/// <summary> /// The main entry point for the application. /// </summary> static void Main(string[] args) { using (var game = new Game2()) { game.Run(); } }
private static void Sc() // start clocks { if (Game2.IsFirstKeyPressInGame) { Game2.StartClocks(); } }
static void Main(string[] args) { BaseGamerAndGameManager gamerAndGameManager = new Game1(); Gamer gamer = new Gamer { DateOfBirth = new DateTime(2001, 10, 27), FirstName = "Begüm", LastName = "Muşdal", NationalityId = "11111111111" }; Gamer gamer2 = new Gamer { DateOfBirth = new DateTime(2001, 10, 25), FirstName = "Nisa", LastName = "Has", NationalityId = "22222222222" }; gamerAndGameManager.Save(gamer); gamerAndGameManager.Buy(gamer); gamerAndGameManager.CampaignOfGameSave(gamer); gamerAndGameManager.Delete(gamer); gamerAndGameManager.Save(gamer2); gamerAndGameManager.Buy(gamer2); gamerAndGameManager.CampaignOfGameUpdate(gamer2); gamerAndGameManager.Delete(gamer2); BaseGamerAndGameManager gamerAndGameManager2 = new Game2(); Gamer gamer3 = new Gamer { DateOfBirth = new DateTime(2001, 10, 8), FirstName = "Begüm", LastName = "Ünal", NationalityId = "33333333333" }; gamerAndGameManager2.Save(gamer3); gamerAndGameManager2.Buy(gamer3); Console.ReadLine(); }
/// <summary> /// The main entry point for the application. /// </summary> static void Main(string[] args) { using (Game2 game = new Game2()) { game.Run(); } }
// GRID LOGIC HERE // Use this for initialization public void Start() { game = GameObject.Find("Main Game").GetComponent <Game2>(); box = transform.GetComponent <BoxCollider2D>(); /* yfloor = transform.position.y-transform.localScale.y*box.size.y/2; * yceiling = transform.position.y+transform.localScale.y*box.size.y/2; * xleft = transform.position.x-transform.localScale.x*box.size.x/2; * xright = transform.position.x+transform.localScale.x*box.size.x/2; * spawnPosition = transform.FindChild("SpawnPosition").position;*/ // Debug.Log ("Ceiling: " + yceiling); // Debug.Log ("floor: " + yfloor); // Debug.Log ("left: " + xleft); // Debug.Log ("right: " + xright); //grid = this.GetComponent<Grid2D>(); //gridOffset = new Vector3(xLeft,yFloor,0); //grid.offset = gridOffset; //grid = GetComponent<Grid2D>(); //grid.Width = 5; //grid.Height = 1; //grid.CellWidth = (Mathf.Abs (xright-xleft)/grid.Width)/transform.localScale.x; // Debug.Log ("CellWidth: " + grid.CellWidth); //grid.CellHeight = Mathf.Abs (yceiling-yfloor)/grid.Height; // Debug.Log ("CellHeight: " + grid.CellHeight); nodes = transform.GetComponentsInChildren <Node>(); //nodes = transform. /* * for (int y = 0; y < grid.Height; ++y) * { * for (int x = 0; x < grid.Width; ++x) * { * // Instantiate new object * GameObject instance = Instantiate(PrefabToPlace) as GameObject; * * // Move to correct position * instance.transform.position = grid.GetBottomCenter(x, y); * * // Add the object to the grid * grid.Add(instance.transform, x, y); * } * } */ people = new GameObject[3, 2]; people[0, 0] = Resources.Load <GameObject>("Prefabs/Person/Boy"); people[0, 1] = Resources.Load <GameObject>("Prefabs/Person/Girl"); people[1, 0] = Resources.Load <GameObject>("Prefabs/Person/Man"); people[1, 1] = Resources.Load <GameObject>("Prefabs/Person/Lady"); people[2, 0] = Resources.Load <GameObject>("Prefabs/Person/RichMan"); people[2, 1] = Resources.Load <GameObject>("Prefabs/Person/RichLady"); //personThug = Resources.Load<GameObject>("Prefabs/Person/Thug"); //personPriest = Resources.Load<GameObject>("Prefabs/Person/Priest"); HASLOADED = true; }
private void Hamsterinflation() { if (i == interval) { // every i moves Console.WriteLine("Enemy {0} called Hamsterinflation().", e.Index); // debug Game2.Hamsterinflation(); i = 0; } i++; }
