Example #1
0
 public void Set_Current_Game_State(Game_States Game_State)
 {
     if (Debugging)
     {
         Debug.Log("Set_Current_Game_State called: Current_Game_State set to " + Game_State.ToString());
     }
     Current_Game_State = Game_State;
 }
Example #2
0
        private SoundManager SndGame;                   //Class to Manager the Soundseffects

        #endregion

        #region Constructor

        public Game_Logic(int NumMaxPLayer)
        {
            int x;

            SndGame = new SoundManager();

            /**********Creation Logic Game ********/

            GameState     = Game_States.INTRO;
            LstState      = Game_States.INTRO;
            ScrennState   = Game_SCR.RUNNING;
            CurrentPlayer = 0;
            MaxPlayers    = NumMaxPLayer;

            Players = new Game_Player[MaxPlayers];
            for (x = 0; x < MaxPlayers; x++)
            {
                Players[x] = new Game_Player();
            }

            //Only the Player 1 Is connected (use the KeyBoard)
            AddPlayer("Player 1", 1);

            //Defino Personaje Por Player
            Players[0].PlySelect = 1;
            //Players[1].PlySelect = 4;
            //Players[2].PlySelect = 5;
            //Players[3].PlySelect = 8;
            Players[1].PlySelect = 2;
            Players[2].PlySelect = 3;
            Players[3].PlySelect = 4;

            /*** History ****/
            HistoryIni = new string[8];
            HistoryEnd = new string[8];
            CreateHistory();

            //Weapons
            Weapons    = new Game_Weapon[MaxPlayers];
            MaxWeapons = NumMaxPLayer;

            //pause
            PauseGame = false;

            //Initial Level
            Level  = 0;
            LevelH = 10;

            //Mode Multiplayer
            MultiMode = Play_MultiMode.DEATHMATCH;
            //Mode of Game
            Mode = Game_Mode.MULTI_PLY;
            //Status
            Pause_Status = Pausa_Status.RETURN;
        }
Example #3
0
 // Use this for initialization
 void Awake()
 {
     if (instance == null)
         instance = this;
     else if (instance != this)
         Destroy(gameObject);
     current_state = Game_States.START;
     DontDestroyOnLoad(gameObject);
     scene_loaded = false;
     Init();
 }
Example #4
0
    void CalculateAIAndInstantiateSphere()
    {
        //
        //Hard Strategy
        //
        Ai_Comp = new AICompMinimax(grid);
        Ai_Comp.setChance(AIComp.Chance.COMP);


        //
        //Easy Strategy
        //

        //This function performs tasks for AI and plays the computer chance
//		bool found = false;
//		int sphere_box = -1;
//		while (!found) {
//			int next_box = Random.Range(0,8);
//			if(grid[next_box] == 0)
//			{
//				sphere_box = next_box;
//				found = true;
//				grid[sphere_box] = 2;
//				steps++;
//			}
//		}

        int sphere_box = Ai_Comp.move();

        int[] center = ComputeCenter(sphere_box);
        grid[sphere_box] = 2;
        steps++;
        Debug.Log("Instantiating Sphere");
        Instantiate(sphere, new Vector3(center [0], center [1], 0), Quaternion.identity);
        Game_States current_state = CheckPattern(2);

        if (current_state == Game_States.COMP_WON)
        {
            //End the game and display Player wins
            Debug.Log("Comp Won");
        }
        else
        {
            //This will start the process for comp
            hasUserPlayed = false;
        }

        Debug.Log("Click User");
    }
Example #5
0
    //This method will be called for comp and player both
    void InstantiateCross(int[] center)
    {
        //Here we need to check the input and detemine the center where the prefab needs to be placed
        //ReturnCenter also needs to marks the square with 1
        //Instantiate cross for the user
        Instantiate(cross, new Vector3(center [0], center [1], 0), Quaternion.identity);
        //Now compute the logic
        Game_States current_state = CheckPattern(1);

        if (current_state == Game_States.PLAYER_WON)
        {
            //End the game and display Player wins
            Debug.Log("Player Won");
        }
        else
        {
            //This will start the process for comp
            if (steps < 9)
            {
                continueComp = true;
            }
        }
    }
Example #6
0
    public Game_States CheckPattern(int chance)
    {
        //Now we can check Pattern here

