Beispiel #1
0
        private void button1_Click(object sender, EventArgs e)
        {
            Game game   = VesterosBuilder.VesterosMap();
            var  places = game.places;

            pictureBox1.Image = VisualDebug.DrawPlaces(places, pictureBox1.Width, pictureBox1.Height);
        }
 void ShowWaypoints()
 {
     foreach (Waypoint waypoint in DebugTarget.wayPoints)
     {
         VisualDebug.DrawCross(waypoint.Position, 0.5f, waypointColor, waypointVisibleDuration);
     }
 }
Beispiel #3
0
 private void ChooseArea()
 {
     VisualDebug.WriteLine($"Selected area: {SelectedArea}, original area: {originalArea}");
     if (SelectedArea != originalArea)
     {
         gm.WorldMgr.MoveToArea(originalWorld, SelectedArea);
     }
     CloseApp(Screen.Character);
 }
 /// <summary>
 /// Awake is called when the script instance is being loaded.
 /// </summary>
 void Awake()
 {
     if (Instance != null)
     {
         Destroy(this);
         return;
     }
     debugs   = new List <string>();
     Instance = this;
 }
Beispiel #5
0
        public override void StartApp()
        {
            friendlyDigimon = gm.logicMgr.GetAllDDockDigimon().GetRandomElement();
            gm.EnqueueAnimation(Animations.EncounterEnemy("jackpot", 0.5f));
            gm.EnqueueAnimation(Animations.SummonDigimon(friendlyDigimon));

            pattern         = GeneratePattern(Random.Range(MINIMUM_LENGTH, MAXIMUM_LENGTH + 1));
            playerSelection = new int[pattern.Length];
            delay           = Random.Range(MINIMUM_TIME, MAXIMUM_TIME);

            VisualDebug.WriteLine($"Generated pattern with {pattern.Length} keys, and a delay of {delay}");
        }
 private void Update()
 {
     // Attack debug
     if (IsAttacking)
     {
         float   direction    = m_characterController.FacingDirection == EDirection.LEFT ? -1f : 1f;
         Vector2 attackOrigin = new Vector2(transform.position.x + (direction * (m_sr.size.x / 2f)),
                                            transform.position.y + m_sr.size.y / 2f);
         VisualDebug.DrawCross(attackOrigin, 0.15f, Color.green);
         Vector2 boxOrigin = new Vector2(attackOrigin.x + (direction * (m_attackX / 2f)), attackOrigin.y);
         VisualDebug.DrawBox(boxOrigin, new Vector2(m_attackX, m_attackY), Color.cyan);
     }
 }
    void Update()
    {
        Color color = Color.blue;

        if (m_player.transform.position.x > transform.position.x)
        {
            m_characterController.FacingDirection = EDirection.RIGHT;
        }
        else
        {
            m_characterController.FacingDirection = EDirection.LEFT;
        }

        if (m_characterController.FacingDirection == EDirection.LEFT && transform.rotation.y != 180f)
        {
            transform.rotation = Quaternion.Euler(new Vector3(0f, 180f, 0f));
        }
        else if (m_characterController.FacingDirection == EDirection.RIGHT && transform.rotation.y != 0f)
        {
            transform.rotation = Quaternion.Euler(new Vector3(0f, 0f, 0f));
        }

        float distance = Vector2.Distance(transform.position, m_player.transform.position);

        if (!m_combat.IsAttacking)
        {
            if (distance > m_safeDistance)
            {
                Vector2 direction = m_player.transform.position - transform.position;
                m_characterController.Direction = direction;
                color = Color.red;
            }
            else
            {
                m_combat.Attack();
                color = Color.green;
            }
        }
        else
        {
            float   direction    = m_characterController.FacingDirection == EDirection.LEFT ? 1f : -1f;
            Vector2 attackOrigin = new Vector2(transform.position.x + (direction * (m_sr.size.x / 2f)),
                                               transform.position.y + m_sr.size.y / 2f);
            VisualDebug.DrawCross(attackOrigin, 0.15f, Color.green);
            Vector2 boxOrigin = new Vector2(attackOrigin.x + (direction * (m_attackX / 2f)), attackOrigin.y);
            VisualDebug.DrawBox(boxOrigin, new Vector2(m_attackX, m_attackY), Color.cyan);
        }

