public void FieldWasClicked(Field field) { if (field.State != Field.StateOfField.EMPTY) { return; } field.State = this.currentTurn == turn.firstPlayerTurn ? firstPlayerMarker : secondPlayerMarker; gameResoult currentGameReoult = someoneWon(); if (currentGameReoult != gameResoult.nobodyWon) { endGame(currentGameReoult); } if (currentTurn == turn.firstPlayerTurn) { this.currentTurn = turn.secondPlayerTurn; yourMoveObject.SetActive(false); ComputerMove(); } else { this.currentTurn = turn.firstPlayerTurn; yourMoveObject.SetActive(true); } }
//旋轉 public xyz[] turnAround() { reXYZList = new xyz[pointList.Length]; reXYZList[0] = pointList[0]; turn sings = new turn(); sings.turnX = sing.turnX * (float)3.1416 / 180; sings.turnY = sing.turnY * (float)3.1416 / 180; sings.turnZ = sing.turnZ * (float)3.1416 / 180; for (int i = 1; i < pointList.Length; i++) { //定義旋轉軸點 float x = pointList[i].x - pointList[0].x; float y = pointList[i].y - pointList[0].y; float z = pointList[i].z - pointList[0].z; //旋轉Y軸 float x1 = (float)(x * Math.Cos(sings.turnY) + z * Math.Sin(sings.turnY)); float y1 = y; float z1 = (float)(-x * Math.Sin(sings.turnY) + z * Math.Cos(sings.turnY)); //旋轉X軸 float x2 = x1; float y2 = (float)(y1 * Math.Cos(sings.turnX) - z1 * Math.Sin(sings.turnX)); float z2 = (float)(y1 * Math.Sin(sings.turnX) + z1 * Math.Cos(sings.turnX)); //旋轉Z軸 float x3 = (float)(x2 * Math.Cos(sings.turnZ) - y2 * Math.Sin(sings.turnZ)); float y3 = (float)(x2 * Math.Sin(sings.turnZ) + y2 * Math.Cos(sings.turnZ)); float z3 = z2; //點位往回推 reXYZList[i] = new xyz(); reXYZList[i].x = x3 + pointList[0].x; reXYZList[i].y = y3 + pointList[0].y; reXYZList[i].z = z3 + pointList[0].z; } return(reXYZList); }
void OnEnable() { MoveOnScreen (); turnState = turn.START; RescaleFish (); }
//悔棋 void Undo() { //判断当前栈中是否存在以走步数,只有存在已走步数才能悔棋 if (stackSteps.Count > 0) { //弹出最后一步,并将其位置重置为没有棋子的状态 var lastStep = stackSteps.Pop(); int x = (int)lastStep.x; int y = (int)lastStep.y; chessState[x, y] = 0; if (chessTurn == turn.black) { chessTurn = turn.white; } else { chessTurn = turn.black; } //并重新设置上一步为当前的棋子 if (stackSteps.Count == 0) { curCheesPos.x = -1; curCheesPos.y = -1; } else { var prevStep = stackSteps.Peek(); curCheesPos.x = prevStep.x; curCheesPos.y = prevStep.y; } } }
void Start() { chessPos = new Vector2[15, 15]; chessState = new int[15, 15]; chessTurn = turn.black; curCheesPos = new Vector2(-1, -1);; }
void OnEnable() { MoveOnScreen(); turnState = turn.START; RescaleFish(); }
void Start() { //生成棋盘,并按照五子棋规则将先手赋予黑棋 chessPos = new Vector2[15, 15]; chessState = new int[15, 15]; chessTurn = turn.black; }
//Called when field was clicked public void FieldWasClicked(Field field) { //Checking if state isn't empty if (field.State != Field.StateOfField.EMPTY) { return; } //Setting up field state based on current player turn field.State = this.currentTurn == turn.firstPlayerTurn ? firstPlayerMarker : secondPlayerMarker; //Checking if someone won gameResoult currentGameReoult = someoneWon(); //End when somebody won or is dead-heat if (currentGameReoult != gameResoult.nobodyWon) { endGame(currentGameReoult); } if (currentTurn == turn.firstPlayerTurn) { this.currentTurn = turn.secondPlayerTurn; this.crossCurrentTurnRepresentation.enabled = false; this.circleCurrentTurnRepresentation.enabled = true; } else { this.currentTurn = turn.firstPlayerTurn; this.crossCurrentTurnRepresentation.enabled = true; this.circleCurrentTurnRepresentation.enabled = false; } }
