public IActionResult Fletcher() { SolvedModel model = new SolvedModel(); int nNumVars = 2; double[] fX = new double[] { 0, 0 }; model.Start = new List <double>(fX); double[] fParam = new double[] { 0, 0 }; int nIter = 0; // contador de iteraciones int nMaxIter = 100; // limite de iteraciones double fEpsFx = 0.001; // Toleracion int i; double fBestF; // Maximo string sErrorMsg = ""; Fletcher oOpt; MyFxDelegate MyFx = new MyFxDelegate(Fx3); oOpt = new Fletcher(); model.Tolerace = fEpsFx; model.MaxCycles = nMaxIter; fBestF = oOpt.CalcOptim(nNumVars, ref fX, ref fParam, fEpsFx, nMaxIter, ref nIter, ref sErrorMsg, MyFx); if (sErrorMsg.Length > 0) { model.ErrorMsg = sErrorMsg; } for (i = 0; i < nNumVars; i++) { model.X.Add(fX[i]); } model.Function = fBestF; model.Iterations = nIter; return(View(model)); }
private void OnCollisionEnter2D(Collision2D collision) { Fletcher fletcherScript = collision.collider.GetComponent <Fletcher>(); //If collectable is touched by Fletcher if (fletcherScript) { //Adds collectable score to total scoreObject.AddScore(collectableValue); //Gets rid of collectable Destroy(gameObject); } }
private void OnCollisionEnter2D(Collision2D collision) { //check if the thing we collideded with has Fletcher script Fletcher fletcherScript = collision.collider.GetComponent <Fletcher>(); //if it is Fletcher if (fletcherScript != null) { //deletes Fletcher's position for tt PlayerPrefs.DeleteKey("xPos"); PlayerPrefs.DeleteKey("yPos"); //kill Fletcher fletcherScript.Kill(); } }
private void OnCollisionEnter2D(Collision2D collision) { //check if the thing we collideded with has Fletcher script Fletcher playerScript = collision.collider.GetComponent <Fletcher>(); //run if ran into by player if (playerScript != null) { //deletes player position for tt PlayerPrefs.DeleteKey("xPos"); PlayerPrefs.DeleteKey("yPos"); scoreObject.SaveScore(); //load the next level SceneManager.LoadScene(sceneToLoad); } }
public Map(string fileName, Game1 game, Mapper mapper, List <String> enemyList) { FileInputHandler fileIn = new FileInputHandler(game); tiles = fileIn.parseToArray(fileName); this.gameRef = game; this.mapper = mapper; this.enemyList = enemyList; loadList = new List <Sprite>(); int dim = 16; string s = ""; for (int x = 0; x < dim; x++) { for (int y = 0; y < dim; y++) { Vector2 position = new Vector2(x * 64, y * 64); s = this.tiles[y, x]; //if (s.Equals("0")) //{ // ts = new TileSprite(gameRef.Content.Load<Texture2D>(@"Images/tile" + s), position, new Point(32, 32), -25, new Point(0, 0), new Point(1, 1), Vector2.Zero); // loadList.Add(ts); //} if (s.Contains("map_")) { ts = new TileSprite(gameRef.Content.Load <Texture2D>(@"Images/tile" + (s.Substring(0, 1))), position, new Point(32, 32), -25, new Point(0, 0), new Point(1, 1), Vector2.Zero); loadList.Add(ts); string selectedBoss = s.Substring(s.IndexOf("_") + 1); Enemy bossObject; switch (selectedBoss) { case "clark": bossObject = new Clark(gameRef.Character.Level, gameRef, gameRef.Character); break; case "pay": bossObject = new JerryPay(gameRef.Character.Level, gameRef, gameRef.Character); break; case "fletcher": bossObject = new Fletcher(gameRef.Character.Level, gameRef, gameRef.Character); break; case "halliday": bossObject = new Halliday(gameRef.Character.Level, gameRef, gameRef.Character); break; case "king_james": bossObject = new Boss(gameRef.Character.Level, gameRef, gameRef.Character); break; default: bossObject = new Clark(gameRef.Character.Level, gameRef, gameRef.Character); break; } BossSprite combatSprite = new BossSprite(gameRef.Content.Load <Texture2D>(@"Images/map" + s.Substring(s.IndexOf('_'))), position, new Point(32, 32), -25, new Point(0, 0), new Point(1, 1), Vector2.Zero, gameRef, bossObject); loadList.Add(combatSprite); } else if (s.Contains("3d")) { ts = new TileSprite(gameRef.Content.Load <Texture2D>(@"Images/tile" + s), position, new Point(32, 32), -25, new Point(0, 0), new Point(1, 1), Vector2.Zero); ts.passable = false; loadList.Add(ts); } else if (s.Contains("i")) { ts = new TileSprite(gameRef.Content.Load <Texture2D>(@"Images/tile" + (s.Substring(0, 1))), position, new Point(32, 32), -25, new Point(0, 0), new Point(1, 1), Vector2.Zero); Treasure t = new Treasure(gameRef.Content.Load <Texture2D>(@"Images/mapItem"), position, 0, mapper, gameRef); loadList.Add(ts); loadList.Add(t); } else if (s.Contains("d")) { int i = 0; string mapID = s.Substring(1, 2); float placeAtX = (float.Parse(s.Substring(s.IndexOf(";") + 1, 2))) * 64; float placeAtY = (float.Parse(s.Substring(s.IndexOf("_") + 1, 2))) * 64; Door d = new Door(gameRef.Content.Load <Texture2D>(@"Images/tiled"), position, 0, mapID, mapper, new Vector2(placeAtX, placeAtY), gameRef); d.passable = false; d.isInteractable = true; loadList.Add(d); } else if (s.Contains("k")) { ts = new TileSprite(gameRef.Content.Load <Texture2D>(@"Images/tile" + (s.Substring(0, 1))), position, new Point(32, 32), -25, new Point(0, 0), new Point(1, 1), Vector2.Zero); Key k = new Key(gameRef.Content.Load <Texture2D>(@"Images/key"), position, 0, mapper, gameRef); loadList.Add(ts); loadList.Add(k); } else if (s.Contains("l")) { ts = new TileSprite(gameRef.Content.Load <Texture2D>(@"Images/tile" + (s.Substring(0, 1))), position, new Point(32, 32), -25, new Point(0, 0), new Point(1, 1), Vector2.Zero); LockedDoor ld = new LockedDoor(gameRef.Content.Load <Texture2D>(@"Images/lockedDoor"), position, 0, mapper, gameRef); loadList.Add(ts); loadList.Add(ld); } else if (s.Contains("s")) { ts = new TileSprite(gameRef.Content.Load <Texture2D>(@"Images/tile" + (s.Substring(0, 1))), position, new Point(32, 32), -25, new Point(0, 0), new Point(1, 1), Vector2.Zero); ts.passable = false; ShopSprite ss = new ShopSprite(gameRef.Content.Load <Texture2D>(@"Images/shop"), position, 25, mapper, gameRef); loadList.Add(ts); loadList.Add(ss); } else if (s == "0") { int wallType = r.Next(0, 9); switch (wallType) { case 0: break; case 1: wallType = 0; break; case 2: wallType = 1; break; case 3: wallType = 1; break; case 4: wallType = 2; break; case 5: wallType = 2; break; case 6: wallType = 3; break; case 7: wallType = 1; break; case 8: wallType = 2; break; } ts = new TileSprite(gameRef.Content.Load <Texture2D>(@"Images/wallTile" + wallType), position, new Point(32, 32), -25, new Point(0, 0), new Point(1, 1), Vector2.Zero); ts.passable = false; loadList.Add(ts); } else { ts = new TileSprite(gameRef.Content.Load <Texture2D>(@"Images/tile" + s), position, new Point(32, 32), -25, new Point(0, 0), new Point(1, 1), Vector2.Zero); if (s == "0" || s == "b") { ts.passable = false; } loadList.Add(ts); } } } }