        Debug.DrawLine(transform.position, m_player.transform.position, color);
    }
Beispiel #8
0
    void Start()
    {
        settings    = GameObject.Find("Root").GetComponent <Settings> (); // get a reference to the settings
        visualDebug = new VisualDebug(GameObject.Find("Root"));           // create a general purpose visual debugging object, which will have a target gameobject at root level.
        theCamera   = GameObject.Find("MainCamera");                      // get a reference tot he main cam


        theIslands    = new ArrayList();
        currentIsland = spawnIsland(settings.initialVerticeCount, settings.initialAmplitude, settings.initialRoughness);
        theIslands.Add(currentIsland);

        spawnCamera();

        mat = Resources.Load("Colour01") as Material;
        GameObject.Find("Cube").GetComponent <Renderer> ().material = mat;
    }
    public void OnPathChange(List <Node> path)
    {
        if (!enablePathDebug || path == null)
        {
            return;
        }

        Node prevNode = null;

        foreach (Node node in path)
        {
            VisualDebug.DrawCross(node.RealWorldPos, 0.5f, pathColor, pathVisibleDuration);
            if (prevNode != null)
            {
                Debug.DrawLine(prevNode.RealWorldPos, node.RealWorldPos, pathColor, pathVisibleDuration);
            }
            prevNode = node;
        }
    }
        // Returns an array containing the points nearest to one another out of the given set
        public static Vector3[] FindClosestPairOfPoints(Vector3[] points)
        {
#if DEBUG_EXAMPLE_ALGORITHM
            VisualDebug.Initialize();
            VisualDebug.BeginFrame("All points", true);
            VisualDebug.DrawPoints(points, .1f);
#endif
            Vector3[] closestPointPair = new Vector3[2];
            float     bestDst          = float.MaxValue;

            for (int i = 0; i < points.Length; i++)
            {
                for (int j = i + 1; j < points.Length; j++)
                {
                    float dst = Vector3.Distance(points[i], points[j]);
                    if (dst < bestDst)
                    {
                        bestDst             = dst;
                        closestPointPair[0] = points[i];
                        closestPointPair[1] = points[j];
                    }
#if DEBUG_EXAMPLE_ALGORITHM
                    VisualDebug.BeginFrame("Compare dst", true);
                    VisualDebug.SetColour(Colours.lightRed, Colours.veryDarkGrey);
                    VisualDebug.DrawPoint(points[i], .1f);
                    VisualDebug.DrawLineSegment(points[i], points[j]);
                    VisualDebug.DontShowNextElementWhenFrameIsInBackground();
                    VisualDebug.SetColour(Colours.lightGreen);
                    VisualDebug.DrawLineSegmentWithLabel(closestPointPair[0], closestPointPair[1], bestDst.ToString());
#endif
                }
            }

#if DEBUG_EXAMPLE_ALGORITHM
            VisualDebug.BeginFrame("Finished");
            VisualDebug.SetColour(Colours.lightGreen);
            VisualDebug.DrawPoints(closestPointPair, .15f);
            VisualDebug.DrawLineSegmentWithLabel(closestPointPair[0], closestPointPair[1], bestDst.ToString());
            VisualDebug.Save();
#endif
            return(closestPointPair);
        }
    static Node[,] CreateNodes()
    {
        Vector2     currentPos;
        List <Node> result      = new List <Node>();
        Vector2Int  totalAmount = GetRaycastAmount();
        int         x           = 0;
        int         y           = 0;

        while (x < totalAmount.x)
        {
            while (y < totalAmount.y)
            {
                currentPos = settings.bottomLeftCorner + new Vector2(x * settings.cellSize, y * settings.cellSize);
                RaycastHit2D hit = Physics2D.BoxCast(currentPos, new Vector2(settings.cellSize, settings.cellSize),
                                                     0, Vector2.zero, Mathf.Infinity, settings.unwalkableLayers);
                if (hit.collider == null)
                {
                    if (settings.enableVisualDebug)
                    {
                        VisualDebug.DrawCross(currentPos, settings.cellSize * 0.5f, Color.green, 100f);
                    }
                    result.Add(new Node(new Vector2Int(x, y), currentPos));
                }
                else
                {
                    if (settings.enableVisualDebug)
                    {
                        VisualDebug.DrawCross(currentPos, settings.cellSize * 0.5f, Color.red, 100f);
                    }
                }
                y++;
            }
            y = 0;
            x++;
        }
        Node[,] resultArray = new Node[totalAmount.x, totalAmount.y];
        foreach (Node node in result)
        {
            resultArray[node.Position.x, node.Position.y] = node;
        }
        return(resultArray);
    }
Beispiel #12
0
        private IEnumerator AnimateLoadingBar()
        {
            sbHourglass = ScreenElement.BuildSprite("Hourglass", Parent).SetSprite(gm.spriteDB.hourglass);
            yield return(new WaitForSeconds(0.5f));