        Debug.Log("Checking Pattern " + chance);
        Game_States myState = Game_States.CONTINUE;
        bool        state   = false;

        //This is to check if any one has won
        switch (lastBox)
        {
        case 0:
            if ((grid[1] == chance && grid[2] == chance) || (grid[3] == chance && grid[6] == chance) || (grid[4] == chance && grid[8] == chance))
            {
                state = true;
            }
            break;

        case 1:
            if ((grid[0] == chance && grid[2] == chance) || (grid[4] == chance && grid[7] == chance))
            {
                state = true;
            }
            break;

        case 2:
            if ((grid[0] == chance && grid[1] == chance) || (grid[5] == chance && grid[8] == chance) || (grid[4] == chance && grid[6] == chance))
            {
                state = true;
            }
            break;

        case 3:
            if ((grid[0] == chance && grid[6] == chance) || (grid[4] == chance && grid[5] == chance))
            {
                state = true;
            }
            break;

        case 4:
            if ((grid[0] == chance && grid[8] == chance) || (grid[1] == chance && grid[7] == chance) || (grid[2] == chance && grid[6] == chance) || (grid[3] == chance && grid[5] == chance))
            {
                state = true;
            }
            break;

        case 5:
            if ((grid[3] == chance && grid[4] == chance) || (grid[2] == chance && grid[8] == chance))
            {
                state = true;
            }
            break;

        case 6:
            if ((grid[0] == chance && grid[3] == chance) || (grid[7] == chance && grid[8] == chance) || (grid[2] == chance && grid[4] == chance))
            {
                state = true;
            }
            break;

        case 7:
            if ((grid[1] == chance && grid[4] == chance) || (grid[6] == chance && grid[8] == chance))
            {
                state = true;
            }
            break;

        case 8:
            if ((grid[2] == chance && grid[5] == chance) || (grid[6] == chance && grid[7] == chance) || (grid[0] == chance && grid[4] == chance))
            {
                state = true;
            }
            break;
        }
        if (state)
        {
            if (chance == 1)
            {
                myState = Game_States.PLAYER_WON;
            }
            else
            {
                myState = Game_States.COMP_WON;
            }
        }

        return(myState);
    }
Example #7
0
        public Game_Logic(int NumMaxPLayer)
        {
            int x;

            SndGame = new SoundManager();

            /**********Creation Logic Game ********/

            GameState = Game_States.INTRO;
            LstState = Game_States.INTRO;
            ScrennState = Game_SCR.RUNNING;
            CurrentPlayer = 0;
            MaxPlayers = NumMaxPLayer;

            Players = new Game_Player[MaxPlayers];
            for (x = 0; x < MaxPlayers; x++)
            {
                Players[x] = new Game_Player();
            }

            //Only the Player 1 Is connected (use the KeyBoard)
            AddPlayer("Player 1", 1);

            //Defino Personaje Por Player
            Players[0].PlySelect = 1;
            //Players[1].PlySelect = 4;
            //Players[2].PlySelect = 5;
            //Players[3].PlySelect = 8;
            Players[1].PlySelect = 2;
            Players[2].PlySelect = 3;
            Players[3].PlySelect = 4;

            /*** History ****/
            HistoryIni = new string[8];
            HistoryEnd = new string[8];
            CreateHistory();

            //Weapons
            Weapons = new Game_Weapon[MaxPlayers];
            MaxWeapons = NumMaxPLayer;

            //pause
            PauseGame = false;

            //Initial Level
            Level = 0;
            LevelH = 10;

            //Mode Multiplayer
            MultiMode = Play_MultiMode.DEATHMATCH;
            //Mode of Game
            Mode = Game_Mode.MULTI_PLY;
            //Status
            Pause_Status = Pausa_Status.RETURN;
        }
Example #8
0
 public void Set_State(Game_States _state)
 {
     game_state = _state;
 }