コード例 #1
0
ファイル: DynamiteGame.cs プロジェクト: hbksaar/EscapeRoom
        protected override bool Initialize0(GameDifficulty difficulty, DiagnosticsReport diagnosticsReport)
        {
            // query hole states from physical interface
            int[] currentHoleStates = new int[HoleCount];
            for (int i = 0; i < HoleCount; i++)
            {
                currentHoleStates[i] = Physical.GetHoleState(i);
            }

            scenario = DynamiteScenario.ChooseScenario(difficulty, wall, currentHoleStates);
            Log.Info("Dynamite scenario '{0}' selected.", scenario.Name);
            lastInstructionsSolvedState = new bool[scenario.InstructionCount];

            for (int i = 0; i < lastHoleStates.Length; i++)
            {
                lastHoleStates[i] = -1;
            }

            for (int i = 0; i < TriggersGame.ButtonCount; i++)
            {
                Physical.SetLEDColor(i, Color.black);
            }

            return(true);
        }
コード例 #2
0
ファイル: DynamiteGame.cs プロジェクト: hbksaar/EscapeRoom
        protected override GameState Update0(float deltaTime)
        {
            // query hole states from physical interface
            int[] newHoleStates = new int[HoleCount];
            for (int i = 0; i < HoleCount; i++)
            {
                newHoleStates[i] = Physical.GetHoleState(i);
            }

            // update hole states in solution checker
            bool[] instructionsSolved = wall.CheckSolution(scenario, newHoleStates);

            // compare old and new hole states to send notifications on changes
            for (int i = 0; i < HoleCount; i++)
            {
                if (newHoleStates[i] != lastHoleStates[i])
                {
                    if (lastHoleStates[i] == -1)   // if there was no stick and now there is
                    {
                        Log.Verbose("Dynamite: Stick {0} has been inserted into hole {1}.", newHoleStates[i], i);
                        OnStickInserted?.Invoke(this, new StickEventArgs(DynamiteStick.Sticks[newHoleStates[i]], i));
                    }
                    if (newHoleStates[i] == -1)   // if there was a stick and now there isn't
                    {
                        Log.Verbose("Dynamite: Stick {0} has been removed from hole {1}.", lastHoleStates[i], i);
                        OnStickRemoved?.Invoke(this, new StickEventArgs(DynamiteStick.Sticks[lastHoleStates[i]], i));
                    }
                }
                lastHoleStates[i] = newHoleStates[i];
            }

            for (int i = 0; i < lastInstructionsSolvedState.Length; i++)
            {
                if (lastInstructionsSolvedState[i] != instructionsSolved[i])
                {
                    Log.Verbose("Dynamite: Instruction {0} has been {1}.", i, instructionsSolved[i] ? "solved" : "unsolved");
                    OnInstructionSolvedStateChanged?.Invoke(this, new InstructionSolvedStateChangedArgs(i, instructionsSolved[i]));
                }
                lastInstructionsSolvedState[i] = instructionsSolved[i];
            }

            if (instructionsSolved.Contains(false))
            {
                return(GameState.Running);
            }

            return(GameState.Completed);
        }