            sbHourglass.Dispose();

            while (result == 1)
            {
                if (tries == 5)
                {
                    result = 2;
                    break;
                }
                int thisRoundRNG = Random.Range(0, 10);
                VisualDebug.WriteLine($"RNG: {thisRoundRNG}");
                if (thisRoundRNG == 0)
                {
                    result = 3;
                    break;
                }

                sbLoading.PlaceOutside(Direction.Up);
                for (int i = 0; i < 64; i++)
                {
                    sbLoading.Move(Direction.Down);
                    yield return(new WaitForSeconds(1.75f / 64));
                }
                tries++;
            }
            if (result == 2)
            {
                SetScreen(gm.spriteDB.error);
                rbBlackScreen.Dispose();
                sbLoading.Dispose();
            }
            else if (result == 3)
            {
                StartCoroutine(AnimateSuccessBar());
            }
        }
Beispiel #13
0
        private void button3_Click(object sender, EventArgs e)
        {
            try
            {
                game.Move();

                pictureBox1.Image = VisualDebug.DrawPlaces(game.places, pictureBox1.Width, pictureBox1.Height);
                listBox1.Items.Insert(0, game.gamePhase);

                if (game.players[0] is PapaKarlo)
                {
                    listBox1.Items.Insert(0, ((PapaKarlo)game.players[0]).lastGames);
                }
            }
            catch (GameException excp)
            {
                pictureBox1.Image = VisualDebug.DrawPlaces(excp.game.places, pictureBox1.Width, pictureBox1.Height);
                listBox1.Items.Insert(0, excp.game.gamePhase);
                listBox1.Items.Insert(0, excp.exception.ToString());
            }
        }
Beispiel #14
0
        public void Update()
        {
            TimingDebugger.Start("Tester - Update");

            VisualDebug.WireSphere(Vector3.zero, 2f, Color.red);

            VisualDebug.WireMesh(testMesh, Vector3.zero, Quaternion.identity, Vector3.one, Color.red);

            //VisualDebug.DrawLine(Vector3.zero, Vector3.one * 10f, Color.blue, Color.red);
            VisualDebug.Wire(new VisualDebug.WireVertex(Vector3.up, Color.blue), new VisualDebug.WireVertex(Vector3.up * 6f + Vector3.left * 2.5f, Color.red), new VisualDebug.WireVertex(Vector3.up * 1f + Vector3.left * 5f, Color.green), new VisualDebug.WireVertex(Vector3.up, Color.blue));
            VisualDebug.Circle(Vector3.up * 2f, Vector3.up, 1f, Color.yellow);

            VisualDebug.WireCube(Vector3.up * 2f, Vector3.one, Color.cyan);
            VisualDebug.WireSphere(Vector3.right * 2f, 1f, Color.yellow);

            Camera mainCam = Camera.main;

            VisualDebug.Frustum(mainCam.worldToCameraMatrix, mainCam.projectionMatrix, mainCam.nearClipPlane, mainCam.farClipPlane, Color.red, Color.green);

            TimingDebugger.Stop();
        }
Beispiel #15
0
    // class to generate and hold random terrain data
    public RandomTerrain(float _size, int _iterations, float _amp, float _roughness)
    {
        /*
        // http://www.gameprogrammer.com/fractal.html#diamond

        size is the pixelsize, will be a square
        iterations is the number of times we'll subdivide. So 0 means 4 cornervalues only
        amp is amplitude
        roughness defines the multiplier for amplitude with each iteration. 2 to the -H every iteration

