/* Game */ // Expected time in seconds that a player is expected to complete this game public static int GameExpectedTime(GameTypes type, GameDifficulty difficulty) { double factor; switch (difficulty) { case GameDifficulty.Easy: factor = 1.3; break; case GameDifficulty.Master: factor = 0.7; break; case GameDifficulty.Medium: default: factor = 1.0; break; } switch (type) { case GameTypes.Memory: return (int) (30 * factor); case GameTypes.Calculation: return (int) (60 * factor); case GameTypes.VerbalAnalogy: return (int) (30 * factor); } return (int) (120 * factor); // Default for all games (logic) }
public static void ResetGameStats(GameDifficulty difficulty) { Player1Score = 0; Player2Score = 0; CurrentGameDifficulty = difficulty; WinningPlayer = null; }
public LogicItem(GameDifficulty difficulty,ContentManager Content) { content = Content; timer = 0.0f; timerFarting = 0.0f; backupSpeedRange = new Vector2(0,0); switch (difficulty) { case GameDifficulty.Easy: speedRange = new Vector2(-80,80); stepGenerationItems = 5; stepGenerationWaste = 15; break; case GameDifficulty.Normal: speedRange = new Vector2(-110,110); stepGenerationItems = 10; stepGenerationWaste = 25; break; case GameDifficulty.Hard: speedRange = new Vector2(-170,170); stepGenerationItems = 17; stepGenerationWaste = 35; break; } }
public void Launch(string segueId, GameMode mode, GameDifficulty difficulty, Filter filter) { SegueId = segueId; SelectedMode = mode; SelectedDifficulty = difficulty; SelectedFilter = filter; if (SelectedFilter == null) { SelectedFilter = new Filter("0", "Siphon filter", "defaultIcon"); } UIViewController.InvokeInBackground(() => { int gamesCount = SelectedFilter.Load(); mController.BeginInvokeOnMainThread(() => { if (gamesCount < 30) { Dialogs.ShowDebugFilterTooRestrictive(); } else { mController.PerformSegue(SegueId, mController); } }); }); }
public static void Init(ContentManager Content) { difficulty = GameDifficulty.Easy; //DEFAULT AT THE MOMENT enemy.Load(Content); Enemy temp = new Enemy(); temp.Init(); temp.Load(Content); e.Add(temp); wire.Clear(); Wire w1 = new Wire(); w1.Init(new Vector2(0, 650)); w1.Load(Content); wire.Add(w1); Wire w2 = new Wire(); w2.Init(new Vector2(0, 610)); w2.Load(Content); wire.Add(w2); Wire w3 = new Wire(); w3.Init(new Vector2(0, 570)); w3.Load(Content); wire.Add(w3); gameState = GameState.menu; UserInt.UIInitialise(); }
public LogicPolygon(GameDifficulty Difficulty,ContentManager Content) { this.content = Content; this.difficulty = Difficulty; positionPoly = new Vector3(-1200,-900,-750); }
public static void AddScore(GameDifficulty difficulty, HighScore newItem) { switch (difficulty) { case GameDifficulty.Easy: Current.easyHighScores.Add(newItem); Current.easyHighScores = Current.easyHighScores.OrderByDescending(h => h.score).Take(6).ToList(); break; case GameDifficulty.Normal: Current.mediumHighScores.Add(newItem); Current.mediumHighScores = Current.mediumHighScores.OrderByDescending(h => h.score).Take(6).ToList(); break; case GameDifficulty.Hard: Current.hardHighScores.Add(newItem); Current.hardHighScores = Current.hardHighScores.OrderByDescending(h => h.score).Take(6).ToList(); break; } var IS = System.IO.IsolatedStorage.IsolatedStorageFile.GetUserStoreForApplication(); try { using (var f = IS.CreateFile(highScoresPath)) { var serializer = new XmlSerializer(typeof(HighScores)); serializer.Serialize(f, Current); } } catch (Exception) { } }
public LogicState(GameDifficulty difficulty, ContentManager Content) : base(difficulty,Content) { this.difficulty = difficulty; totalGameTime = 0.0; score = 0; }
