public void AddTest() { Point x = new Point(1, 5); VelocityPoint y = new VelocityPoint(-1, -2); Assert.True((x + y) == new Point(0, 3)); }
public void UpdateScore(int score, VelocityPoint a1, VelocityPoint a2) { if (Score < score) { Agent1Way = a1; Agent2Way = a2; } }
void Initialize() { overwriteIndex = 0; points = new VelocityPoint[runningAverageLength]; for (int i = 0; i < pointCount; i++) { points[i] = new VelocityPoint(attenuationFactor); } }
public void PutAndGetVelocityPointTest() { Unsafe8Array <VelocityPoint> x = new Unsafe8Array <VelocityPoint>(); x[0] = new VelocityPoint(1, 2); x[1] = new VelocityPoint(3, 4); x[2] = new VelocityPoint(5, 6); x[3] = new VelocityPoint(7, 8); x[4] = new VelocityPoint(-1, -2); x[5] = new VelocityPoint(-3, -4); x[6] = new VelocityPoint(-5, -6); x[7] = new VelocityPoint(-7, -8); Assert.True(x[0] == new VelocityPoint(1, 2)); Assert.True(x[1] == new VelocityPoint(3, 4)); Assert.True(x[2] == new VelocityPoint(5, 6)); Assert.True(x[3] == new VelocityPoint(7, 8)); Assert.True(x[4] == new VelocityPoint(-1, -2)); Assert.True(x[5] == new VelocityPoint(-3, -4)); Assert.True(x[6] == new VelocityPoint(-5, -6)); Assert.True(x[7] == new VelocityPoint(-7, -8)); }
static public AgentDirection CastPointToDir(VelocityPoint p) { int x = p.X, y = p.Y; uint result = 0; if (x == 1) { result = (uint)AgentDirection.Right; } else if (x == -1) { result = (uint)AgentDirection.Left; } if (y == 1) { result |= (uint)AgentDirection.Down; } else if (y == -1) { result |= (uint)AgentDirection.Up; } return((AgentDirection)result); }
public Decided(VelocityPoint agent1, VelocityPoint agent2) { MeAgent1 = agent1; MeAgent2 = agent2; }
public Decided(VelocityPoint agent1, VelocityPoint agent2, int score) { MeAgent1 = agent1; MeAgent2 = agent2; Score = score; }
public Way(VelocityPoint a1, VelocityPoint a2) { Agent1Way = a1; Agent2Way = a2; Point = 0; }