Exemple #1
0
        private void UpdateDebugScreen(Time time)
        {
            if (DebugKeyEnabled && Keyboard.GetKeyState(Key.F12) == ButtonState.Pressed)
            {
                DebugScreenVisible = !DebugScreenVisible;
            }

            DebugLayer.Update(time);

            if (!DebugScreenVisible)
            {
                return;
            }

            FPSDisplay.Text = fpsText;

            layerTextBuilder.Clear();
            layerTextBuilder.Append(layerTextTitle);

            for (int i = Layers.FirstIndex; i <= Layers.LastIndex; i++)
            {
                layerTextBuilder.Append("[");
                layerTextBuilder.Append(i);
                layerTextBuilder.Append("]: ");
                layerTextBuilder.Append(Layers[i].Objects.Count);
                layerTextBuilder.AppendLine();
            }

            LayerDisplay.Text = layerTextBuilder.ToString();
            LayerWindow.Size  = LayerDisplay.Size;
        }
Exemple #2
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 static public DebugLayer get()
 {
     if (manager == null)
     {
         manager = GameObject.FindObjectOfType <DebugLayer>();
     }
     return(manager);
 }
Exemple #3
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 /// <summary>
 /// This is called when the game should draw itself.
 /// </summary>
 /// <param name="gameTime">Provides a snapshot of timing values.</param>
 protected override void Draw(GameTime gameTime)
 {
     GraphicsDevice.Clear(Color.White);
     spriteBatch.Begin();
     _Map.draw(ref spriteBatch); //Grid should not be drawn inside of SpriteBatch.begin
     DebugLayer.draw(ref spriteBatch);
     _Bot.draw(ref spriteBatch);
     spriteBatch.End();
     base.Draw(gameTime);
 }
Exemple #4
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        private void DrawDebugScreen()
        {
            if (!DebugScreenVisible)
            {
                return;
            }

            debugCanvas.Begin(ref canvasTransform, Game.Screen);
            PaintDebugScreen(debugCanvas);
            debugCanvas.End();

            DebugLayer.Draw(Camera);
        }
            protected override void Load()
            {
                _testScene   = new TestScene(this);
                CurrentScene = _testScene;

                DebugLayer.Init(this);

                Input.OnKeyDown += delegate(Key key)
                {
                    if (key == Key.F1)
                    {
                        DebugLayer.Active = !DebugLayer.Active;
                    }
                };
            }
Exemple #6
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        /// <summary>
        /// Log the current instance
        /// </summary>
        /// <param name="message"></param>
        /// <param name="layer"></param>
        public static void Log(string message, DebugLayer layer = DebugLayer.Game, DebugLevel level = DebugLevel.Information)
        {
            if (!debug)
            {
                return;
            }

            if (disabledDebugLayers[(int)layer])
            {
                return;
            }

            string print = string.Format("{0} {1} Time: {2}", layer, message, DateTime.Now.TimeOfDay);

            Console.ForegroundColor = (ConsoleColor)level;
            Console.WriteLine(print);
        }
Exemple #7
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        public void CalPrediction()
        {
            var    FileName    = "cal_deep_test.tsv";
            var    ini         = new IniReader(@"cal.model.ini", 4096, 102);
            double weightscale = 1e+6;

            var readerLayer = new LLSingleLineReader()
            {
                FileName            = FileName,
                SparseFormat        = true,
                NormalizationFactor = 1.0,
                Scale = 1E+10,
            };
            var debugLayer = new DebugLayer()
            {
                Source = readerLayer
            };
            var encryptLayer = new EncryptLayer()
            {
                Source = debugLayer
            };
            var denseLayer = new LLDenseLayer()
            {
                Source       = encryptLayer,
                Weights      = ini.Weights,
                Bias         = ini.Bias,
                WeightsScale = weightscale,
                InputFormat  = EVectorFormat.dense
            };

            var network = denseLayer;

            network.PrepareNetwork();
            var pred = network.GetNext().GetColumn(0).Decrypt(null);

            Assert.AreEqual(102, pred.Count);
            for (int i = 0; i < 10; i++)
            {
                Assert.AreEqual(debugLayer.scores[i], pred[i], 1e-3);
            }
        }
Exemple #8
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        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            // TODO: use this.Content to load your game content here
            _Bot.LoadContent(this.Content);
            _Map.LoadContent(this.Content);
            DebugLayer.LoadContent(this.Content);
            DebugLayer.setDebugColors(Color.Yellow, Color.Blue, Color.Red);


            //Test debugLayeMap

            /*        communication.DebugGridPoint[] points = new communication.DebugGridPoint[100*100];
             *      Random random = new Random();
             *      for(int x = 0; x < 100; x++)
             *      {
             *          for(int y = 0; y < 100; y++)
             *          {
             *              int i = random.Next(0,3);
             *              switch (i)
             *              {
             *                  case 0:
             *                      points[y * 100 + x] = new communication.DebugGridPoint(x * 10 + 500, y * 10 + 500, communication.DebugGridPointStatus.Wall);
             *                      break;
             *                  case 1:
             *                      points[y * 100 + x] = new communication.DebugGridPoint(x * 10 + 500, y * 10 + 500, communication.DebugGridPointStatus.Valid);
             *                      break;
             *                  case 2:
             *                      points[y * 100 + x] = new communication.DebugGridPoint(x * 10 + 500, y * 10 + 500, communication.DebugGridPointStatus.Invalid);
             *                      break;
             *              }
             *
             *          }
             *      }
             *      DebugLayer.setDebugMap(points, 50); */
        }
Exemple #9
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        private void InitDebugScreen()
        {
            debugCanvas = new Canvas();

