public void GetMoney(Unit deadUnit) { Debug.Log("Oh! I've received " + deadUnit.rewardCoins + " coins! :D yay"); AddCoins(deadUnit.rewardCoins); score.Add(deadUnit.rewardCoins); MoneyTextManager.Instance.CreateText(GameObject.Find("Grid+Camera").transform.FindChild("Grid").transform.position, deadUnit.rewardCoins.ToString(), true); }
public void UpdateHighscoresTest() { ScoreManager scoreManager = new ScoreManager(); Score s = new Score() { PlayerName = "NONAME", Value = "0025", }; scoreManager.Add(s); Score currentHighscore = scoreManager.Highscores[0]; s = new Score() { PlayerName = "NONAME", Value = "0014", }; scoreManager.Add(s); Score newHighscore = scoreManager.Highscores[0]; //The UpdateHighscores method is called when adding a new score, so no need to call it again Assert.AreNotEqual(currentHighscore.Value, newHighscore.Value); }
public void PurgeTest() { ScoreManager <string> sm = new ScoreManager <string>(); sm.Threshold = 0.99; bool added = sm.Add("zero", 0); added = sm.Add("one-half", 0.5); added = sm.Add("one", 1); Assert.AreEqual(sm.Count, 3); sm.Purge(); Assert.AreEqual(sm.Count, 2); }
void EndJump() { timer = 0; nJumps++; ScoreManager.Add(1); ResetPosition(); }
/// <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(); } _timer -= (float)gameTime.ElapsedGameTime.TotalSeconds; if (_timer <= 0) { SetButtonPosition(_button); _scoreManager.Add(new Models.Score() { PlayerName = "Bob", Value = _score }); ScoreManager.Save(_scoreManager); _timer = 5; _score = 0; } _button.Update(gameTime); // TODO: Add your update logic here base.Update(gameTime); }
/// <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) { _timer -= (float)gameTime.ElapsedGameTime.TotalSeconds; // If the round is over if (_timer <= 0) { SetButtonPosition(_button); _scoreManager.Add(new Models.Score() { PlayerName = "Bob", Value = _score, } ); ScoreManager.Save(_scoreManager); _timer = 5; _score = 0; } _button.Update(gameTime); base.Update(gameTime); }
public override void Update(GameTime gameTime) { foreach (var sprite in _sprites) { sprite.Update(gameTime, _sprites); } if (_score.Score1 > 11 || _score.Score2 > 11) { _scoreManager.Add(new GameScores() { PlayerName = ($"Game{GameNum}"), GameScore = ($"Player 1 : {_score.Score1} Player 2: {_score.Score2}"), Games = GameNum } ); ScoreManager.Save(_scoreManager); GameNum = GameNum + 1; _game.ChangeState(new EndGameState(_game, _graphicsDevice, _content)); } //base.Update(gameTime); }
void Equal10() { textCalc.SetActive(false); textEqual10.SetActive(); score.Add(10); invaders.DestroyList(); }
public void LoadUserInterface() { Score score = new Score(); score.font = Content.Load <SpriteFont>("ScoreFont"); score.text = "Core Charge : "; score.value = 100; score.position = new Vector2(GraphicsDevice.Viewport.Width - 400, 50); score.color = Color.White; score.type = "SunHealth"; score.scale = new Vector2(1.0f, 1.0f); scoreManager.Add(score); Score mainScore = new Score(); mainScore.font = Content.Load <SpriteFont>("ScoreFont"); mainScore.text = "Score : "; mainScore.value = 0; mainScore.position = new Vector2(50, 50); mainScore.color = Color.White; mainScore.type = "MainScore"; mainScore.scale = new Vector2(1.0f, 1.0f); scoreManager.Add(mainScore); Score gameOver = new Score(); gameOver.texture = Content.Load <Texture2D>("GameOver"); gameOver.position = new Vector2(GraphicsDevice.Viewport.Width / 2 - 10, GraphicsDevice.Viewport.Height / 2 - 100); gameOver.scale = new Vector2(0f, 0f); gameOver.color = Color.White; gameOver.type = "GameOver"; scoreManager.Add(gameOver); Score playAgain = new Score(); playAgain.defaultTexture = Content.Load <Texture2D>("PlayAgain"); playAgain.hoverTexture = Content.Load <Texture2D>("PlayAgain_Glow"); playAgain.texture = playAgain.defaultTexture; playAgain.position = new Vector2(GraphicsDevice.Viewport.Width / 2, GraphicsDevice.Viewport.Height / 2 + 50); playAgain.color = Color.White; playAgain.type = "PlayAgain"; playAgain.scale = new Vector2(0f, 0f); // playAgain.origin = new Vector2(playAgain.texture.Width / 2, playAgain.texture.Height / 2); scoreManager.Add(playAgain); }