        */
        size = _size;

        iterations = _iterations;
        amp = _amp;
        roughness = _roughness;

        arraySize = 1 + Mathf.FloorToInt (Mathf.Pow (2.0f, iterations));

        unitSize = size / (arraySize - 1);

        visualDebug = GameObject.Find ("Root").GetComponent <World> ().getVisualDebug ();
    }
Beispiel #16
0
    // class to generate and hold random terrain data

    public RandomTerrain(float _size, int _iterations, float _amp, float _roughness)
    {
        /*
         * // http://www.gameprogrammer.com/fractal.html#diamond
         *
         * size is the pixelsize, will be a square
         * iterations is the number of times we'll subdivide. So 0 means 4 cornervalues only
         * amp is amplitude
         * roughness defines the multiplier for amplitude with each iteration. 2 to the -H every iteration
         *
         */
        size = _size;

        iterations = _iterations;
        amp        = _amp;
        roughness  = _roughness;

        arraySize = 1 + Mathf.FloorToInt(Mathf.Pow(2.0f, iterations));

        unitSize = size / (arraySize - 1);

        visualDebug = GameObject.Find("Root").GetComponent <World> ().getVisualDebug();
    }
Beispiel #17
0
 private void initialiseIsland(GameObject _parent, String _name)
 {
     iSelf = new GameObject(_name);
     iSelf.transform.parent = _parent.transform;
     iVisualDebug           = new VisualDebug(iSelf);
 }
Beispiel #18
0
 public void setVisualDebug(VisualDebug _visualDebug)
 {
     visualDebug = _visualDebug;// override the general visual debug and set it to a specific one.
 }
Beispiel #19
0
 public void setVisualDebug(VisualDebug _visualDebug)
 {
     visualDebug = _visualDebug;        // override the general visual debug and set it to a specific one.
 }
Beispiel #20
0
        private void symmetricButton_Click(object sender, EventArgs e)
        {
            game = new Game();

            List <Place> places = game.places;

            places.Add(new Place
            {
                name     = "L_Sea",
                position = new Vector2(0.4f, 0.25f),
                isSea    = true,
                units    = new List <Unit>()
                {
                    new Unit
                    {
                        type   = UnitType.Boat,
                        player = PlayerType.Black
                    }
                }
            });

            places.Add(new Place
            {
                name     = "R_Sea",
                position = new Vector2(0.6f, 0.25f),
                isSea    = true,
                units    = new List <Unit>()
                {
                    new Unit
                    {
                        type   = UnitType.Boat,
                        player = PlayerType.Red
                    }
                }
            });

            places.Add(new Place
            {
                name     = "L_Castle",
                position = new Vector2(0.2f, 0.25f),
                units    = new List <Unit>()
                {
                    new Unit
                    {
                        type   = UnitType.Soldat,
                        player = PlayerType.Black
                    },
                    new Unit
                    {
                        type   = UnitType.Soldat,
                        player = PlayerType.Black
                    }
                }
            });

            places.Add(new Place
            {
                name     = "L_Middle",
                position = new Vector2(0.2f, 0.5f)
            });

            places.Add(new Place
            {
                name     = "R_Castle",
                position = new Vector2(0.8f, 0.25f),
                units    = new List <Unit>()
                {
                    new Unit
                    {
                        type   = UnitType.Soldat,
                        player = PlayerType.Red
                    },
                    new Unit
                    {
                        type   = UnitType.Soldat,
                        player = PlayerType.Red
                    }
                }
            });

            places.Add(new Place
            {
                name     = "R_Middle",
                position = new Vector2(0.8f, 0.5f)
            });

            places.Add(new Place
            {
                name     = "Center",
                position = new Vector2(0.5f, 0.75f)
            });

            places.AddLink("L_Sea", "R_Sea");

            places.AddLink("R_Castle", "R_Sea");
            places.AddLink("R_Middle", "R_Sea");
            places.AddLink("Center", "R_Sea");

            places.AddLink("L_Castle", "L_Sea");
            places.AddLink("L_Middle", "L_Sea");
            places.AddLink("Center", "L_Sea");

            places.AddLink("L_Middle", "Center");
            places.AddLink("L_Middle", "L_Castle");

            places.AddLink("R_Middle", "Center");
            places.AddLink("R_Middle", "R_Castle");

            game.players = new List <Player>()
            {
                new PapaKarlo
                {
                    type = PlayerType.Black
                },
                new RandomPlayer
                {
                    type = PlayerType.Red
                }
            };

            pictureBox1.Image = VisualDebug.DrawPlaces(game.places, pictureBox1.Width, pictureBox1.Height);