public GameOptions(GameDifficulty gameDifficulty, GameSurvivor gameSurvivor, Boolean autoReload, Boolean weaponsUnlocked) { this.GameDifficulty = gameDifficulty; this.GameSurvivor = gameSurvivor; this.AutoReload = autoReload; this.WeaponsUnlocked = weaponsUnlocked; }
public ScoreEntry(String PlayerName, int Score, int Wave, GameDifficulty Difficulty, String MapName) { this.PlayerName = PlayerName; this.Score = Score; this.MapName = MapName; this.Difficulty = Difficulty; this.Wave = Wave; }
List<int> play_list; // Play list for the Selected difficulty, game types #endregion Fields #region Constructors public GameSessionPlayList(GameManager manager) { this.manager = manager; play_list = new List <int> (); game_type = GameSession.Types.AllGames; difficulty = GameDifficulty.Medium; RandomOrder = true; dirty = true; }
List<int> play_list; // Play list for the Selected difficulty, game types #endregion Fields #region Constructors public GameManager() { game_type = GameSession.Types.None; difficulty = GameDifficulty.Medium; available_games = new List <GameLocator> (); play_list = new List <int> (); cnt_logic = cnt_memory = cnt_calculation = cnt_verbal = 0; RandomOrder = true; }
public GamePlayScreen(GameDifficulty diff) { TransitionOnTime = TimeSpan.FromSeconds(1.5); TransitionOffTime = TimeSpan.FromSeconds(0.5); isFirstLevel = true; this.diff = diff; random = new Random(); }
public AlphaBot(bool pindle, bool eld, bool shenk, DataManager dm, String bnetServer, String account, String password, String classicKey, String expansionKey, uint potlife, uint chickenlife, String binaryDirectory, GameDifficulty difficulty, String gamepass) : base(dm,bnetServer,account,password,classicKey,expansionKey,potlife,chickenlife,binaryDirectory,difficulty,gamepass) { Pindle = pindle; Eldritch = eld; Shenk = shenk; m_redPortal = new Entity(); m_harrogathWp = new Entity(); m_act1Wp = new Entity(); }
public CountingData CountCard(PlayerType type, CardView card, GameDifficulty diffuculty) { Player player = GetPlayer(type); if (_countingPhase == null) { // // get a state machine to for the counting phase _countingPhase = new CountingPhase(_player, _player.Hand.Cards, _computer, _computer.Hand.Cards); } // MainPage.LogTrace.WriteLogEntry("in countcard. Turn is: {0}", _countingPhase.State.TurnPlayer.Name); CountingData data = new CountingData(); Player playThisTurn = _countingPhase.State.TurnPlayer; Player playNextTurn = _countingPhase.State.NextTurnPlayer; if (playThisTurn.Type != type) { Debug.Assert(false, "Wrong turn encountered"); //throw new Exception("Not your turn!"); } CountingState state = _countingPhase.PlayCard(playThisTurn, card, diffuculty); data.Score = state.LastScore; data.CurrentCount = state.Count; data.ResetCount = state.ResetCount; data.CardId = card.Index; data.CardName = card.CardName; data.isGo = state.isGo; data.NextPlayer = state.TurnPlayer.Type; data.NextPlayerId = state.TurnPlayer.ID; data.NextPlayerCanGo = state.NextPlayerCanGo; data.ThisPlayerCanGo = state.ThisPlayerCanGo; data.CardsCounted = state.CardsCounted; data.ScoreStory = state.ScoreStory; data.NextPlayerIsComputer = (state.TurnPlayer.Type == PlayerType.Computer); data.CountBeforeReset = state.CountBeforeReset; if (data.CardsCounted == 8) { _countingPhase = null; } else { _countingPhase.State.ResetCount = false; _countingPhase.State.isGo = false; } return(data); }
/// <summary> /// /// </summary> /// <param name="now"></param> /// <returns></returns> /// <remarks>It can't go beyond Hard</remarks> public static GameDifficulty GetNext(GameDifficulty now) { switch (now) { case GameDifficulty.EASY: return(GameDifficulty.MEDIUM); case GameDifficulty.MEDIUM: return(GameDifficulty.HARD); default: return(GameDifficulty.HARD); } }