public void isrowfull2test() { var go = new GameObject(); Game2 rowtest = go.AddComponent <Game2>(); rowtest.isrowfull2(7); LogAssert.Expect(LogType.Log, "Log message"); Debug.Log("Log message"); Debug.LogError("Error message"); LogAssert.Expect(LogType.Error, "Error message"); }
public void generateblock2test() { var go = new GameObject(); Game2 blocktest = go.AddComponent <Game2>(); blocktest.generatenextblock2(); LogAssert.Expect(LogType.Log, "Log message"); Debug.Log("Log message"); Debug.LogError("Error message"); LogAssert.Expect(LogType.Error, "Error message"); }
public void gamescore2test() { var go = new GameObject(); Game2 blocktest = go.AddComponent <Game2>(); blocktest.gamescore_function2(); LogAssert.Expect(LogType.Log, "Log message"); Debug.Log("Log message"); Debug.LogError("Error message"); LogAssert.Expect(LogType.Error, "Error message"); }
public static long GetHighScore2(int playersCount, int lastMarbleWorth) { var game = new Game2(); var scores = new long[playersCount]; for (var m = 1; m <= lastMarbleWorth; m++) { scores[m % playersCount] += game.AddMarble(m); //Console.WriteLine($"{m,3}: {game.Describe()}"); } return(scores.Max()); }
void Awake() { if (instance == null) { instance = this; } else if (instance != this) { Destroy(gameObject); } DontDestroyOnLoad(gameObject); initialCameraPosition = transform.position; }
public override string SolvePart2() { IGame game = new Game2(_deck1.GetCopy(), _deck2.GetCopy()); game.Play(); if (game.Winner is null) { throw new InvalidOperationException("No winner after the game."); } int score = game.Winner.Score; return(score.ToString()); }
private void ClearGame() { game = new Game2(); B1.Content = " "; B2.Content = " "; B3.Content = " "; B4.Content = " "; B5.Content = " "; B6.Content = " "; B7.Content = " "; B8.Content = " "; B9.Content = " "; }
protected override void OnNavigatedTo(NavigationEventArgs e) { base.OnNavigatedTo(e); Window.Current.CoreWindow.KeyUp += Menu_KeyUp; ToggleCurser(); var gameInfo = (GameInfo)e.Parameter; var gameName = gameInfo.gameName; var inputs = new MouseKeyboardInputs(lockCurser, playerId); game = new Game2(); zoomer = new MouseZoomer(GameHolder.ActualWidth, GameHolder.ActualHeight, fieldDimensions, (GameState gs) => { return(gs.players.Where(x => x.Key == playerId).Select(x => x.Value.PlayerBody.Position) .Union(new[] { gs.GameBall.Posistion }) .ToArray()); }); //zoomer = new FullField(GameHolder.ActualWidth, GameHolder.ActualHeight, fieldDimensions.xMax / 2.0, fieldDimensions.yMax / 2.0); renderGameState = new RenderGameState2(/*Canvas,*/ zoomer, LeftScore, RightScore); var signalRHandler = SingleSignalRHandler.GetOrThrow(); var color = GetColor(); signalRHandler.Send(gameName, new AddPlayerEvent( playerId, "", BodyA, color[0], color[1], color[2], 0xff, color[0], color[1], color[2], new Physics2.Vector(fieldDimensions.xMax / 2.0, fieldDimensions.yMax / 2.0) )); inputs.Init().ContinueWith(_ => { signalRHandler.Send(gameName, Inputs(inputs)); }); var dontWait = MainLoop(signalRHandler.JoinChannel(new JoinChannel(gameName))); }
// public GUISkin skin = new GUISkin(); // public int LEFT_EDGE; //public TutorialSlideshow tutorial; // Use this for initialization private void Start() { // mytype = Resources.Load<Font>("Fonts/my_type_of_font/mytype"); // nightProgressTexture = Resources.Load<Texture2D>("Sprites/gui/nightskyTexture"); if (game == null) { game = GameObject.Find("Main Game").GetComponent <Game2>(); } //if (tutorial==null){ // tutorial = GameObject.Find ("Main Game").GetComponent<TutorialSlideshow>(); //} // LEFT_EDGE = 2*width; }
