private void GameRef_GameStartEvent(Traveler traveler, int currentIteration = 1) { // inputs double[] inputs = new[] { Convert.ToDouble(traveler.location.X), Convert.ToDouble(traveler.location.Y), Convert.ToDouble(false) }; Int16 direction = this.Traveler.Play(inputs); gameRef.DirectionsStack.Enqueue(direction); }
private double ScoreAI(MazeCycleOutcome mazeCycle, Traveler traveler) { double retVal = WRONG_SCORE; if (mazeCycle.GameOver) { retVal = CORRECT_SCORE * 2; } else if (!mazeCycle.BumpedIntoWall) { retVal = CORRECT_SCORE; } return(retVal); }
private void GameRef_GameCycleEvent(MazeCycleOutcome cycle, Traveler traveler) { // inputs double[] inputs = new[] { Convert.ToDouble(traveler.location.X), Convert.ToDouble(traveler.location.Y), Convert.ToDouble(cycle.BumpedIntoWall) }; Int16 direction = this.Traveler.Play(inputs); //tmp delay since encog going too fast System.Threading.Thread.Sleep(10); gameRef.DirectionsStack.Enqueue(direction); }
public void StartGame(EncogMaze encogMaze) { // set traveler traveler = encogMaze.Traveler; // Initial Location traveler.location.X = OldLocation.X; traveler.location.Y = OldLocation.Y; // Fire GameStart Event if (GameStartEvent != null) { GameStartEvent(traveler); } Thread GameLoopThread = new Thread(() => { this.GameLoop(); }); GameLoopThread.Start(); }
public MazeGame() { traveler = new Traveler(); }