Esempio n. 1
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    void UpdateTimer()
    {
        ArtGallery       ag  = ArtGallery.GetArtGallery();
        CountdownTextBox ctb = countdownObject.GetComponent <CountdownTextBox>();


        float  timer       = Mathf.Abs(ag.gameTimer);
        int    timerMin    = (int)timer / 60;
        int    timerSec    = (int)timer % 60;
        string timerOutMin = timerMin.ToString() + ":";
        string timerOutSec = "";

        if (timer > 60)
        {
            ctb.SetCounterTextColor(Color.white);
        }
        else
        {
            ctb.SetCounterTextColor(Color.red);
        }


        if (timerSec < 10)
        {
            timerOutSec = "0" + timerSec.ToString();
        }
        else
        {
            timerOutSec = timerSec.ToString();
        }

        string timeOutFinal = timerOutMin + timerOutSec;

        ctb.SetCounterText(timeOutFinal);
    }
Esempio n. 2
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    // Use this for initialization
    void Start()
    {
        ArtGallery ag = FindObjectOfType <ArtGallery>();

        testerID = ag.testerID;
        testerIDObject.GetComponent <TesterIDTextBox>().SetTesterID(testerID.ToString());
    }
Esempio n. 3
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    private void RedrawSculpture()
    {
        needsRedraw = false;


        for (int x = 0; x < SCULP_X; x++)
        {
            for (int z = 0; z < SCULP_Z; z++)
            {
                for (int y = 0; y < SCULP_Y; y++)
                {
                    GameObject voxelProp = vox[x, z, y];
                    Renderer   rend      = voxelProp.gameObject.GetComponent <Renderer>();

                    if (voxArray[x, z, y] == new Color(0f, 0f, 0f, 0f))
                    {
                        rend.enabled = false;
                    }
                    else
                    {
                        rend.material.color = voxArray[x, z, y];
                        rend.enabled        = true;
                    }
                }
            }
        }


        ArtGallery ag = ArtGallery.GetArtGallery();

        //FIXME PROTOTYPE disabling to build new method
        ag.SaveVox(voxArray);
    }
Esempio n. 4
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    private int MUTATION_CYCLES = 12; // maximum mutations per evolution

    public RoomConfiguration(RoomConfiguration parentRoom, int returnPortalID, int championPortalID, Artwork[] artworksPassed, Sculpture[] sculptures)
    {
        ArtGallery ag       = ArtGallery.GetArtGallery();
        Artwork    champion = artworksPassed[championPortalID];

        if (ArtGallery.DEBUG_LEVEL < ArtGallery.DEBUG.NONE)
        {
            Debug.Log("Creating a new room with " + artworksPassed.Length + " artworks");
        }
        this.parentRoom = parentRoom;

        rooms = new RoomConfiguration[artworksPassed.Length];
        if (ArtGallery.DEBUG_LEVEL < ArtGallery.DEBUG.NONE)
        {
            Debug.Log("Clearing artworks and sculptures...");
        }
        artworks        = new Artwork[artworksPassed.Length];
        this.sculptures = sculptures;
        if (ArtGallery.DEBUG_LEVEL < ArtGallery.DEBUG.NONE)
        {
            Debug.Log("Created new artworks: " + artworksPassed.Length);
        }
        rooms[returnPortalID] = parentRoom;

        // clone champion to each artwork and mutate
        for (int i = 0; i < artworksPassed.Length; i++)
        {
            TWEANNGenotype geno = new TWEANNGenotype(champion.GetGenotype().Copy());
            // champion art
            if (i == championPortalID)
            {
                //do little
                geno.Mutate();
            }
            // return art
            else if (i == returnPortalID)
            {
                // do nothing - save some cpu
            }
            else
            {
                // all other art
                TWEANNCrossover cross = new TWEANNCrossover(false)
                {
                    Sucessful = false
                }; //HACK PROTOTYPE hardcoded value
                   //TWEANNGenotype crossedGeno = cross.Crossover(new TWEANNGenotype(geno.Copy()), new TWEANNGenotype(champion.GetGenotype().Copy()));
                   //geno = crossedGeno;

                for (int m = 0; m < Random.Range(2, ag.artworkMutationChances); m++)
                {
                    geno.Mutate();
                }
            }
            artworks[i] = new Artwork(geno);
        }