void ReleaseDesignerOutlets() { if (Game1 != null) { Game1.Dispose(); Game1 = null; } if (Game2 != null) { Game2.Dispose(); Game2 = null; } if (Game3 != null) { Game3.Dispose(); Game3 = null; } }
public void Setup(Game2 data) { answerData = data; answerText.text = answerData.answerText; }
// Use this for initialization void Start() { game = GameObject.Find("Main Game").GetComponent <Game2>(); sp = GetComponent <SpriteRenderer>(); }
protected override async void OnNavigatedTo(NavigationEventArgs e) { base.OnNavigatedTo(e); Window.Current.CoreWindow.KeyUp += Menu_KeyUp; //zoomer = new ShowAllPositions(GameHolder.ActualWidth, GameHolder.ActualHeight, fieldDimensions); //rge = new RenderGameEvents(GameArea, Fps, LeftScore, RightScore, zoomer, frame, fieldDimensions); //if (lockCurser.Thing) //{ // Window.Current.CoreWindow.PointerPosition = new Windows.Foundation.Point( // (Window.Current.CoreWindow.Bounds.Left + Window.Current.CoreWindow.Bounds.Right) / 2.0, // (Window.Current.CoreWindow.Bounds.Top + Window.Current.CoreWindow.Bounds.Bottom) / 2.0); // Window.Current.CoreWindow.PointerCursor = null; //} //else //{ // Window.Current.CoreWindow.PointerCursor = new CoreCursor(CoreCursorType.Arrow, 0); //} var gameInfo = (GameInfo)e.Parameter; var gameName = gameInfo.gameName; game = new Game2(); var teamSize = 5; var ourTeam = new Guid[teamSize].Select(x => Guid.NewGuid()).ToArray(); //zoomer = new MouseZoomer(GameHolder.ActualWidth, GameHolder.ActualHeight, fieldDimensions, (GameState gs)=> { // return gs.players.Where(x => x.Key == ourTeam[0]).Select(x => x.Value.PlayerBody.Position) // .Union(new[] { gs.GameBall.Posistion }) // .ToArray(); //}); // this blocks like a mofo // we don't want anything to get a peice of the main thread while we are setting up try { //if (gameInfo.controlScheme == ControlScheme.MouseAndKeyboard) //{ // var body = ourTeam.First(); // var inputs = new MouseKeyboardInputs(lockCurser, body); // await inputs.Init(); // await CreatePlayer(body, inputs, new byte[3] { 0x88, 0x00, 0xff }); //} //foreach (var body in ourTeam)//.Skip(1) //{ // var inputs = new AIInputs(game.gameState, body, ourTeam.Except(new Guid[] { body }).ToArray(), fieldDimensions, false); // await inputs.Init(); // await CreatePlayer(body, inputs, new byte[3] { 0x00, 0x00, 0xff }); //} //https://stackoverflow.com/questions/48997243/uwp-gamepad-gamepads-is-empty-even-though-a-controller-is-connected //var x = 0; //while (x < 10) //{ // var db = Gamepad.Gamepads.Count; // Task.Delay(100).Wait(); // x++; //} //var gps = Gamepad.Gamepads.ToArray(); //foreach (var (gamePad, key) in gps.Zip(ourTeam.Take(gps.Length), (x, y) => (x, y))) //{ // var body = key;// Guid.NewGuid(); // var inputs = CreateController(gamePad, body); // inputs.Init().Wait(); // CreatePlayer(body, inputs).Wait(); //} var body = ourTeam.First(); var inputs = new MouseKeyboardInputs(lockCurser, body); await inputs.Init(); await CreatePlayer(body, inputs, new byte[3] { 0x88, 0x00, 0xff }); { var team = new AITeam(game.gameState, ourTeam, fieldDimensions, false); foreach (var(key, input) in team.GetPlayers().Skip(1 /*gps.Length*/)) { input.Init().Wait(); CreatePlayer(key, input, new byte[3] { 0x00, 0x00, 0xff }).Wait(); } } var theirTeam = new Guid[teamSize].Select(x => Guid.NewGuid()).ToArray(); { var team = new AITeam(game.gameState, theirTeam, fieldDimensions, true); foreach (var(key, input) in team.GetPlayers()) { input.Init().Wait(); CreatePlayer(key, input, new byte[3] { 0xff, 0x00, 0x00 }).Wait(); } } } catch (Exception ex) { await OnDisconnect(ex); } var ourBody = localPlayers.Read().First().LocalId; zoomerLeft = new Zoomer(CanvasLeft.ActualWidth, CanvasLeft.ActualHeight, ourBody, .0025); zoomerRight = new Zoomer(CanvasRight.ActualWidth, CanvasRight.ActualHeight, ourBody, .01); //renderGameState = new RenderGameState(GameArea, zoomer, LeftScore, RightScore); renderGameStateLeft = new RenderGameState2(/*Canvas,*/ zoomerLeft, LeftScore, RightScore); renderGameStateRight = new RenderGameState2(/*Canvas,*/ zoomerRight, LeftScore, RightScore); Task.Run(async() => { try { MainLoop(); } catch (Exception ex) { await OnDisconnect(ex); } }); }
