public ResultsState(EnhancedReactionController con) : base(con) { controller.Gui.SetDisplay("Average: " + (((double)controller.TotalReactionTime / controller.Games) / TICKS_PER_SECOND) .ToString("0.00")); controller.Ticks = 0; }
//Constructor public GameOutcomePhase(EnhancedReactionController controller) : base(controller) { _controller.NumberOfTicks = 0; //Displays the average time _controller.Gui.SetDisplay("Average: " + ((_controller.TotalTime / _controller.NumberOfGames) / 100.0).ToString("0.00")); }
//Constructor public GameWaitingPhase(EnhancedReactionController controller) : base(controller) { _controller.Gui.SetDisplay("Wait..."); _controller.NumberOfTicks = 0; _waitingTime = _controller.Random.GetRandom(100, 250); }
//Constructor public GameRunningPhase(EnhancedReactionController controller) : base(controller) { _controller.Gui.SetDisplay("0.00"); _controller.NumberOfTicks = 0; _controller.TotalTime = 0; }
//Constructor public Phase(EnhancedReactionController controller) { _controller = controller; }
//Constructor public GameOverPhase(EnhancedReactionController controller) : base(controller) { _controller.NumberOfTicks = 0; }
//Constructor public GameReadyPhase(EnhancedReactionController controller) : base(controller) { _controller.Gui.SetDisplay("Press Go!"); _controller.NumberOfTicks = 0; }
//Constructor public GameOnPhase(EnhancedReactionController controller) : base(controller) { _controller.Gui.SetDisplay("Insert Coin"); _controller.NumberOfGames = 0; _controller.TotalTime = 0; }
public OnState(EnhancedReactionController con) : base(con) { controller.Games = 0; controller.TotalReactionTime = 0; controller.Gui.SetDisplay("Insert coin"); }
public State(EnhancedReactionController con) => controller = con;
public GameOverState(EnhancedReactionController con) : base(con) { controller.Ticks = 0; }
public RunningState(EnhancedReactionController con) : base(con) { controller.Gui.SetDisplay("0.00"); controller.Ticks = 0; }
public WaitState(EnhancedReactionController con) : base(con) { controller.Gui.SetDisplay("Wait..."); controller.Ticks = 0; _waitTime = controller.Rng.GetRandom(MIN_WAIT_TIME, MAX_WAIT_TIME); }
public ReadyState(EnhancedReactionController con) : base(con) { controller.Gui.SetDisplay("Press Go!"); controller.Ticks = 0; }