// refer to Zombie constructor for details
        public BabyZombie(int x, int y, int maxX, int minX, int maxY, int minY, Darwin dar, GameBoard gb) :
            base(x, y, maxX, minX, maxY, minY, gb)
        {
            darwin = dar;

            babyCount     = 0;
            babyCountTwo  = 0;
            babySource    = new Rectangle[6];
            babySource[0] = new Rectangle(0, 0, 64, 64);
            babySource[1] = new Rectangle(65, 0, 64, 64);
            babySource[2] = new Rectangle(128, 0, 64, 64);
            babySource[3] = new Rectangle(192, 0, 64, 64);
            babySource[4] = new Rectangle(256, 0, 64, 64);
            babySource[5] = new Rectangle(320, 0, 64, 64);

            goingToExplode   = false;
            exploding        = false;
            explodeCount     = 0;
            explodeSource    = new Rectangle[3];
            explodeSource[0] = new Rectangle(0, 0, 75, 90);
            explodeSource[1] = new Rectangle(76, 0, 87, 90);
            explodeSource[2] = new Rectangle(169, 0, 101, 90);

            this.setEventLag(40);
        }
Exemple #2
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        public void Initialize()
        {
            gameOverPosition.X = 320;
            gameOverPosition.Y = 130;

            device = graphics.GraphicsDevice;

            gameState = new GameState();

            gameStart = new GameStart(device.PresentationParameters.BackBufferWidth, device.PresentationParameters.BackBufferHeight);

            board  = new GameBoard(new Vector2(33, 25), new Vector2(device.PresentationParameters.BackBufferWidth, device.PresentationParameters.BackBufferHeight));
            darwin = new Darwin(board);

            zTime = new ZombieTime(board);

            nurseryOne = new Nursery(board, darwin);
            nurseryTwo = new Nursery(board, darwin);

            fatBossZombie = new FatBossZombie(15, 4, 19, 14, 4, 3, darwin, board);
            fatBossZombie.resetGapeMode();
            stairs = new Stairs(board);

            walls = setWallsInLevelSix();

            setLevelState();
            gameState.setState(GameState.state.Start);
        }
        // refer to Zombie constructor for details
        public BabyZombie(int x, int y, int maxX, int minX, int maxY, int minY, Darwin dar, GameBoard gb)
            : base(x, y, maxX, minX, maxY, minY, gb)
        {
            darwin = dar;

            babyCount = 0;
            babyCountTwo = 0;
            babySource = new Rectangle[6];
            babySource[0] = new Rectangle(0, 0, 64, 64);
            babySource[1] = new Rectangle(65, 0, 64, 64);
            babySource[2] = new Rectangle(128, 0, 64, 64);
            babySource[3] = new Rectangle(192, 0, 64, 64);
            babySource[4] = new Rectangle(256, 0, 64, 64);
            babySource[5] = new Rectangle(320, 0, 64, 64);

            goingToExplode = false;
            exploding = false;
            explodeCount = 0;
            explodeSource = new Rectangle[3];
            explodeSource[0] = new Rectangle(0, 0, 75, 90);
            explodeSource[1] = new Rectangle(76, 0, 87, 90);
            explodeSource[2] = new Rectangle(169, 0, 101, 90);

            this.setEventLag(40);
        }
Exemple #4
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        private void updateSnakeCollision(Snake snake, Darwin darwin, GameTime gameTime)
        {
            if (!snake.isSnakeInPit())
            {
                snake.setZombieAlive(false);
            }
            else
            {
                snake.Update(gameTime, darwin, flames);

                if (snake.lineOfSight & snake.allowedToWalk)
                {
                    if (snake.lineOfSightDirection.Equals(LegendOfDarwin.GameObject.Snake.Direction.Up))
                    {
                        checkForDarwinAboveSnake(snake, darwin);
                    }
                    if (snake.lineOfSightDirection.Equals(LegendOfDarwin.GameObject.Snake.Direction.Down))
                    {
                        checkForDarwinBelowSnake(snake, darwin);
                    }
                    if (snake.lineOfSightDirection.Equals(LegendOfDarwin.GameObject.Snake.Direction.Right))
                    {
                        checkForDarwinRightOfSnake(snake, darwin);
                    }
                    if (snake.lineOfSightDirection.Equals(LegendOfDarwin.GameObject.Snake.Direction.Left))
                    {
                        checkForDarwinLeftOfSnake(snake, darwin);
                    }
                }
            }
        }
Exemple #5
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        //private LinkedList<BabyZombie> babies;

        public FatBossZombie(int x, int y, int maxX, int minX, int maxY, int minY, Darwin dar, GameBoard gb) :
            base(x, y, maxX, minX, maxY, minY, gb)
        {
            darwin = dar;

            destination.Height = board.getSquareLength() * 3;
            destination.Width  = board.getSquareWidth() * 3;

            source = new Rectangle(0, 0, 128, 128);

            setEventLag(10);

            explodeSource    = new Rectangle[4];
            explodeSource[0] = new Rectangle(0, 0, 75, 90);
            explodeSource[1] = new Rectangle(0, 0, 75, 90);
            explodeSource[2] = new Rectangle(76, 0, 87, 90);
            explodeSource[3] = new Rectangle(169, 0, 101, 90);

            ran  = new Random();
            ran1 = new Random();

            deathExplodeCount = new int[9];
            deathExplodeBool  = new bool[9];

            for (int i = 0; i < 9; i++)
            {
                deathExplodeBool[i]  = new bool();
                deathExplodeCount[i] = new int();
            }

            reset();
            ZOMBIE_MOVE_RATE = 50;
        }
Exemple #6
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 public void Update(GameTime gameTime, KeyboardState ks, Darwin darwin, ZombieTime zTime)
 {
     if (this.isOnTop(darwin) && !isConsumed)
     {
         consumePotion(zTime);
     }
 }
Exemple #7
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 private void checkForFlameDeath(Flame flame, Darwin darwin)
 {
     if (darwin.isOnTop(flame))
     {
         this.gameOver = true;
     }
 }
Exemple #8
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        public void Update(GameTime gameTime, KeyboardState ks, Darwin darwin)
        {
            base.Update(gameTime);
            // if darwin is a zombie, he cant push boxes
            if (!darwin.isZombie() && this.canEventHappen() && ks.IsKeyDown(Keys.A))
            {
                this.setEventFalse();

