Esempio n. 1
0
        int winningScore = 5; // Score each team needs to win the game

        public Referee(AquariumToken aquarium, Random rand, Team[] teams, int numPlayers)
        {
            this.aquarium = aquarium;
            this.rand = rand;
            this.teams = teams;
            this.numPlayers = numPlayers;
        }
        /// Constructor for the orange fish.
        /// Uses base class to initialize the token name, and adds code to
        /// initialize custom members.
        /// <param name="pTokenName">Name of the token.</param>
        /// <param name="pAquarium">Reference to the aquarium in which the token lives.</param>
        public PiranhaToken(String tokenName, AquariumToken aquarium, Random rand, int fishNum, int teamNum)
            : base(tokenName)
        {
            this.aquarium = aquarium;     // Store reference to aquarium in which the creature is living.
            mind.Aquarium = aquarium;     // Provide to the mind a reference to the aquarium, required to swim appropriately.

            this.fishNum = fishNum;
            this.teamNum = teamNum;

            mind.Rand = rand;
        }
Esempio n. 3
0
        /// Constructor for the orange fish.
        /// Uses base class to initialize the token name, and adds code to
        /// initialize custom members.
        /// <param name="pTokenName">Name of the token.</param>
        /// <param name="pAquarium">Reference to the aquarium in which the token lives.</param>
        ///

        public PiranhaToken(String pTokenName, AquariumToken pAquarium, int pNumber, int tNumber)
            : base(pTokenName)
        {
            mAquarium      = pAquarium;             // Store reference to aquarium in which the creature is living.
            mMind.Aquarium = mAquarium;             // Provide to the mind a reference to the aquarium, required to swim appropriately.

            piranhaNumber = pNumber;                // Parameter Assignment
            teamNumber    = tNumber;                // Parameter Assignment

            mMind.PiranhaNumber = piranhaNumber;    // Assigns values passed out to the mind
            mMind.TeamNumber    = teamNumber;       // Assigns values passed out to the mind
        }
        /// <summary>
        /// Load contents for the simulation.
        /// LoadContent will be called only once, at the beginning of the simulation,
        /// is the place to load all of your content (e.g. graphics and sounds).
        /// </summary>
        protected override void LoadContent()
        {
            base.LoadContent();

            // Instantiate and initialize scene, specifying its horizontal size (800)
            // and vertical size (600).
            // Note, the third parameter is set to 0 because unused in FishORama.
            mScene = XNAGame.CreateA2DScene(800, 600, 0);

            /*
             * Create Tokens
             */
            Console.WriteLine("Welcome to the FishORama Framework");

            AquariumToken aquarium = new AquariumToken("Aquarium", this, 800, 600);         // Create aquarium token.

            /*
             * Place tokens in the scene.
             */

            Vector3 tokenPos;                 // Empty Vector3 object to be used to position tokens.

            tokenPos = new Vector3(0, 0, 0);  // Define scene position for the aquarium.
            mScene.Place(aquarium, tokenPos); // Place token in scene.

            //Nested for loop using an array of Piranhas which assigns each team three piranhas, and sets each of them their own number
            //This then also assigns them either team 1 or team 2
            for (int j = 0; j < 2; j++)
            {
                for (int i = 0; i < piranha.Length; i++)
                {
                    //Where: ("String", aqarium reference, piranha number, team number)
                    piranha[i] = new PiranhaToken("Pirahna", aquarium, i + 1, j + 1);
                    //X and Y are hard coded positions declared inside Data Members
                    piranhaPos = new Vector3(x, y, 1);
                    //Places Piranha into the scene
                    mScene.Place(piranha[i], piranhaPos);
                    //Spaces the piranhas out vertically across the stage so they are not on top of one another
                    y += 150;
                }
                //Moves the Piranhas over to the other side of the scene
                x = 300;
                //Resets the Y coordinate
                y = -150;
            }

            /*
             * Create and Initialize camera
             */

            // Define the position for the camera as a 3D vector object, created as a new
            // instance of class Vector3, and initialized to (0, 0, 1),
            // which means that in FishORama it is centered on the origin of the world.
            Vector3 camPosition = new Vector3(0, 0, 1);

