//[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)); } }
//[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)); } }
private void Start() { rb = GetComponent <Rigidbody>(); meny = FindObjectOfType <Meny>(); transform.position = playerSpawn.transform.position; spawnSticks(); maxSticks = sticks.Count; }
//[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); }
//[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)); } }
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(); } }
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); }
/// <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; } }
static void Main(string[] args) { //Start Aircraft program Meny.startMeny(); }
static void Main(string[] args) { Meny.startMeny(); }
void Start() { meny = FindObjectOfType <Meny>(); }