacteria.Left < bacteriaSize) validDirections =
                validDirections.Where(dir => !dir.ToString().Contains("West"));

                if (pnlBacteria.Bottom > ClientRectangle.Height - bacteriaSize) validDirections =
                validDirections.Where(dir => !dir.ToString().Contains("South"));

                // If we're supposed to keep on moving in the same
                // direction and it's valid, then we can exit
                if (distance > 0 && validDirections.Contains(direction)) return;

                // If we got here, then we're setting a new direction and distance
                distance = weightedDistances[random.Next(weightedDistances.Count)];
                var directions = validDirections.Where(d => d != direction).ToList();
                direction = directions[random.Next(directions.Count)];


                /// <summary>
                /// Executes on each iteration of the timer, and moves the bacteria
                /// </summary>
                /// <param name="sender"></param>
                /// <param name="e"></param>
                private void TmrMoveBacteria_Tick(object sender, EventArgs e)

                // Ensure direction and distance are valid
                UpdateDirectionAndDistance();

                // Move the bacteria
                var dirStr = direction.ToString();
                if (dirStr.Contains("North")) pnlBacteria.Top -= stepDistance;
                if (dirStr.Contains("East")) pnlBacteria.Left += stepDistance;
                if (dirStr.Contains("South")) pnlBacteria.Top += stepDistance;
                if (dirStr.Contains("West")) pnlBacteria.Left -= stepDistance;

                distance--;







                share|improve this answer














                A slightly different way to tackle this might be to choose a random direction and a random distance to travel in that direction. This will allow more movement over the form if we increase the maximum distance the bacteria can travel before changing direction.



                We can also "weight" the randomness of the distance so that shorter distances are chosen more often. This will add more variety and randomness to the movement pattern, while still allowing a few long sprints to another location.



                Here's an example that you can copy/paste into a new form project implementing this idea. You can play with the settings for maxDistance (the furthest distance allowed before changing direction) and stepDistance (the distance travelled on each iteration of the Timer). A smaller stepDistance will result in smoother, but slower movement. I've made it pretty small, so I've also decreased the Interval property of the Timer to speed it up.



                You'll notice I also added a method to validate that the direction is valid, so that the bacteria doesn't run off the screen. I created an enum to represent directions, which made it easy to check for movement in a particular direction (i.e. if the enum value contains "North" and we're too close to the top, then it's an invalid direction - this covers "North", "NorthWest", and "Northeast" directions).



                Edit: I moved the creation of the "weighted distances" list to the constructor, and modified it to select exponentially fewer items rather than linearly fewer items.



                Hope it makes sense:



                public partial class Form1 : Form

                // Program Settings and Controls
                private readonly Panel pnlBacteria; // Panel representing a piece of bacteria
                private readonly Random random = new Random(); // For randomly-generated values
                private readonly Timer tmrMoveBacteria; // Timer used for bacteria movement
                private readonly int bacteriaSize = 20; // Stores the size for our bacteria
                private const int maxDistance = 50; // The maximum number of moves allowed in the same direction.
                private const int stepDistance = 3; // The distance to travel on each iteration of the timer. Smaller number is slower and smoother
                private readonly List<int> weightedDistances; // Contains a weighted list of distances (lower numbers appear more often than higher ones)

                // Bacteria state variables
                private Direction direction; // Stores the current direction bacteria is moving
                private int distance; // Stores the distance remaining to travel in current direction

                // Represents possible directions for bacteria to move
                private enum Direction

                North, NorthEast, East, SouthEast, South, SouthWest, West, NorthWest


                public Form1()

                InitializeComponent();

                // Initialize our weighted differences array so that 1 is
                // chosen most often and maxDistance is chosen the least often
                weightedDistances = new List<int>();
                for (var i = 0; i < maxDistance; i++)

                var weight = maxDistance / (i + 1);

                for (var j = 0; j <= weight; j++)

                weightedDistances.Add(i + 1);



                // Give life to the bacteria
                pnlBacteria = new Panel

                BackColor = Color.Red,
                Width = bacteriaSize,
                Height = bacteriaSize,
                Left = random.Next(0, ClientRectangle.Width - bacteriaSize),
                Top = random.Next(0, ClientRectangle.Height - bacteriaSize)
                ;
                Controls.Add(pnlBacteria);