            // Instantiate and initialize camera, specifying its ID ("Camera 01"
            // in this case), and its position (camPosition in this case).
            mCamera = mScene.CreateCameraAt("Camera 01", camPosition);

            //Startup the visualization, giving the "...and ACTION!" directive.
            this.PlayScene(mScene);
        }
Esempio n. 5
0
        /// <summary>
        /// Load contents for the simulation.
        /// LoadContent will be called only once, at the beginning of the simulation,
        /// is the place to load all of your content (e.g. graphics and sounds).
        /// </summary>
        protected override void LoadContent()
        {
            base.LoadContent();

            // Instantiate and initialize scene, specifying its horizontal size (800)
            // and vertical size (600).
            // Note, the third parameter is set to 0 because unused in FishORama.
            mScene = XNAGame.CreateA2DScene(800, 600, 0);

            /*
             * Create Tokens
             */
            Console.WriteLine("Welcome to the FishORama Framework");

            AquariumToken aquarium = new AquariumToken("Aquarium", this, 800, 600, rand);         // Create aquarium token.

            /* LEARNING PILL: placing tokens in a scene.
             * In order to be managed by the Machinationis Ratio engine, tokens must be placed
             * in a scene.
             *
             * In FishORama the procedure for the creation and placement of tokens that must be
             * placed in the scene at startup is carried out byn the method LoadContent of
             * class Kernel.
             * Tokens can also be created in runtime by any method of any class, provided that
             * the method has access to the simulation scene object encapsulated in class Kernel.
             * This object can be accessed through the property Scene of class Kernel.
             */

            /*
             * Place tokens in the scene.
             */

            Vector3 tokenPos;                 // Empty Vector3 object to be used to position tokens.

            tokenPos = new Vector3(0, 0, 0);  // Define scene position for the aquarium.
            mScene.Place(aquarium, tokenPos); // Place token in scene.

            PiranhaToken piranha;
            string       fishName = "Piranha";

            // Create teams array to hold each team
            Team[] teams = new Team[2];

            // Initialise Fish
            // For each team
            for (int i = 0; i < teams.Length; i++)
            {
                // Create fish array to hold each fish in the team
                PiranhaToken[] fish = new PiranhaToken[3];

                // For each fish in the team
                for (int o = 0; o < fish.Length; o++)
                {
                    piranha = new PiranhaToken(fishName, aquarium, rand, o + 1, i + 1);

                    // Initialise upper left point, for fish (0, 0)
                    tokenPos = new Vector3(-300, 150, 1);
                    // Increment the X position of the fish based on the team number
                    tokenPos.X += 600 * i;
                    // Increment the Y position of the fish based on the fish number
                    tokenPos.Y -= 150 * o;

                    mScene.Place(piranha, tokenPos);

                    fish[o] = piranha;
                }

                teams[i] = new Team(fish);
            }

            referee = new Referee(aquarium, rand, teams, 3);

            /*
             * Create and Initialize camera
             */

            // Define the position for the camera as a 3D vector object, created as a new
            // instance of class Vector3, and initialized to (0, 0, 1),
            // which means that in FishORama it is centered on the origin of the world.
            Vector3 camPosition = new Vector3(0, 0, 1);

            // Instantiate and initialize camera, specifying its ID ("Camera 01"
            // in this case), and its position (camPosition in this case).
            mCamera = mScene.CreateCameraAt("Camera 01", camPosition);

            //Startup the visualization, giving the "...and ACTION!" directive.
            this.PlayScene(mScene);
        }
 /// Constructor for the orange fish.
 /// Uses base class to initialize the token name, and adds code to
 /// initialize custom members.
 /// <param name="pTokenName">Name of the token.</param>
 /// <param name="pAquarium">Reference to the aquarium in which the token lives.</param>
 public OrangeFishToken(String pTokenName, AquariumToken pAquarium)
     : base(pTokenName)
 {
     mAquarium      = pAquarium;         // Store reference to aquarium in which the creature is living.
     mMind.Aquarium = mAquarium;         // Provide to the mind a reference to the aquarium, required to swim appropriately.
 }