public void Update() { this.x -= speedX; this.y += speedY; if(frameCount%shotrate == 0) { _shot = new Shot(this); _shot.x = this.x; _shot.y = this.y; _shots.Add(_shot); Futile.stage.AddChild(_shot); } for(int b = _shots.Count - 1; b>=0; b--) { _shots[b].Update (); Shot shotted = _shots[b]; if(shotted.x < -Futile.screen.halfWidth) { shotted.RemoveFromContainer(); _shots.Remove(shotted); Debug.Log ("NO BAD BANANA"); } } frameCount += 1; //Debug.Log (speedX); }
void Awake() { cameraScript = GetComponent<MouseLook>(); cameraScript2 = camera.GetComponent<MouseLook>(); controllerScript = GetComponent<CharacterMotor>(); shotScript = GetComponent<Shot>(); if (photonView.isMine) { this.camera.camera.enabled=true; cameraScript.enabled = true; cameraScript2.enabled = true; controllerScript.canControl = true; shotScript.enabled=true; } else { this.camera.camera.enabled=false; cameraScript.enabled = false; cameraScript2.enabled = false; controllerScript.canControl = false; shotScript.enabled=false; } gameObject.name = gameObject.name + photonView.viewID.ID; }
public void Fire(Vector3Df position, Vector3Df direction, uint time) { Shot s = new Shot(); s.direction = direction; Vector3Df e = position + s.direction * worldInfinity; Line3Df l = new Line3Df(position, e); Vector3Df cv; Triangle3Df ct; SceneNode cn; if (sceneManager.SceneCollisionManager.GetCollisionPoint(l, worldTriangles, out cv, out ct, out cn)) e = cv; s.deathTime = time + (uint)((e - position).Length / shotSpeed); s.node = sceneManager.AddSphereSceneNode(10); s.node.SetMaterialFlag(MaterialFlag.Lighting, false); sceneManager.MeshManipulator.SetVertexColors(((MeshSceneNode)s.node).Mesh, Color.OpaqueWhite); s.node.AddAnimator(sceneManager.CreateFlyStraightAnimator(position, e, (s.deathTime - time) / 1000.0f)); s.node.AnimatorList[0].Drop(); sceneManager.AddLightSceneNode(s.node); shots.Add(s); }
public AnnotationForm(ShotDetectionModel shotDetectionModel, Shot shot) { InitializeComponent(); this.shotDetectionModel = shotDetectionModel; this.shot = shot; txtAnnotations.Text = String.Join(", ", shot.Annotations); }
public void HandleShoot(FButton button) { _shot = new Shot(); _shot.x = _holder.x + 10; _shot.y = _holder.y; Futile.stage.AddChild(_shot); _shots.Add(_shot); }
public void Accessors() { Shot shot = new Shot(new Vector2(0, 1), 2, 3, 0); Assert.AreEqual(0, shot.Position.X); Assert.AreEqual(1, shot.Position.Y); Assert.AreEqual(2, shot.Angle); Assert.AreEqual(3, shot.Speed); }
public void fire() { resultThisTurn = false; // will be used to store result of this shot, is set to true within shotHit Coordinates coords = pickTarget(); huntingMap.setValue(coords, 0); shotThisTurn = this.player.Shoot(coords.X, coords.Y); }
public void Tick() { double angle = Calc.DegreesToRadians(45); Shot shot = new Shot(new Vector2(0, 1), angle, 1, 0); shot.Tick(1); Vector2 exp = Calc.v(Math.Cos(angle), 1+Math.Sin(angle)); Assert.AreEqual(exp.X, shot.Position.X); Assert.AreEqual(exp.Y, shot.Position.Y); }
protected override float update(Transform currentCamera, Actor[] subjects, Shot shot, float maxExecutionTime) { double maxMilliseconds = maxExecutionTime * 1000; double begin = System.DateTime.Now.TimeOfDay.TotalMilliseconds; //Wiced Improvement setPosition(bestPosition + SubjectsVelocity*Time.deltaTime,currentCamera,shot); bestFitness = shot.GetQuality (subjects,currentCamera.GetComponent<Camera> ()); float lookAtFitness = shot.InFrustum(subjects) * .5f + shot.GetQuality (lookAtInfluencingProperties,subjects) * .5f; bestPosition = currentCamera.transform.position; while (System.DateTime.Now.TimeOfDay.TotalMilliseconds - begin < maxMilliseconds) { Vector3 positionForce = Vector3.zero; foreach (Property p in shot.Properties) { if (p is ProjectionSize) positionForce += ((ProjectionSize)p).PositionForce (subjects, currentCamera); if (p is VantageAngle) positionForce += ((VantageAngle)p).PositionForce (subjects, currentCamera); } foreach (Actor s in subjects) positionForce += PropertiesForces.OcclusionAvoidanceForce(s,currentCamera); foreach (Actor s in subjects) positionForce += PropertiesForces.InFrustumForce(s,currentCamera); if (positionForce.magnitude >1) positionForce.Normalize(); //Wiced Improvement setPosition(bestPosition + positionForce + Random.insideUnitSphere * (1 - Mathf.Pow (bestFitness, 2)) * CombinedSubjectsScale(subjects),currentCamera,shot); //Previous: