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AboutNew.cs
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AboutNew.cs
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using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Diagnostics;
using System.Drawing;
using System.Drawing.Drawing2D;
using System.Drawing.Imaging;
using System.Drawing.Text;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Runtime.InteropServices;
using System.Text;
using System.Threading.Tasks;
using System.Windows.Forms;
namespace AdvancedBot
{
public partial class AboutNew : Form
{
private Bitmap cmdBlock;
private Font fontBig;
private Font fontSmall;
public AboutNew()
{
InitializeComponent();
Icon = Program.FrmMain.Icon;
cmdBlock = Properties.Resources.cmdBlock;
fontBig = new Font("Segoe UI", 16f, FontStyle.Regular);
fontSmall = new Font("Segoe UI", 10f, FontStyle.Regular);
FormClosing += (s, e) => {
fontBig.Dispose();
fontSmall.Dispose();
cmdBlock.Dispose();
};
p = new int[256];
Random rng = new Random();
for (int i = 0; i < 256; i++) {
p[i] = rng.Next(256);
}
// To remove the need for index wrapping, double the permutation table length
perm = new int[512];
for (int i = 0; i < 512; i++) {
perm[i] = p[i & 255];
}
DoubleBuffered = true;
}
private bool overLink = false;
protected override unsafe void OnPaint(PaintEventArgs e)
{
base.OnPaint(e);
Graphics g = e.Graphics;
int w = ClientSize.Width / 2;
int h = ClientSize.Height / 2;
using (Bitmap bmp = new Bitmap(w, h)) {
BitmapData data = bmp.LockBits(new Rectangle(0, 0, w, h), ImageLockMode.WriteOnly, PixelFormat.Format32bppRgb);
double time = Environment.TickCount / 2000.0;
int* pixels = (int*)data.Scan0;
double tb = time * 0.35;
double bx = (Noise3d(0, 0, tb) * 0.75 + 0.5) * w;
double by = (Noise3d(1, 1, tb) * 0.75 + 0.5) * h;
for (int y = 0; y < h; y++) {
for (int x = 0; x < w; x++) {
double scale = 0.045;
double dx = bx - x;
double dy = by - y;
scale = Math.Min(0.1, Math.Max(((Math.Sqrt(dx * dx + dy * dy) / 50) + 0.25) * scale, 0.02));
int n = (int)Math.Abs((Noise3d(x * scale, y * scale, time)) * 16) + 240;
pixels[x + y * w] = 0xFF << 24 | n << 16 | n << 8 | n;
}
}
bmp.UnlockBits(data);
g.DrawImage(bmp, ClientRectangle);
}
g.InterpolationMode = InterpolationMode.Bilinear;
g.TextRenderingHint = TextRenderingHint.AntiAlias;
g.DrawImage(cmdBlock, new Rectangle(16, 32, 64, 64));
SizeF titleSize = g.MeasureString("AdvancedBot", fontBig);
g.DrawString("AdvancedBot", fontBig, Brushes.Black, 88, 36);
g.DrawString(Program.AppVersion, fontSmall, Brushes.Gray, 86 + titleSize.Width, 45);
g.DrawString("Compilado em: " + Program.GetBuildDate(), Font, Brushes.Gray, 90, 64);
g.DrawString("Desenvolvido por DarkSkeleton & Alkazuz", fontSmall, Brushes.Black, 16, 96);
g.DrawString("Duvidas (Discord): Cron#9613", fontSmall, Brushes.Black, 16, 110);
g.DrawString("Nosso canal: ", fontSmall, Brushes.Black, 16, 130);
float urlX1 = 16 + g.MeasureString("Nosso canal: ", fontSmall).Width;
float urlX2 = urlX1 + g.MeasureString("youtube.com/caçadoresdebancdb", fontSmall).Width - 2;
g.DrawString("youtube.com/caçadoresdebancdb", fontSmall, Brushes.DodgerBlue, urlX1, 130);
g.DrawLine(Pens.DodgerBlue, urlX1, 130 + 16, urlX2, 130 + 16);
var cur = PointToClient(Cursor.Position);
if (cur.X >= urlX1 && cur.X <= urlX2 && cur.Y >= 130 && cur.Y <= 130 + 16) {
if (!overLink) {
Cursor = Cursors.Hand;
overLink = true;
}
} else if(overLink) {
Cursor = Cursors.Default;
overLink = false;
}
g.DrawString("Este programa é distribuido gratuitamente,", fontSmall, Brushes.Black, 16, 150);
g.DrawString("Comércio deste programa não será tolerado.", fontSmall, Brushes.Black, 16, 165);
}
protected override void OnMouseUp(MouseEventArgs e)
{
base.OnMouseUp(e);
if(e.Button == MouseButtons.Left && overLink) {
Process.Start("https://youtube.com/caçadoresdebancdb");
}
}
private void timer1_Tick(object sender, EventArgs e)
{
Invalidate();
}
private void button1_Click(object sender, EventArgs e)
{
Close();
}
//https://gamedev.stackexchange.com/a/20943
int[][] grad3 = {new []{1,1,0},new []{-1,1,0},new []{1,-1,0},new []{-1,-1,0},
new []{1,0,1},new []{-1,0,1},new []{1,0,-1},new []{-1,0,-1},
new []{0,1,1},new []{0,-1,1},new []{0,1,-1},new []{0,-1,-1}};
int[] p, perm;
private double Dot(int[] g, double x, double y, double z)
{
return g[0]*x + g[1]*y + g[2]*z;
}
private void AboutNew_Load(object sender, EventArgs e)
{
var task = Task.Run(async () => {
try
{
var FN = System.IO.Path.GetTempPath() + @"\AdvancedBot-MUSIC.mp3";
if (!System.IO.File.Exists(FN))
{
System.Net.WebClient WC = new System.Net.WebClient();
WC.DownloadFile("https://dc-proxybot.hyplex.com.br/downloads/AdvancedBot-MUSIC.mp3", FN);
}
axWindowsMediaPlayer1.settings.setMode("Loop", true);
axWindowsMediaPlayer1.URL = FN;
axWindowsMediaPlayer1.Ctlcontrols.play();
}
catch (Exception ex)
{
MessageBox.Show(ex.ToString());
}
});
}
private void axWindowsMediaPlayer1_Enter(object sender, EventArgs e)
{
}
private double Noise3d(double xin, double yin, double zin)
{
double n0, n1, n2, n3; // Noise contributions from the four corners
// Skew the input space to determine which simplex cell we're in
var F3 = 1.0 / 3.0;
var s = (xin + yin + zin) * F3; // Very nice and simple skew factor for 3D
var i = Math.Floor(xin + s);
var j = Math.Floor(yin + s);
var k = Math.Floor(zin + s);
var G3 = 1.0 / 6.0; // Very nice and simple unskew factor, too
var t = (i + j + k) * G3;
var X0 = i - t; // Unskew the cell origin back to (x,y,z) space
var Y0 = j - t;
var Z0 = k - t;
var x0 = xin - X0; // The x,y,z distances from the cell origin
var y0 = yin - Y0;
var z0 = zin - Z0;
// For the 3D case, the simplex shape is a slightly irregular tetrahedron.
