예제 #1
0
    private void Start()
    {
        engine.death += GiveScore;
        if (GetComponent <EngineUI>().isActiveAndEnabled)
        {
            rendered = true;
            uiEngine = GetComponent <EngineUI>();

            NEATRenderer neatRenderer = new NEATRenderer();

            if (GameObject.Find("ParentObj(Clone)") != null)
            {
                Destroy(GameObject.Find("ParentObj(Clone)"));
            }
            if (GameObject.Find("ParentObj") != null)
            {
                Destroy(GameObject.Find("ParentObj"));
            }

            //neatRenderer.DrawGenome(neuralNet.genome, new Vector3 (16, 8.2f, 0), new Vector2(11,12f));
        }
        Clock.clockTick += GetOutputs;
        if (Manager.gameType == Manager.GameType.Display)
        {
            neuralNet = new NeuralNetwork(Manager.displayGenome);
        }
    }
 private void AddEngine(object sender, RoutedEventArgs e)
 {
     if (double.TryParse(EngineLiters.Text, out double Liters) &&
         int.TryParse(EngineHP.Text, out int HP) &&
         int.TryParse(EngineTorque.Text, out int Torque) &&
         int.TryParse(EngineCylinders.Text, out int Cylinders) &&
         decimal.TryParse(EnginePrice.Text, out decimal Price))
     {
         EngineUI engineUI = new EngineUI()
         {
             Cylinders = Cylinders, HP = HP, Torque = Torque, Price = Price, Liters = Liters, Name = EngineName.Text, Producer = EngineProducer.Text, Type = EngineType.Text
         };
         Methods.AddParts(engineUI);
     }
 }
예제 #3
0
        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here
            spriteBatch.Begin();

            EngineUI.Draw(spriteBatch);
            animSprite.Draw(spriteBatch);
            slider.Draw(spriteBatch);

            spriteBatch.End();

            base.Draw(gameTime);
        }
예제 #4
0
        public Engine ConvertToEngine(EngineUI engineUI)
        {
            Engine engine = new Engine()
            {
                Id        = engineUI.Id,
                Cylinders = engineUI.Cylinders,
                HP        = engineUI.HP,
                Liters    = engineUI.Liters,
                Name      = engineUI.Name,
                Price     = engineUI.Price,
                Producer  = engineUI.Producer,
                Torque    = engineUI.Torque,
                Type      = engineUI.Type
            };

            return(engine);
        }
예제 #5
0
        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            gameConsole = new GameConsole(this, "german", Content);
            gameConsole.IsFullscreen    = true;
            gameConsole.BackgroundAlpha = 0.0f;

            gameConsole.SetLogLevelColor(1, Color.White);
            gameConsole.SetLogLevelColor(2, Color.Blue);
            gameConsole.SetLogLevelColor(3, Color.Red);
            gameConsole.SetLogLevelColor(4, Color.Violet);
            gameConsole.SetLogLevelColor(5, Color.DarkMagenta);

            base.Initialize();
            InputManager.Init();
            EngineUI.Init(NewKeyboardInput.Default());
        }
        private void AddCar(object sender, RoutedEventArgs e)
        {
            decimal.TryParse(CarPrice.Text, out decimal price);
            string name = CarName.Text;

            if (CarEngine.SelectedIndex >= 0 && CarGearbox.SelectedIndex >= 0 && CarInterior.SelectedIndex >= 0 && CarExterior.SelectedIndex >= 0 && price >= 0)
            {
                EngineUI   engineUI   = CarEngine.SelectedItem as EngineUI;
                GearboxUI  gearboxUI  = CarGearbox.SelectedItem as GearboxUI;
                InteriorUI interiorUI = CarInterior.SelectedItem as InteriorUI;
                ExteriorUI exteriorUI = CarExterior.SelectedItem as ExteriorUI;
                CarUI      carUI      = new CarUI()
                {
                    Engine = engineUI, Exterior = exteriorUI, Gearbox = gearboxUI, Interior = interiorUI, Name = name, Price = price, Status = "Not Sold"
                };
                Methods.AddCar(carUI);
            }
        }
 private void EndModifyEngine(object sender, RoutedEventArgs e)
 {
     if (decimal.TryParse(EnginePrice.Text, out decimal price) &&
         (int.TryParse(EngineCylinders.Text, out int cylinders)) &&
         (int.TryParse(EngineHP.Text, out int hp)) &&
         (int.TryParse(EngineTorque.Text, out int torque)) &&
         (int.TryParse(EngineLiters.Text, out int liters))
         )
     {
         EngineUI engineUI = new EngineUI()
         {
             Name      = EngineName.Text,
             Price     = price,
             Producer  = EngineProducer.Text,
             Cylinders = cylinders,
             HP        = hp,
             Torque    = torque,
             Type      = EngineType.Text,
             Liters    = liters,
             Id        = id
         };
         Methods.ModifyParts(engineUI);
     }
 }
예제 #8
0
        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            ScreenManager.Update();

            InputManager.UpdateCurrentStates();

            if (InputManager.OnKeyDown(Keys.Tab))
            {
                gameConsole.Open(Keys.Tab);
            }

            EngineUI.Update(gameTime);
            animSprite.Update(gameTime);
            slider.Update(gameTime);

            InputManager.UpdatePreviousStates();

            base.Update(gameTime);
        }
예제 #9
0
        protected void AddAssistUI2Holder(EngineUI uiid)
        {
            var data = UIDataTable.Get(uiid);

            m_Loader.Add2Load(data.fullPath);
        }