예제 #1
0
        //[Authorize]
        public HttpResponseMessage Delete(int id)
        {
            Meny meny = this._unit.Menyer.GetById(id);

            if (meny == null)
            {
                return(Request.CreateResponse(HttpStatusCode.NotFound));
            }

            this._unit.Menyer.Delete(meny);

            try
            {
                this._unit.SaveChanges();

                return(Request.CreateResponse(HttpStatusCode.OK, meny));
            }
            catch (DbUpdateConcurrencyException ex)
            {
                return(Request.CreateErrorResponse(HttpStatusCode.NotFound, ex));
            }
            catch (Exception ex)
            {
                return(Request.CreateErrorResponse(HttpStatusCode.BadRequest, ex));
            }
        }
예제 #2
0
        //[Authorize()]
        public HttpResponseMessage Post(Meny meny)
        {
            try
            {
                if (ModelState.IsValid)
                {
                    this._unit.Menyer.Add(meny);
                    this._unit.SaveChanges();

                    HttpResponseMessage result =
                        Request.CreateResponse(HttpStatusCode.Created, meny);

                    result.Headers.Location =
                        new Uri(Url.Link("DefaultApi", new { id = meny.MenyId }));

                    return(result);
                }
                else
                {
                    return(Request.CreateErrorResponse(HttpStatusCode.BadRequest, ModelState));
                }
            }
            catch (Exception ex)
            {
                return(Request.CreateErrorResponse(HttpStatusCode.BadRequest, ex));
            }
        }
예제 #3
0
 private void Start()
 {
     rb   = GetComponent <Rigidbody>();
     meny = FindObjectOfType <Meny>();
     transform.position = playerSpawn.transform.position;
     spawnSticks();
     maxSticks = sticks.Count;
 }
예제 #4
0
        //[Authorize(Roles= "admin, manager, user")]
        public Meny Get(int id)
        {
            Meny meny = this._unit.Menyer.GetById(id);

            if (meny == null)
            {
                throw new HttpResponseException(Request.CreateResponse(HttpStatusCode.NotFound));
            }
            return(meny);
        }
        public ActionResult Create(Meny meny)
        {
            if (ModelState.IsValid)
            {
                db.Meny.Add(meny);
                db.SaveChanges();
                return RedirectToAction("Index");
            }

            return View(meny);
        }
예제 #6
0
        //[Authorize()]
        public HttpResponseMessage Put(int id, [FromBody] Meny meny)
        {
            if (!ModelState.IsValid)
            {
                return(Request.CreateErrorResponse(HttpStatusCode.BadRequest, ModelState));
            }

            if (id != meny.MenyId)
            {
                return(Request.CreateResponse(HttpStatusCode.BadRequest));
            }

            //trenger state for å si at det har skjedd endringer og lagre dem
            Meny existingMeny = this._unit.Menyer.GetById(id);

            _unit.Menyer.Detach(existingMeny);

            //beholder original Opprettet verdi
            if (meny.Opprettet == null)
            {
                meny.Opprettet = existingMeny.Opprettet;
            }


            this._unit.Menyer.Update(meny);

            try
            {
                this._unit.SaveChanges();
                //returner en verdi for å unngå å trigge feil-callbacken
                return(Request.CreateResponse(HttpStatusCode.OK,
                                              "{success: 'true', verb: 'PUT'}"));
            }
            catch (DbUpdateConcurrencyException ex)
            {
                return(Request.CreateErrorResponse(HttpStatusCode.NotFound, ex));
            }
            catch (Exception ex)
            {
                return(Request.CreateErrorResponse(HttpStatusCode.BadRequest, ex));
            }
        }
예제 #7
0
    private void Start()
    {
        meny = GetComponent <Meny>();
        CurrentLinearPath = CurrentGold / CurrentTime;
        NormalLinearPath  = GoldToGet / TimeLimitInSecond;

        //    LastAddedIndex = Random.Range(0, 1);
        LastAddedIndex = Random.Range(0, meny.Items.Length);
        selected       = meny.Items[LastAddedIndex];
        ListOfSoldItems2.Add(selected);
        CurrentTime += selected.TheTime;
        CurrentGold += selected.Cost;


        while (CurrentTime < TimeLimitInSecond)
        {
            CurrentLinearPath = CurrentGold / CurrentTime;
            SelectClosestItem();
        }
    }
예제 #8
0
        public static void LoadContent(ContentManager content, GameWindow window)
        {
            GameElements.player   = new Player(content.Load <Texture2D>("Images/player/Player"), 0f, 200f, 2.5f, 4.5f, content.Load <Texture2D>("Images/player/bullet"));
            GameElements.bakgrund = new Bakgrund(content.Load <Texture2D>("Images/bakgrund"), window);
            GameElements.boss1    = new Boss1(content.Load <Texture2D>("Images/Enemies/Boss1"), 700f, 360f);
            GameElements.meny     = new Meny(0);
            GameElements.meny.AddItem(content.Load <Texture2D>("Images/Meny/Start"), 1, window);
            GameElements.meny.AddItem(content.Load <Texture2D>("Images/Meny/Highscore"), 6, window);
            GameElements.meny.AddItem(content.Load <Texture2D>("Images/Meny/Avsluta"), 7, window);
            GameElements.levels = new Levels(1);
            GameElements.levels.AddItem(content.Load <Texture2D>("Images/Meny/Level 1"), 2, window);
            GameElements.levels.AddItem(content.Load <Texture2D>("Images/Meny/Level 2"), 3, window);
            GameElements.levels.AddItem(content.Load <Texture2D>("Images/Meny/Level 3"), 4, window);
            GameElements.Fiende = new List <Fiender>();
            Random    random    = new Random();
            Texture2D tmpsprite = content.Load <Texture2D>("Images/Enemies/Predator");