void Start() { // Spawn the three NPC characters SpawnNpc(_alicePrefab); SpawnNpc(_rupertPrefab); SpawnNpc(_mindyPrefab); SpawnNpc(_chadPrefab); string d = SettingsController.instance.GetDifficulty(); if (d.Contains("Easy")) { _difficulty = GameDifficulty.Easy; _maxPoints = 100; _timer = 40f; } else if (d.Contains("Medium")) { _difficulty = GameDifficulty.Medium; _maxPoints = 200; _timer = 80f; } else if (d.Contains("Hard")) { _difficulty = GameDifficulty.Hard; _maxPoints = 300; _timer = 120f; } else { _difficulty = GameDifficulty.TimeAttack; _timer = 60f; _maxPoints = 900; } _timerLabel.text = ((int)_timer).ToString(); _scareSlider.fillAmount = 0f; if (_difficulty == GameDifficulty.TimeAttack) { GetComponent <AudioSource>().clip = _loopMusic; _pointsLabel.text = "0"; } else { GetComponent <AudioSource>().clip = _music; _pointsLabel.text = "0 / " + _maxPoints.ToString(); } if (SettingsController.instance.PlayMusic()) { GetComponent <AudioSource>().Play(); } }
private static bool HandleChangeDifficultyEvent(NwPlayer dungeonMaster, CNWSMessage message) { GameDifficulty difficulty = (GameDifficulty)message.PeekMessage <int>(0); OnDMChangeDifficulty eventData = ProcessEvent(new OnDMChangeDifficulty { DungeonMaster = dungeonMaster, NewDifficulty = difficulty, }); return(!eventData.Skip); }
public GameViewModel() { this.currentState = ViewState.Menu; this.isSettingFlag = false; this.currentDifficulty = GameDifficulty.Beginner; this.gameStatus = GameStatus.NotStarted; this.StartGameCommand = new DelegateCommand <object>(this.StartGame, this.CanStartGame); this.EndGameCommand = new DelegateCommand <object>(this.EndGame, this.CanEndGame); this.SetFlagCommand = new DelegateCommand <object>(this.SetFlag, this.CanSetFlag); this.SelectTileCommand = new DelegateCommand <object>(this.SelectTile, this.CanSelectTile); }
/// <summary> /// Automatically fill dropdown lists /// </summary> private void Start() { Debug.Assert(levels.Count > 0, "No levels Available"); levelDropDown.ClearOptions(); levelDropDown.AddOptions(levels); selectedLevel = levels[0]; difficultyDropDown.ClearOptions(); difficultyDropDown.AddOptions(Enum.GetNames(typeof(GameDifficulty)).ToList()); selectedDifficulty = GameDifficulty.Normal; }
public ClassicMaze(int displayWidth, int displayHeight, IMazeGameHost host, UserProfile profile, GameDifficulty difficulty = GameDifficulty.Normal) : base(displayWidth, displayHeight, profile, difficulty) { timeScoreIncrement = 1.67; maxTimeScore = 1000; this.gameHost = host; timeToCompleteMaze = new TimeKeeper(); itemManager = new ItemManager(); camRow = null; camCol = null; }
//Constructor function for this class public PlayerProgress(GameData gameData_, TileMapManager tileGrid_, LevelUpManager levelUpManager_, CharacterManager charManager_, QuestTracker questTracker_) { //Setting the GameData.cs variables this.difficulty = gameData_.currentDifficulty; this.allowNewUnlockables = gameData_.allowNewUnlockables; this.folderName = gameData_.saveFolder; this.randState = Random.state; //Setting the CreateTileGrid.cs variables this.gridCols = tileGrid_.cols; this.gridRows = tileGrid_.rows; //Setting the HUDChallengeRampUpTimer.cs variables this.currentDifficulty = HUDChallengeRampUpTimer.globalReference.currentDifficulty; this.currentDifficultyTimer = HUDChallengeRampUpTimer.globalReference.currentTimer; //Setting the LevelUpManager variable this.characterLevel = levelUpManager_.characterLevel; //Setting the PartyGroup.cs variables this.partyGroup1 = new PartySaveData(PartyGroup.globalReference); //Looping through all of the dead character info in CharacterManager.cs this.deadCharacters = new List <DeadCharacterInfo>(); for (int d = 0; d < charManager_.deadCharacters.Count; ++d) { this.deadCharacters.Add(charManager_.deadCharacters[d]); } //Looping through all of the enemy tile encounters in CharacterManager.cs this.enemyTileEncounters = new List <EnemyTileEncounterInfo>(); for (int e = 0; e < CharacterManager.globalReference.tileEnemyEncounters.Count; ++e) { //Making sure the encounter isn't null first if (CharacterManager.globalReference.tileEnemyEncounters[e] != null) { //Creating a new tile encounter info for the enemy EnemyTileEncounterInfo enemyInfo = new EnemyTileEncounterInfo(CharacterManager.globalReference.tileEnemyEncounters[e]); //Adding the enemy encounter info to our list to serialize this.enemyTileEncounters.Add(enemyInfo); } } //Looping through all of the quests in our quest log this.questLog = new List <string>(); foreach (Quest q in questTracker_.questLog) { this.questLog.Add(JsonUtility.ToJson(new QuestSaveData(q), true)); } //Saving all of the finished quest names this.finishedQuests = questTracker_.completedQuestNames; }
public MainGameComponent(Game game, bool forceNewGame, GameDifficulty difficulty) : base(game) { TouchPanel.EnabledGestures = GestureType.Tap | GestureType.FreeDrag | GestureType.DragComplete; PhoneApplicationService.Current.Closing += (s, e) => SaveGameState(); PhoneApplicationService.Current.Deactivated += (s, e) => SaveGameState(); if (forceNewGame) gameState = new GameState(difficulty); else gameState = CreateOrResumeState(difficulty); }
/// <summary> /// Sets the records for a mode and difficulty. /// </summary> /// <param name="mode">Mode.</param> /// <param name="difficulty">Difficulty.</param> /// <param name="currentRank">Current rank.</param> /// <param name="currentScore">Current score.</param> public void SetRecords(GameMode mode, GameDifficulty difficulty, int? currentRank = null, int? currentScore = null) { this._mode = mode; this._difficulty = difficulty; this._currentRank = currentRank; this._currentScore = currentScore; if (IsViewLoaded) { SetValues(); } }
protected virtual void CreateGame(string Name, GameDifficulty Difficulty, byte MaxPlayers, string Description = "", string Password = "") { this.Realm.WriteToLog("Creating Game: " + Name, Color.Orange); this.Realm.WaitForPacket(3); CreateGameRequest packet = new CreateGameRequest(this.ReqID, Difficulty, 8, Name, Password, Description); this.Realm.SendPacket(packet); checked { this.ReqID += 1; } }
public void GameStart(GameDifficulty difficulty) { SceneManager.LoadScene(2, LoadSceneMode.Single); score = 0u; Cursor.lockState = CursorLockMode.Locked; gameDifficulty = difficulty; controllableBehave = FindObjectOfType <ControllableBehave>(); PlayBGM(bgmList.gameBGM); gameStatus = GameStatus.GameRunning; }
// ----- Initialization Functions ----- private void Awake() { InitializeSingleton(); gameDifficulty = SceneDataTransfer.CurrentGameDifficulty; InitializeDataMaps(); lifeCount = initialLifeCounts[gameDifficulty]; level = 1; canvasController.InitializeGUI(); InitializeGame(); }
public GameEntity SetGameDifficulty(GameDifficulty newState) { if (hasGameDifficulty) { throw new Entitas.EntitasException("Could not set GameDifficulty!\n" + this + " already has an entity with GameDifficultyComponent!", "You should check if the context already has a gameDifficultyEntity before setting it or use context.ReplaceGameDifficulty()."); } var entity = CreateEntity(); entity.AddGameDifficulty(newState); return(entity); }