                // Start bacteria movement timer
                tmrMoveBacteria = new Timer Interval = 10;
                tmrMoveBacteria.Tick += TmrMoveBacteria_Tick;
                tmrMoveBacteria.Start();


                /// <summary>
                /// Sets the direction and distance fields to valid values based on the
                /// current bacteria position, direction, and remaining distance
                /// </summary>
                private void UpdateDirectionAndDistance()

                // Get all directions
                var validDirections = Enum.GetValues(typeof(Direction)).Cast<Direction>();

                // Remove invalid directions (based on the bacteria position)
                if (pnlBacteria.Top < bacteriaSize) validDirections =
                validDirections.Where(dir => !dir.ToString().Contains("North"));

                if (pnlBacteria.Right > ClientRectangle.Width - bacteriaSize) validDirections =
                validDirections.Where(dir => !dir.ToString().Contains("East"));

                if (pnlBacteria.Left < bacteriaSize) validDirections =
                validDirections.Where(dir => !dir.ToString().Contains("West"));

                if (pnlBacteria.Bottom > ClientRectangle.Height - bacteriaSize) validDirections =
                validDirections.Where(dir => !dir.ToString().Contains("South"));

                // If we're supposed to keep on moving in the same
                // direction and it's valid, then we can exit
                if (distance > 0 && validDirections.Contains(direction)) return;

                // If we got here, then we're setting a new direction and distance
                distance = weightedDistances[random.Next(weightedDistances.Count)];
                var directions = validDirections.Where(d => d != direction).ToList();
                direction = directions[random.Next(directions.Count)];


                /// <summary>
                /// Executes on each iteration of the timer, and moves the bacteria
                /// </summary>
                /// <param name="sender"></param>
                /// <param name="e"></param>
                private void TmrMoveBacteria_Tick(object sender, EventArgs e)

                // Ensure direction and distance are valid
                UpdateDirectionAndDistance();

                // Move the bacteria
                var dirStr = direction.ToString();
                if (dirStr.Contains("North")) pnlBacteria.Top -= stepDistance;
                if (dirStr.Contains("East")) pnlBacteria.Left += stepDistance;
                if (dirStr.Contains("South")) pnlBacteria.Top += stepDistance;
                if (dirStr.Contains("West")) pnlBacteria.Left -= stepDistance;

                distance--;








                share|improve this answer














                share|improve this answer



                share|improve this answer








                edited Aug 10 at 23:02

























                answered Aug 10 at 22:23









                Rufus L

                15.2k21528




                15.2k21528






















                    up vote
                    22
                    down vote













                    If you read the documentation of Random.next(int,int) you'll find the the lower bound is inclusive and the upper bound is exclusive, that's why -10 and +11 works.






                    share|improve this answer
























                      up vote
                      22
                      down vote













                      If you read the documentation of Random.next(int,int) you'll find the the lower bound is inclusive and the upper bound is exclusive, that's why -10 and +11 works.






                      share|improve this answer






















                        up vote
                        22
                        down vote










                        up vote
                        22
                        down vote









                        If you read the documentation of Random.next(int,int) you'll find the the lower bound is inclusive and the upper bound is exclusive, that's why -10 and +11 works.






                        share|improve this answer












                        If you read the documentation of Random.next(int,int) you'll find the the lower bound is inclusive and the upper bound is exclusive, that's why -10 and +11 works.







                        share|improve this answer












                        share|improve this answer



                        share|improve this answer










                        answered Aug 10 at 20:22









                        Turo

                        1,9421512




                        1,9421512




















                            up vote
                            1
                            down vote













                            The left and right arguments of r.Next are inclusive and exclusive respectively.



                            x = r.Next(_prevX - 10, _prevX + 10);
                            y = r.Next(_prevY - 10, _prevY + 10);


                            So the probability space of this code is a 19x19 square off center of (_prevX,_prevY) to its upper left. This means displacement is more likely towards the upper left.



                            If we use 11s on the right, then the probability space is a 20x20 square centered at (_prevX,_prevY). The bacteria will move more evenly. Its average displacement within its probability square is zero, so there's not a single favored direction. But the diagonal directions will be favored since diagonal displacement is the greatest on average. This may or may not be important depending on the situation.