// private Font mytype; void Start() { // mytype = Resources.Load<Font>("Fonts/my_type_of_font/mytype"); ability1 = transform.GetComponent <Ability_Ghost>(); ability2 = transform.GetComponent <Ability_Repair>(); ability3 = transform.GetComponent <Ability_Claw>(); ability4 = transform.GetComponent <Ability_Monster>(); ability5 = transform.GetComponent <Ability_Possess>(); game = transform.GetComponent <Game2>(); DaySlides.Add( "HOW TO PLAY (DAYTIME)\n" + "You are the owner of a haunted " + "hotel. Your goal is to generate money and fear, by luring in the wealthiest " + "visitors, and then giving them a scare!\n" + "During the daytime when nobody is around, you will set up furniture and traps " + "in the hotel rooms. You can also purchase new floors to use for your hotel. " + "\n\nCan you build the biggest, baddest, hauntel hotel???" ); DaySlides.Add( "You can navigate up and down floors by clicking on the up/down triangles on the right " + "side of the screen. To buy a new floor, go to your top floor and click on the button that " + "appears at the top of the screen. If you have enough money, your hotel grows by another floor." ); DaySlides.Add( "Each floor has 5 spaces where you can place furniture. To place furniture, select " + "a type of furniture from the buttons at the bottom of the screen. You can also sell furniture by " + "clicking on it, although you get less money back if it is damaged.\n" + "Furniture makes a room more valuable. More expensive pieces of furniture equal more value for " + "that room. The bed and chairs are normal furniture." ); DaySlides.Add( "Lamps are a special type of furniture that generate light and can be turned on or off. When " + "a person touches a lamp that is turned off, they will turn it on. The normal and fancy lamps " + "heal people's sanity when they turn it on. The scary lamp, on the other hand, scares them when " + "they turn it on. You can also manually toggle lamps by clicking on them." ); DaySlides.Add( "The Armoire and Portrait are traps that you can click on at night to activate. When people are " + "in front of a trap, click on it to activate its scare effect. Any person " + "standing nearby will get scared. Once you activate a trap, you cannot use it again until the next " + "night or until you repair it." ); DaySlides.Add( "Remember, the nicer the floors are, the more likely it is to bring in " + "wealthy visitors, who will drop more money overnight.\n\n" + "Once you have placed some furniture in the hotel, press \"START\" to bring in visitors." ); NightSlides.Add( "HOW TO PLAY (NIGHT)\n" + "When night starts, people check in and give you initial money. " + "They will also drop money at intervals during the night, based on how wealthy they are " + "and how nice the room is. Your furniture will also sustain damage when people use it.