setPosition(bestPosition + positionForce,currentCamera,shot); //Wiced Improvement Vector3 tmpLookAt = SubjectsCenter (subjects) + Random.insideUnitSphere * (1 - Mathf.Pow (lookAtFitness, 4)) * CombinedSubjectsScale(subjects); //Previous: Vector3 tmpLookAt = SubjectsCenter (subjects) + Random.insideUnitSphere * (1-lookAtFitness); currentCamera.LookAt (tmpLookAt); float tmpFit = shot.GetQuality (subjects,currentCamera.GetComponent<Camera> ()); logTrace (currentCamera.position, currentCamera.forward, tmpFit); if (tmpFit > bestFitness) { bestFitness = tmpFit; bestPosition = currentCamera.position; bestForward = currentCamera.forward; } } currentCamera.position = bestPosition; currentCamera.forward = bestForward; return bestFitness; }
public void GetBox2d() { double speed = 1; // 1 m / ms double deltaMS = 10; double explength = speed * deltaMS; Box2d expected = new Box2d(10 + explength, 20, 0, explength, -0.01, 0.01, 0); Shot shot = new Shot(Calc.v(10, 20), 0, speed, 0); shot.Tick(deltaMS); Box2d result = shot.GetBox2d(); Assert.AreEqual(expected, result); }
/// <summary> /// Sets the position to the camera controlling if the camera is locked /// </summary> /// <param name="position">The position to be set.</param> /// <param name="bestCamera">The camera on which to set the position.</param> /// <param name="shot">The current shot.</param> public static void setPosition(Vector3 position, Transform bestCamera, Shot shot) { if (shot.LockX || float.IsNaN(position.x)) position.x = bestCamera.position.x; if (shot.LockY || float.IsNaN(position.y)) position.y = bestCamera.position.y; if (shot.LockZ || float.IsNaN(position.z)) position.z = bestCamera.position.z; bestCamera.position = position; }
//Take a square from Form, evaluate if square is legal, create shot object, send/receive over network. public bool shoot(Square shotSquare) { if(shotSquare.State.empty) { Shot newShot = new Shot(shotSquare); //sendShot(newShot); //receiveShot(incomingPacket); return true; } else { return false; } }
//trajectory mapping public void PlotTrajectory(Vector3 start, Vector3 velocity, Shot.ShotParams shotParams) { if (Vector3.Distance (velocity, lastVelocity) > redrawThreshhold) { lastVelocity = velocity; trajectory.SetPosition(0, start); trajectory.SetPosition(1, start + (velocity * directionIndecatorLengthMultiplier)); if(velocity.y > 0) { trajectory.SetColors (shotParams.GetColor(), shotParams.GetColor()); } else { hideTrajectory(); } } }
//Wiced Improvement protected override void initBestCamera(Transform bestCamera, Actor[] subjects, Shot shot) { Vector3 rayCastPoint = subjects[0].Position; float radius = Solver.SubjectsRadius (subjects); Vector3 direction = Vector3.one * radius; Vector3 lookAtPoint = Solver.SubjectsCenter (subjects); foreach (Property p in shot.Properties) { if (p.PropertyType == Property.Type.VantageAngle) { VantageAngle va = (VantageAngle)p; subjects[va.MainSubjectIndex].CalculateRelativeCameraAngle(va.DesiredHorizontalAngle,va.DesiredVerticalAngle); direction = subjects[p.MainSubjectIndex].VantageDirection * radius; lookAtPoint = subjects [va.MainSubjectIndex].Position; rayCastPoint = subjects [va.MainSubjectIndex].Position; break; } else if (p.PropertyType == Property.Type.RelativePosition) { RelativePosition rp = (RelativePosition)p; if (rp.DesiredPosition == RelativePosition.Position.InFrontOf) { direction = ((subjects [rp.MainSubjectIndex].Position - subjects [rp.SecondaryActorIndex].Position) + subjects [rp.MainSubjectIndex].Right * subjects [rp.MainSubjectIndex].VolumeOfInterestSize.x); direction *= 1.1f + (subjects [rp.MainSubjectIndex].VolumeOfInterestSize.magnitude / direction.magnitude); lookAtPoint = subjects [rp.SecondaryActorIndex].Position; rayCastPoint = subjects [rp.MainSubjectIndex].Position; break; } } } //I'm not sure if the initial camera position should be calculated or it should be manually set setPosition(lookAtPoint + direction,bestCamera,shot); //bestCamera.position = lookAtPoint + direction; bestCamera.LookAt (lookAtPoint); float rayDistance = (bestCamera.position-rayCastPoint).magnitude; Vector3 rayDirection = (bestCamera.position-rayCastPoint).normalized; RaycastHit hitInfo; Physics.Raycast (rayCastPoint,rayDirection, out hitInfo,rayDistance); bool obstacle = hitInfo.distance < rayDistance; foreach (Actor a in subjects) if (a != null && hitInfo.collider == a.GetComponent<Collider>()) obstacle = false; if (obstacle) Solver.setPosition(bestCamera.position - rayDirection * (rayDistance-hitInfo.distance),bestCamera,shot); }