                            If we use radius and direction as explained by Rufus L, then we can generate a more "natural" circular probability space. That's why it's the preferred approach.






                            share|improve this answer


























                              up vote
                              1
                              down vote













                              The left and right arguments of r.Next are inclusive and exclusive respectively.



                              x = r.Next(_prevX - 10, _prevX + 10);
                              y = r.Next(_prevY - 10, _prevY + 10);


                              So the probability space of this code is a 19x19 square off center of (_prevX,_prevY) to its upper left. This means displacement is more likely towards the upper left.



                              If we use 11s on the right, then the probability space is a 20x20 square centered at (_prevX,_prevY). The bacteria will move more evenly. Its average displacement within its probability square is zero, so there's not a single favored direction. But the diagonal directions will be favored since diagonal displacement is the greatest on average. This may or may not be important depending on the situation.



                              If we use radius and direction as explained by Rufus L, then we can generate a more "natural" circular probability space. That's why it's the preferred approach.






                              share|improve this answer
























                                up vote
                                1
                                down vote










                                up vote
                                1
                                down vote









                                The left and right arguments of r.Next are inclusive and exclusive respectively.



                                x = r.Next(_prevX - 10, _prevX + 10);
                                y = r.Next(_prevY - 10, _prevY + 10);


                                So the probability space of this code is a 19x19 square off center of (_prevX,_prevY) to its upper left. This means displacement is more likely towards the upper left.



                                If we use 11s on the right, then the probability space is a 20x20 square centered at (_prevX,_prevY). The bacteria will move more evenly. Its average displacement within its probability square is zero, so there's not a single favored direction. But the diagonal directions will be favored since diagonal displacement is the greatest on average. This may or may not be important depending on the situation.



                                If we use radius and direction as explained by Rufus L, then we can generate a more "natural" circular probability space. That's why it's the preferred approach.






                                share|improve this answer














                                The left and right arguments of r.Next are inclusive and exclusive respectively.



                                x = r.Next(_prevX - 10, _prevX + 10);
                                y = r.Next(_prevY - 10, _prevY + 10);


                                So the probability space of this code is a 19x19 square off center of (_prevX,_prevY) to its upper left. This means displacement is more likely towards the upper left.



                                If we use 11s on the right, then the probability space is a 20x20 square centered at (_prevX,_prevY). The bacteria will move more evenly. Its average displacement within its probability square is zero, so there's not a single favored direction. But the diagonal directions will be favored since diagonal displacement is the greatest on average. This may or may not be important depending on the situation.



                                If we use radius and direction as explained by Rufus L, then we can generate a more "natural" circular probability space. That's why it's the preferred approach.







                                share|improve this answer














                                share|improve this answer



                                share|improve this answer








                                edited Aug 19 at 18:12

























                                answered Aug 16 at 18:41









                                sfmiller940

                                113




                                113




















                                    up vote
                                    0
                                    down vote













                                    The problem is that you are moving the object back and forth because the range is prev -+10;



                                     x = r.Next(_prevX - 10, _prevX + 10);
                                    y = r.Next(_prevY - 10, _prevY + 10);


                                    you should add a direction flag for yval and xval, set it with certain probability p(less then 1/2) , when the flag is on go right/up, when its off go left/down ,



                                    if (forwardx)
                                    x = r.Next(_prevX , _prevX + 10);

                                    else
                                    x = r.Next(_prevX - 10, _prevX );

                                    if (forwardy)
                                    y = r.Next(_prevY , _prevY + 10);

                                    else
                                    y = r.Next(_prevY - 10 , _prevY );


                                    forwardx = r.Next(10) == 1; //p = 0.1
                                    forwardy = r.Next(10) == 1;


                                    Good luck!






                                    share|improve this answer


























                                      up vote
                                      0
                                      down vote













                                      The problem is that you are moving the object back and forth because the range is prev -+10;



                                       x = r.Next(_prevX - 10, _prevX + 10);
                                      y = r.Next(_prevY - 10, _prevY + 10);


                                      you should add a direction flag for yval and xval, set it with certain probability p(less then 1/2) , when the flag is on go right/up, when its off go left/down ,



                                      if (forwardx)
                                      x = r.Next(_prevX , _prevX + 10);

                                      else
                                      x = r.Next(_prevX - 10, _prevX );

                                      if (forwardy)
                                      y = r.Next(_prevY , _prevY + 10);

                                      else
                                      y = r.Next(_prevY - 10 , _prevY );


                                      forwardx = r.Next(10) == 1; //p = 0.1
                                      forwardy = r.Next(10) == 1;


                                      Good luck!