                // get Darwin's current facing direction
                LegendOfDarwin.Darwin.Dir facing = darwin.facing;

                // check switch position in relation to darwin's position + facing direction
                switch (facing)
                {
                case (LegendOfDarwin.Darwin.Dir.Left):
                    if (((this.X + 1) == darwin.X) && (this.Y == darwin.Y))
                    {
                        if (board.isGridPositionOpen(this.X - 1, this.Y))
                        {
                            this.MoveLeft();
                            boxSound.Play();
                        }
                    }
                    break;

                case (LegendOfDarwin.Darwin.Dir.Right):
                    if (((this.X - 1) == darwin.X) && (this.Y == darwin.Y))
                    {
                        if (board.isGridPositionOpen(this.X + 1, this.Y))
                        {
                            this.MoveRight();
                            boxSound.Play();
                        }
                    }
                    break;

                case (LegendOfDarwin.Darwin.Dir.Up):
                    if ((this.X == darwin.X) && ((this.Y + 1) == darwin.Y))
                    {
                        if (board.isGridPositionOpen(this.X, this.Y - 1))
                        {
                            this.MoveUp();
                            boxSound.Play();
                        }
                    }
                    break;

                case (LegendOfDarwin.Darwin.Dir.Down):
                    if ((this.X == darwin.X) && ((this.Y - 1) == darwin.Y))
                    {
                        if (board.isGridPositionOpen(this.X, this.Y + 1))
                        {
                            this.MoveDown();
                            boxSound.Play();
                        }
                    }
                    break;
                }
            }
        }
Exemple #9
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 public void Update(GameTime gameTime, KeyboardState ks, Darwin darwin, ZombieTime zTime)
 {
     if(this.isOnTop(darwin) && !isConsumed)
     {
         consumePotion(zTime);
     }
 }
        //private LinkedList<BabyZombie> babies;
        public FatBossZombie(int x, int y, int maxX, int minX, int maxY, int minY, Darwin dar, GameBoard gb)
            : base(x, y, maxX, minX, maxY, minY, gb)
        {
            darwin = dar;

            destination.Height = board.getSquareLength() * 3;
            destination.Width = board.getSquareWidth() * 3;

            source = new Rectangle(0, 0, 128, 128);

            setEventLag(10);

            explodeSource = new Rectangle[4];
            explodeSource[0] = new Rectangle(0, 0, 75, 90);
            explodeSource[1] = new Rectangle(0, 0, 75, 90);
            explodeSource[2] = new Rectangle(76, 0, 87, 90);
            explodeSource[3] = new Rectangle(169, 0, 101, 90);

            ran = new Random();
            ran1 = new Random();

            deathExplodeCount = new int[9];
            deathExplodeBool = new bool[9];

            for (int i = 0; i < 9; i++)
            {
                deathExplodeBool[i] = new bool();
                deathExplodeCount[i] = new int();
            }

            reset();
            ZOMBIE_MOVE_RATE = 50;
        }
        public new void Update(GameTime gameTime, Darwin darwin)
        {
            eventLagMin++;
            if (eventLagMin > eventLagMax)
            {
                this.eventFlag = true;
            }

            if (movecounter > ZOMBIE_MOVE_RATE)
            {
                if (killMode)
                {
                    // attack
                    ZOMBIE_MOVE_RATE = 10;
                    this.enemyAlert = true;
                    source.X = 64;
                    moveTowardsPoint(darwin.X, darwin.Y);

                    foreach (CongaFollowerZombie follower in followerZombies)
                        follower.activateKillMode();
                }
                else if (isDarwinOnFloor(darwin) && !darwin.isZombie())
                {
                    // darwin is human he must die
                    ZOMBIE_MOVE_RATE = 10;
                    this.enemyAlert = true;
                    source.X = 64;
                    moveTowardsPoint(darwin.X,darwin.Y);
                }
                else if (isDarwinOnFloor(darwin) && !isDarwinOnPath(darwin))
                {
                    ZOMBIE_MOVE_RATE = 10;
                    // case where darwin is a zombie not in the conga line
                    this.enemyAlert = true;
                    source.X = 64;
                    moveTowardsPoint(darwin.X, darwin.Y);
                }
                else
                {
                    ZOMBIE_MOVE_RATE = 20;
                    if (enemyAlert)
                    {
                        source.X = 128;
                        enemyAlertCount++;
                        if (enemyAlertCount > 2)
                        {
                            enemyAlert = false;
                            enemyAlertCount = 0;
                        }
                    }
                    else
                        this.source.X = 0;

                    followPath();
                }

                movecounter = 0;
            }
            movecounter++;
        }
Exemple #12
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        public void Initialize()
        {
            gameOverPosition.X = 320;
            gameOverPosition.Y = 130;

            device = graphics.GraphicsDevice;

            gameState = new GameState();

            gameStart = new GameStart(device.PresentationParameters.BackBufferWidth, device.PresentationParameters.BackBufferHeight);

