Esempio n. 1
0
        public void TryParse_should_not_move_offset_on_invalid_input()
        {
            var offset = 1;

            LevelFragment.TryParse(" %d", ref offset);

            offset.Should().Be(1);
        }
Esempio n. 2
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        public void TryParse_should_move_offset_accordingly()
        {
            var offset = 1;

            LevelFragment.TryParse(" %l", ref offset);

            offset.Should().Be(3);
        }
Esempio n. 3
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    private GameObject GenerateLevel(int level)
    {
        var newLevel = new GameObject("Level " + level);

        var t0 = DateTime.Now.Ticks / TimeSpan.TicksPerMillisecond;

        var   reload = true;
        var   frags  = new LevelFragment[0];
        float h;
        var   nFrag = 0;
        float diff;
        float areaWidth;
        var   maxDiff = GetMaxLevelDifficulty(level);
        var   minDiff = GetMinLevelDifficulty(level);
        var   nreload = 0;
        var   nretry  = 0;

        while (true)
        {
            nretry++;
            if (reload)
            {
                nreload++;
                foreach (var f in frags)
                {
                    Destroy(f.gameObject);
                }

                nFrag = 1 + Utils.RandomChances(Constants.FragmentNumberChances);
                frags = new LevelFragment[nFrag];
            }

            var area = new List <Tuple <float, float> >();
            h = 0f;

            for (var i = 0; i < nFrag; i++)
            {
                if (reload)
                {
                    var n = Utils.RandInt(LevelFragments.Length);
                    frags[i] = Instantiate(LevelFragments[n], newLevel.transform);
                    frags[i].gameObject.SetActive(false);
                }

                h   += frags[i].Height;
                area = Utils.AreaOr(area, frags[i].Area);
            }

            reload = true;

            if (nFrag > 1)
            {
                h += (nFrag - 1) * Constants.LevelFragmentMaxMargin;
            }

            if (h > Constants.LevelMaxY - Constants.LevelMinY)
            {
                continue;
            }

            area      = Utils.AreaNot(-Constants.LevelMaxX, Constants.LevelMaxX, area);
            areaWidth = Utils.AreaWidth(area);

            if (areaWidth < Constants.MinPathWidth)
            {
                continue;
            }

            if (Utils.AreaDistance(Ball.transform.position.x, area) > Constants.MaxAreaDistBall)
            {
                continue;
            }

            diff = GetDifficulty(frags, areaWidth);

            if (diff > maxDiff)
            {
                continue;
            }

            reload = false;

            if (diff >= minDiff)
            {
                break;
            }

            if (IncreaseDifficulty(frags))
            {
                continue;
            }

            reload = true;
        }

        var endH   = Constants.LevelMaxY - h;
        var startH = Constants.LevelMinY;

        foreach (var f in frags)
        {
            var fh = f.Height;

            endH += fh;

            var py = Random.Range(startH + fh / 2f, endH - fh / 2f);

            var frag = f.gameObject;
            frag.transform.position = new Vector3(0, py, 0);
            frag.SetActive(true);

            startH = py + fh / 2 + Random.Range(Constants.LevelFragmentMinMargin,
                                                Constants.LevelFragmentMaxMargin);
            endH += Constants.LevelFragmentMaxMargin;
        }

        var t1 = DateTime.Now.Ticks / TimeSpan.TicksPerMillisecond;

        var debugLog = "";

        debugLog += String.Format("Finished generating level {0:d} ({1:f}<diff:{2:f}<{3:f}) in {4:d} ms ({5:d} retry with {6:d} reload)\n", level,
                                  minDiff, diff, maxDiff, t1 - t0, nretry, nreload);
        debugLog += "|Area width:" + areaWidth + "\n";

        for (var k = 0; k < frags.Length; k++)
        {
            var frag  = frags[k];
            var fdiff = Constants.WallDifficulties[frag.WallType] *
                        (frag.MovementSpeed + 1) * Constants.MovSpeedDifficulty +
                        (frag.RotationSpeed + 1) * Constants.RotSpeedDifficulty;
            debugLog += "|Fragment " + k + " (diff:" + fdiff + ")\n";
            debugLog += "||Type:" + frag.WallType + " => " + Constants.WallDifficulties[frag.WallType] + "\n";
            debugLog += "||Movement:" + frag.MovementSpeed + " => " +
                        (frag.MovementSpeed + 1) * Constants.MovSpeedDifficulty + "\n";
            debugLog += "||Rotation:" + frag.RotationSpeed + " => " +
                        (frag.RotationSpeed + 1) * Constants.RotSpeedDifficulty + "\n";
        }

        Debug.Log(debugLog);

        return(newLevel);
    }
Esempio n. 4
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        public void TryParse_should_be_case_insensitive()
        {
            var offset = 1;

            LevelFragment.TryParse(" %L", ref offset).Should().NotBeNull();
        }
Esempio n. 5
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        public void TryParse_should_return_null_on_invalid_input(string input)
        {
            var offset = 1;

            LevelFragment.TryParse(input, ref offset).Should().BeNull();
        }
Esempio n. 6
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        public void TryParse_should_parse_fragment()
        {
            var offset = 1;

            LevelFragment.TryParse(" %l", ref offset).Should().Be(new LevelFragment());
        }