static public Shot ParseShotXML(PT_XMLHashtable xHT) { Shot sh = new Shot (); sh.position.x = float.Parse(xHT.att("x")); sh.position.y = float.Parse(xHT.att("y")); sh.position.z = float.Parse(xHT.att("z")); sh.rotation.x = float.Parse(xHT.att("qx")); sh.rotation.y = float.Parse(xHT.att("qy")); sh.rotation.z = float.Parse(xHT.att("qz")); sh.rotation.w = float.Parse(xHT.att("qw")); sh.target.x = float.Parse(xHT.att("tx")); sh.target.y = float.Parse(xHT.att("ty")); sh.target.z = float.Parse(xHT.att("tz")); return (sh); }
public void ThrowBird(Bird currentBird, Pig targetPig, Vector2 slingPos) { if(_lastTargetPig) _lastTargetPig.GetComponent<SpriteRenderer>().material.color = Color.white; IsThrowingBird = true; _throwTimer = 0f; _currentBird = currentBird; // Highlight the target if(!GameWorld.Instance._isSimulation) targetPig.GetComponent<SpriteRenderer>().material.color = Color.red; _nextShot = Solve(currentBird, targetPig, slingPos); currentBird.SelectBird(); }
//Take a square from Form, evaluate if square is legal, create shot object, send/receive over network. public bool shoot(Square shotSquare) { // if(shotSquare.State.empty) // ^^ Getting an error // This might work better - Nino if(shotSquare.getSquareState() != State.hit && shotSquare.getSquareState() != State.miss) { Shot newShot = new Shot(shotSquare); //sendShot(newShot); //receiveShot(incomingPacket); return true; } else { return false; } }
public static Shot Create(Shot source, Gun gun) { GameObject go = null; GameObject effect = gun.effect; if (effect == null) effect = source.effectOverride; if (effect != null) go = (GameObject)Instantiate(effect); else go = new GameObject("Shot Delayer"); Shot shot = go.AddComponent<Shot>(); shot.Clone(source); return shot; }
void CreateShot() { if(alcoholSelected == 0) { //BEER shot = new Shot(); shot.Amount.Add(300); shot.Amount.Add(500); shot.Amount.Add(1000); shot.Power = 5; } else if(alcoholSelected == 1 || alcoholSelected == 2) { //wine or champagne shot = new Shot(); shot.Amount.Add(300/2); shot.Amount.Add(500/2); shot.Amount.Add(1000/2); shot.Power = 12; }else { //vodka spirit denaturate shot = new Shot(); shot.Amount.Add(300 / 10); shot.Amount.Add(500 / 10); shot.Amount.Add(1000 / 10); if(alcoholSelected == 3) { shot.Power = 40; } else if(alcoholSelected == 4) { shot.Power = 95; } else { shot.Power = 92; } } }
void Awake() { cameraScript2 = this.GetComponent<MouseLook>(); shotScript = this.GetComponent<Shot>(); if (photonView.isMine) { //MINE: local player, simply enable the local scripts cameraScript2.enabled = true; shotScript.enabled = true; } else { cameraScript2.enabled = false; shotScript.enabled = false; } gameObject.name = gameObject.name + photonView.viewID.ID; }
public static void PrintShotInConsoleInnerPart(Shot shot) { Console.SetCursorPosition(0, StartScreen.consoleWindowHeight - 1); Console.MoveBufferArea(shot.StartX - 2, shot.StartY, shot.Width, shot.Height, shot.StartX - 1, shot.StartY); }
public StatResult <Shot> AddShot(TeamGame game, Shot shot) { throw new NotImplementedException(); }
public BonusPower(Shot main, Shot second, Shot focus) { _mainShotBullet = main; _secondaryShotBullet = second; _focusShotBullet = focus; }
public void Create(int gameId, int playerId, int holeId, int attempts, bool shotMade) { var game = _gameRepository.GetById(gameId); var shots = _shotRepository.GetByGame(gameId); var player = _playerRepository.GetById(playerId); var hole = _holeRepository.GetById(holeId); var allHoles = _holeRepository.All(); var allShotTypes = _shotTypeRepository.All(); int playerCurrentPoints = shots.Where(s => s.Player.Id == player.Id).Sum(s => s.Points); int totalPoints = allHoles.Where(h => h.Id <= hole.Id).Sum(h => h.Par); int totalPointsTaken = shots.Sum(s => s.Points); int pointsAvailable = totalPoints - totalPointsTaken; var currentShot = new Shot { Game = game, Player = player, Hole = hole, Attempts = attempts, ShotMade = shotMade }; // If first shot of the game, logic is easy if (!shots.Any()) { if (currentShot.ShotMade) { currentShot.ShotType = allShotTypes.Single(st => st.Id == ShotTypeMake); currentShot.Points = hole.Par; } else { currentShot.ShotType = allShotTypes.Single(st => st.Id == ShotTypeMiss); } } else { // If not the first shot, stuff starts getting a little complicated // If the shot was made, start the logic, else just put in a missed shot if (currentShot.ShotMade) { // First lets check if it is the first shot of the current hole if (shots.Any(s => s.Hole.Id == currentShot.Hole.Id && s.ShotMade == true)) { // If it's not the first shot, figure out if it is a push var currentLowestShotMade = shots.Where(s => s.Hole.Id == currentShot.Hole.Id && s.ShotMade == true).OrderBy(s => s.Attempts).First(); if (currentLowestShotMade.Attempts == currentShot.Attempts) { // This is a push currentShot.ShotType = allShotTypes.Single(st => st.Id == ShotTypePush); currentShot.Points = pointsAvailable; // Zero out other player's points that this player pushed. Update(currentLowestShotMade.Id, 0, allShotTypes.Single(st => st.Id == ShotTypeMake)); } else { // Then it is a steal (because someone has already made it if we got to this point) // TODO: Need to account for StainlessSteals here // First figure out if the hole had been pushed, because then it will be a "Sugar-Free Steal" if (shots.Any(s => s.Hole.Id == currentShot.Hole.Id && s.ShotType.Id == ShotTypePush)) { // This is a sugar-free steal currentShot.ShotType = allShotTypes.Single(st => st.Id == ShotTypeSugarFreeSteal); currentShot.Points = pointsAvailable; // Reset the person who had a push to just be a "Make" now var playerWithPush = shots.Single(s => s.Hole.Id == currentShot.Hole.Id && s.ShotType.Id == ShotTypePush); Update(playerWithPush.Id, 0, allShotTypes.Single(st => st.Id == ShotTypeMake)); } else { var playerWithPoints = shots.Single(s => s.Hole.Id == currentShot.Hole.Id && s.Points > 0); // This is a regular steal currentShot.ShotType = allShotTypes.Single(st => st.Id == ShotTypeSteal); currentShot.Points = playerWithPoints.Points; // Reset the score to zero for the player who previously had the points Update(playerWithPoints.Id, 0, allShotTypes.Single(st => st.Id == ShotTypeMake)); } } } else { // If it is the first shot on the hole, set type and sum points if (currentShot.ShotMade) { currentShot.ShotType = allShotTypes.Single(st => st.Id == ShotTypeMake); currentShot.Points = pointsAvailable; } else { currentShot.ShotType = allShotTypes.Single(st => st.Id == ShotTypeMiss); } } } else { currentShot.ShotType = allShotTypes.Single(st => st.Id == ShotTypeMiss); } } _shotRepository.Add(currentShot); }
public async void Popular() { PaginatedList <Shot> popular = await Shot.Popular(perPage : 2); Assert.Equal(2, popular.Items.Count); }
public async void Everyone() { PaginatedList <Shot> everyone = await Shot.Everyone(perPage : 2); Assert.Equal(2, everyone.Items.Count); }
protected override void Initialize() { InitializeTransform(); InitializeEffect(); players = new List <Player>(); creatures = new List <Creature>(); shots = new List <Shot>(); EventBasedNetListener listener = new EventBasedNetListener(); client = new NetManager(listener, hostKey); if (Packets.SimulateLatency) { client.SimulateLatency = true; client.SimulationMinLatency = Packets.SimulationMinLatency; client.SimulationMaxLatency = Packets.SimulationMaxLatency; client.SimulatePacketLoss = Packets.SimulatePacketLoss; client.SimulationPacketLossChance = Packets.SimulationPacketLossChance; } client.Start(); client.Connect(host, hostPort); listener.NetworkReceiveEvent += (fromPeer, dataReader) => { byte packetType = dataReader.GetByte(); if (packetType == Packets.WelcomeClient) { this.Id = dataReader.GetInt(); serverStartTick = dataReader.GetLong(); player = new Player(-1); player.X = dataReader.GetInt(); player.Y = dataReader.GetInt(); stopwatch.Restart(); } if (packetType == Packets.Ping) { NetDataWriter writer = new NetDataWriter(); writer.Put(Packets.Pong); writer.Put(dataReader.GetLong()); client.GetFirstPeer().Send(writer, SendOptions.Unreliable); } if (packetType == Packets.Snapshot) { var snapshot = Snapshot.Deserialize(dataReader); //check it's not a duplicate, or stale if (snapshot.Timestamp > latestSnapshotTimestamp) { latestSnapshotTimestamp = snapshot.Timestamp; snapshots.Add(snapshot); //immediately process the ack ProcessClientMovementAck(snapshot.LastAckedClientMove); } } if (packetType == Packets.Shot) { int id = dataReader.GetInt(); var shot = shots.Find(p => p.Id == id); if (shot == null) { Debug.WriteLine("Adding shot {0}", id); shot = new Shot(); shot.Id = id; shots.Add(shot); } shot.SpawnTime = dataReader.GetLong(); shot.X = dataReader.GetInt(); shot.Y = dataReader.GetInt(); shot.Angle = dataReader.GetFloat(); } if (packetType == Packets.Message) { Debug.WriteLine("We got: {0}", dataReader.GetString(100 /* max length of string */), ""); } }; base.Initialize(); }