            DebugLayer = Layer.CreateStaticLayer();
            DebugLayer.Objects.ItemAdded   += OnObjectAdded;
            DebugLayer.Objects.ItemRemoved += OnObjectRemoved;

            FPSWindow         = new Jypeli.Window();
            FPSWindow.IsModal = false;
            FPSWindow.Color   = new Color(Color.HotPink, 100);
            DebugLayer.Add(FPSWindow);

            FPSDisplay       = new Label("00");
            FPSDisplay.Color = Color.HotPink;
            FPSWindow.Size   = 1.5 * FPSDisplay.Size;
            FPSWindow.Add(FPSDisplay);

            FPSWindow.Right = Screen.Right - Screen.Width / 16;
            FPSWindow.Top   = Screen.Top;

            LayerWindow         = new Jypeli.Window();
            LayerWindow.IsModal = false;
            LayerWindow.Color   = new Color(Color.Blue, 100);
            DebugLayer.Add(LayerWindow);

            LayerDisplay           = new Label("Layers: no data");
            LayerDisplay.TextColor = Color.White;
            LayerWindow.Add(LayerDisplay);
            LayerWindow.Size = LayerDisplay.Size;
            LayerWindow.Left = Screen.Left;
            LayerWindow.Top  = Screen.Top - 200;

            DebugKeyEnabled    = true;
            DebugScreenVisible = false;
        }
Exemple #10
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 public static void Draw(this SpriteBatch spriteBatch, GameTime time, DebugLayer grid, Vector2 parralax)
 {
     grid.Draw(time, spriteBatch, parralax);
 }
Exemple #11
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 public static void Draw(this SpriteBatch spriteBatch, GameTime time, DebugLayer grid)
 {
     grid.Draw(time, spriteBatch, Vector2.One);
 }
 public void ThreadPoolCallback(Object threadContext)
 {
     DebugLayer.setDebugMap(_Map, _GridWidth);
     _CallBack.ice_response();
 }
Exemple #13
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 public static void Draw(this SpriteBatch spriteBatch, DebugLayer grid)
 {
     grid.Draw(spriteBatch, Vector2.One);
 }
Exemple #14
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 protected override void Draw()
 {
     DebugLayer.Draw(SpriteBatch);
 }
Exemple #15
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 protected override void Update(float deltaTime)
 {
     _deltaTime = deltaTime;
     DebugLayer.Update(deltaTime);
 }
Exemple #16
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        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>



        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
            {
                this.Exit();
            }


            //Sensor s = new Sensor();
            //s.checkLeftSensor(ref map, Vector2.Zero,(float) Math.PI / 2.0f);
            //this.Exit();
            previousKState = currentKState;
            currentKState  = Keyboard.GetState();
            previousMState = currentMState;
            currentMState  = Mouse.GetState();

            _debugIndex = DebugLayer.addString("Mouse X: " + currentMState.X + " Y: " + currentMState.Y, _debugIndex);

            handyDummy.updateInput(currentKState, previousKState);
            handyDummy.update(_DataHandler);

            if (currentKState.IsKeyDown(Keys.LeftControl) && currentKState.IsKeyDown(Keys.D) && previousKState.IsKeyUp(Keys.D))
            {
                DebugLayer.DebugActivated = !DebugLayer.DebugActivated;
            }

            if (currentKState.IsKeyDown(Keys.LeftControl) && currentKState.IsKeyDown(Keys.G) && previousKState.IsKeyUp(Keys.G))
            {
                _Map.drawGrid = !_Map.drawGrid;
            }

            if (currentKState.IsKeyDown(Keys.LeftControl) && currentKState.IsKeyDown(Keys.W) && previousKState.IsKeyUp(Keys.W))
            {
                _Map.drawMap = !_Map.drawMap;
            }

            if (currentKState.IsKeyDown(Keys.LeftControl) && currentKState.IsKeyDown(Keys.B) && previousKState.IsKeyUp(Keys.B))
            {
                _Bot.DrawBot = !_Bot.DrawBot;
            }

            if (currentKState.IsKeyDown(Keys.LeftControl) && currentKState.IsKeyDown(Keys.M) && previousKState.IsKeyUp(Keys.M))
            {
                _Map.editMode = !_Map.editMode;
                if (!_Map.editMode)
                {
                    Map.SerializeToXML(ref _Map, Content.RootDirectory);
                }
            }

            if (_Map.editMode)
            {
                if (currentMState.LeftButton == ButtonState.Pressed && previousMState.LeftButton == ButtonState.Released)
                {
                    _Map.click(currentMState.X, currentMState.Y);
                }
            }


            // TODO: Add your update logic here
            _Bot.update(gameTime);

            _DataHandler.update(gameTime);

            base.Update(gameTime);
        }
Exemple #17
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 /// <summary>
 /// Sets whether the current layer should be disabled or enabled for debugging
 /// </summary>
 /// <param name="layer"></param>
 /// <param name="activation"></param>
 public static void SetLayer(DebugLayer layer, bool activation)
 {
     disabledDebugLayers[(int)layer] = activation;
 }