            board = new GameBoard(new Vector2(33, 25), new Vector2(device.PresentationParameters.BackBufferWidth, device.PresentationParameters.BackBufferHeight));
            darwin = new Darwin(board);

            zTime = new ZombieTime(board);

            nurseryOne = new Nursery(board, darwin);
            nurseryTwo = new Nursery(board, darwin);

            fatBossZombie = new FatBossZombie(15, 4, 19, 14, 4, 3, darwin, board);
            fatBossZombie.resetGapeMode();
            stairs = new Stairs(board);

            walls = setWallsInLevelSix();

            setLevelState();
            gameState.setState(GameState.state.Start);
        }
Exemple #13
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 public bool isDarwinLeftOfSnakeSomewhere(Darwin darwin)
 {
     if (darwin.Y == this.Y && darwin.X < this.X)
     {
         return(true);
     }
     return(false);
 }
Exemple #14
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 public bool isDarwinBelowSnakeSomewhere(Darwin darwin)
 {
     if (darwin.X == this.X && darwin.Y > this.Y)
     {
         return(true);
     }
     return(false);
 }
Exemple #15
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 public bool isDarwinDirectlyBelowSnake(Darwin darwin)
 {
     if ((this.Y + 1 == darwin.Y) && darwin.X == this.X)
     {
         return(true);
     }
     return(false);
 }
Exemple #16
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 public bool isDarwinDirectlyLeftOfSnake(Darwin darwin)
 {
     if ((this.X - 1 == darwin.X) && darwin.Y == this.Y)
     {
         return(true);
     }
     return(false);
 }
Exemple #17
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        public void Update(GameTime gameTime, Darwin darwin, LinkedList <Flame> flames)
        {
            //base.Update(gameTime);
            if (movecounter > ZOMBIE_MOVE_RATE)
            {
                allowedToWalk = true;

                // snakes can die in fire
                if (flames != null)
                {
                    this.checkForFieryDeath(flames);
                }

                if (snakeDelayCounter > (ZOMBIE_MOVE_RATE * 5))
                {
                    snakeDelayCounter = 0;
                    delaySnakeCounter = false;
                }

                if (!delaySnakeCounter && (isDarwinAboveSnakeSomewhere(darwin) || isDarwinBelowSnakeSomewhere(darwin) || isDarwinRightOfSnakeSomewhere(darwin) || isDarwinLeftOfSnakeSomewhere(darwin)))
                {
                    lineOfSight = true;

                    if (isDarwinAboveSnakeSomewhere(darwin))
                    {
                        lineOfSightDirection = Direction.Up;
                    }

                    if (isDarwinBelowSnakeSomewhere(darwin))
                    {
                        lineOfSightDirection = Direction.Down;
                    }

                    if (isDarwinRightOfSnakeSomewhere(darwin))
                    {
                        lineOfSightDirection = Direction.Right;
                    }

                    if (isDarwinLeftOfSnakeSomewhere(darwin))
                    {
                        lineOfSightDirection = Direction.Left;
                    }
                }
                else
                {
                    lineOfSight = false;
                    this.RandomWalk();
                }
                movecounter = 0;
            }
            else
            {
                allowedToWalk = false;
            }

            movecounter++;
            snakeDelayCounter++;
        }
Exemple #18
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        public void Update(GameTime gameTime, Darwin darwin, LinkedList<Flame> flames)
        {
            //base.Update(gameTime);
            if (movecounter > ZOMBIE_MOVE_RATE)
            {
                allowedToWalk = true;

                // snakes can die in fire
                if(flames != null)
                    this.checkForFieryDeath(flames);

                if (snakeDelayCounter > (ZOMBIE_MOVE_RATE * 5))
                {
                    snakeDelayCounter = 0;
                    delaySnakeCounter = false;
                }

                if (!delaySnakeCounter && (isDarwinAboveSnakeSomewhere(darwin) || isDarwinBelowSnakeSomewhere(darwin) || isDarwinRightOfSnakeSomewhere(darwin) || isDarwinLeftOfSnakeSomewhere(darwin)))
                {
                    lineOfSight = true;

                    if (isDarwinAboveSnakeSomewhere(darwin) ){

                        lineOfSightDirection = Direction.Up;
                    }

                    if (isDarwinBelowSnakeSomewhere(darwin)){

                        lineOfSightDirection = Direction.Down;
                    }

                    if (isDarwinRightOfSnakeSomewhere(darwin))
                    {
                        lineOfSightDirection = Direction.Right;
                    }

                    if (isDarwinLeftOfSnakeSomewhere(darwin))
                    {
                        lineOfSightDirection = Direction.Left;   
                    }
                }
                else
                {
                    lineOfSight = false;
                    this.RandomWalk();
                }
                movecounter = 0;
            }
            else
            {
                allowedToWalk = false;
            }

            movecounter++;
            snakeDelayCounter++;
        }
Exemple #19
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 public void Update(Darwin darwin)
 {
     // if darwin is on top of the leaf
     if (darwin.isOnTop(this))
     {
         // we want to break it, and wake up the zombie who is listening to it
         breakLeaf();
         parentZombie.wakeUp();
         parentZombie.assignLeaf(this);
     }
 }
Exemple #20
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 /**
  *  checks whether or not darwin is in the zombies range
  *  returns true if he is, false otherwise
  */
 public bool isDarwinInRange(Darwin darwin)
 {
     if (darwin.X <= maxX && darwin.X >= minX && darwin.Y >= minY && darwin.Y <= maxY)
     {
         return(true);
     }
     else
     {
         return(false);
     }
 }
        /*
         * checks if darwin is on the dance floor or not
         * that is, is darwin inside the patrol path
         * Point must be set up so top left pt is first,
         * bottom right pt is 3rd
         * */
        public bool isDarwinOnFloor(Darwin myDarwin)
        {
            //
            Vector2 minPt = pathList[0];
            Vector2 maxPt = pathList[2];

