コード例 #1
0
        public override void Update(GameTime gameTime, StateManager screen, GamePadState gamePadState, MouseState mouseState, KeyboardState keyState, InputHandler input)
        {
            if (input.KeyboardState.WasKeyPressed(Keys.Escape) || input.WasPressed(0, InputHandler.ButtonType.B, Keys.B))
            {
                screen.Pop();
            }

            if (input.KeyboardState.WasKeyPressed(Keys.P) || input.WasPressed(0, InputHandler.ButtonType.Start, Keys.Tab))
            {
                PauseScreen pause = new PauseScreen();
                screen.Push(pause);
            }

            elapsedTime += gameTime.ElapsedGameTime;

            if (Keyboard.GetState().IsKeyDown(Keys.Up))
            {
                if (elapsedTime > TimeSpan.FromSeconds(2))
                {
                    if (lander.fuel > 0)
                    {
                        soundEffects[0].Play();
                    }

                    elapsedTime = TimeSpan.Zero;
                }
            }
            lander.Update(gameTime);
            fuelWord.Update("Fuel " + lander.fuel);
            lander.CreateLines();

            CollisionCheck();
        }
コード例 #2
0
        public override void Update(GameTime gameTime, StateManager screens, GamePadState gamePadState, MouseState mouseState, KeyboardState keyState, InputHandler input)
        {
            if (oldKeyboardState != keyState)
            {
                if (keyState.IsKeyDown(Keys.P))
                {
                    StateManager.Push(new PauseScreen());
                }

                if (keyState.IsKeyDown(Keys.Escape))
                {
                    StateManager.Pop();
                }

                if (keyState.IsKeyDown(Keys.Enter) && lander.State == Lander.landerState.landed)
                {
                    StateManager.Pop();
                    terrainNumber += 1;
                    StateManager.Push(new PlayScreen((terrainNumber % 3)));
                }

                oldKeyboardState = keyState;
            }


            lander.Update(gameTime);
            terrain.Update(gameTime);

            if (testCollision(lander.Points.ToArray(), terrain.Land.ToArray()))
            {
                lander.Crash();
                bgColor = Color.DarkRed;
            }
            else if (testCollision(lander.Points.ToArray(), terrain.LandingPads.ToArray()))
            {
                if (lander.XSpeed < 0.3f && lander.YSpeed < 0.6f && lander.Angle == 0)
                {
                    if (!sentScore)
                    {
                        StateManager.Score = StateManager.Score + (int)(lander.Fuel * 100);
                        sentScore          = true;
                    }
                    lander.winGame();
                    bgColor = Color.DarkGreen;
                }
                else
                {
                    lander.Crash();
                    bgColor = Color.DarkRed;
                }
            }

            handleSound();
        }
コード例 #3
0
ファイル: PlayScreen.cs プロジェクト: steven5201/Lunar-Lander
        public override void Update(GameTime gameTime, StateManager screen, GamePadState gamePadState, MouseState mouseState, KeyboardState keyboardState, InputHandler input)
        {
            #region Key Presses
            if (input.KeyboardState.WasKeyPressed(Keys.Escape) || input.WasPressed(0, InputHandler.ButtonType.A, Keys.P))
            {
                screen.Push(new PauseScreen());
            }
            #endregion

            #region Global Checks [Reset Game, Main Menu]
            if (GlobalValues.ResetGame)
            {
                ResetValues();
            }

            if (GlobalValues.GoToMainMenu)
            {
                screen.Pop();
            }
            else
            {
                lander.Update(gameTime);
            }
            #endregion

            #region Scroll Map

            if (GlobalValues.LevelLoaded == "Random")
            {
                shiftTime += gameTime.ElapsedGameTime;

                float xVelocity = LanderValues.Velocity.X;

                if (xVelocity < 0)
                {
                    xVelocity *= -1;
                }

                float speed = (MathHelper.Lerp(800, 75, (xVelocity / 5f)));

                if (speed < 0)
                {
                    speed *= -1;
                }

                if (shiftTime > TimeSpan.FromMilliseconds(speed))
                {
                    shiftTime -= TimeSpan.FromMilliseconds(speed);

                    if (LanderValues.RightBoundHit)
                    {
                        mapShiftPosition -= new Vector2(GlobalValues.ScreenBuffer, 0);
                        Terrain.NewRandomLine(false, mapShiftPosition.X);
                    }

                    if (LanderValues.LeftBoundHit)
                    {
                        mapShiftPosition += new Vector2(GlobalValues.ScreenBuffer, 0);
                        Terrain.NewRandomLine(true, mapShiftPosition.X);
                    }

                    Terrain.FixTerrainHitboxes(mapShiftPosition);
                    Terrain.FixPadHitboxes(mapShiftPosition);
                }
            }

            #endregion

            #region Win Loss Check
            if (lander.DidLose())
            {
                LoadContent();
                ResetValues();
                screen.Push(new LoseScreen());
            }

            if (lander.DidWin())
            {
                TimeSpan landerTime = lander.GetGameTime();
                LoadContent();
                lander.SetGameTime(landerTime);
                screen.Push(new WinScreen());
            }
            #endregion

            #region Debug
            //Show debug info
            if (input.KeyboardState.WasKeyPressed(Keys.OemTilde))
            {
                //Switches debug mode on or off
                debugMode = !debugMode;
            }
            #endregion
        }
コード例 #4
0
        /// <summary>
        /// Updates the Fitness property by running a landing simulation.
        /// TODO implement running multiple simulations for varying environments.
        /// </summary>
        public void CalculateFitness()
        {
            List<double> inputs = new List<double>();
            Model.Environment environment = new Model.Environment();
            Lander lander = new Lander(environment, this.settings.StartingFuel, this.settings.StartingHorizontal, this.settings.StartingHeight);
            IList<double> output;

            for (int i = 0; i < 7; i++)
            {
                inputs.Add(0);
            }

            this.Fitness = 0;

            //for (double varWind = -1.0; varWind < 1.0; varWind += 0.1)
            //{
            //    this.settings.LanderEnvironment.WindSpeed = varWind;
            //    lander.Enviroment.WindSpeed = varWind;
                for (double varGravity = 1; varGravity < 3; varGravity += 0.5)
                {
                    //this.settings.LanderEnvironment.Gravity = varGravity;
                    lander.Enviroment.Gravity = varGravity;
                    lander.Reset();
                    do
                    {
                        inputs[0] = lander.PositionX;
                        inputs[1] = lander.PositionY;
                        inputs[2] = lander.VelocityX;
                        inputs[3] = lander.VelocityY;
                        inputs[4] = lander.Enviroment.WindSpeed;    // this.settings.LanderEnvironment.WindSpeed;
                        inputs[5] = lander.Enviroment.Gravity;      // varGravity; // this.settings.LanderEnvironment.Gravity;
                        inputs[6] = lander.Fuel;

                        output = this.neuralNet.Run(inputs);
                        lander.Burn = output[0];
                        lander.Thrust = output[1];

                        lander.Update();
                        //this.settings.LanderEnvironment.Update();
                    } while (lander.Status == LanderStatus.Flying);

                    this.Fitness += lander.CalculateFitness();
                }
            //}
        }