void PlayerUpkeep() //tasks to execute at start of each player's turn { turnState = turn.Player1; turnText.color = Color.green; turnText.text = "Your turn"; if (ultimateUsed == true) { currentUltimate.ultimateData.cooldown = UltimateMaxCooldown; ultimateUsed = false; ultimateText.text = "Ultimate charging"; //updates card UI text RelicUpdate(); } else { currentUltimate.ultimateData.cooldown--; //updates cooldown if (currentUltimate.ultimateData.cooldown <= 0) { currentUltimate.ultimateData.cooldown = 0; currentUltimate.useButton.SetActive(true); //enables button ultimateText.color = Color.green; //changes font colour ultimateText.text = "Ultimate Ready"; //updates card UI text } } RelicUpdate(); APReset(); }
public Texture2D black; //黑棋子贴图 void Start() { Debug.Log("启动"); LeftTop = GameObject.Find("MainCamera/Plane/LeftTop"); RightTop = GameObject.Find("MainCamera/Plane/RightTop"); LeftBottom = GameObject.Find("MainCamera/Plane/LeftBottom"); RightBottom = GameObject.Find("MainCamera/Plane/RightBottom"); cam = GameObject.Find("MainCamera").GetComponent <Camera>(); chessPos = new Vector2[15, 15]; // 记录落子点位置 chessState = new int[15, 15]; // 记录下子信息 chessTurn = turn.black; // 黑棋先手 //计算锚点位置 LTPos = cam.WorldToScreenPoint(LeftTop.transform.position); RTPos = cam.WorldToScreenPoint(RightTop.transform.position); LBPos = cam.WorldToScreenPoint(LeftBottom.transform.position); RBPos = cam.WorldToScreenPoint(RightBottom.transform.position); //计算网格宽度 gridWidth = (RTPos.x - LTPos.x) / 14; gridHeight = (LTPos.y - LBPos.y) / 14; minGridDis = gridWidth < gridHeight ? gridWidth : gridHeight; //计算落子点位置 for (int i = 0; i < 15; i++) { for (int j = 0; j < 15; j++) { chessPos[i, j] = new Vector2(LBPos.x + gridWidth * i, LBPos.y + gridHeight * j); } } }
bool isPlaying = true; //是否处于对弈状态 // Start is called before the first frame update void Start() { //棋盘 chessPos = new Vector2[15, 15]; //落子 chessState = new int[15, 15]; //当前玩家 chessTurn = turn.black; //计算锚点位置 LTPos = cam.WorldToScreenPoint(LeftTop.transform.position); RTPos = cam.WorldToScreenPoint(RightTop.transform.position); LBPos = cam.WorldToScreenPoint(LeftBottom.transform.position); RBPos = cam.WorldToScreenPoint(RightBottom.transform.position); //计算网格宽度 gridWidth = (RTPos.x - LTPos.x) / 14; gridHeight = (LTPos.y - LBPos.y) / 14; minGridDis = gridWidth < gridHeight ? gridWidth : gridHeight; //计算落子点位置 - 用于鼠标点击时候判断落子点 for (int i = 0; i < 15; i++) { for (int j = 0; j < 15; j++) { chessPos[i, j] = new Vector2(LBPos.x + gridWidth * i, LBPos.y + gridHeight * j); } } }
void DrawTurn() { removeTime = 0; ui = ((GameObject)Instantiate(GO_turn)).GetComponent <turn>(); ui.transform.position = new Vector3(0, 50, 0); removeTime += Time.deltaTime; // }
void Grow(ActionObject item, turn new_state) { item.Grow(1.05f); turnState = new_state; UpdateTime(); }
turn turnState = turn.START; // which fish should grow next? #endregion Fields #region Methods void Grow(ActionObject item, turn new_state) { item.Grow (1.05f); turnState = new_state; UpdateTime (); }
public Form1() { InitializeComponent(); mainMenuToolStripMenuItem.Enabled = true; setupOwners(); whoseturn = turn.xturn; this.Text = "It is " + XPlayer + "'s turn."; }