            if (myDarwin.X >= minPt.X && myDarwin.X <= maxPt.X && myDarwin.Y >= minPt.Y && myDarwin.Y <= maxPt.Y)
                return true;
            else
                return false;
        }
Exemple #22
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 private void ProcessChange(Darwin.Objects.SeasonCheckbox c)
 {
     if (c.Checked)
     {
         SpeciesFlagInformation |= (c).SeasonFlag;
     }
     else
     {
         SpeciesFlagInformation ^= (c).SeasonFlag;
     }
 }
 // make sure sprite is facing darwin
 private void updateFacingDarwin(Darwin darwin)
 {
     if (darwin.X <= this.X)
     {
         darwinDirection = Direction.Left;
     }
     else
     {
         darwinDirection = Direction.Right;
     }
 }
Exemple #24
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        // methods for moving darwin when the snake comes into contact with him
        public void pushDarwinUp(Darwin darwin)
        {
            if (board.isGridPositionOpen(darwin.X, darwin.Y - 1))
            {
                darwin.MoveUp();

                if (board.isGridPositionOpen(this.X, this.Y - 1))
                {
                    this.MoveUp();
                }
            }
        }
Exemple #25
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        public void pushDarwinDown(Darwin darwin)
        {
            if (board.isGridPositionOpen(darwin.X, darwin.Y + 1))
            {
                darwin.MoveDown();

                if (board.isGridPositionOpen(this.X, this.Y + 1))
                {
                    this.MoveDown();
                }
            }
        }
Exemple #26
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        public void pushDarwinLeft(Darwin darwin)
        {
            if (board.isGridPositionOpen(darwin.X - 1, darwin.Y))
            {
                darwin.MoveLeft();

                if (board.isGridPositionOpen(this.X - 1, this.Y))
                {
                    this.MoveLeft();
                }
            }
        }
Exemple #27
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 /// <summary>
 /// Once the zombie has seen Darwin, he wants to chase after him to eat his brains
 /// </summary>
 public void chaseDarwin(Darwin darwin)
 {
     // do this better later
     if (this.X < darwin.X)
         this.MoveRight();
     else if (this.X > darwin.X)
         this.MoveLeft();
     else if (this.Y < darwin.Y)
         this.MoveDown();
     else if (this.Y > darwin.Y)
         this.MoveUp();
 }
        /*
         * checks if darwin is on the conga line path or not
         * that is, is darwin on the patrol path
         * Point must be set up so top left pt is first,
         * bottom right pt is 3rd
         * */
        public bool isDarwinOnPath(Darwin myDarwin)
        {
            //
            Vector2 minPt = pathList[0];
            Vector2 maxPt = pathList[2];

            if ((myDarwin.X >= minPt.X && myDarwin.X <= maxPt.X && (myDarwin.Y == minPt.Y || myDarwin.Y == maxPt.Y))
                || ((myDarwin.X == minPt.X || myDarwin.X == maxPt.X) && myDarwin.Y >= minPt.Y && myDarwin.Y <= maxPt.Y))
                return true;
            else
                return false;
        }
 // you should set ranges to whole board
 public CongaLeaderZombie(int startX, int startY, int mymaxX, int myminX, int mymaxY, int myminY, Vector2[] myPathList, 
     Darwin mydarwin, GameBoard myboard) :
     base(startX, startY, mymaxX, myminX, mymaxY, myminY, myboard) 
 {
     allowRangeDetection = false;
     allowVision = true;
     visionMaxX = 6;
     visionMaxY = 6;
     darwin = mydarwin;
     pathList = myPathList;
     ZOMBIE_MOVE_RATE = 20;
     followerZombies = new List<CongaFollowerZombie>();
 }
Exemple #30
0
 // checks squares that boss inhabits for darwin
 public bool isInCollision(Darwin myDarwin)
 {
     if ((this.X == darwin.X && this.Y == darwin.Y) || (this.X + 1 == darwin.X && this.Y == darwin.Y) || (this.X + 2 == darwin.X && this.Y == darwin.Y) ||
         (this.X == darwin.X && this.Y + 1 == darwin.Y) || (this.X + 1 == darwin.X && this.Y + 1 == darwin.Y) || (this.X + 2 == darwin.X && this.Y + 1 == darwin.Y) ||
         (this.X == darwin.X && this.Y + 2 == darwin.Y) || (this.X + 1 == darwin.X && this.Y + 2 == darwin.Y) || (this.X + 2 == darwin.X && this.Y + 2 == darwin.Y))
     {
         return(true);
     }
     else
     {
         return(false);
     }
 }
Exemple #31
0
 // set ranges to whole board
 public CongaFollowerZombie(int startX, int startY, int mymaxX, int myminX, int mymaxY, int myminY, Vector2[] myPathList, CongaLeaderZombie myLeader, Darwin mydarwin, GameBoard myboard) :
     base(startX, startY, mymaxX, myminX, mymaxY, myminY, myboard)
 {
     allowRangeDetection = false;
     allowVision         = true;
     visionMaxX          = 4;
     visionMaxY          = 4;
     darwin           = mydarwin;
     pathList         = myPathList;
     ZOMBIE_MOVE_RATE = 20;
     startPosit       = new Vector2(startX, startY);
     leaderZombie     = myLeader;
 }
 // you should set ranges to whole board
 public CongaLeaderZombie(int startX, int startY, int mymaxX, int myminX, int mymaxY, int myminY, Vector2[] myPathList, 
     Darwin mydarwin, GameBoard myboard)
     : base(startX, startY, mymaxX, myminX, mymaxY, myminY, myboard)
 {
     allowRangeDetection = false;
     allowVision = true;
     visionMaxX = 6;
     visionMaxY = 6;
     darwin = mydarwin;
     pathList = myPathList;
     ZOMBIE_MOVE_RATE = 20;
     followerZombies = new List<CongaFollowerZombie>();
 }
 // set ranges to whole board
 public CongaFollowerZombie(int startX, int startY, int mymaxX, int myminX, int mymaxY, int myminY, Vector2[] myPathList,CongaLeaderZombie myLeader, Darwin mydarwin, GameBoard myboard)
     : base(startX, startY, mymaxX, myminX, mymaxY, myminY, myboard)
 {
     allowRangeDetection = false;
     allowVision = true;
     visionMaxX = 4;
     visionMaxY = 4;
     darwin = mydarwin;
     pathList = myPathList;
     ZOMBIE_MOVE_RATE = 20;
     startPosit = new Vector2(startX,startY);
     leaderZombie = myLeader;
 }
Exemple #34
0
        public void Update(GameTime gameTime, KeyboardState ks, Darwin darwin)
        {
            base.Update(gameTime);
            // if darwin is a zombie, he cant push boxes
            if (!darwin.isZombie() && this.canEventHappen() && ks.IsKeyDown(Keys.A))
            {
                this.setEventFalse();

