public void GenerateObstacles()
        {
            WrappedWorld.CreateAgent();                                                         // Generate agent
            m_agent = WrappedWorld.Agent;

            m_target = WrappedWorld.CreateTarget(new Point(0, 0));
            WrappedWorld.AddGameObject(m_target);

            RoguelikeWorld world = WrappedWorld as RoguelikeWorld;                              // Reference to World
            Grid           g     = world.GetGrid();                                             // Get grid

            TSHints[TIMESTEPS_LIMIT] = 200;

            int widthOfRectangle  = 3;
            int heightOfRectangle = 2;

            createWallRectangleWithFillProbability(world, m_rndGen, 5, 5, widthOfRectangle, heightOfRectangle, 0.8f, 1.0f);

            // Position agent
            m_agent.Position.X = 200;
            m_agent.Position.Y = 193;

            // Position target
            m_target.Position.X = m_rndGen.Next(160, 280);

            if (m_rndGen.Next(0, 2) == 0)
            {
                m_target.Position.Y = 120;
            }
            else
            {
                m_target.Position.Y = 270;
            }
        }
Example #2
0
        public override void PresentNewTrainingUnit()
        {
            /*if (WrappedWorld.GetType() == typeof(PlumberWorld))
             * {
             *  m_agent = new MovableGameObject(@"Plumber24x28.png", new PointF(24, 28), type: GameObjectType.Agent);
             *  PlumberWorld world = WrappedWorld as PlumberWorld;
             *  m_target = new GameObject(@"Coin16x16.png", new PointF(200, 200), type: GameObjectType.NonColliding);
             *  world.AddGameObject(m_target);
             *
             *  GameObject obj1 = new GameObject(@"Block60x10.png", new PointF(10, 260));
             *  GameObject obj2 = new GameObject(@"Block60x10.png", new PointF(100, 250));
             *  GameObject obj3 = new GameObject(@"Block5x120.png", new PointF(200, 100));
             *  GameObject obj4 = new GameObject(@"Block60x10.png", new PointF(300, 200));
             *
             *  world.AddGameObject(obj1);
             *  world.AddGameObject(obj2);
             *  world.AddGameObject(obj3);
             *  world.AddGameObject(obj4);
             * }
             * else*/if (WrappedWorld.GetType() == typeof(RoguelikeWorld))
            {
                RoguelikeWorld world = WrappedWorld as RoguelikeWorld;
                world.DegreesOfFreedom = 2;

                // create agent
                m_agent = world.CreateAgent();

                // get grid
                Grid g = world.GetGrid();

                // place objects according to the grid
                world.CreateWall(g.GetPoint(12, 17));
                m_agent.Position = g.GetPoint(15, 16);
                world.CreateWall(g.GetPoint(15, 17));
                world.CreateWall(g.GetPoint(16, 17));
                world.CreateWall(g.GetPoint(17, 17));
                world.CreateWall(g.GetPoint(17, 18));

                // place new wall with random position and size (1 - 3 times larger than default)
                GameObject wall = world.CreateWall(g.GetPoint(0, 0), (float)(1 + m_rndGen.NextDouble() * 2));
                // GetRandomPositionInsidePow avoids covering agent
                PointF randPosition = world.RandomPositionInsideViewport(m_rndGen, wall.GetGeometry().Size);
                wall.Position = randPosition;

                // create target
                m_target = world.CreateTarget(g.GetPoint(18, 18));

                // create shape
                world.CreateShape(// position
                    // Type determine interactions
                    // uses texture shape as mask
                    Shape.Shapes.Star, Color.Cyan, g.GetPoint(11, 13), new SizeF(30, 30), 60, GameObjectType.Obstacle); // you can resize choosen shape

                RogueDoor door = (RogueDoor)world.CreateDoor(g.GetPoint(13, 17), size: 2f);
                world.CreateLever(g.GetPoint(13, 13), door);
            }
        }