// Update is called once per frame
    void Update()
    {
        if (!victorious)
        {
            if (Input.GetKeyDown(KeyCode.DownArrow))
            {
                turnCount++;
                turnDown();
                statueArrowBottom.turnDown();
                statueArrowTop.turnUp();
            }
            else if (Input.GetKeyDown(KeyCode.UpArrow))
            {
                turnCount++;
                turnUp();
                statueArrowBottom.turnUp();
                statueArrowTop.turnDown();
            }
            else if (Input.GetKeyDown(KeyCode.RightArrow))
            {
                turnCount++;
                turnRight();
                statueArrowBottom.turnRight();
                statueArrowTop.turnLeft();
            }
            else if (Input.GetKeyDown(KeyCode.LeftArrow))
            {
                turnCount++;
                turnLeft();
                statueArrowBottom.turnLeft();
                statueArrowTop.turnRight();
            }
            else if (Input.GetMouseButtonDown(0))
            {
                logMoveData();
                bool[] errorsPlayer = getErrorType();
                if (!errorsPlayer[0] && !errorsPlayer[1] && !errorsPlayer[2])
                {
                    string newLoc = move();
                    moves++;
                    countLeftRightSymmetry(newLoc);
                    bool[] errorsBottom = statueArrowBottom.getErrorType();

                    if (errorsBottom[1])
                    {
                        //if there is a statue collision
                        sr.WriteLine(",-1,-1");
                        StartCoroutine(collisionHelper(SAB, SAT, SAB.transform.position, SAT.transform.position, 0.1f));
                    }
                    else if (errorsBottom[2])
                    {
                        //if there is a statue blocking
                        sr.WriteLine(",-1,-1");
                        StartCoroutine(collisionHelper(SAB, SAT, SAB.transform.position, SAT.transform.position, 0.05f));
                    }
                    else
                    {
                        bool[] errorsTop = statueArrowTop.getErrorType();
                        if (!errorsBottom[0])
                        {
                            //not offscreen
                            string newLocStatue = statueArrowBottom.move();
                            sr.Write("," + newLocStatue);
                        }
                        else
                        {
                            sr.Write(",-1");
                        }
                        if (!errorsTop[0])
                        {
                            // not offscreen
                            string newLocStatue = statueArrowTop.move();
                            sr.WriteLine("," + newLocStatue);
                        }
                        else
                        {
                            sr.WriteLine(",-1");
                        }
                    }
                }
                else if (errorsPlayer[1])
                {
                    //if player collides with statue (has to be top statue)
                    StartCoroutine(collisionHelper(this.gameObject, SAT, transform.position, SAT.transform.position, 0.1f));
                }
                else if (errorsPlayer[2])
                {
                    //if player is blocked by a statue (could be either one)
                    if (predictedSquare == statueArrowBottom.square)
                    {
                        StartCoroutine(collisionHelperOneSided(this.gameObject, SAB, transform.position, 0.05f));
                    }
                    else if (predictedSquare == statueArrowTop.square)
                    {
                        StartCoroutine(collisionHelperOneSided(this.gameObject, SAT, transform.position, 0.05f));
                    }
                }
            }
            else if (Input.GetKeyDown(KeyCode.R))
            {
                logEndGameData();
                reset();
            }
            else if (Input.GetKeyDown(KeyCode.Escape))
            {
                logEndGameData();
                quit();
            }
            else if (victory())
            {
                logEndGameData();
                sr.WriteLine("VICTORY\n");
                sr.Flush();
                //change later to allow player to play a new game
                displayOptions();
            }
        }
    }
Beispiel #2
0
 // Update is called once per frame
 void Update()
 {
     if (!victorious && !isColliding)
     {
         if (victory())
         {
             victories++;
             logEndGameData();
             resultStr += "OUTCOME,VICTORY,";
             displayOptions();
         }
         else if (controlsEnabled && Input.GetKeyDown(KeyCode.DownArrow))
         {
             if (approximately(direction, Vector3.down))
             {
                 // move down
                 tryMove();
             }
             else
             {
                 // turn down
                 turns++;
                 turnDown();
                 statueArrowBottom.turnDown();
                 statueArrowTop.turnUp();
             }
         }
         else if (controlsEnabled && Input.GetKeyDown(KeyCode.UpArrow))
         {
             if (approximately(direction, Vector3.up))
             {
                 // move up
                 tryMove();
             }
             else
             {
                 turns++;
                 turnUp();
                 statueArrowBottom.turnUp();
                 statueArrowTop.turnDown();
             }
         }
         else if (controlsEnabled && Input.GetKeyDown(KeyCode.RightArrow))
         {
             if (approximately(direction, Vector3.right))
             {
                 // move right
                 tryMove();
             }
             else
             {
                 turns++;
                 turnRight();
                 statueArrowBottom.turnRight();
                 statueArrowTop.turnLeft();
             }
         }
         else if (controlsEnabled && Input.GetKeyDown(KeyCode.LeftArrow))
         {
             if (approximately(direction, Vector3.left))
             {
                 // move left
                 tryMove();
             }
             else
             {
                 turns++;
                 turnLeft();
                 statueArrowBottom.turnLeft();
                 statueArrowTop.turnRight();
             }
         }
     }
 }
Beispiel #3
0
    public void act()
    {
        if (players < NUM_PLAYERS)
        {
            if (moves > MAX_MOVES || isStuck() || victory())
            {
                logEndGameData();
                resetForNewPlayer();

                players++;
            }
            int randomTurn = (int)UnityEngine.Random.Range(0.0f, 4.0f);
            if (randomTurn == 0)
            {
                turnUp();
                statueArrowBottom.turnUp();
                statueArrowTop.turnDown();
            }
            else if (randomTurn == 1)
            {
                turnRight();
                statueArrowBottom.turnRight();
                statueArrowTop.turnLeft();
            }
            else if (randomTurn == 2)
            {
                turnDown();
                statueArrowBottom.turnDown();
                statueArrowTop.turnUp();
            }
            else if (randomTurn == 3)
            {
                turnLeft();
                statueArrowBottom.turnLeft();
                statueArrowTop.turnRight();
            }
            logMoveData();
            if (canMove())
            {
                move();
                moves++;
                if (statueArrowBottom.canMove())
                {
                    statueArrowBottom.move();
                }
                if (statueArrowTop.canMove())
                {
                    statueArrowTop.move();
                }
                Debug.Log("ADDED new state " + stateToString());
                if (!states_explored_list.Contains(stateToString()))
                {
                    unique_states++;
                }
                states_explored_list.Add(stateToString());
            }
        }
        else
        {
            finished = true;
            Application.Quit();
        }
    }