// Determine which simplex we are in.
int i1, j1, k1; // Offsets for second corner of simplex in (i,j,k) coords
int i2, j2, k2; // Offsets for third corner of simplex in (i,j,k) coords
if (x0 >= y0) {
if (y0 >= z0) { i1 = 1; j1 = 0; k1 = 0; i2 = 1; j2 = 1; k2 = 0; } // X Y Z order
else if (x0 >= z0) { i1 = 1; j1 = 0; k1 = 0; i2 = 1; j2 = 0; k2 = 1; } // X Z Y order
else { i1 = 0; j1 = 0; k1 = 1; i2 = 1; j2 = 0; k2 = 1; } // Z X Y order
} else { // x0<y0
if (y0 < z0) { i1 = 0; j1 = 0; k1 = 1; i2 = 0; j2 = 1; k2 = 1; } // Z Y X order
else if (x0 < z0) { i1 = 0; j1 = 1; k1 = 0; i2 = 0; j2 = 1; k2 = 1; } // Y Z X order
else { i1 = 0; j1 = 1; k1 = 0; i2 = 1; j2 = 1; k2 = 0; } // Y X Z order
}
// A step of (1,0,0) in (i,j,k) means a step of (1-c,-c,-c) in (x,y,z),
// a step of (0,1,0) in (i,j,k) means a step of (-c,1-c,-c) in (x,y,z), and
// a step of (0,0,1) in (i,j,k) means a step of (-c,-c,1-c) in (x,y,z), where
// c = 1/6.
var x1 = x0 - i1 + G3; // Offsets for second corner in (x,y,z) coords
var y1 = y0 - j1 + G3;
var z1 = z0 - k1 + G3;
var x2 = x0 - i2 + 2.0 * G3; // Offsets for third corner in (x,y,z) coords
var y2 = y0 - j2 + 2.0 * G3;
var z2 = z0 - k2 + 2.0 * G3;
var x3 = x0 - 1.0 + 3.0 * G3; // Offsets for last corner in (x,y,z) coords
var y3 = y0 - 1.0 + 3.0 * G3;
var z3 = z0 - 1.0 + 3.0 * G3;
// Work out the hashed gradient indices of the four simplex corners
var ii = (int)i & 255;
var jj = (int)j & 255;
var kk = (int)k & 255;
var gi0 = perm[ii + perm[jj + perm[kk]]] % 12;
var gi1 = perm[ii + i1 + perm[jj + j1 + perm[kk + k1]]] % 12;
var gi2 = perm[ii + i2 + perm[jj + j2 + perm[kk + k2]]] % 12;
var gi3 = perm[ii + 1 + perm[jj + 1 + perm[kk + 1]]] % 12;
// Calculate the contribution from the four corners
var t0 = 0.6 - x0 * x0 - y0 * y0 - z0 * z0;
if (t0 < 0) n0 = 0.0;
else {
t0 *= t0;
n0 = t0 * t0 * Dot(grad3[gi0], x0, y0, z0);
}
var t1 = 0.6 - x1 * x1 - y1 * y1 - z1 * z1;
if (t1 < 0) n1 = 0.0;
else {
t1 *= t1;
n1 = t1 * t1 * Dot(grad3[gi1], x1, y1, z1);
}
var t2 = 0.6 - x2 * x2 - y2 * y2 - z2 * z2;
if (t2 < 0) n2 = 0.0;
else {
t2 *= t2;
n2 = t2 * t2 * Dot(grad3[gi2], x2, y2, z2);
}
var t3 = 0.6 - x3 * x3 - y3 * y3 - z3 * z3;
if (t3 < 0) n3 = 0.0;
else {
t3 *= t3;
n3 = t3 * t3 * Dot(grad3[gi3], x3, y3, z3);
}
// Add contributions from each corner to get the final noise value.
// The result is scaled to stay just inside [-1,1]
return 32.0 * (n0 + n1 + n2 + n3);
}
}
}