                // get Darwin's current facing direction
                LegendOfDarwin.Darwin.Dir facing = darwin.facing;

                // check switch position in relation to darwin's position + facing direction 
                switch (facing)
                {
                    case (LegendOfDarwin.Darwin.Dir.Left):
                        if (((this.X + 1) == darwin.X) && (this.Y == darwin.Y))
                        {
                            if (board.isGridPositionOpen(this.X - 1, this.Y))
                            {
                                this.MoveLeft();
                                boxSound.Play();
                            }
                        }
                        break;
                    case (LegendOfDarwin.Darwin.Dir.Right):
                        if (((this.X - 1) == darwin.X) && (this.Y == darwin.Y))
                            if (board.isGridPositionOpen(this.X + 1, this.Y))
                            {
                                this.MoveRight();
                                boxSound.Play();
                            }
                        break;
                    case (LegendOfDarwin.Darwin.Dir.Up):
                        if ((this.X == darwin.X) && ((this.Y + 1) == darwin.Y))
                            if (board.isGridPositionOpen(this.X, this.Y - 1))
                            {
                                this.MoveUp();
                                boxSound.Play();
                            }
                        break;
                    case (LegendOfDarwin.Darwin.Dir.Down):
                        if ((this.X == darwin.X) && ((this.Y - 1) == darwin.Y))
                            if (board.isGridPositionOpen(this.X, this.Y + 1))
                            {
                                this.MoveDown();
                                boxSound.Play();
                            }
                        break;
                }
            }
        }
Exemple #35
0
        static void Main(string[] args)
        {
            var score = 0d;

            while (score < 490)
            {
                var d   = new Darwin(x => new Simulator(new DnaCleaner(x)).AverageScore(100));
                var dna = d.Evolove(1000);
                var c   = new DnaCleaner(dna);
                var s   = new Simulator(c);
                score = s.AverageScore();
                Console.WriteLine($"Score: {score}");
            }
        }
Exemple #36
0
 /**
  * Initalizes a cannibal on the game board
  *
  * Arguments
  * int startX, startY -- start position of cannibal
  * int mymaxX, mymaxY, myminX, myminY -- range that cannibal can walk around in
  * List myListZombies -- list of the other non-cannibal zombies on the board
  * Darwin mydarwin -- reference to Darwin
  * Gameboard myboard -- board that cannibal is to be played on
  */
 public CannibalZombie(int startX, int startY, int mymaxX, int myminX, int mymaxY, int myminY, List <Zombie> myListZombies, Darwin mydarwin, GameBoard myboard) :
     base(startX, startY, mymaxX, myminX, mymaxY, myminY, myboard)
 {
     allowRangeDetection = false;
     allowVision         = true;
     goAroundMode        = false;
     visionMaxX          = 6;
     visionMaxY          = 6;
     pathCount           = 0;
     pathLimit           = 0;
     darwin           = mydarwin;
     zombies          = myListZombies;
     ZOMBIE_MOVE_RATE = 40;
 }
 /**
  * Initalizes a cannibal on the game board
  * 
  * Arguments
  * int startX, startY -- start position of cannibal
  * int mymaxX, mymaxY, myminX, myminY -- range that cannibal can walk around in
  * List myListZombies -- list of the other non-cannibal zombies on the board
  * Darwin mydarwin -- reference to Darwin
  * Gameboard myboard -- board that cannibal is to be played on
  */
 public CannibalZombie(int startX, int startY, int mymaxX, int myminX, int mymaxY, int myminY,List<Zombie> myListZombies,Darwin mydarwin,GameBoard myboard):
     base(startX,startY,mymaxX,myminX, mymaxY, myminY, myboard)
     {
         allowRangeDetection = false;
         allowVision = true;
         goAroundMode = false;
         visionMaxX = 6;
         visionMaxY = 6;
         pathCount = 0;
         pathLimit = 0;
         darwin = mydarwin;
         zombies = myListZombies;
         ZOMBIE_MOVE_RATE=40;
     }
Exemple #38
0
        /*
         * checks if darwin is on the dance floor or not
         * that is, is darwin inside the patrol path
         * Point must be set up so top left pt is first,
         * bottom right pt is 3rd
         * */
        public bool isDarwinOnFloor(Darwin myDarwin)
        {
            // check for actual min.max points
            Vector2 minPt = getMinPtOnPath();
            Vector2 maxPt = getMaxPtOnPath();