IEnumerator waitSpawner() { yield return(new WaitForSeconds(StartWait)); while (!Stop) { randBuff = Random.Range(0, 3); //Instanciando Amarelo if (randBuff == 1) { if (i == 1)//Se Houver buff amarelo na posição 2 do array será destruido { Destroy(BuffClone[2]); Destroy(YellowTriggerClone[2]); } i++; BuffClone[i] = Instantiate(Buffs[randBuff], BuffReference.position, BuffReference.rotation) as GameObject; YellowTriggerClone[i] = Instantiate(YellowTrigger, ReferenceTrigger.position, BuffReference.rotation) as GameObject; buffAtual = turn.yellow; YellowOn = true; // Debug.Log("YELLOW TURN"); // Debug.Log("i= " + i); } //Instanciando Azul if (randBuff == 0) { if (j == 1)//Se Houver buff azul na posição 2 do array será destruido { Destroy(BlueBuffClone[2]); Destroy(BlueTriggerClone[2]); } j++; BlueBuffClone[j] = Instantiate(Buffs[randBuff], BuffReference.position, BuffReference.rotation) as GameObject; BlueTriggerClone[j] = Instantiate(BlueTrigger, ReferenceTrigger.position, BuffReference.rotation) as GameObject; buffAtual = turn.blue; // Debug.Log("BLUE TURN"); BlueOn = true; // Debug.Log("j= " + j); } if (randBuff == 2) { if (l == 1)//Se Houver buff azul na posição 2 do array será destruido { Destroy(BlackBuffClone[2]); Destroy(BlackTriggerClone[2]); } l++; BlackBuffClone[l] = Instantiate(Buffs[randBuff], BuffReference.position, BuffReference.rotation) as GameObject; BlackTriggerClone[l] = Instantiate(BlackTrigger, ReferenceTrigger.position, BuffReference.rotation) as GameObject; buffAtual = turn.black; // Debug.Log("BLUE TURN"); BlackOn = true; // Debug.Log("j= " + j); } yield return(new WaitForSeconds(SpawnWait)); } }
//[Serializable] //[StructLayout(LayoutKind.Sequential, Pack = 4)] //public struct Test //{ // public int msg_type; // [MarshalAs(UnmanagedType.ByValArray, SizeConst = 11)] // public char[] str; // public Test(int msg_type, string msg_date) // { // this.msg_type = msg_type; // this.str = msg_date.PadRight(11, '\0').ToCharArray(); // } //} //public byte[] StructToBytes(Object obj) //{ //} void Start() { // 先连接服务器 //NetWorkScript.Instance.Init(); chesspos = new Vector2[15, 15]; chessstate = new int[15, 15]; chessturn = turn.black; }
// Runs once per frame void Update() { // If it hasn't been half a second since the last action, don't do anything if ((DateTime.Now - last).TotalSeconds < 0.5f) { return; } // If a fish has already been clicked, if (turnState == turn.LEFT || turnState == turn.RIGHT) { // set grower to be the fish whose turn it is to grow ActionObject grower = (turnState == turn.LEFT) ? left.GetComponent <ActionObject> () : right.GetComponent <ActionObject> (); // set shrinker to be the fish whose turn it isn't to grow (it will shrink if clicked) ActionObject shrinker = (turnState == turn.RIGHT) ? left.GetComponent <ActionObject> () : right.GetComponent <ActionObject> (); // If the proper fish is clicked on, grow it if (grower.ClickedOn(clickedPos)) { Grow(grower, (turnState == turn.LEFT) ? turn.RIGHT : turn.LEFT); } // If the improper whale is clicked on, shrink both whales else if (shrinker.ClickedOn(clickedPos)) { Shrink(grower, shrinker); } // If both of the fish are of the winning scale, the user wins! if (WinningScale(grower) && WinningScale(shrinker)) { turnState = turn.END; MoveOffScreen(); } } // No fish has been clicked yet else if (turnState == turn.START) { // Get the ActionObject components of each of the fish ActionObject left_ob = left.GetComponent <ActionObject> (); ActionObject right_ob = right.GetComponent <ActionObject> (); // Grow a fish if it is clicked on if (left_ob.ClickedOn(clickedPos)) { Grow(left_ob, turn.RIGHT); } else if (right_ob.ClickedOn(clickedPos)) { Grow(right_ob, turn.LEFT); } } else if (turnState == turn.END) { } }