        MutateSculptures();
    }
Esempio n. 5
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    /// <summary>
    /// Tells this portal that the player has chosen it
    /// </summary>
    /// <param name="player">Player that selected the portal</param>
    public void ActivatePortal(Player player)
    {
        ArtGallery pc = FindObjectOfType <ArtGallery>();

        //pc.DoTeleport(player, portalID);
        // pc.DoColorChange();

        //Teleport(player);
    }
Esempio n. 6
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    // Use this for initialization
    void Start()
    {
        camera = FindObjectOfType <Camera>();
        ag     = FindObjectOfType <ArtGallery>();
        slots  = new List <FunctionSlot>();

        hud = HUD.GetComponent <HUD>();
        hud.AddSlots(tray, numberOfFunctionSlots);
        ActiveSlot = 0;
        hud.SelectSlot(tray, ActiveSlot);
        functions = new IFunctionItem[numberOfFunctionSlots];

        ag.player.functions = this;

        /*** TESTING SECTION
         * Adding functions to the hud ***/
        SavedFunction testFunction0 = new SavedFunction
        {
            fTYPE = FTYPE.ID,
        };

        testFunction0.GenerateThumbnail();
        AddFunction(testFunction0);
        //CycleActiveSlot(1);
        //SavedFunction testFunction1 = new SavedFunction
        //{
        //    fTYPE = FTYPE.GAUSS,
        //};
        //testFunction1.GenerateThumbnail();
        //AddFunction(testFunction1);
        //CycleActiveSlot(1);
        //SavedFunction testFunction2 = new SavedFunction
        //{
        //    fTYPE = FTYPE.SINE,
        //};
        //testFunction2.GenerateThumbnail();
        //AddFunction(testFunction2);
        //CycleActiveSlot(1);
        //SavedFunction testFunction3 = new SavedFunction
        //{
        //    fTYPE = FTYPE.SAWTOOTH,
        //};
        //testFunction3.GenerateThumbnail();
        //AddFunction(testFunction3);
        //CycleActiveSlot(1);
        //SavedFunction testFunction4 = new SavedFunction
        //{
        //    fTYPE = FTYPE.SQUAREWAVE,
        //};
        //testFunction4.GenerateThumbnail();
        //AddFunction(testFunction4);
        //CycleActiveSlot(1);
    }
Esempio n. 7
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 /// <summary>
 /// Create a new artwork in a room with a given genotype
 /// </summary>
 /// <param name="geno">Genotype for this artwrok to use</param>
 public Artwork(TWEANNGenotype geno)
 {
     ag             = ArtGallery.GetArtGallery();
     needsRedraw    = false;
     processingCPPN = false;
     this.geno      = geno;
     cppnProcess    = new Thread(new ThreadStart(GenerateImageFromCPPN));
     img            = new Texture2D(width, height, TextureFormat.ARGB32, false);
     pixels         = new Color[width * height];
     //GenerateImageFromCPPN();  // non threaded version of generation
     cppnProcess.Start();
 }
Esempio n. 8
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    private void Start()
    {
        camera = FindObjectOfType <Camera>();
        ag     = FindObjectOfType <ArtGallery>();
        slots  = new List <InventorySlot>();
        items  = new IInventoryItem[numberOfInventorySlots]; // item storage - contains geno and other data we want to save as well as the thumbnail

        hud = HUD.GetComponent <HUD>();
        hud.AddSlots(tray, numberOfInventorySlots);
        ActiveSlot = 0;
        hud.SelectSlot(tray, ActiveSlot);

        ag.player.inventory = this;
    }
Esempio n. 9
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    public void MutateSculptures()
    {
        ArtGallery ag = ArtGallery.GetArtGallery();

        //Sort Sculptures
        Sculpture[]    toMutate          = new Sculpture[sculptures.Length];
        TWEANNGenotype sculptureChampion = null;

        for (int s = 0; s < sculptures.Length; s++)
        {
            if (sculptures[s].GetSelected())
            {
                sculptureChampion = new TWEANNGenotype(sculptures[s].GetGenotype().Copy());
                sculptures[s].SetSelected(false);
                toMutate[s] = sculptures[s];
            }
            else
            {
                toMutate[s] = sculptures[s];
            }
        }