            if (myDarwin.X >= minPt.X && myDarwin.X <= maxPt.X && myDarwin.Y >= minPt.Y && myDarwin.Y <= maxPt.Y)
            {
                return(true);
            }
            else
            {
                return(false);
            }
        }
 /// <summary>
 /// At this point on the grid, look around for Darwin.
 /// </summary>
 public void lookForDarwin(Darwin darwin)
 {
     if (this.isPointInVision(darwin.X, darwin.Y))
     {
         chaseDarwin(darwin);
     }
     else
     {
         this.goBackToSleep();
     }
     // if see darwin
     // chaseDarwin()
     // else
     // this.goBackToSleep()
 }
Exemple #40
0
        /*
         * checks if darwin is on the conga line path or not
         * that is, is darwin on the patrol path
         * Point must be set up so top left pt is first,
         * bottom right pt is 3rd
         * */
        public bool isDarwinOnPath(Darwin myDarwin)
        {
            //
            Vector2 minPt = getMinPtOnPath();
            Vector2 maxPt = getMaxPtOnPath();

            if ((myDarwin.X >= minPt.X && myDarwin.X <= maxPt.X && (myDarwin.Y == minPt.Y || myDarwin.Y == maxPt.Y)) ||
                ((myDarwin.X == minPt.X || myDarwin.X == maxPt.X) && myDarwin.Y >= minPt.Y && myDarwin.Y <= maxPt.Y))
            {
                return(true);
            }
            else
            {
                return(false);
            }
        }
Exemple #41
0
    public void SelectsRandomDnaWeightedByFitnessExcluding()
    {
        // Arrange
        float      totalFitness = 0f;
        List <Dna> parentPool   = Enumerable.Range(0, 5)
                                  .Select((_) => Dna.GenerateRandomDnaEncoding(1, new int[] { 1 }, 1, ActivationType.BinaryStep, false))
                                  .Select((dna, index) =>
        {
            dna.RawFitnessRating = Mathf.Pow(index, 2);
            totalFitness        += dna.RawFitnessRating;
            return(dna);
        })
                                  .ToList();

        Dna excludedDna = parentPool[3]; // second fitess dna

        totalFitness -= excludedDna.RawFitnessRating;
        // List<Dna> remainingCandidatePool = parentPool.FindAll(dna => dna != excludedDna);

        Dictionary <Dna, float> expectedProportions = parentPool.ToDictionary(
            dna => dna,
            dna => dna == excludedDna ? 0 : dna.RawFitnessRating / totalFitness
            );


        // Act
        int sampleSize = 100000;
        Dictionary <Dna, int> selectionResults = parentPool.ToDictionary(dna => dna, dna => 0);

        for (int i = 0; i < sampleSize; i++)
        {
            selectionResults[Darwin.SelectRandomBasedOnFitness(parentPool, excludedDna)]++;
        }


        // Assert
        Dictionary <Dna, float> actualProportions = selectionResults.ToDictionary(
            kvp => kvp.Key,
            kvp => (float)kvp.Value / (float)sampleSize
            );

        selectionResults[excludedDna].Should().Be(0, "excluded was never selected");
        foreach (Dna dna in parentPool)
        {
            actualProportions[dna].Should().BeApproximately(expectedProportions[dna], 0.01f, "proportion was within 1% of expected value");
        }
    }
Exemple #42
0
        //private Vector2[] spawnPoints;
        public Nursery(GameBoard gb, Darwin darwin)
            : base(gb)
        {
            babies = new BabyZombie[maxBabies];
            /*spawnPoints = new Vector2[10];
            for (int i = 0; i < 10; i++)
            {
                spawnPoints[i] = new Vector2();
            }
            */
            for (int i = 0; i < maxBabies; i++)
            {
                babies[i] = new BabyZombie(0, 0, 32, 0, 24, 0, darwin, gb);

                babies[i].setZombieAlive(false);
            }

            this.setEventLag(babyTimeSpawn);

            this.destination.Height = board.getSquareLength() * 3;
            this.destination.Width = board.getSquareWidth() * 2;
        }
Exemple #43
0
 public bool isDarwinRightOfSnakeSomewhere(Darwin darwin)
 {
     if (darwin.Y == this.Y && darwin.X > this.X)
     {
         return true;
     }
     return false;
 }
Exemple #44
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 /**
  *  checks whether or not darwin is in the zombies range
  *  returns true if he is, false otherwise
  */
 public bool isDarwinInRange(Darwin darwin)
 {
     if (darwin.X <= maxX && darwin.X >= minX && darwin.Y >= minY && darwin.Y <= maxY)
         return true;
     else
         return false;
 }
Exemple #45
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        /**
         * moves zombie in the direction that darwin currently is
         * */
        public void moveTowardsDarwin(Darwin darwin)
        {
            int changeX = 0;
            int changeY = 0;

            changeX = darwin.X - this.X;
            changeY = darwin.Y - this.Y;