public void ReturnShot(Shot s) { pool.ReturnObject(s); }
private double Calibration(ArrayList shots, int index) { Shot s = (Shot)shots[0]; return(s.Calibration(index)); }
/// <summary> /// This method is called each time a shot made by your bot misses. This information is useful for /// updating your bots mapping information. /// </summary> /// <param name="shot">The coordinates of the shot that missed.</param> public override void ShotMiss(Shot shot) { base.ShotMiss(shot); }
/// <summary> /// This method is called each time a shot made by your bot scores a hit against an enemy ship. /// This method is useful for updating your bots mapping information. NOTE: the sunk boolean will /// only let your bot know that a ship has been sunk, it does not indicate which ship has been sunk. /// </summary> /// <param name="shot">The coordinates of the shot that hit</param> /// <param name="sunk">Returns true if the shot caused an enemy ship to sink</param> public override void ShotHit(Shot shot, bool sunk) { base.ShotHit(shot, sunk); }
/// <summary> /// This method is called each time an opponent controller fires a shot. You can use this method /// to record the shots your opponent is making against your bot for your own analysis. This information /// is particularly useful for ship placement strategies. /// </summary> /// <param name="shot"></param> public override void OpponentShot(Shot shot) { base.OpponentShot(shot); }
private double ShotBias(double x, Shot s, Vector3 dir) { return(Dist(x, dir.magnitude * shotWeight, dir.magnitude * shotSpread, Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg)); }
public Model SecondaryShotBulletSetter(Shot s) { mySecondaryShot = s; return(this); }
public bool ShotValid(IDNumber shooter, Shot shot) { return shot != null && shot.Coordinates < Match.CompiledConfig.FieldSize && shot.Coordinates >= new Coordinates(0, 0) && shooter != shot.Receiver && !Match.Fields[shooter].Shots.Contains(shot) && !Match.Teams[DeadTeam].Members.Contains(shot.Receiver); }
/// <summary> /// Add a new shot to the <c>ShotManager</c>. /// </summary> /// <param name="shot">Reference to the shot.</param> public void AddShot(Shot shot) { _shots.Add(shot); }
// Use this for initialization void Start() { _Shot = GameObject.Find("ShotObject").GetComponent <Shot>(); }
public void AddShot(Shot shot) { shots.Add(shot); }
public async void Debuts() { PaginatedList <Shot> debuts = await Shot.Debuts(perPage : 2); Assert.Equal(2, debuts.Items.Count); }
// Play a shot public void playShot(Shot shot) { if (m_play != null) { m_play.PlayShot(shot.StartFrame, shot.EndFrame); if (m_State == State.Stopped || m_State == State.Paused) { m_play.Start(); m_State = State.Playing; } } }
/// <summary> /// Passes the <paramref name="register"/> to the base constructor, stores the parameters, and /// generates a <see cref="Event.Message"/>. /// </summary> /// <param name="register">The <see cref="ControllerRegister"/> creating the <see cref="Shot"/></param> /// <param name="opposer">The receiving <see cref="ControllerRegister"/> of the <see cref="Shot"/>.</param> /// <param name="shot">The <see cref="Shot"/> created.</param> public ControllerHitShipEvent(ControllerID sender, Shot shot) : base(sender) { HitShot = shot; }
/// <summary> /// Invoked after a player's shot. /// </summary> /// <param name="ev">The <see cref="ShotEventArgs"/> instance.</param> public static void OnShot(ShotEventArgs ev) => Shot.InvokeSafely(ev);