        //Select sculpture champion and crossover / mutate
        if (sculptureChampion != null)
        {
            for (int m = 0; m < sculptures.Length; m++)
            {
                Sculpture ms = toMutate[m];
                if (ms != null)
                {
                    TWEANNGenotype  crossedGeno = new TWEANNGenotype(sculptureChampion.Copy());
                    TWEANNCrossover cross       = new TWEANNCrossover(false)
                    {
                        Sucessful = false
                    }; // HACK PROTOTYPE hardcoded value
                       //TWEANNGenotype crossedmgeno = cross.Crossover(new TWEANNGenotype(sculptureChampion.Copy()), new TWEANNGenotype(ms.GetGenotype().Copy()));
                       //crossedGeno = crossedmgeno;

                    for (int mr = 0; mr < Random.Range(2, ag.sculptureMutationChances); mr++) //HACK PROTOTYPE hardcoded value for mutation rate
                    {
                        crossedGeno.Mutate();
                    }

                    ms.NewSculpture(new TWEANNGenotype(crossedGeno));
                }
            }
        }
    }
Esempio n. 10
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    // Use this for initialization
    void Start()
    {
        artgallery = this;


        //FIXME PROTOTYPE set a random seed value here instead and save that value for a play session
        seed = testerID; //testerID
        //seed = UnityEngine.Random.Range(0, 9999999);
        UnityEngine.Random.InitState(seed);


        //RunExternalScript("test.bat", "");

        // Build the game room
        GameObject roomProp = Instantiate(roomObject) as GameObject;

        gameRoom = roomProp.GetComponent <Room>();
        gameRoom.SetArtGallery(this);

        // starting functions
        availableFunctions = new List <FTYPE> {
            FTYPE.ID, FTYPE.TANH, FTYPE.SQUAREWAVE, FTYPE.GAUSS, FTYPE.SINE, FTYPE.SAWTOOTH, FTYPE.ABSVAL
        };
        if (activeFunctions == null)
        {
            activeFunctions = new List <FTYPE>();
            ActivateFunction(FTYPE.ID);
        }


        //activate functions
        // Testing: activating all functions
        //ActivationFunctions.ActivateAllFunctions();
        ActivationFunctions.ActivateFunction(activeFunctions);

        // build the lobby
        lobby = new RoomConfiguration(STARTING_NUM_ARTWORKS);
        room  = lobby;
        gameRoom.InitializeRoom(GetImagesFromArtworks(room.GetArtworks()));

        List <Artwork> artToSave = new List <Artwork>();


        lobby.SetSculptures(gameRoom.GetSculptures());
    }
Esempio n. 11
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    float interactionDistance = 30f; // maximum distance to check for raycast collision



    public void Start()
    {
        camera    = FindObjectOfType <Camera>();
        ag        = FindObjectOfType <ArtGallery>();
        ag.player = this;

        //FPC = gameObject;
        isInverted = ag.invertY;
        float yAxis = FPC.GetComponent <UnityStandardAssets.Characters.FirstPerson.FirstPersonController>().m_MouseLook.YSensitivity;

        if (!isInverted && Mathf.Sign(yAxis) < 0)
        {
            yAxis = yAxis * -1;
            FPC.GetComponent <UnityStandardAssets.Characters.FirstPerson.FirstPersonController>().m_MouseLook.YSensitivity = yAxis;
        }
        else if (isInverted && Mathf.Sign(yAxis) > 0)
        {
            yAxis = yAxis * -1;
            FPC.GetComponent <UnityStandardAssets.Characters.FirstPerson.FirstPersonController>().m_MouseLook.YSensitivity = yAxis;
        }
    }
        public ActionResult Upload(HttpPostedFileBase imgfile, ArtGallery pics)
        {
            /*
             *          string filename = Path.GetFileName(file.FileName);
             *          string _filename = DateTime.Now.ToString("yymmssff") + filename;
             *
             *          string path = Path.Combine(Server.MapPath("~/Content/Data"), _filename);
             *
             *          pics.ArtPic = "~/Content/Data" + _filename;
             *
             *          db.ArtGalleries.Add(pics);
             *
             *          if (db.SaveChanges()>0)
             *          {
             *              file.SaveAs(path);
             *              ViewBag.msg = "Picture Added to GAllery";
             *              ModelState.Clear();
             *          }
             */