private void Exit_Click(object sender, System.EventArgs e) { var score = new Score(); score.PlayerName = playerName; score.Value = SpriteManager.Instance.Player.Score; scoreManager.Add(score); ScoreManager.Save(scoreManager); _game.Exit(); }
public void Check(int points) { if (points % 3 == 0 && points % 5 == 0) { GameObject prefab = Instantiate(Resources.Load("FizzBuzz")) as GameObject; Destroy(prefab, 3); scoreManager.Add(3); } else if (points % 3 == 0) { GameObject prefab = Instantiate(Resources.Load("Fizz")) as GameObject; Destroy(prefab, 3); scoreManager.Add(1); } else if (points % 5 == 0) { GameObject prefab = Instantiate(Resources.Load("Buzz")) as GameObject; Destroy(prefab, 3); scoreManager.Add(2); } }
public override void PostUpdate(GameTime gameTime) { foreach (var leftSprite in _sprites.Where(c => c is ICollidable)) { foreach (var rightSprite in _sprites.Where(c => c is ICollidable)) { // Don't do anything if they're the same sprite! if (leftSprite == rightSprite) { continue; } // Don't do anything if they're not colliding if (!leftSprite.Hitbox.Intersects(rightSprite.Hitbox)) { continue; } ((ICollidable)leftSprite).OnCollide(rightSprite); } } for (int i = 0; i < _sprites.Count; i++) { if (_sprites[i].IsRemoved) { _sprites.RemoveAt(i); i--; } } // Add the children sprites to the list of sprites (ie bullets) int spriteCount = _sprites.Count; for (int i = 0; i < spriteCount; i++) { var sprite = _sprites[i]; foreach (var child in sprite.Children) { _sprites.Add(child); } sprite.Children = new List <Sprite>(); } // If the player is dead,save the scores, and return to the highscore state if (_player.IsDead) { _scoreManager.Add(_player.Score); ScoreManager.Save(_scoreManager); _game.ChangeState(new HighscoresState(_game, _content)); } }
public void AddTest1() { ScoreManager <string> sm = new ScoreManager <string>(); sm.Threshold = 1; bool added = sm.Add(new ScoredObject <string>() { Item = "one", Score = 1 }); Assert.IsTrue(added); Assert.AreEqual(sm.Count, 1); Assert.AreEqual(sm.TopScore, 1); added = sm.Add(new ScoredObject <string>() { Item = "one-half", Score = 0.5 }); Assert.IsTrue(added); Assert.AreEqual(sm.Count, 2); added = sm.Add(new ScoredObject <string>() { Item = "minus-one", Score = -1 }); Assert.IsFalse(added); Assert.AreEqual(sm.Count, 2); added = sm.Add(new ScoredObject <string>() { Item = "two", Score = 2 }); Assert.IsTrue(added); Assert.AreEqual(sm.Count, 3); Assert.AreEqual(sm.TopScore, 2); Assert.AreEqual(sm.TopItem, "two"); added = sm.Add(new ScoredObject <string>() { Item = "one", Score = 3 }); Assert.IsFalse(added); }
public void AddTest() { ScoreManager scoreManager = new ScoreManager(); Score s = new Score() { PlayerName = "NONAME", Value = "0025", }; scoreManager.Add(s); CollectionAssert.Contains(scoreManager.Scores, s); }
public void ForEachTest() { ScoreManager <string> sm = new ScoreManager <string>(); sm.Threshold = 1.1; sm.Add("zero", 0); sm.Add("1", 1); sm.Add("2", 2); List <string> expecteditems = new List <string>() { "zero", "1", "2" }; List <string> items = new List <string>(); foreach (string item in sm) { items.Add(item); } for (int i = 0; i < 3; i++) { Assert.AreEqual(items[i], expecteditems[i]); } sm.Revalidate(); items.Clear(); foreach (string item in sm) { items.Add(item); } expecteditems.Remove("zero"); for (int i = 0; i < 2; i++) { Assert.AreEqual(items[i], expecteditems[i]); } }
public void Update(int inScore) { _score = inScore; if (inScore != _lastScore) { _scoreManager.Add(new Score { Value = inScore }); ScoreManager.Save(_scoreManager); } _lastScore = inScore; }
