static void Init() { // Get existing open window or if none, make a new one: BoardGenerator window = (BoardGenerator)EditorWindow.GetWindow(typeof(BoardGenerator)); window.Show(); }
// Use this for initialization void Start() { boards = new Board[6]; boards[0] = new Board(sizeBoard, sizeBoard); boards[1] = new Board(sizeBoard, sizeBoard); boards[2] = new Board(sizeBoard, sizeBoard); boards[3] = new Board(sizeBoard, sizeBoard); boards[4] = new Board(sizeBoard, sizeBoard); boards[5] = new Board(sizeBoard, sizeBoard); plateau = GetComponent <BoardGenerator>(); plateau.initSize(sizeBoard); pp = GetComponent <PositionPawn>(); positionPawns = GetComponent <PositionPawns>(); gameGoal = GetComponent <GameGoal>(); teamTurn = GetComponent <TeamTurn>(); plateau.DessinerEchiquier(boards); positionPawns.PositionSomeTypePawns(plateau, boards); gameGoal.InitGameGoal(positionPawns.GetPositions, boards); // everything is ready GameObject daddyGO = GameObject.Find("pawns"); foreach (PawnElement pe in daddyGO.GetComponentsInChildren <PawnElement>()) { teamTurn.AddObserver(pe); pe.PositionPawns = positionPawns; } }
// TODO: pool action fields private void SpawnActionFields() { BoardGenerator board = GameController.Instance.board; for (int i = 0; i < BoardGenerator.GridSize; ++i) { for (int j = 0; j < BoardGenerator.GridSize; ++j) { FieldScript targetField = board.GetField(i, j); if (CheckMovement(targetField)) { GameObject go; ActionField af; if (!targetField.occupied) { go = Instantiate(moveFieldPrefab); af = go.GetComponent <MoveField>(); } else { go = Instantiate(attackFieldPrefab); af = go.GetComponent <AttackField>(); } af.Set(this, targetField); actionFields.Add(af); } } } }
public Ball(int i, int j, BoardGenerator bg, int x) { m_x = i; m_y = j; m_bg = bg; setColor(x); }
void Enter() { var board = new BoardGenerator().GenerateRandom(16, 3); var game = new Game(board, GameRules.KeepSameRules, PieceType.GetRange(0, 3)); bc.SetGame(game, logo); }
private void Start() { gm = GameManager.instance; bg = BoardGenerator.instance; gm.boardGenerator = bg; gm.LoadPrefabs(); }
public override void ApplyEffect(Tile tile) { Unit user = GameplayManager.Instance.UnitSelected; for (int i = 0; i < 1 + user.lvl; i++) { Unit inter = Component.Instantiate(Spawn_Control.Instance.Player).GetComponent <Unit>(); inter.c = "INTER"; inter.name = File.ReadAllLines(".\\name_list.txt")[Random.Range(0, 100)]; inter.lvl = user.lvl; int stat = 20 * inter.lvl; inter.hpMax = stat; inter.currentHP = inter.hpMax; inter.attack = stat; inter.defense = stat; inter.attackMental = stat; inter.defenseMental = stat; inter.speed = 70 * user.lvl; inter.range = 3; GameObject o = new GameObject("Inter " + i); if (TurnManager.Instance.Team1.Contains(user)) { TurnManager.Instance.Team1.Add(inter); } else { TurnManager.Instance.Team2.Add(inter); } TurnManager.Instance.turnOrder.Add(inter); int temp = i; int newx = user.CurrentTile.x + (i >= 2 ? 1 : -1); int newy = user.CurrentTile.y + (i % 2 == 0 ? -1 : 1); inter.MoveTo(BoardGenerator.tiles[BoardGenerator.CoordToIndex(newx, newy)], true); } }
// Use this for initialization void Start() { VectorLine.SetEndCap("rounded", EndCap.Mirror, lineMaterial, capTex); Vector3 size = exampleObject.GetComponentInChildren <SpriteRenderer> ().bounds.size; objectWidth = size.x; objectHeight = size.y; boardWidth = objectWidth * width + paddingX * (width - 1) - objectWidth; boardHeight = objectHeight * height + paddingY * (height - 1) - objectHeight; selectedBlocks = new List <Block> (); generator = new BoardGenerator(objectPrefabs.Count, width, height); Game.Instance.setBoardManager(this); createBoard(); positionBoard(); //gameObject.RotateBy(new Vector3(0, 0, -0.005f), 0.5f, 0, EaseType.easeInOutSine, LoopType.pingPong); //InvokeRepeating("fillEmpty", 0.25f, 0.5f); InvokeRepeating("updateRotation", 0.5f, 0.5f); }
