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); } }
/// <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); }
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); }
/// <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); } }
/// <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); }
protected void AddAssistUI2Holder(EngineUI uiid) { var data = UIDataTable.Get(uiid); m_Loader.Add2Load(data.fullPath); }