            for (int i = 0; i < 5; i++)
            {
                int      rndX = random.Next(window.get_ClientBounds().Width / 2, window.get_ClientBounds().Width - tmpsprite.get_Width());
                int      rndY = random.Next(0, window.get_ClientBounds().Height - tmpsprite.get_Height());
                Predator temp = new Predator(tmpsprite, (float)rndX, (float)rndY);
                GameElements.Fiende.Add(temp);
            }
            tmpsprite = content.Load <Texture2D>("Images/Enemies/mina");
            for (int i = 0; i < 5; i++)
            {
                int  rndX  = random.Next(window.get_ClientBounds().Width / 2, window.get_ClientBounds().Width - tmpsprite.get_Width());
                int  rndY  = random.Next(0, window.get_ClientBounds().Height - tmpsprite.get_Height());
                Mine temp2 = new Mine(tmpsprite, (float)rndX, (float)rndY);
                GameElements.Fiende.Add(temp2);
            }
            GameElements.printText                = new Utskrifter(content.Load <SpriteFont>("Font1"));
            GameElements.guldMyntSprite           = content.Load <Texture2D>("Images/Powerups/SpelMynt");
            GameElements.SuperskeppSprite         = content.Load <Texture2D>("Images/Powerups/PowerUp");
            GameElements.PenetratingbulletsSprite = content.Load <Texture2D>("Images/Powerups/PowerUp2");
        }
 public ActionResult Edit(Meny meny)
 {
     if (ModelState.IsValid)
     {
         db.Entry(meny).State = EntityState.Modified;
         db.SaveChanges();
         return RedirectToAction("Index");
     }
     return View(meny);
 }
예제 #10
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();
     }
     // TODO: Add your update logic here
     if (gameState == Meny.main)
     {
         if (Keyboard.GetState().IsKeyDown(Keys.Enter))
         {
             gameState = Meny.play;
         }
         //Difficulity
         else if (Keyboard.GetState().IsKeyDown(Keys.D1))
         {
             enemyHP = 1;
         }
         else if (Keyboard.GetState().IsKeyDown(Keys.D2))
         {
             enemyHP = 2;
         }
         else if (Keyboard.GetState().IsKeyDown(Keys.D3))
         {
             enemyHP = 3;
         }
     }
     else if (gameState == Meny.play)
     {
         //Difficulity
         if (score == 10)
         {
             spawnTimer = 30;
         }
         else if (score == 25)
         {
             spawnTimer = 20;
         }
         else if (score >= 50)
         {
             spawnTimer = 10;
         }
         else if (score >= 99)
         {
             spawnTimer = 5;
         }
         if (karaktärsList.Count == 0)//Lägger till spelaren
         {
             StartPos = new Vector2(80, 80);
             karaktärsList.Add(new Spelare(spelareTex, StartPos, shotTex));
         }
         if (tempSpawnTimer <= 0)//Lägger till fiender
         {
             karaktärsList.Add(new Enemy(enemyTex, new Vector2(window.Width / 2 - 20, window.Height / 2 - 20), enemyHP));
             tempSpawnTimer = spawnTimer;
         }
         tempSpawnTimer--;
         //Karaktär logic:
         for (int i = 0; i < karaktärsList.Count; i++)
         {
             karaktärsList[i].Update(karta);
             if (karaktärsList[i] is Enemy)
             {
                 if (karaktärsList[i].isDead == true)
                 {
                     karaktärsList.Remove(karaktärsList[i]);
                     score++;
                     i--;
                     continue;
                 }
                 foreach (Karaktär karaktär in karaktärsList)
                 {
                     if (karaktärsList[i].hitbox.Intersects(karaktär.hitbox) && karaktär is Spelare)
                     {
                         karaktär.hp -= karaktärsList[i].dmg;
                     }
                 }
             }
             if (karaktärsList[i] is Spelare)
             {
                 //Check if projectile intersects enemy
                 Spelare spelare = karaktärsList[i] as Spelare;
                 for (int j = 0; spelare.projectileList.Count > j; j++)
                 {
                     foreach (Karaktär karaktär in karaktärsList)
                     {
                         if (spelare.projectileList[j].Hitbox.Intersects(karaktär.hitbox) && karaktär is Enemy)
                         {
                             karaktär.hp -= spelare.projectileList[j].dmg;
                             spelare.projectileList[j].IsDead = true;
                         }
                     }
                 }
                 if (spelare.isDead)
                 {
                     gameState = Meny.gameover;
                 }
             }
             if (karaktärsList[i].hp <= 0)
             {
                 karaktärsList[i].isDead = true;
             }
         }
         karta.Update();
         base.Update(gameTime);
     }
     else if (gameState == Meny.gameover)
     {
         if (score != 0)
         {
             scoretable.Add(score);
             scoretable.Sort((a, b) => - 1 * a.CompareTo(b));
             score = 0;
         }
         bw = new BinaryWriter(new FileStream("scoretable.dat", FileMode.OpenOrCreate, FileAccess.Write));
         for (int i = 0; i < scoretable.Count; i++)
         {
             bw.Write(scoretable[i]);
         }
         bw.Close();
         if (Keyboard.GetState().IsKeyDown(Keys.R))
         {
             gameState = Meny.play;
         }
         else if (Keyboard.GetState().IsKeyDown(Keys.E))
         {
             gameState = Meny.main;
         }
         karaktärsList.Clear();
         spawnTimer = 60;
     }
 }
예제 #11
0
 static void Main(string[] args)
 {
     //Start Aircraft program
     Meny.startMeny();
 }
예제 #12
0
 static void Main(string[] args)
 {
     Meny.startMeny();
 }
 void Start()
 {
     meny = FindObjectOfType <Meny>();
 }