static void Shoty() { Console.WriteLine("1.Szybki ogier" + "\n2.Dance Machina" + "\n3.To twój koniec" + "\n4.6pktPLZ" + "\n5.Wróć"); switch (Console.ReadLine()) { case "1": //szybki obiekt Console.Clear(); NowyNapoj szybki = new Shot(); szybki = new SzybkiOgier(szybki); if (Gracz.WypPortfel() < szybki.ObliczKoszt()) { Console.Clear(); Console.WriteLine("Masz za mało hajsiku :(, idź do pracy"); Thread.Sleep(2300); Console.Clear(); } else { Console.WriteLine("{0}, płacisz {1} zł, dochodzi do Cb {2} promila.", szybki.Nazwa(), szybki.ObliczKoszt(), szybki.ObliczPromile()); Gracz.ZmianaPortfela(-szybki.ObliczKoszt()); Gracz.ZmianaPromili(szybki.ObliczPromile()); } Console.WriteLine("\n Aby kontynuować wciśnij klawisz"); Console.ReadKey(); WyborNapoju(); break; case "2": //dance obiekt Console.Clear(); NowyNapoj dance = new Shot(); dance = new DanceMachina(dance); if (Gracz.WypPortfel() < dance.ObliczKoszt()) { Console.Clear(); Console.WriteLine("Masz za mało hajsiku :(, idź do pracy"); Thread.Sleep(2300); Console.Clear(); } else { Console.WriteLine("{0}, płacisz {1} zł", dance.Nazwa(), dance.ObliczKoszt()); Gracz.ZmianaPortfela(-dance.ObliczKoszt()); Gracz.ZmianaPromili(dance.ObliczPromile()); } Console.WriteLine("\n Aby kontynuować wciśnij klawisz"); Console.ReadKey(); WyborNapoju(); break; case "3": //koniec obiekt Console.Clear(); NowyNapoj koniec = new Shot(); koniec = new ToTwojKoniec(koniec); if (Gracz.WypPortfel() < koniec.ObliczKoszt()) { Console.Clear(); Console.WriteLine("Masz za mało hajsiku :(, idź do pracy"); Thread.Sleep(2300); Console.Clear(); } else { Console.WriteLine("{0}, płacisz {1} zł", koniec.Nazwa(), koniec.ObliczKoszt()); Gracz.ZmianaPortfela(-koniec.ObliczKoszt()); Gracz.ZmianaPromili(koniec.ObliczPromile()); } Console.WriteLine("\n Aby kontynuować wciśnij klawisz"); Console.ReadKey(); WyborNapoju(); break; case "4": // pkt obiekt Console.Clear(); NowyNapoj pkt = new Shot(); pkt = new Pkt(pkt); if (Gracz.WypPortfel() < pkt.ObliczKoszt()) { Console.Clear(); Console.WriteLine("Masz za mało hajsiku :(, idź do pracy"); Thread.Sleep(2300); Console.Clear(); } else { Console.WriteLine("Kupujesz {0}, płacisz {1} zł", pkt.Nazwa(), pkt.ObliczKoszt()); Gracz.ZmianaPortfela(-pkt.ObliczKoszt()); Gracz.ZmianaPromili(pkt.ObliczPromile()); } Console.WriteLine("\n Aby kontynuować wciśnij klawisz"); Console.ReadKey(); Console.Clear(); Console.WriteLine("Dobrodzeju. Za 6pkt otrzymujesz Bar."); Console.WriteLine("```````````````````````````" + "\n````````¶¶¶¶¶¶````````¶¶¶¶¶¶ ´´ ´" + "\n`````´´¶¶¶¶¶¶¶¶¶`````¶¶¶¶¶¶¶¶¶´´´´" + "\n`````´¶¶¶¶¶¶¶¶¶¶¶¶`¶¶¶¶¶¶¶¶¶¶¶¶´´" + "\n`````¶¶¶¶¶..Serduszko...¶¶¶¶¶¶¶¶´´´" + "\n`````¶¶¶¶...Uśmiechu...¶¶¶¶¶¶¶¶¶ ´´´" + "\n`````¶¶¶¶¶...Radości...¶¶¶¶¶¶¶¶¶´´´" + "\n`````´¶¶¶¶¶...I...¶¶¶¶¶¶¶¶¶¶¶¶¶´´" + "\n`````´´´¶¶¶...Przyjaźni...¶¶¶´´´" + "\n`````´´´´´¶¶¶¶¶¶¶¶¶¶¶¶¶¶¶¶¶´´" + "\n`````´´´´´´´¶¶¶¶¶¶¶¶¶¶¶¶¶´´´" + "\n`````´´´´´´´´´¶¶¶¶¶¶¶¶´´´" + "\n`````´´´´´´´´´´´¶¶¶¶´´´"); //6pkt obiekt //budżet + 20000 Thread.Sleep(2700); WyborNapoju(); break; case "5": WyborNapoju(); break; } }
public void Construct() { Shot shot = new Shot(new Vector2(0, 0), Calc.DegreesToRadians(45), 10, 0); }
void Update() { float h = Input.GetAxis("Horizontal"); // get the horizontal axis of the keyboard float v = Input.GetAxis("Vertical"); // get the vertical axis of the keyboard if (Input.GetKeyDown(KeyCode.F)) { hitting = true; // we are trying to hit the ball and aim where to make it land currentShot = shotManager.topSpin; // set our current shot to top spin } else if (Input.GetKeyUp(KeyCode.F)) { hitting = false; // we let go of the key so we are not hitting anymore and this } // is used to alternate between moving the aim target and ourself if (Input.GetKeyDown(KeyCode.E)) { hitting = true; // we are trying to hit the ball and aim where to make it land currentShot = shotManager.flat; // set our current shot to top spin } else if (Input.GetKeyUp(KeyCode.E)) { hitting = false; } if (Input.GetKeyUp(KeyCode.LeftShift)) { speed = 3; } else if (Input.GetKeyDown(KeyCode.LeftShift)) { speed = 6; } if (hitting) // if we are trying to hit the ball { aimTarget.Translate(new Vector3(h, 0, 0) * speed * 2 * Time.deltaTime); //translate the aiming gameObject on the court horizontallly } if ((h != 0 || v != 0)) // if we want to move and we are not hitting the ball { transform.Translate(new Vector3(h, 0, v) * speed * Time.deltaTime); // move on the court float x = transform.position.x; float y = transform.position.y; float z = transform.position.z; if (x < -7) { transform.position = new Vector3(-7f, y, z); } if (x > 7.5) { transform.position = new Vector3(7.5f, y, z); } if (z > 9) { transform.position = new Vector3(x, y, 9f); } if (z < -13.5) { transform.position = new Vector3(x, y, -13.5f); } } if (Input.GetKeyDown(KeyCode.Space)) { selfRigidbody.AddForce(0, 10, 0, ForceMode.Impulse); } if (n == 1) { score = ball.GetComponent <Ball>().score1; } else { score = ball.GetComponent <Ball>().score2; } }