// Use this for initialization void Start() { //初始化可以落子的位置 chessPos = new Vector2[15, 15]; //游戏开始时是黑方先下 chessTurn = turn.black; //初始化棋盘状态 chessState = new int[15, 15]; }
void OnEnable() { if (GetComponent<Main>().enabled) GetComponent<Main>().enabled = false; MoveOnScreen (); turnState = turn.START; RescaleFish (); }
turn turnState = turn.START; // which fish should grow next? #endregion Fields #region Methods void Grow(ActionObject item, turn new_state) { music.PlayFeedback (music.pos); item.Grow (1.05f); turnState = new_state; UpdateTime (); }
public void switchTurn() { if (currentTurn == turn.White) { currentTurn = turn.Black; } else { currentTurn = turn.White; } }
void Start() { chessPos = new Vector2[x_len, y_len]; chessPos_nextRed = new Vector2[x_len_chessboard_next, y_len_chessboard_next]; chessPos_nextBlue = new Vector2[x_len_chessboard_next, y_len_chessboard_next]; chessState = new int[x_len, y_len]; chessState_next = new int[x_len_chessboard_next, y_len_chessboard_next]; chessTurn = turn.red; playerScore = new int[2]; playerScore[(int)turn.red] = 0; playerScore[(int)turn.blue] = 0; }
private void Start() { whiteTime = 10; blackTime = 10; whiteIncrement = 2; blackIncrement = 2; whiteString = ""; blackString = ""; matchStart = false; currentTurn = turn.White; }
public SanDau(XepMayBay XMBform1, XepMayBay XMBform2) { playerTurn = turn.player1; // player1 chơi trước player1 = XMBform2; // đổi 2 player player2 = XMBform1; // đổi 2 player InitializeComponent(); count = countDown; lbTimer.Text = count.ToString(); arrow.Image = BanMayBay.Properties.Resources.leftArrow; }
public void RestartGame() { currentTurn = turn.secondPlayerTurn; this.gameBoard.LeftTop.State = Field.StateOfField.EMPTY; this.gameBoard.MiddleTop.State = Field.StateOfField.EMPTY; this.gameBoard.RightTop.State = Field.StateOfField.EMPTY; this.gameBoard.LeftMiddle.State = Field.StateOfField.EMPTY; this.gameBoard.Center.State = Field.StateOfField.EMPTY; this.gameBoard.RightMiddle.State = Field.StateOfField.EMPTY; this.gameBoard.LeftDown.State = Field.StateOfField.EMPTY; this.gameBoard.MiddleDown.State = Field.StateOfField.EMPTY; this.gameBoard.RightDown.State = Field.StateOfField.EMPTY; }
// Update is called once per frame void Update() { //检测鼠标输入并确定落子状态 if (isPlaying && Input.GetMouseButtonDown(0)) { PointPos = Input.mousePosition; for (int i = 0; i < 15; i++) { for (int j = 0; j < 15; j++) { //找到最接近鼠标点击位置的落子点,如果空则落子 if (Dis(PointPos, chessPos[i, j]) < minGridDis / 2 && chessState[i, j] == 0) { //根据下棋顺序确定落子颜色 chessState[i, j] = chessTurn == turn.black ? 1 : -1; //落子成功,更换下棋顺序 chessTurn = chessTurn == turn.black ? turn.white : turn.black; } } } //调用判断函数,确定是否有获胜方 int re = result(); if (re == 1) { Debug.Log("黑棋胜"); winner = 1; isPlaying = false; } else if (re == -1) { Debug.Log("白棋胜"); winner = -1; isPlaying = false; } } //按下空格重新开始游戏 if (Input.GetKeyDown(KeyCode.Space)) { for (int i = 0; i < 15; i++) { for (int j = 0; j < 15; j++) { chessState[i, j] = 0; } } isPlaying = true; chessTurn = turn.black; winner = 0; } }