void Start() { audioSource = GetComponent <AudioSource>(); GameDifficulty diff = DataAdapter.GameData.difficulty != null ? DataAdapter.GameData.difficulty : GameDifficulty.Easy; PlayerType enemyType = DataAdapter.GameData.enemyType != null ?DataAdapter.GameData.enemyType: PlayerType.AI; Gc = DataAdapter.GameData.gameController != null ? DataAdapter.GameData.gameController : new GameController(diff, enemyType); Gc.SetDifficulty(diff); Gc.SetGameMode(enemyType); RedrawBoard(Gc.GetBoard()); ChangeCurrentColor(); }
private void Awake() { Application.targetFrameRate = 1000; Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false; instance = this; difficulty = (GameDifficulty)Enum.Parse(typeof(GameDifficulty), PlayerPrefs.GetString("Difficulty", "Normal")); gameUI = FindObjectOfType <GameUI>(); Resume(); }
void OnTriggerExit(Collider other) { if (other.tag == "Player") { return; } if (other.tag == "Grenade") { return; } if (other.transform.parent != null) { Destroy(other.transform.parent.gameObject); //1111111111 if (Flight_CombatFlightController.instance != null) { if (Flight_CombatFlightController.instance.isFlicker.Equals(false)) { Flight_CombatFlightController.instance.hitCount = 0; Flight_CombatFlightController.instance.difficultyHitCount = 0; dodgeCount++; if (dodgeCount.Equals(1)) { if (AdaptiveDifficultyManager.Instance != null) { AdaptiveDifficultyManager.Instance.SetUserTalent("OverObs", 40); } } if (dodgeCount >= 2) { if (AdaptiveDifficultyManager.Instance != null) { AdaptiveDifficultyManager.Instance.SetUserTalent("OverObs2", 40); } } difficultyDodgeCount++; if (difficultyDodgeCount >= 2) { if (AdaptiveDifficultyManager.Instance != null) { GameDifficulty result = AdaptiveDifficultyManager.Instance.GetGameDifficulty("ObsFreq", 40); if (Flight_StageController.Instance != null) { Flight_StageController.Instance.SetDifficultyFrequency(result); } } difficultyDodgeCount = 0; } } } } }
void OnSceneLoaded(Scene scene, LoadSceneMode mode) { Debug.Log(scene.name + ": " + MusicTheme.themeName); if (MusicTheme.themeName == "") { SetMainMusicTheme(0); } if (CurrGameDifficulty.levelName == "") { CurrGameDifficulty = gameDifficulties[0]; } GameObject gameDifficultyDropdownGameObject = GameObject.Find(Constants.GAME_DIFFICULTY_DROPDOWN); if (gameDifficultyDropdownGameObject != null) { gameDifficultyDropdown = gameDifficultyDropdownGameObject.GetComponent <Dropdown>(); gameDifficultyDropdown.ClearOptions(); List <string> gameDifficultyOptions = new List <string>(); foreach (GameDifficulty gd in gameDifficulties) { gameDifficultyOptions.Add(gd.levelName); } gameDifficultyDropdown.AddOptions(gameDifficultyOptions); gameDifficultyDropdown.value = gameDifficulties.IndexOf(CurrGameDifficulty); gameDifficultyDropdown.onValueChanged.AddListener(delegate { SetGameDifficultyFromDropdownOptions(gameDifficultyDropdown.value); }); } GameObject musicThemeDropdownGameObject = GameObject.Find(Constants.MUSIC_DROPDOWN); if (musicThemeDropdownGameObject != null) { musicThemeDropdown = musicThemeDropdownGameObject.GetComponent <Dropdown>(); musicThemeDropdown.ClearOptions(); List <string> musicThemeOptions = new List <string>(); foreach (GameMusicTheme gmt in musicThemes) { musicThemeOptions.Add(gmt.themeName); } musicThemeDropdown.AddOptions(musicThemeOptions); musicThemeDropdown.value = musicThemes.IndexOf(MusicTheme); musicThemeDropdown.onValueChanged.AddListener(delegate { SetMainMusicTheme(musicThemeDropdown.value); }); } }