                                      share|improve this answer
























                                        up vote
                                        0
                                        down vote










                                        up vote
                                        0
                                        down vote









                                        The problem is that you are moving the object back and forth because the range is prev -+10;



                                         x = r.Next(_prevX - 10, _prevX + 10);
                                        y = r.Next(_prevY - 10, _prevY + 10);


                                        you should add a direction flag for yval and xval, set it with certain probability p(less then 1/2) , when the flag is on go right/up, when its off go left/down ,



                                        if (forwardx)
                                        x = r.Next(_prevX , _prevX + 10);

                                        else
                                        x = r.Next(_prevX - 10, _prevX );

                                        if (forwardy)
                                        y = r.Next(_prevY , _prevY + 10);

                                        else
                                        y = r.Next(_prevY - 10 , _prevY );


                                        forwardx = r.Next(10) == 1; //p = 0.1
                                        forwardy = r.Next(10) == 1;


                                        Good luck!






                                        share|improve this answer














                                        The problem is that you are moving the object back and forth because the range is prev -+10;



                                         x = r.Next(_prevX - 10, _prevX + 10);
                                        y = r.Next(_prevY - 10, _prevY + 10);


                                        you should add a direction flag for yval and xval, set it with certain probability p(less then 1/2) , when the flag is on go right/up, when its off go left/down ,



                                        if (forwardx)
                                        x = r.Next(_prevX , _prevX + 10);

                                        else
                                        x = r.Next(_prevX - 10, _prevX );

                                        if (forwardy)
                                        y = r.Next(_prevY , _prevY + 10);

                                        else
                                        y = r.Next(_prevY - 10 , _prevY );


                                        forwardx = r.Next(10) == 1; //p = 0.1
                                        forwardy = r.Next(10) == 1;


                                        Good luck!







                                        share|improve this answer














                                        share|improve this answer



                                        share|improve this answer








                                        edited Aug 10 at 21:33

























                                        answered Aug 10 at 20:02









                                        Dr.Haimovitz

                                        1,087312




                                        1,087312




















                                            up vote
                                            0
                                            down vote













                                            You should use the size of your panel.height - size of your square.height same for length instead of constants this way if the screen size changes your game will still work.



                                            _prevX = r.Next(bateriaSize, this.Width-bacteriaSize); //this.Width Gets you the of form
                                            _prevY = r.Next(bateriaSize, this.Height-bacteriaSize); //This.Height gets you the height of form





                                            share|improve this answer


























                                              up vote
                                              0
                                              down vote













                                              You should use the size of your panel.height - size of your square.height same for length instead of constants this way if the screen size changes your game will still work.



                                              _prevX = r.Next(bateriaSize, this.Width-bacteriaSize); //this.Width Gets you the of form
                                              _prevY = r.Next(bateriaSize, this.Height-bacteriaSize); //This.Height gets you the height of form





                                              share|improve this answer
























                                                up vote
                                                0
                                                down vote










                                                up vote
                                                0
                                                down vote









                                                You should use the size of your panel.height - size of your square.height same for length instead of constants this way if the screen size changes your game will still work.



                                                _prevX = r.Next(bateriaSize, this.Width-bacteriaSize); //this.Width Gets you the of form
                                                _prevY = r.Next(bateriaSize, this.Height-bacteriaSize); //This.Height gets you the height of form





                                                share|improve this answer














                                                You should use the size of your panel.height - size of your square.height same for length instead of constants this way if the screen size changes your game will still work.



                                                _prevX = r.Next(bateriaSize, this.Width-bacteriaSize); //this.Width Gets you the of form
                                                _prevY = r.Next(bateriaSize, this.Height-bacteriaSize); //This.Height gets you the height of form






                                                share|improve this answer














                                                share|improve this answer



                                                share|improve this answer








                                                edited Aug 11 at 18:59









                                                Peter O.

                                                20.1k95868




                                                20.1k95868










                                                answered Aug 10 at 19:56









                                                Junior Cortenbach

                                                355




                                                355



























                                                     

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