public void Awake() { if (GameManager.Instance == null) { GameManager.Instance = this; this.firstPlayerMarker = Field.StateOfField.CROSS; this.secondPlayerMarker = Field.StateOfField.CIRCLE; this.currentTurn = turn.firstPlayerTurn; } else { Destroy(this); } }
public void turn_purchase() { //defualt price of one turn is 1000 int money = 3000; int turn = 0; int num = 4; turn sys = new turn(); Assert.IsNotNull(sys); sys.buyturn(num, turn, money); //Assert.AreNotEqual(0, turn); Assert.AreEqual(-1, sys.buyturn(num, turn, money)); }
public ActionResult Create([Bind(Include = "id,code,date,hour,id_place,id_bus,id_client")] turn turn) { if (ModelState.IsValid) { turn.date = DateTime.Parse(DateTime.Now.ToString("yyyy-MM-dd")); turn.hour = TimeSpan.Parse(DateTime.Now.ToString("hh:mm")); //db.turns.Add(turn); //db.SaveChanges(); return(RedirectToAction("CodigoQr", "Turno", turn)); } ViewBag.id_bus = new SelectList(db.buses, "id", "plate", turn.id_bus); ViewBag.id_client = new SelectList(db.clients, "id", "name", turn.id_client); ViewBag.id_place = new SelectList(db.places, "id", "name", turn.id_place); return(View(turn)); }
// 游戏重置 void restart() { for (int i = 0; i < 15; i++) { for (int j = 0; j < 15; j++) { chessState[i, j] = 0; cs[i * 15 + j] = 0; } } isPlaying = true; chessTurn = turn.black; winner = 0; }
//重新开始游戏 void ReStart() { for (int i = 0; i < 15; i++) { for (int j = 0; j < 15; j++) { chessState[i, j] = 0; } } isPlaying = true; chessTurn = turn.black; winner = 0; curCheesPos = new Vector2(-1, -1); stackSteps.Clear(); }
public JsonResult CancelarTurno(int id_turno) { try { code code = db.codes.Where(x => x.id_turn == id_turno).ToList <code>()[0]; db.codes.Remove(code); db.SaveChanges(); turn turn = db.turns.Where(x => x.id == id_turno).ToList <turn>()[0]; turn.last = false; db.SaveChanges(); return(Json(true)); }catch (Exception e) { return(Json(false + " " + e)); } }
void BeginGame() //function for starting the game. { GameObject controller = GameObject.FindGameObjectWithTag("MenuMusic"); if (controller != null) { controller.GetComponent <MenuMusicController>().StopMusic(); } ultimateUsed = false; if (LevelController.levelCounter == 0) { currentAiDeck = aiDeck1; } else if (LevelController.levelCounter == 1) { currentAiDeck = aiDeck2; } else if (LevelController.levelCounter == 2) { currentAiDeck = aiDeck3; } else { print("Level counter error"); } CreatureShuffle(currentAiDeck); CreateDictionaries(); LoadEquipment(); DealHero(); DealCreatureHand(); lootCounter = lootDrop; turnState = turn.Player1; if (turnState == turn.Player1) //checks if it is the Players's turn { for (int i = 0; i < equippedWeaponObj.Count; i++) //loop repeats for each weapon on the board { WeaponCard weapon = equippedWeaponObj[i].GetComponent <WeaponCard>(); weapon.useButton.SetActive(true); //enables buttons on all weapon cards during player turn } if (currentUltimate.ultimateData.cooldown == 0) //Checks if Ultimte is ready { currentUltimate.useButton.SetActive(true); //enables button } } APReset(); }