void OnTriggerEnter2D(Collider2D collision) { //Debug.Log("collision enter"); if (collision.gameObject.tag == "Bullet") { //Debug.Log("Destroy"); Explosion(); var parent = transform.parent.gameObject; Debug.Log(parent); score.Add(value); parent.GetComponent <InvadersManager>().AddDestroyList(gameObject); calc.AddNum(value); } }
public void Add(Mino mino) { foreach (Vector2Int m in mino.AllPositions) { fieldMinoSprites[m.x, m.y].sprite = MinoManager.Sprites[(int)mino.Type]; minoExists[m.x, m.y] = true; } int deleteLines = 0; for (int i = 0; i < HEIGHT; ++i) { bool lineDelete = true; for (int j = 0; j < WIDTH; ++j) { if (minoExists[j, i] == false) { lineDelete = false; } } if (lineDelete) { for (int ii = i; ii < HEIGHT - 1; ++ii) { for (int j = 0; j < WIDTH; ++j) { fieldMinoSprites[j, ii].sprite = fieldMinoSprites[j, ii + 1].sprite; minoExists[j, ii] = minoExists[j, ii + 1]; } } --i; ++deleteLines; } } LineManager.Add(deleteLines); ScoreManager.Add(SCORE_NORMAL[deleteLines] * LevelManager.Get()); }
void OnTriggerEnter2D(Collider2D collision) { //Debug.Log("collision enter"); if (collision.gameObject.tag == "Bullet") { score.Add(20); calc.AddNum(0); //Debug.Log("Destroy"); Destroy(this.gameObject); } else if (collision.gameObject.tag == "Trap") { Destroy(this.gameObject); } }
public void AddTest() { ScoreManager <string> sm = new ScoreManager <string>(); sm.Threshold = 1; bool added = sm.Add("one", 1); Assert.IsTrue(added); Assert.AreEqual(sm.Count, 1); Assert.AreEqual(sm.TopScore, 1); added = sm.Add("one-half", 0.5); Assert.IsTrue(added); Assert.AreEqual(sm.Count, 2); added = sm.Add("minus one", -1); Assert.IsFalse(added); Assert.AreEqual(sm.Count, 2); added = sm.Add("two", 2); Assert.IsTrue(added); Assert.AreEqual(sm.Count, 3); Assert.AreEqual(sm.TopScore, 2); Assert.AreEqual(sm.TopItem, "two"); added = sm.Add("one", 3); Assert.IsFalse(added); }
public void SaveAndLoadTest() { ScoreManager scoreManager = new ScoreManager(); Score s = new Score() { PlayerName = "NONAME", Value = "0014", }; scoreManager.Add(s); ScoreManager.Save(scoreManager); scoreManager = ScoreManager.Load(); Assert.AreEqual(s.Value, scoreManager.Scores[0].Value); }
private void OnCollisionEnter(Collision Collision) { switch (Collision.transform.gameObject.tag) { case "Target": ParticleHitPrefab = Instantiate(ParticleHitPrefab, Collision.contacts[0].point, Quaternion.identity); ParticleHitPrefab.GetComponent <ParticleSystem>().Play(); GameObject.Find("HitSoundSource").GetComponent <AudioSource>().Play(); if (Timer.Finished) { return; } // Sphere cast RaycastHit[] OutHit; OutHit = Physics.SphereCastAll(transform.position, DetectionRadius, transform.forward); // Spawn the score hit UI element (for feedback) int ScoreToAdd = Collision.gameObject.GetComponent <Target>().Tier2; ScoreManager.Add(ScoreToAdd); ScoreHitPrefab = Instantiate(ScoreHitPrefab, Collision.contacts[0].point, Quaternion.identity); TextComponent = ScoreHitPrefab.transform.GetChild(0).GetComponent <TextMeshProUGUI>(); TextComponent.color = Color.blue; TextComponent.fontSize = 38892.0f; TextComponent.text = "+" + ScoreToAdd; ScoreHitPrefab.transform.LookAt(new Vector3(0.0f, 0.0f, 0.0f)); ScoreHitPrefab.transform.rotation = Quaternion.LookRotation(Vector3.zero - ScoreHitPrefab.transform.position) * Quaternion.Inverse(new Quaternion(0.0f, 180.0f, 0.0f, 1.0f)); // Destroy every target in the sphere's reach foreach (RaycastHit Hit in OutHit) { if (Hit.transform.gameObject.tag == "Target") { Hit.transform.GetComponent <Target>().Hit = true; Hit.transform.GetComponent <Target>().Hide(); } } break; case "Water": Destroy(gameObject); // Destroy duck break; } }
public void Add(char tileValue) { if (registers[active].GetComponent <Register>().Add(tileValue)) { } else { active++; if (active > registers.Length - 1) { SceneManager.LoadScene("Main"); } else { registers[active].GetComponent <Register>().Add(tileValue); } } scoreManager.Add(hexValues[tileValue]); }