            string path = Uploadimage(imgfile);



            if (path.Equals("-1"))
            {
                ViewBag.error = "image could not be uploaded";
            }
            else
            {
                ArtGallery gal = new ArtGallery();
                gal.ArtTitle       = pics.ArtTitle;
                gal.ArtDescription = pics.ArtDescription;
                gal.ArtPrice       = pics.ArtPrice;
                gal.ArtCategory    = pics.ArtCategory;
                gal.ArtPic         = path;                                          //ssasa
                gal.IsSold         = false;
                gal.approvalDate   = pics.approvalDate;                             //DateTime.Now;
                gal.artistId_FK    = Convert.ToInt32(Session["UserId"].ToString()); //sessionid

                db.ArtGalleries.Add(gal);
                db.SaveChanges();

                ViewBag.msg = "Pic Uploaded Sucessfully";


                Response.Redirect("Index");
            }

            /*if (ModelState.IsValid)
             * {
             *  db.ArtGalleries.Add(pics);
             *  if (db.SaveChanges() > 0)
             *  {
             *      TempData["msg"] = "Pic Uploaded";
             *      return RedirectToAction("Index");
             *  }
             *  else
             *  {
             *      return View();
             *  }
             * }*/
            return(RedirectToAction("Upload"));
        }
 public GalleryDataService(ArtGallery g)
 {
     gallery = g;
 }
Esempio n. 14
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    public static void Save(ArtGallery artGallery)
    {
        /* roomconfig
         * artwork[] artworks
         *   - tweanngenotype geno
         *     - list<nodes> nodes
         *       - long innovation
         *       - FTYPE fTYPE
         *       - NTYPE nTYPE
         *       - float bias
         *     - list<links> links
         *       - long innovation
         *       - long sourceInnovation
         *       - long targetInnovation
         *       - float weight
         *       - bool active (not in use)
         *     - long id
         *     - int numberInputs
         *     - int numberOutputs
         *     - int archetypeIndex
         * sculpture[] sculptures
         *   - tweanngenotype geno
         *     - list<nodes> nodes
         *       - long innovation
         *       - FTYPE fTYPE
         *       - NTYPE nTYPE
         *       - float bias
         *     - list<links> links
         *       - long innovation
         *       - long sourceInnovation
         *       - long targetInnovation
         *       - float weight
         *       - bool active (not in use)
         *     - long id
         *     - int numberInputs
         *     - int numberOutputs
         *     - int archetypeIndex
         *     - bool transparency
         * Roomconfiguration ParentRoom
         * RoomConfiguration[] linkedRooms
         */


        //FIXME This needs to be recursive! This will take a bit of planning.


        // Get the lobby
        RoomConfiguration lobby = artGallery.GetLobby();
        // Build a new save for the room config
        SaveGameRoomConfiguration newRoom = new SaveGameRoomConfiguration
        {
            ParentRoom  = null,
            LinkedRooms = new SaveGameRoomConfiguration[lobby.rooms.Length],
            Artworks    = new SaveGameArtwork[lobby.artworks.Length],
            //Sculptures = new SaveGameSculpture[lobby.sculptures.Length],
        };

        // Add the rooom
        roomTree.Add(newRoom);

        //Now get each linked room to the lobby (traverse the tree)
        SaveGameRoomConfiguration[] tempLinkedRooms = new SaveGameRoomConfiguration[lobby.rooms.Length];
        for (int i = 0; i < tempLinkedRooms.Length; i++)
        {
            tempLinkedRooms[i] = new SaveGameRoomConfiguration
            {
                ParentRoom = newRoom
            };
        }
        // Get a reference to the index given to the new room
        int newRoomIndex = roomTree.IndexOf(newRoom);
    }
Esempio n. 15
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 /* Public methods */
 public void SetArtGallery(ArtGallery artGallery)
 {
     this.ag = artGallery;
 }