public float ProgressByDifficulty(GameDifficulty difficulty) { var c = ByDifficulty(difficulty); if (c == null) { return(0); } var fullyCompleted = c.Sum(quest => quest.IsFullyCompleted ? 1 : 0); return(c.Count == 0 ? 1 : (fullyCompleted / (float)c.Count)); }
public override void ViewDidLoad() { mLastSelectedDifficulty = GameDifficulty.EASY; SliderDifficulty.Value = (float)GameDifficulty.EASY; ButtonYearMin.SetTitle(mCacheMinYear.ToString(), UIControlState.Normal); ButtonYearMax.SetTitle(mCacheMaxYear.ToString(), UIControlState.Normal); ButtonGenre.SetTitle("All", UIControlState.Normal); ButtonPlatform.SetTitle("All", UIControlState.Normal); base.ViewDidLoad(); }
int ToRecursiveDepth(GameDifficulty difficulty) { switch (difficulty) { case GameDifficulty.EASY: return(1); case GameDifficulty.MEDIUM: return(2); case GameDifficulty.HARD: return(4); default: throw new ArgumentException("Unsupported game difficulty " + difficulty); } }
public LevelCompleteScreen(Player player, GameDifficulty gd, float acc) { this.player = player; IsPopup = false; TransitionOnTime = TimeSpan.FromSeconds(0.2); TransitionOffTime = TimeSpan.FromSeconds(0.2); this.score = player.score; this.lives = player._lives; this.gameDiff = gd; }
private static List <DynamiteScenario> getPossibleScenarios(GameDifficulty difficulty) { List <DynamiteScenario> result = new List <DynamiteScenario>(); foreach (DynamiteScenario s in ALL_SCENARIOS) { if (s.Difficulty == difficulty) { result.Add(s); } } return(result); }
// Use this for initialization public void Init(GameDifficulty d) { switch (d) { case GameDifficulty.Normal: _InitNormal(); break; default: Debug.LogError("Chaos bag not impl!!"); break; } }
private bool ValidateUserInput(string input) { var inputIsValid = Enum.TryParse(input, out GameDifficulty parsedDifficulty); if (!inputIsValid) { Terminal.WriteLine("You have to choose a difficulty level!"); return(false); } difficulty = parsedDifficulty; return(true); }
public void ReplaceGameDifficulty(GameDifficulty newState) { var entity = gameDifficultyEntity; if (entity == null) { entity = SetGameDifficulty(newState); } else { entity.ReplaceGameDifficulty(newState); } }
public static ResistancePenaltyEnum GetPenaltyByGameDifficulty(GameDifficulty gameDifficulty) { switch (gameDifficulty) { case GameDifficulty.Nightmare: return(ResistancePenaltyEnum.Nightmare); case GameDifficulty.Hell: return(ResistancePenaltyEnum.Hell); default: return(ResistancePenaltyEnum.Normal); } }
void GameDifficultyClick(object sender, GameDifficulty difficulty) { Logger.Info($"Setting target difficulty to {difficulty}."); var clicked = (ToolStripMenuItem)sender; var parent = (ToolStripMenuItem)clicked.OwnerItem; foreach (ToolStripMenuItem item in parent.DropDownItems) { item.Checked = item == clicked; } di.game.TargetDifficulty = difficulty; }
public GameModel(Map map, GameDifficulty difficulty) { SetDifficulty(difficulty); directionForBot.Add(0, Direction.East); directionForBot.Add(1, Direction.North); directionForBot.Add(2, Direction.South); directionForBot.Add(3, Direction.West); createBot[0] = new CreateBotDelegate(CreateEasyBot); createBot[1] = new CreateBotDelegate(CreateMediumBot); createBot[2] = new CreateBotDelegate(CreateHardBot); currentMap = CreateMap(map); player.point = playerStartPosition = currentMap.startPosition; }
private void IntroScreen() { var gameInfo = new RogueBasin.GameIntro(); gameInfo.ShowIntroScreen(); difficulty = gameInfo.Difficulty; playerName = gameInfo.PlayerName; playItemMovies = gameInfo.ShowMovies; // Game.Dungeon.Difficulty = GameDifficulty.Medium; // Game.Dungeon.Player.Name = "Dave"; // Game.Dungeon.Player.PlayItemMovies = true; }