            //timer1.Start();
        }
Beispiel #21
0
 private void timer1_Tick(object sender, EventArgs e)
 {
     game.Move();
     pictureBox1.Image = VisualDebug.DrawPlaces(game.places, pictureBox1.Width, pictureBox1.Height);
 }
Beispiel #22
0
        private void DecideBattle()
        {
            VisualDebug.WriteLine($"Original input: {string.Join(",", pattern)}");
            VisualDebug.WriteLine($"Player input:   {string.Join(",", playerSelection)}");
            currentScreen = 2;

            int    energyRank     = GetEnergyRank();
            int    rewardCategory = GetRewardCategory();
            Reward reward         = GetRandomReward(rewardCategory);

            //To prevent abusing jackpot to level up fast, level up/down is restricted to certain conditions.
            //If those conditions aren't met, they are replaced with increase/reduce distance.
            if (reward == Reward.LevelDown && gm.logicMgr.GetPlayerLevelProgression() > 0.5f ||
                reward == Reward.ForceLevelDown && gm.logicMgr.GetPlayerLevelProgression() == 0f)
            {
                reward = Reward.IncreaseDistance500;
            }
            else if (reward == Reward.LevelUp && gm.logicMgr.GetPlayerLevelProgression() < 0.5f ||
                     reward == Reward.ForceLevelUp && gm.logicMgr.GetPlayerLevelProgression() == 0f)
            {
                reward = Reward.ReduceDistance500;
            }

            Sprite[] friendlySprites = gm.spriteDB.GetAllDigimonBattleSprites(friendlyDigimon, energyRank);

            //Play animations of the battle against the box.
            gm.EnqueueAnimation(Animations.LaunchAttack(friendlySprites, 0, false, false));
            gm.EnqueueAnimation(Animations.AttackCollision(0, friendlySprites, 3, null, 0));

            if (rewardCategory < 2)
            {
                gm.EnqueueAnimation(Animations.BoxResists(friendlyDigimon));
            }
            else
            {
                gm.EnqueueAnimation(Animations.DestroyBox());
                if (Random.Range(0, 20) > gm.JackpotValue)
                {
                    reward = Reward.Empty;
                }
            }

            //Apply the reward and play its animation.
            if (reward == Reward.Empty)
            {
                gm.EnqueueRewardAnimation(reward, null, null, null);
            }
            else if (reward == Reward.PunishDigimon)
            {
                gm.logicMgr.ApplyReward(reward, friendlyDigimon, out object resultBefore, out object resultAfter);
                gm.EnqueueRewardAnimation(reward, friendlyDigimon, resultBefore, resultAfter);
            }
            else if (reward == Reward.RewardDigimon)
            {
                gm.logicMgr.ApplyReward(reward, null, out object resultBefore, out object resultAfter);
                gm.EnqueueRewardAnimation(reward, null, resultBefore, resultAfter);
            }
            else if (reward == Reward.UnlockDigicodeOwned)
            {
                gm.logicMgr.ApplyReward(reward, null, out object resultBefore, out object resultAfter);
                gm.EnqueueRewardAnimation(reward, null, resultBefore, resultAfter);
            }
            else if (reward == Reward.UnlockDigicodeNotOwned)
            {
                gm.logicMgr.ApplyReward(reward, null, out object resultBefore, out object resultAfter);
                gm.EnqueueRewardAnimation(reward, null, resultBefore, resultAfter);
            }
            else if (reward == Reward.TriggerBattle)
            {
                gm.EnqueueAnimation(TriggerBattle());
                return;
            }
            else
            {
                gm.logicMgr.ApplyReward(reward, null, out object resultBefore, out object resultAfter);
                gm.EnqueueRewardAnimation(reward, null, resultBefore, resultAfter);
            }

            CloseApp(Screen.GamesRewardMenu);
        }
Beispiel #23
0
    //Before rendering a frame
    void Update()
    {
        if (this.transform.position.y < -100)
        {
            CheckPoint();
        }
        switch (state)
        {
        case State.DIRECTION:
            VisualDebug.DisableRenderer(VisualDebug.Vectors.GREEN, transform);

            redArrow.gameObject.SetActive(true);
            text.text = "Angle: " + Mathf.Round(ang).ToString();