public void Setup() { _logger = new Logger(); var user = new User(); var boardPrinter = new ConsoleBoardPrinter(); var scoreManager = new ScoreManager(); _actionParser = new ActionParser(); _boardManager = new BoardManager(); _boardGenerator = new BoardGenerator(); // Delete all the scores at the start of each test. scoreManager.DeleteAll(); //Setups the game _gameManager = new GameManager(boardPrinter, _boardManager, _boardGenerator, _actionParser, scoreManager, user); _boardOptions = new BoardOptions(new Vector2(5, 5), 5); _board = _boardGenerator.GenerateBoard(_boardOptions); // Generate all positions file FileGenerator.GenerateAllPositions(_board); }
public void BoardGenerator_GenerateBoard_Nominal() { for (var i = 0; i < 200; i++) { // Act var(solvedBoard, playingBoard) = _boardGenerator.GenerateBoard(_gameConfig); // Assert foreach (var board in new[] { solvedBoard, playingBoard }) { Assert.Equal(_height, board.Height); Assert.Equal(_width, board.Width); Assert.Equal(_height * _width, board.Cells.Length); var nonNullCenterCellMovesCount = BoardGenerator.Moves(board.Cells[_height / 2, _width / 2]); Assert.True(nonNullCenterCellMovesCount >= 2); Assert.True(nonNullCenterCellMovesCount <= 3); } for (var row = 0; row < solvedBoard.Height; row++) { for (var col = 0; col < solvedBoard.Width; col++) { Assert.Equal(BoardGenerator.Moves(solvedBoard.Cells[row, col]), BoardGenerator.Moves(playingBoard.Cells[row, col])); } } } }
public void SpawnPlayers() { ParseTeam(Team1, true); ParseTeam(Team2, false); for (int i = 0; i < this.Team1.Count; i++) { Unit c = Team1 [i]; if (c != null) { c.MoveTo(BoardGenerator.tiles[BoardGenerator.CoordToIndex(0, i * 6)], true); //c.GetComponentInParent<MeshRenderer>().material.color = Color.blue; } } for (int i = 0; i < this.Team2.Count; i++) { Unit c = Team2 [i]; if (c != null) { c.MoveTo(BoardGenerator.tiles[BoardGenerator.CoordToIndex(49, i * 6)], true); // c.GetComponent<MeshRenderer>().material.color = Color.red; } } }
void InitBoard() { grid = boardRect.GetComponent <GridLayoutGroup>(); grid.constraint = GridLayoutGroup.Constraint.FixedColumnCount; grid.constraintCount = boardColumnCount; boardWidth = boardRect.sizeDelta.x; boardHeight = boardRect.sizeDelta.y; int numCells = boardColumnCount * boardRowCount; for (int i = 0; i < numCells; i++) { CellSlot cellSlot = Instantiate(cellSlotPrefab, boardRect); slotList.Add(cellSlot); } BoardEditor be = FindObjectOfType <BoardEditor>(); if (be != null) { be.LoadSlots(); } BoardGenerator bg = GetComponent <BoardGenerator>(); if (bg != null) { bg.GenerateBoard(); } }
public static GameState CreateCallState(GameState parent) { var hero = new Player(parent.Hero); var villain = new Player(parent.Villain); var toPlay = hero.IsToPlay ? hero : villain; var callAmount = toPlay.Wager(parent.WagerToCall); var newPot = parent.Pot + callAmount; var board = parent.AnyAllIn ? BoardGenerator.FillToRiver(parent.Board, parent.Street, hero.HoleCards) : parent.Board; var street = parent.AnyAllIn ? Street.Showdown : parent.Street.GetNextStreet(); hero.IsToPlay = hero.IsFirstToActAfterFlop() ? true : !hero.IsToPlay; villain.IsToPlay = villain.IsFirstToActAfterFlop() ? true : !villain.IsToPlay; var state = new GameState( parent, board, street, hero, villain, newPot, 0.0d, Action.Call); return(state); }