public void CheckUserSelect(Melody user_selected) { Melody melody = melody_sheet[user_melody_index]; if (melody.unique_name == user_selected.unique_name) { user_melody_index++; if (user_melody_index >= melody_sheet.Count) { user_melody_index = 0; score_manager.Add(); b12.color = new Color(255, 255, 255, 1); StartCoroutine(AddAndPlay(2)); } } else { GameOver(); } }
void Awake() { _score = Manager.Instance.Score; _name = Manager.Instance.Name; _scoreManager = new ScoreManager(); ScoreManager.Load(); _scoreManager.Add(new Score { Value = _score, PlayerName = _name }); ScoreManager.Save(_scoreManager); SetPlayerPref.SaveAll(); Debug.LogWarning("Finished !"); }
/// <summary> /// 就是新增 /// </summary> /// <returns></returns> public ActionResult adds() { ScoreManager bll = new ScoreManager(); score se = new score() { PointTime = Convert.ToDateTime(Request.Form["PointTime"]), UserId = Convert.ToInt32(Request.Form["UserId"]), systemId = Convert.ToInt32(Request.Form["systemId"]), score_Condition = "可见" }; var info = bll.Add(se); if (info) { return(Redirect("/LiuYi/Point/Index")); } else { return(Redirect("/LiuYi/Point/Index")); } }
//Add the new highscore to the difficuly selected public void Add(int difficulty, int score) { insertManager.Add(difficulty, score); }
public override void PostUpdate(GameTime gameTime) { var collidableSprites = _sprites.Where(c => c is ICollidable); foreach (var spriteA in collidableSprites) { foreach (var spriteB in collidableSprites) { // Don't do anything if they're the same sprite! if (spriteA == spriteB) { continue; } if (!spriteA.CollisionArea.Intersects(spriteB.CollisionArea)) { continue; } if (spriteA.Intersects(spriteB)) { ((ICollidable)spriteA).OnCollide(spriteB); } } } // Add the children sprites to the list of sprites (ie bullets) int spriteCount = _sprites.Count; for (int i = 0; i < spriteCount; i++) { var sprite = _sprites[i]; foreach (var child in sprite.Children) { _sprites.Add(child); } sprite.Children = new List <Sprite>(); } for (int i = 0; i < _sprites.Count; i++) { if (_sprites[i].IsRemoved) { _sprites.RemoveAt(i); i--; } } // If all the players are dead, we save the scores, and return to the highscore state if (_players.All(c => c.IsDead)) { foreach (var player in _players) { _scoreManager.Add(player.Score); } ScoreManager.Save(_scoreManager); _game.ChangeState(new HighscoresState(_game, _content)); } }
private void FlusiCollision(Collision2D collision) { Destroy(gameObject); ScoreManager.Add(10f); }
// Update is called once per frame private void Update() { gameState = GetGameState(); switch (gameState) { case (GameState.TileMoving): return; case GameState.HasEmptyTiles: { Collapse(); FillField(); break; } case GameState.TileSelected: { if (!Input.GetMouseButtonDown(0)) { return; } var hit = Physics2D.Raycast(Camera.main.ScreenToWorldPoint(Input.mousePosition), Vector2.zero); if (hit.collider != null) { var position = GetPoint(hit.collider.transform); var neighbours = GetNeighbours(selectedTile); if (neighbours.Any(pos => pos.X == position.X && pos.Y == position.Y)) { tiles[selectedTile].StopSpinning(); swappedTile = position; SwapTiles(selectedTile, swappedTile); } else { tiles[selectedTile].StopSpinning(); selectedTile = null; } } break; } case GameState.MovedTile: { var matches = tiles.FindMatches().ToList(); if (matches.Any()) { foreach (var tile in matches) { tile.Remove(); ScoreManager.Add(1); } } else { SwapTiles(selectedTile, swappedTile); } selectedTile = null; swappedTile = null; break; } case (GameState.None): { var matches = tiles.FindMatches().ToList(); if (matches.Any()) { foreach (var tile in matches) { tile.Remove(); ScoreManager.Add(1); } break; } if (Input.GetMouseButtonDown(0)) { var hit = Physics2D.Raycast(Camera.main.ScreenToWorldPoint(Input.mousePosition), Vector2.zero); if (hit.collider != null) { var position = GetPoint(hit.collider.transform); selectedTile = position; tiles[selectedTile].StartSpinning(); } } break; } } }