            // TIMER - ang
            if (increaseAngle)
            {
                ang += Time.deltaTime * turnSpeed;
                if (ang >= maxAngle)
                {
                    increaseAngle = false;
                }
            }
            else if (!increaseAngle)
            {
                ang -= Time.deltaTime * turnSpeed;
                if (ang <= -maxAngle)
                {
                    increaseAngle = true;
                }
            }
            if (InputManager.Space())
            {
                Quat rotate = Quat.AngleAxis(ang, (Vec3)this.transform.up);
                this.transform.rotation = (Quaternion)(rotate * (Quat)this.transform.rotation);
                redArrow.gameObject.SetActive(false);
                velocity    = minForce;
                state       = State.PROPULSION;
                previousPos = (Vec3)transform.position;
            }

            float angArrow    = ang;
            Quat  rotateArrow = Quat.AngleAxis(ang - 90, (Vec3)this.transform.forward * -1);
            redArrow.transform.rotation = (Quaternion)(rotateArrow * (Quat)this.transform.rotation);

            break;

        case State.PROPULSION:
            powerBar.gameObject.SetActive(true);
            text.text = "Force: " + Mathf.Round(velocity).ToString();

            // TIMER - FORCE
            if (increase)
            {
                velocity += Time.deltaTime * powerSpeed;
                if (velocity >= maxForce)
                {
                    increase = false;
                }
            }
            else if (!increase)
            {
                velocity -= Time.deltaTime * powerSpeed;
                if (velocity <= minForce)
                {
                    increase = true;
                }
            }
            powerBar.value = velocity;

            // INPUT
            if (InputManager.Space())
            {
                state    = State.STRINGS;
                grounded = false;
                powerBar.gameObject.SetActive(false);
                direction += (Vec3)transform.forward;
                //Vec3 endPos = Physics_functions.TrobarPosicioFinalTir((direction + (Vec3)this.transform.forward) * velocity, this.transform);
                //GameObject.Find("base").GetComponent<ENTICourse.IK.InverseKinematics>().target = endPos;
            }

            break;

        case State.STRINGS:
            direction = Physics_functions.Molla(direction, transform);
            state     = State.JUMP;
            break;

        case State.JUMP:
            if (!grounded)
            {
                transform.position = (Vector3)Physics_functions.TirParabolic(direction, this.transform);
                direction.y       -= 9.81f * Time.deltaTime;
                //endPos = Physics_functions.TrobarPosicioFinalTir(direction, (Vec3)this.transform.position);
            }
            VisualDebug.DrawVector(direction, VisualDebug.Vectors.GREEN, transform);
            break;

        case State.LANDING:
            Vec3 friction = Physics_functions.FrictionJump(direction, drag);
            VisualDebug.DrawVector(friction, VisualDebug.Vectors.RED, transform);
            direction += friction * Time.deltaTime;
            if (direction.x > 0.1f && direction.z > 0.1f)
            {
                transform.position += (Vector3)direction;
            }
            else
            {
                state = State.DIRECTION;
            }
            break;

        default:
            break;
        }
    }
Beispiel #24
0
        private void button2_Click(object sender, EventArgs e)
        {
            game = new Game();
            game.players.Add(new RandomPlayer());
            game.places.Add(new Place
            {
                position = new Vector2(0.1f, 0.5f),
                name     = "1",
            });

            game.places.Add(new Place
            {
                position = new Vector2(0.9f, 0.5f),
                name     = "2"
            });

            game.places.Add(new Place
            {
                position = new Vector2(0.5f, 0.3f),
                name     = "3"
            });

            game.places.Add(new Place
            {
                position = new Vector2(0.1f, 0.3f),
                name     = "sea",
                isSea    = true
            });

            game.places.AddLink("1", "2");
            game.places.AddLink("1", "sea");
            game.places.AddLink("3", "sea");

            game.places[0].units.Add(new Unit
            {
            });

            game.places[0].units.Add(new Unit
            {
            });

            game.places[3].units.Add(new Unit
            {
                type = UnitType.Boat
            });


            Bitmap map = VisualDebug.DrawPlaces(game.places, pictureBox1.Width, pictureBox1.Height);

            VisualDebug.DrawMoves(ref map, game, game.places[0], game.places[0].units[0], map.Width, map.Height);
            pictureBox1.Image = map;