public Game(IPlayer player) { this.player = player; State = GameState.IN_PROCESS; var generator = new BoardGenerator(); Board = generator.Generate(4, 4); }
static void OpenWindow() { BoardGenerator window = (BoardGenerator)GetWindow(typeof(BoardGenerator)); window.minSize = new Vector2(50, 50); window.maxSize = new Vector2(600, 100); window.Show(); }
public override void OnInspectorGUI() { base.OnInspectorGUI(); BoardGenerator map = target as BoardGenerator; map.GenerateBoard(); }
public Game() { player = null; State = GameState.IN_PROCESS; var generator = new BoardGenerator(); Board = generator.Generate(4, 4); }
private void GenerateBoard() { _boardGenerator = GetComponent <BoardGenerator>(); _board = _boardGenerator.GenerateBoard(_boardBlueprint); _boardMapper = new BoardMapper(); _boardMapper.MapNeighbours(_board); }
private static void TryUpdateBoard(GameState state, Street streetToStartUpdateFrom) { if (!state.AnyAllIn) { state.Board = BoardGenerator.FillToRiver( state.Board, streetToStartUpdateFrom, state.Hero.HoleCards); } }
public ActionResult Index() { var viewModel = new SudokuSolverViewModel() { Board = BoardGenerator.GenerateBoard().ToStringBoard() }; return(View(viewModel)); }
public BoardGeneratorTests() { _height = 9; _width = 9; _gameConfig = new GameConfig { Height = _height, Width = _width }; _boardGenerator = new BoardGenerator(); }
public void BeginGame() { currentMaze = Instantiate(mazePrefab); currentMaze.Generate(); SpawnCharacter(0); SpawnCharacter(1); myPlayer = 0; FakeNetworkController.instance.SendTurnChange(0); }
public void Setup() { board = FindObjectOfType <BoardGenerator>(); var graph = (GridGraph)AstarPath.active.data.graphs[0]; graph.SetDimensions(board.width, board.height, 1f); graph.center = new Vector3(((float)board.width / 2) - 0.5f, ((float)board.height / 2) - 0.5f); AstarPath.active.Scan(); }
public void GenerateHand_GeneratesTwoCards() { for (int i = 0; i < 1000; i++) { var hand = BoardGenerator.GenerateHand().ToString(); Assert.True(hand.Split(',').Length == 2, $"{hand}"); } }
public void GenerateFlop_GeneratesThreeCards() { for (int i = 0; i < 1000; i++) { var hand = BoardGenerator.GenerateFlop().ToString(); Assert.True(hand.Split(',').Length == 3, $"{hand}"); } }
public void Board_is_generated_correctly() { var gen = new BoardGenerator(); gen.MakeBoard(); var result = gen.PrintBoard(); Assert.AreEqual(17, result.Count(x => x == '#')); }
public void Test() { Debug.Log("test"); //generate 5 boards for (int i = 0; i < 5; i++) { Board b = BoardGenerator.GenerateBoard(); pm.BoardsInventory.Add(b); } }
public void TestSameSeedSameBoard() { const int seed = 123456789; var generator = new BoardGenerator(); var boardSize = new Vector2(10, 10); var board = generator.GenerateBoard(new BoardOptions(boardSize, 10, seed)); Assert.AreEqual(board, generator.GenerateBoard(new BoardOptions(boardSize, 10, seed))); }
private BoardCell GetRandomCellToSpawnUnitAt(UnitTeam forTeam) { BoardGenerator boardGenerator = GameBoard.Instance.Generator; int columns = boardGenerator.BoardSize.x; int startIndex = forTeam.Side == TeamSide.Left ? 0 : columns - forTeam.SpawnColumns; int endIndex = startIndex + forTeam.SpawnColumns - 1; return(boardGenerator.GetRandomEmptyCellInColumnRange(startIndex, endIndex)); }
private void Awake() { if (instance) { Destroy(gameObject); return; } instance = this; player1Board = transform.FindDeepChild("Player1Board"); }
/// <summary> /// Initialize this component inspector. /// </summary> void OnEnable() { // Cache a reference to the BoardGenerator. generator = target as BoardGenerator; }