// Start is called before the first frame update void Start() { // Sort the waves by startTime waves = waves.OrderBy(o => o.startTime).ToArray(); medDifWaves = medDifWaves.OrderBy(o => o.startTime).ToArray(); hardDifWaves = hardDifWaves.OrderBy(o => o.startTime).ToArray(); timer = 0.0f; waveIndex = medWaveIndex = hardWaveIndex = 0; nextWaveTime = waves[0].startTime; medNextWaveTime = medDifWaves[0].startTime; hardNextWaveTime = hardDifWaves[0].startTime; difficulty = GameSettings.Difficulty; if (GameSettings.Difficulty == GameDifficulty.UNSET && Application.isEditor) { difficulty = debugDifficulty; } switch (difficulty) { case GameDifficulty.EASY: triggerE = true; Debug.Log("Using difficulty EASY"); break; case GameDifficulty.MEDIUM: triggerM = true; Debug.Log("Using difficulty MEDIUM"); break; case GameDifficulty.HARD: triggerH = true; Debug.Log("Using difficulty HARD"); break; default: triggerE = true; Debug.Log("Using difficulty DEFAULT/EASY"); break; } winState = GameState.UNSTARTED; //lastUnpausedState = GameState.IN_PROGRESS; winMessage.SetActive(false); }
public SudokuGrid(GameDifficulty diff = GameDifficulty.Easy) { for (int i = 0; i < 3; i++) { for (int j = 0; j < 3; j++) { _arr[i, j] = new SubGrid(); } } Init(); Shuffle(); _arrAnswer = ((SubGrid[, ])DeepClone(_arr)); SetDifficulty(diff); }
/// <summary> /// Simple Factory to determine what size of Matrix to initialize /// </summary> /// <param name="difficulty">The difficulty of the matrix</param> /// <returns>A Matrix of set difficulty</returns> public IMatrix SetDifficulty(GameDifficulty difficulty) { switch (difficulty) { case GameDifficulty.Easy: this.matrixFactory = new FourSizedMatrixFactory(); break; case GameDifficulty.Hard: this.matrixFactory = new FiveSizedMatrixFactory(); break; } return this.matrixFactory.CreateMatrix(); }
void Awake() { NarratorUI = GameObject.Find("NarratorUI").transform.GetChild(0).gameObject; gd = GameObject.Find("GameManager").GetComponent <GameManager>().getDifficulty(); initializeUI(); int runestoneIndex = UnityEngine.Random.Range(1, 7); while (runestoneIndex == 1 || runestoneIndex == 3) { //make sure won't happen at A and C runestoneIndex = UnityEngine.Random.Range(1, 7); } runestone = storyPoints[runestoneIndex - 1]; }
/// <summary> /// Creates a new game. /// </summary> /// <param name="input">The level of difficulty - easy, medium, hard, torture.</param> /// <returns>New game with the selected level of difficulty.</returns> public Game CreateGame(GameDifficulty input) { switch (input) { case GameDifficulty.Easy: return new Game(new GameField(GlobalConstants.EasyLevelRows, GlobalConstants.EasyLevelCols)); case GameDifficulty.Medium: return new Game(new GameField(GlobalConstants.MediumLevelRows, GlobalConstants.MediumLevelCols)); case GameDifficulty.Hard: return new Game(new GameField(GlobalConstants.HardLevelRows, GlobalConstants.HardLevelCols)); default: return new Game(new GameField(GlobalConstants.TortureLevelRows, GlobalConstants.TortureLevelCols)); } }
public void SetDifficulty(GameDifficulty difficulty) { // used for difficulty presets switch (difficulty) { case GameDifficulty.Easy: SetDifficulty(10, 10, 10); break; case GameDifficulty.Medium: SetDifficulty(15, 15, 30); break; case GameDifficulty.Hard: SetDifficulty(20, 15, 55); break; } }
public GameWindow(Surface Screen, String MapName, GameDifficulty Difficulty) : base("GameWindow", 900, 700, Screen) { if (File.Exists("../../../../assets/Maps/" + MapName + ".xml")) { GameObj = new GameObject("../../../../assets/Maps/" + MapName + ".xml", Difficulty); GameObj.LoadMap("../../../../assets/Maps/" + MapName + ".xml"); } else { GameObj = new GameObject("../../../../assets/Maps/thirdmap.xml", Difficulty); GameObj.LoadMap("../../../../assets/Maps/thirdmap.xml"); } Init(); }
