Exemple #1
0
        /// <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);

            //Load the player resources
            Vector2 playerPosition = new Vector2(400, 450);

            //Load the wall resources
            Vector2 wallPosition = new Vector2(190.0f, 240.0f);

            scale = new Vector2(1, 1);

            //Load the feeler resources
            Vector2 feelerPosition = new Vector2(playerPosition.X - 55, playerPosition.Y - 50);


            wall.Initialize(Content.Load <Texture2D>("bigwall"), wallPosition);
            feeler.Initialize(Content.Load <Texture2D>("3feelers"), feelerPosition);


            // radar.Initialize(Content.Load<Texture2D>("Radar"), playerPosition);

            //NEW:
            foodManager = new FoodManager(Content.Load <Texture2D>("food"));
            wallManager = new WallManager();
            wallManager.addWall(wall);

            foodLocation = new Vector2(300, 100);

            foodManager.addFood(foodLocation.X, foodLocation.Y);

            //Load the text
            font = Content.Load <SpriteFont>("myFont");

            inputs = new double[6];
            output = new double[2];

            network = new NetworkManager();

            for (int i = 0; i < 20; i++)
            {
                network.addNetwork(6, this.r);
                player.addPlayer();
            }

            player.Initialize(Content.Load <Texture2D>("theplayer"), playerPosition);

            // TODO: use this.Content to load your game content here
        }
Exemple #2
0
        public void determineActivations(List <Food> enemy, Player player, float playerAngle, FoodManager foodManager)
        {
            float distance2;
            float sinx;
            float cosy;

            cbottomrightlevel = 0;
            ctopleftlevel     = 0;
            ctoprightlevel    = 0;
            cbottomleftlevel  = 0;
            bottomrightlevel  = 0;
            topleftlevel      = 0;
            toprightlevel     = 0;
            bottomleftlevel   = 0;

            if (enemy.Count < 1)
            {
                return;
            }

            playerslope = (float)Math.Tan((double)playerAngle);

            for (int i = 0; i < enemy.Count; i++)
            {
                Food current = enemy.ElementAt(i);

                if (current.relativeAngle >= 0 && current.relativeAngle < 90)
                {
                    ctopleftlevel++;
                }
                else if (current.relativeAngle >= 90 && current.relativeAngle < 180)
                {
                    cbottomleftlevel++;
                }
                else if (current.relativeAngle >= 180 && current.relativeAngle < 270)
                {
                    cbottomrightlevel++;
                }
                else
                {
                    ctoprightlevel++;
                }
            }

            if (ctoprightlevel != toprightlevel)
            {
                toprightlevel = ctoprightlevel;
            }
            if (cbottomrightlevel != bottomrightlevel)
            {
                bottomrightlevel = cbottomrightlevel;
            }
            if (ctopleftlevel != topleftlevel)
            {
                topleftlevel = ctopleftlevel;
            }
            if (cbottomleftlevel != bottomleftlevel)
            {
                bottomleftlevel = cbottomleftlevel;
            }
        }