public void Awake() { //Checking if is only one instance of class if (GameManager.Instance == null) { GameManager.Instance = this; //setting up default parametrs this.firstPlayerMarker = Field.StateOfField.CROSS; this.secondPlayerMarker = Field.StateOfField.CIRCLE; this.currentTurn = turn.firstPlayerTurn; this.crossCurrentTurnRepresentation.enabled = true; this.circleCurrentTurnRepresentation.enabled = false; } else { Destroy(this); } }
static void Main(string[] args) { coupe coupe1 = new coupe(1,4); coupe coupe2 = new coupe(2,3); coupe coupe3 = new coupe(3, 3); coupe coupe4 = new coupe(4,4); coupe coupe5 = new coupe(5,2); turn<coupe> carriage = new turn<coupe>(); carriage.add(coupe1); carriage.add(coupe2); carriage.add(coupe3); carriage.add(coupe4); carriage.add(coupe5); foreach(coupe c in carriage) { Console.WriteLine(c.Number.ToString()+"вагон, кол. пассажиров="+c.Number_passenger.ToString()); } Console.ReadLine(); }
public void toggle(turn Turn) { if (Turn == turn.ON) navMesh.enabled = true; if (Turn == turn.OFF) navMesh.enabled = false; }
void checkForWin() { if (whoseturn == turn.xturn) { if (cellCheck()) { winner(); if (named) MessageBox.Show(XPlayerName + " Wins!"); else MessageBox.Show(XPlayer + " Wins!"); } if (playCanContinue()) { whoseturn = turn.oturn; if (named) this.Text = "It is " + OPlayerName + "'s turn."; else this.Text = "It is " + OPlayer + "'s turn."; } else gameOver(); } else { if (cellCheck()) { winner(); if (named) MessageBox.Show(OPlayerName + " Wins!"); else MessageBox.Show(OPlayer + " Wins!"); } if (playCanContinue()) { whoseturn = turn.xturn; if (named) this.Text = "It is " + XPlayerName + "'s turn."; else this.Text = "It is " + XPlayer + "'s turn."; } else gameOver(); } }
// Runs once per frame void Update() { // If it hasn't been half a second since the last action, don't do anything if ((DateTime.Now - last).TotalSeconds < 0.5f) return; // If a fish has already been clicked, if (turnState == turn.LEFT || turnState == turn.RIGHT) { // set grower to be the fish whose turn it is to grow ActionObject grower = (turnState == turn.LEFT) ? left.GetComponent<ActionObject> () : right.GetComponent<ActionObject> (); // set shrinker to be the fish whose turn it isn't to grow (it will shrink if clicked) ActionObject shrinker = (turnState == turn.RIGHT) ? left.GetComponent<ActionObject> () : right.GetComponent<ActionObject> (); // If the proper fish is clicked on, grow it if (grower.ClickedOn (kinectClickedOn, clickedPos)) { Grow (grower, (turnState == turn.LEFT) ? turn.RIGHT : turn.LEFT); } // If the improper whale is clicked on, shrink both whales else if (shrinker.ClickedOn (kinectClickedOn, clickedPos)) { Shrink (grower, shrinker); } // If both of the fish are of the winning scale, the user wins! if (WinningScale (grower) && WinningScale (shrinker)) { turnState = turn.END; MoveOffScreen(); GetComponent<Main>().enabled = true; } } // No fish has been clicked yet else if (turnState == turn.START) { // Get the ActionObject components of each of the fish ActionObject left_ob = left.GetComponent<ActionObject> (); ActionObject right_ob = right.GetComponent<ActionObject> (); // Grow a fish if it is clicked on if (left_ob.ClickedOn (kinectClickedOn, clickedPos)) { Grow (left_ob, turn.RIGHT); } else if (right_ob.ClickedOn (kinectClickedOn, clickedPos)) { Grow (right_ob, turn.LEFT); } } else if (turnState == turn.END) { } kinectClickedOn = false; }