            if (Math.Abs(changeX) > Math.Abs(changeY))
            {
                //move in x direction
                if (darwin.X > this.X)
                {
                    //move right
                    if (isZombieInRange(this.X + 1, this.Y))
                    {
                        // checks for board position to be open or occupied by darwin
                        if (board.isGridPositionOpen(this.X + 1, this.Y) || (darwin.X == this.X + 1 && darwin.Y == this.Y && !darwin.isZombie()))
                          MoveRight();
                    }
                }
                else if (darwin.X < this.X)
                {
                    //move left
                    if (isZombieInRange(this.X - 1, this.Y))
                    {
                        // checks for board position to be open or occupied by darwin
                        if (board.isGridPositionOpen(this.X - 1, this.Y) || (darwin.X == this.X - 1 && darwin.Y == this.Y && !darwin.isZombie()))
                            MoveLeft();
                    }
                }
            }
            else
            {
                //move in y direction
                if (darwin.Y > this.Y)
                {
                    //move down
                    if (isZombieInRange(this.X, this.Y + 1))
                    {
                        // checks for board position to be open or occupied by darwin
                        if (board.isGridPositionOpen(this.X, this.Y+1) || (darwin.X == this.X && darwin.Y == this.Y+1 && !darwin.isZombie()))
                            MoveDown();
                    }
                }
                else if (darwin.Y < this.Y)
                {
                    //move up
                    if (isZombieInRange(this.X, this.Y - 1))
                    {
                        // checks for board position to be open or occupied by darwin
                        if (board.isGridPositionOpen(this.X, this.Y - 1) || (darwin.X == this.X && darwin.Y == this.Y - 1 && !darwin.isZombie()))
                            MoveUp();
                    }
                }
            }
        }
Exemple #46
0
        private void StartSearch(Darwin.Enum.SearchType t = Enum.SearchType.Normal)
        {
            int statusin = -1;
            try
            {
                statusin = Int32.Parse(cbStatus.SelectedValue.ToString());
            }
            catch { }

            SearchResults s = new SearchResults(t, cbKingdom.SelectedValue, cbPhylum.SelectedValue, cbClass.SelectedValue, cbOrder.SelectedValue, cbFamily.SelectedValue, cbGenus.SelectedValue, txtName.Text, txtAnySearch.Text, monthPicker1.GetMonthsInformation(), speciesFlags1.GetSpeciesInformation(), distributionPicker1.GetDistributionInformation(), speciesColourUC1.GetSelectedColour(), cbYVP.Checked, statusin);
            s.StartPosition = FormStartPosition.CenterScreen;
            s.Show();
        }
Exemple #47
0
        // update to be used for brainless levels
        public void Update(GameTime gameTime, Darwin darwin)
        {
            //testRun();

            if (this.isZombieAlive())
            {
                if (movecounter > ZOMBIE_MOVE_RATE)
                {
                    if (isRangeDetectionAllowed() && isDarwinInRange(darwin) && !darwin.isZombie())
                    {
                        this.source.X = 64;
                        this.enemyAlert = true;
                        moveTowardsDarwin(darwin);
                    }
                    else
                    {
                        if (enemyAlert)
                        {
                            source.X = 128;
                            enemyAlertCount++;
                            if (enemyAlertCount > 2)
                            {
                                enemyAlert = false;
                                enemyAlertCount = 0;
                            }
                        }
                        else
                            this.source.X = 0;

                        this.RandomWalk();
                    }

                    movecounter = 0;
                }
                movecounter++;
            }
        }
        public new void Update(GameTime gameTime, Darwin darwin)
        {
            
            eventLagMin++;
            if (eventLagMin > eventLagMax)
            {
                this.eventFlag = true;
            }

            if (movecounter > ZOMBIE_MOVE_RATE)
            {
                if (killMode) 
                {
                    // attack
                    ZOMBIE_MOVE_RATE = 10;
                    this.enemyAlert = true;
                    source.X = 64;
                    moveTowardsPoint(darwin.X, darwin.Y);

                    foreach (CongaFollowerZombie follower in followerZombies)
                        follower.activateKillMode();
                }
                else if (isDarwinOnFloor(darwin) && !darwin.isZombie())
                {
                    // darwin is human he must die
                    ZOMBIE_MOVE_RATE = 10;
                    this.enemyAlert = true;
                    source.X = 64;
                    moveTowardsPoint(darwin.X,darwin.Y);
                }
                else if (isDarwinOnFloor(darwin) && !isDarwinOnPath(darwin)) 
                {
                    ZOMBIE_MOVE_RATE = 10;
                    // case where darwin is a zombie not in the conga line
                    this.enemyAlert = true;
                    source.X = 64;
                    moveTowardsPoint(darwin.X, darwin.Y);
                }
                else
                {
                    ZOMBIE_MOVE_RATE = 20;
                    if (enemyAlert)
                    {
                        source.X = 128;
                        enemyAlertCount++;
                        if (enemyAlertCount > 2)
                        {
                            enemyAlert = false;
                            enemyAlertCount = 0;
                        }
                    }
                    else
                        this.source.X = 0;

                    followPath();
                }

                movecounter = 0;
            }
            movecounter++;
            
        }
        /*
         * checks if darwin is on the conga line path or not
         * that is, is darwin on the patrol path
         * Point must be set up so top left pt is first,
         * bottom right pt is 3rd
         * */
        public bool isDarwinOnPath(Darwin myDarwin)
        {
            // 
            Vector2 minPt = pathList[0];
            Vector2 maxPt = pathList[2];

            if ((myDarwin.X >= minPt.X && myDarwin.X <= maxPt.X && (myDarwin.Y == minPt.Y || myDarwin.Y == maxPt.Y))
                || ((myDarwin.X == minPt.X || myDarwin.X == maxPt.X) && myDarwin.Y >= minPt.Y && myDarwin.Y <= maxPt.Y))
                return true;
            else
                return false;
        }
Exemple #50
0
 // check for darwins relative position to snake
 public bool isDarwinAboveSnakeSomewhere(Darwin darwin)
 {
     if(darwin.X == this.X && darwin.Y < this.Y){
         return true;
     }
     return false;
 }
Exemple #51
0
 // make sure sprite is facing darwin
 private void updateFacingDarwin(Darwin darwin)
 {
     if (darwin.X <= this.X)
     {
         darwinDirection = Direction.Left;
     }
     else
     {
         darwinDirection = Direction.Right;
     }
 }
Exemple #52
0
 public bool isDarwinDirectlyBelowSnake(Darwin darwin)
 {
     if ((this.Y + 1 == darwin.Y) && darwin.X == this.X)
     {
         return true;
     }
     return false;
 }
        public new void Update(GameTime gameTime, Darwin darwin) 
        {
            eventLagMin++;
            if (eventLagMin > eventLagMax)
            {
                this.eventFlag = true;
            }
            foreach (Zombie myzombie in zombies)
                CollisionWithZombie(myzombie);