public GameScreen(Game game, SpriteBatch spriteBatch, int screenHeight, int screenWidth, List<String> topics, GameDifficulty difficulty) { this.Game = game; this.SpriteBatch = spriteBatch; ScreenHeight = screenHeight; ScreenWidth = screenWidth; Dividers = new List<BackgroundItem>(); BingoBoards = new List<BackgroundItem>(); PlayerTiles = new List<BingoTile>[PLAYER_COUNT]; PlayerData = new Player[PLAYER_COUNT]; this.Topics = topics; this.Difficulty = difficulty; for (int i = 0; i < PLAYER_COUNT; i++) { PlayerTiles[i] = new List<BingoTile>(); } }
//OWN VARIABLE public GameState(Difficulty difficulty, ContentManager Content) : base(Content) { this.difficulty = difficulty; switch (difficulty) { case 0: turn = 8; break; case (Difficulty)1: turn = 6; break; case (Difficulty)2: turn = 4; break; } stateGame = Content.ServiceProvider.GetService(typeof(StateGame)) as StateGame; loadNeutralFactories(); }
public LogicQuest(GameDifficulty difficulty, ContentManager Content) : base(difficulty,Content) { selectedVertices = 0; switch (difficulty) { case GameDifficulty.Easy: timeToComplete = 15.0f; break; case GameDifficulty.Normal: timeToComplete = 10.0f; break; case GameDifficulty.Hard: timeToComplete = 8.0f; break; } }
public Client(IPAddress server, String character, String account, String password, GameDifficulty difficulty, String classicKey, String expansionKey, String exeInfo, UInt32 chickenLife, UInt32 potLife) { // Create objects m_status = Status.STATUS_UNINITIALIZED; m_difficulty = difficulty; m_d2gs = new D2GS(character, account, chickenLife, potLife); m_bnet = new Bnet(server, character, account, password, difficulty, classicKey, expansionKey, exeInfo); m_gameCreationThread = new Thread(GameCreationThread); m_bnet.SubscribeStatusUpdates(UpdateStatus); m_bnet.SubscribeGameServerStart(StartGameServer); m_bnet.SubscribeClassByteUpdate(m_d2gs.UpdateClassByte); m_bnet.SubscribeGameCreationThread(MakeNextGame); m_bnet.SubscribeCharacterNameUpdate(m_d2gs.UpdateCharacterName); m_d2gs.SubscribeNextGameEvent(MakeNextGame); m_gameCreationThread.Name = account + "[CRTN]: "; m_gameCreationThread.Start(); }
private string buildJson(string playerId, int score, GameMode mode, GameDifficulty difficulty, DateTime date, Dictionary<int, bool> answers) { // { // “player”:”Varyon”, // “score”:10000, // “difficulty”:0, // “mode”:0, // “date”:”2012-03-07 23:15:00”, // “answers”: [ // {“id” : 002, “result” : false}, // {“id” : 003, “result” : true}, // ] // } JsonObject json = new JsonObject (); json.Add ("player", new JsonPrimitive (playerId)); json.Add ("score", new JsonPrimitive (score)); json.Add ("mode", new JsonPrimitive ((int)mode)); json.Add ("difficulty", new JsonPrimitive ((int)difficulty)); json.Add ("date", new JsonPrimitive (date.ToString ("yyyy-MM-dd hh:mm:ss"))); List<JsonValue> answersItemsJson = new List<JsonValue> (); foreach (var gameId in answers.Keys) { JsonObject o = new JsonObject(); o.Add("id", new JsonPrimitive(gameId)); o.Add("result", new JsonPrimitive(answers[gameId])); answersItemsJson.Add (o); } JsonArray answersJson = new JsonArray (answersItemsJson); json.Add ("answers", answersJson); return json.ToString (); }
public void SendStats(string playerId, int score, GameMode mode, GameDifficulty difficulty, DateTime date, Dictionary<int, bool> answers, Action<int, Exception> callbackFailure) { var jsonBody = buildJson (playerId, score, mode, difficulty, date, answers); RequestPostJsonAsync (jsonBody, null, callbackFailure); }