            DateTime start = DateTime.Now;
            int      count = 0;

            while ((DateTime.Now - start).TotalSeconds < 1)
            {
                count++;
                game.GetMoves(game.places[0], game.places[0].units[0]);
            }

            listBox1.Items.Insert(0, count + ":" + 1.0f / count);
        }
    //Before rendering a frame
    void Update()
    {
        if (this.transform.position.y < -50)
        {
            CheckPoint();
        }
        switch (state)
        {
        case State.DIRECTION:
            VisualDebug.DisableRenderer(VisualDebug.Vectors.GREEN, transform);
            VisualDebug.DisableRenderer(VisualDebug.Vectors.RED, transform);

            redArrow.gameObject.SetActive(true);
            text.text = "Angle: " + Mathf.Round(ang).ToString();

            // TIMER - ang
            if (increaseAngle)
            {
                ang += Time.deltaTime * turnSpeed;
                if (ang >= maxAngle)
                {
                    increaseAngle = false;
                }
            }
            else if (!increaseAngle)
            {
                ang -= Time.deltaTime * turnSpeed;
                if (ang <= -maxAngle)
                {
                    increaseAngle = true;
                }
            }
            if (InputManager.Space())
            {
                Quat rotate = Quat.AngleAxis(ang, (Vec3)this.transform.up);
                this.transform.rotation = (Quaternion)(rotate * (Quat)this.transform.rotation);
                redArrow.gameObject.SetActive(false);
                velocity    = minForce;
                state       = State.PROPULSION;
                previousPos = (Vec3)transform.position;
            }

            float angArrow    = ang;
            Quat  rotateArrow = Quat.AngleAxis(ang - 90, (Vec3)this.transform.forward * -1);
            redArrow.transform.rotation = (Quaternion)(rotateArrow * (Quat)this.transform.rotation);

            break;

        case State.PROPULSION:
            powerBar.gameObject.SetActive(true);
            text.text = "Force: " + Mathf.Round(velocity).ToString();

            // TIMER - FORCE
            if (increase)
            {
                velocity += Time.deltaTime * powerSpeed;
                if (velocity >= maxForce)
                {
                    increase = false;
                }
            }
            else if (!increase)
            {
                velocity -= Time.deltaTime * powerSpeed;
                if (velocity <= minForce)
                {
                    increase = true;
                }
            }
            powerBar.value = velocity;

            // INPUT
            if (InputManager.Space())
            {
                state    = State.STRINGS;
                grounded = false;
                powerBar.gameObject.SetActive(false);
                direction += (Vec3)transform.forward;
            }

            break;

        case State.STRINGS:
            direction = Physics_functions.Molla(direction, transform);
            state     = State.JUMP;
            break;

        case State.JUMP:
            if (!grounded)
            {
                transform.position = (Vector3)Physics_functions.TirParabolic(direction, this.transform);
                direction.y       -= 9.81f * Time.deltaTime;
            }
            VisualDebug.DrawVector(direction, VisualDebug.Vectors.GREEN, transform);
            break;

        case State.LANDING:

            Vec3 friction = Physics_functions.FrictionJump(direction, drag);
            VisualDebug.DrawVector(friction, VisualDebug.Vectors.RED, transform);
            //x = x0 + (v0 + Ft) * t
            direction += Physics_functions.TirParabolic(friction, transform) * Time.deltaTime;
            float aux = (direction * Time.deltaTime).Module();
            if (aux >= 0.0001f && (direction.z * Time.deltaTime) >= 0)
            {
                transform.position += transform.forward * aux;
            }
            else
            {
                state = State.DIRECTION;
                transform.rotation = (Quaternion)inicialRotation;
                direction          = auxVel;
            }
            break;

        default:
            break;
        }
    }
Beispiel #26
0
    void Start()
    {
        settings = GameObject.Find ("Root").GetComponent <Settings> (); // get a reference to the settings
        visualDebug = new VisualDebug (GameObject.Find ("Root")); // create a general purpose visual debugging object, which will have a target gameobject at root level.
        theCamera = GameObject.Find ("MainCamera");// get a reference tot he main cam

        theIslands = new ArrayList ();
        currentIsland = spawnIsland (settings.initialVerticeCount, settings.initialAmplitude, settings.initialRoughness);
        theIslands.Add (currentIsland);

        spawnCamera ();

        mat = Resources.Load ("Colour01") as Material;
        GameObject.Find ("Cube").GetComponent<Renderer> ().material = mat;
    }