            if (movecounter > ZOMBIE_MOVE_RATE)
            {
                
                //these loops are seperate because the top loop could potentially remove zombies from the list
                this.updateListOfZombies(this.removeDeadZombies(zombies));

                int intendedptX = 0;
                int intendedptY = 0;
                bool hasZombieDest = false;
                bool goForDarwin = true;
                int closestZombieDist = 10000;

                // checks where other zombies are, and where zombie darwin is, finds closest one that is in range
                foreach (Zombie myzombie in zombies) 
                {
                    if (isVisionAllowed() && isPointInVision(myzombie.X, myzombie.Y) && myzombie.isZombieAlive()) 
                    {
                        int dist = Math.Abs(this.X - myzombie.X) + Math.Abs(this.Y - myzombie.Y);
                        if (dist < closestZombieDist)
                        {
                            closestZombieDist = dist;
                            intendedptX = myzombie.X;
                            intendedptY = myzombie.Y;
                            hasZombieDest = true;
                            goForDarwin = false;
                        }
 
                    }
                }

                if (hasZombieDest)
                {
                    if (Math.Abs(this.X - darwin.X) + Math.Abs(this.Y - darwin.Y) <= closestZombieDist && darwin.isZombie())
                    {
                        goForDarwin = true;
                        hasZombieDest = false;
                    }
                }

                if (goAroundMode)
                    goAroundObstacle();
                else if (isVisionAllowed() && isPointInVision(darwin.X, darwin.Y) && darwin.isZombie() && goForDarwin)
                {
                    // either go for darwin or a zombie, use exclamation mark
                    source.X = 64;
                    this.enemyAlert = true;
                    this.moveTowardsPoint(darwin.X, darwin.Y);
                }
                else if (hasZombieDest)
                {
                    source.X = 64;
                    this.enemyAlert = true;
                    this.moveTowardsPoint(intendedptX, intendedptY);
                }
                else
                {
                    if (enemyAlert)
                    {
                        source.X = 128;
                        enemyAlertCount++;
                        if (enemyAlertCount > 2)
                        {
                            enemyAlert = false;
                            enemyAlertCount = 0;
                        }
                    }
                    else
                        this.source.X = 0;

                    this.RandomWalk();
                }

                movecounter = 0;
            }
            movecounter++;

        }
Exemple #54
0
 public bool isDarwinDirectlyRightOfSnake(Darwin darwin)
 {
     if ((this.X + 1 == darwin.X) && darwin.Y == this.Y)
     {
         return true;
     }
     return false;
 }
Exemple #55
0
        public void pushDarwinDown(Darwin darwin)
        {
            if(board.isGridPositionOpen(darwin.X, darwin.Y + 1))
            {
                darwin.MoveDown();

                if (board.isGridPositionOpen(this.X, this.Y + 1))
                {
                    this.MoveDown();
                }
            }
        }
Exemple #56
0
        public void pushDarwinRight(Darwin darwin)
        {
            if (board.isGridPositionOpen(darwin.X + 1, darwin.Y))
            {
                darwin.MoveRight();

                if (board.isGridPositionOpen(this.X + 1, this.Y))
                {
                    this.MoveRight();
                }
            }
        }
Exemple #57
0
        public void Update(Darwin darwin)
        {
            // once the zombie can move
            if (movecounter > ZOMBIE_MOVE_RATE)
            {
                // check if he see's darwin
                // might be better to have a ! instead of the pyrozombie just stopping his patrol
                if (this.isPointInVision(darwin.X, darwin.Y))
                {
                    // pyro zombies dislike darwin
                    if (!darwin.isZombie())
                    {
                        patrolling = false;
                    }
                }
                else
                {
                    patrolling = true;
                    playFlameSound = true;
                }

                // if he is patrolling
                if (this.patrolling)
                {
                    // could probably do this better
                    if ((this.X == nextPoint.X) && (this.Y == nextPoint.Y))
                    {
                        // switch patrol points
                        Vector2 temp = currentPoint;
                        setCurrentPatrolPoint(this.getNextPatrolPoint());
                        setNextPatrolPoint(temp);
                    }
                    else
                    {
                        this.moveToPoint(nextPoint);
                    }
                }

                // reset move counter
                movecounter = 0;
            }

            movecounter++;
        }
Exemple #58
0
        // methods for moving darwin when the snake comes into contact with him
        public void pushDarwinUp(Darwin darwin)
        {
            if (board.isGridPositionOpen(darwin.X, darwin.Y - 1))
            {
                darwin.MoveUp();

                if (board.isGridPositionOpen(this.X, this.Y - 1))
                {
                    this.MoveUp();
                }
            }
        }
Exemple #59
0
 public bool isDarwinBelowSnakeSomewhere(Darwin darwin)
 {
     if (darwin.X == this.X && darwin.Y > this.Y)
     {
         return true;
     }
     return false;
 }
Exemple #60
0
 public void Update(Darwin darwin)
 {
     // if darwin is on top of the leaf
     if (darwin.isOnTop(this))
     {
         // we want to break it, and wake up the zombie who is listening to it
         breakLeaf();
         parentZombie.wakeUp();
         parentZombie.assignLeaf(this);
     }
 }