public async Task <ActionResult> Index(string AccessCode, string examid, string imagename) { string username = User.Identity.GetUserId(); if (examid == null) { RedirectToAction("Index", "Home"); } //we get the subject code string[] idSplit = examid.Split('-'); if (AccessCode != null) { Log log = new Log(); log.Activity = "Attempted Exam Access Code for ExamSession: " + examid; log.WhoId = username; log.When = DateTime.Now; db.Logs.AddOrUpdate(log); await db.SaveChangesAsync(); } ExamSession exam = new ExamSession(); exam = (from e in db.ExamSessions where e.ExamId == examid select e).FirstOrDefault(); Enrollment enroller = new Enrollment(); string enrollerid = User.Identity.GetUserName() + "-" + idSplit[0]; enroller = (from e in db.Enrollments where e.EnrollmentId == enrollerid select e).FirstOrDefault(); if (imagename == "") { ViewData["ExamId"] = examid; ViewData["Error"] = "You have not submitted an image"; return(View()); } if (enroller == null) { ViewData["ExamId"] = examid; ViewData["Error"] = "There was an error"; return(View()); } if (exam == null) { ViewData["ExamId"] = examid; ViewData["Error"] = "Exam not found"; return(View()); } if (DateTime.Now.Minute > exam.CodeIssueDateTime.Value.Minute + 6 || (DateTime.Now.Hour > exam.CodeIssueDateTime.Value.Hour)) { ViewData["ExamId"] = examid; ViewData["Error"] = "The last Access Code has expired. " + "Ask the Invigilator for a new one"; return(View()); } else { if (AccessCode != exam.AccessCode) { ViewData["ExamId"] = examid; ViewData["Error"] = "This code is not correct"; return(View()); } } ViewData["ExamId"] = examid; ViewData["AccessCode"] = AccessCode; //now we get the subject ViewBag.Subject = exam.SubjectId; if (AccessCode == exam.AccessCode) { //getting the amount of pictures he already took //stick it to the user to get enrollment string enrollment = User.Identity.GetUserName() + "-" + idSplit[0]; int imageAmount = db.Shots.Where(x => x.EnrollmentId == enrollment).Count() + 1; //set the file name string imageData = enrollment + "_" + imageAmount; //creating the file itself string[] trimmedImageName = imagename.Split(','); byte[] contents = Convert.FromBase64String(trimmedImageName[1]); System.IO.File.WriteAllBytes(Server.MapPath("/Captures/" + imageData + ".png"), contents); //placing location on database var UserImageDetails = new Shot { EnrollmentId = enrollment, ImageTitle = imageData, ImageLocation = "/Captures/" + imageData + ".png", ShotTiming = DateTime.Now }; //BEGIN we mark the student as present Enrollment EnrollmentToChange = db.Enrollments.Find(enrollment); EnrollmentToChange.FinalAssessment = Enrollment.Assessment.Present; EnrollmentToChange.SessionStatus = Enrollment.Status.Unchecked; //END we mark the student as present db.Shots.Add(UserImageDetails); db.SaveChanges(); ViewData["ExamId"] = examid; ViewData["Error"] = ""; //return RedirectToAction("Index","Snap",new { examid=exam.ExamId} ); //redirects to a get //return RedirectToAction("ExamPage", new { examid=exam.ExamId } ); List <PaperQuestion> paper = ExamPage(examid); return(View(paper)); } return(View()); }
public void Hit(int index, Shot src) { if(index == Points.Length - 1 || index == 0) return; if (!Armor) { if (index < Config.data.BASE_LENGTH) { Die(src.Source); src.Die(); return; } var d = new DeadPlayer(Points.Skip(index).ToArray(), this); Score -= (int)Math.Floor((double)(Length - index - 1) / 2 / Config.data.FOOD_GROW); src.Source.Score += (int)Math.Ceiling((double)(Length - index - 1) / 3 / Config.data.FOOD_GROW); Length = index + 1; src.Die(); if (Splitted != null) Splitted(this, d); } else { int h = Points[index - 1].HeadingTo(Points[index + 1]); src.Heading = h - (src.Heading - h); Armor = false; } }
/// <summary> /// Shoots against an arbitrary player opponent at the specified X and Y coordinates. /// </summary> /// <param name="x"></param> /// <param name="y"></param> /// <returns></returns> public virtual Shot Shoot(int x, int y) { Shot result = null; // foreach (Team t in Match.Teams) // { // if (!t.MembersPlr.Contains(this) && t.MembersPlr.Count > 0) // { // result = new Shot(t.MembersPlr.First(), new Coordinates(x, y)); // Shoot(result); // break; // } // } Player opponent = null; foreach (Player op in Match.Players) { if (op == this) continue; opponent = op; } result = new Shot(opponent, new Coordinates(x, y)); Shoot(result); return result; }
public static void PrintShotOnExit(Shot shot) { Console.SetCursorPosition(StartScreen.consoleWindowWidth - 2, shot.StartY); Console.Write(" "); }
/// <summary> /// 被弾した。 /// 体力の減少などは呼び出し側でやっている。 /// </summary> /// <param name="shot">この敵が被弾したプレイヤーの弾</param> public virtual void Damaged(Shot shot) { // none }
private void Start() { socket.On("verification", (SocketIOEvent e) => { //Log("Verified Connection to Server"); Manager.Instance.LoadScene("Lobby"); SignIn(); }); socket.On("signin-response", (SocketIOEvent e) => { //Log("Successfully Signed In"); Manager.Instance.gameManager.CreatePlayer(); signedIn = true; }); socket.On("addplayer", (SocketIOEvent e) => { //Log("Enemy Player has Joined the Server"); Manager.Instance.lobbyManager.AddEnemy(e.data["name"].str); }); socket.On("removeplayer", (SocketIOEvent e) => { Manager.Instance.lobbyManager.RemoveEnemy(); }); socket.On("enemyready", (SocketIOEvent e) => { Manager.Instance.lobbyManager.EnemyReady(); }); socket.On("enemyunready", (SocketIOEvent e) => { Manager.Instance.lobbyManager.EnemyUnready(); }); socket.On("countdown", (SocketIOEvent e) => { string name = e.data["name"].str; float time = e.data["time"].n; if (name == "lobby") { Manager.Instance.lobbyManager.Countdown(time); } if (name == "gamestart") { Manager.Instance.gameManager.Countdown(time); } if (name == "turn") { Manager.Instance.gameManager.TurnCountdown(time); } }); socket.On("cancelcountdown", (SocketIOEvent e) => { string name = e.data["n"].str; Log(name); if (name == "lobby") { Manager.Instance.lobbyManager.CancelCountdown(); } if (name == "gamestart") { Manager.Instance.gameManager.CancelCountdown(); } }); socket.On("turnover", (SocketIOEvent e) => { Manager.Instance.gameManager.TurnOver(); }); socket.On("loadgame", (SocketIOEvent e) => { Manager.Instance.LoadScene("Scene1"); }); socket.On("startturn", (SocketIOEvent e) => { //Log("Starting Turn"); Manager.Instance.gameManager.CancelCountdown(); Manager.Instance.gameManager.StartGame(); }); socket.On("enemyturn", (SocketIOEvent e) => { //Log("Received Enemy Turn"); List <Vector2> enemyTurn = new List <Vector2>(); foreach (JSONObject vector in e.data["turn"]["turn"].list) { enemyTurn.Add(JSONTemplates.ToVector2(vector)); } Shot enemyShot = JSONtoShot(e.data["turn"]["shot"]); Manager.Instance.gameManager.EnemyTurn(enemyTurn, enemyShot); }); socket.On("player", (SocketIOEvent e) => { playerNo = Convert.ToInt32(e.data["p"].n); enemyNo = Convert.ToInt32(e.data["e"].n); }); socket.On("newround", (SocketIOEvent e) => { Manager.Instance.gameManager.ResetRound(); }); socket.On("setscore", (SocketIOEvent e) => { Manager.Instance.gameManager.SetScore(e.data["p1"].n, e.data["p2"].n); }); socket.On("endturn", (SocketIOEvent e) => { Manager.Instance.gameManager.OnClick_EndTurn(); }); socket.On("endgame", (SocketIOEvent e) => { Debug.Log("Ending game: " + signedIn); if (Manager.Instance.currentScene == "Scene1") { Manager.Instance.LoadScene("Lobby"); Manager.Instance.ErrorMessage(e.data["message"].str); } }); socket.On("", (SocketIOEvent e) => { }); }
public ShotRecord(IBattleshipDbContext context) { _context = context; _shot = new Shot(); }
// From DarthShipBrain private bool IsNotMyShot(Shot shot) { var angleToShot = shot.Forward.GetAngle(spaceship.Forward); return(-MyShotLimit > angleToShot || angleToShot > MyShotLimit); }
public void Shoot(SpaceCraft craft) { Shot shotInstance = Instantiate <Shot> (shotPrefab, transform.position, transform.rotation); shotInstance.owner = craft; }
public Model FocusBulletSetter(Shot s) { myFocusShot = s; return(this); }
/// <summary> /// Shoots a shot for the player. /// </summary> /// <param name="shot"></param> public virtual void Shoot(Shot shot) { InvokeEvent(new PlayerShotEvent(this, shot)); }
private void SetBallVisuals(int index, Shot.ShotParams param) { balls[2].GetComponent<Image>().color = param.GetColor(); }
/** * Method to save a shoot (the shoot was destroyed) */ public void SaveShoot(Shot shot) => shotsToUse.Add(shot);
public void RemoveShot(Shot shot) { shots.Remove(shot); }
public void DetachLine(Shot shot) { RequeueLine(activeShotLines[shot]); activeShotLines.Remove(shot); }