\n" + "Night time ends once you have scared everyone out of the hotel, or once the " + "clock reaches 6:00 am (This is aroud " + game.GAME_MINUTES + " minutes realtime), " + "but you can also quit manually by clicking the \"Finish\" button." ); NightSlides.Add( "At night, generate as much fear and money as possible. People will drop money throughout the " + "night based on how nice their room is. At the end of the " + "night, all of the fear you have collected will give you a huge money bonus." ); NightSlides.Add( "Warning: Your fear is constantly decreasing, so you need to keep it up!\n\n" + "Be careful, though. If you scare too many people out of the hotel, then there " + "won't be enough people around to drop money. The point is that you need to be smart " + "about when to scare people and when to wait." ); NightSlides.Add( "Different types of people will check into the hotel based on how nice the rooms are. " + "Each family has at least 1 adult. There are also boys and girls, who are easier to " + "scare but don't drop as much money. If the room is very nice, and the total value of " + "the furniture is over $1000, you may start to see rich men and women check in as well. " + "They don't drop as much fear, but they drop a lot of money and very frequently." ); NightSlides.Add( "The thug will actively try to destroy your furniture with his club, and the " + "priest will try to destroy your scary traps. It is a wise idea to scare them " + "out of the room as quickly as possible, although they will check back in " + "after some time." ); NightSlides.Add( "In addition to clicking on traps you have placed, you can also spend some of " + "your fear to use special abilities. There are 5 abilities you can use: Ghost, " + "Repair, Claw, Monster, and Possession. Each does some damage to people who " + "touch it. An ability requires a minimum amount of fear and " + "energy cost to use, and has a cooldown on use. By using the ability, you pay its " + "energy cost from your current fear level." ); NightSlides.Add( "GHOST ability: Summon a ghost where you click.\n" + "Minimum fear level: " + ability1.MinFear + "%\n" + "Cooldown time: " + ability1.TimeCooldown + " seconds\n" + "Damage: " + ability1.Damage + "\n" + "Duration: " + ability1.TimeDuration + " seconds\n" + "Cost per use: free" ); NightSlides.Add( "REPAIR ability: Fix damaged furniture and restore their durability by up to 30%. Click on a piece of " + "furniture to use this ability. It can also reset your traps.\n" + "Minimum fear level: " + ability2.MinFear + "%\n" + "Cooldown time: " + ability2.TimeCooldown + " seconds\n" + "Damage: " + ability2.Damage + "\n" + "Duration: " + ability2.TimeDuration + " seconds\n" + "Cost per use: -" + ability2.UseCost + "% fear" ); NightSlides.Add( "CLAW ability: Finds the nearest person and drags them back to the claw's origin.\n" + "Minimum fear level: " + ability3.MinFear + "%\n" + "Cooldown time: " + ability3.TimeCooldown + " seconds\n" + "Damage: " + ability3.Damage + "\n" + "Duration: " + ability3.TimeDuration + " seconds\n" + "Cost per use: -" + ability3.UseCost + "% fear" ); NightSlides.Add( "MONSTER ability: Moves around the room and terrifies anyone in its way.\n" + "Minimum fear level: " + ability4.MinFear + "%\n" + "Cooldown time: " + ability4.TimeCooldown + " seconds\n" + "Damage: " + ability4.Damage + "\n" + "Duration: " + ability4.TimeDuration + " seconds\n" + "Cost per use: -" + ability4.UseCost + "% fear" ); NightSlides.Add( "POSSESSION ability: Take over a person's soul and fly them around like a puppet.\n" + "Minimum fear level: " + ability5.MinFear + "%\n" + "Cooldown time: " + ability5.TimeCooldown + " seconds\n" + "Damage: " + ability5.Damage + "\n" + "Duration: " + ability5.TimeDuration + " seconds\n" + "Cost per use: -" + ability5.UseCost + "% fear" ); }
protected virtual void Start() { game = transform.GetComponent <Game2>(); cooldownTimer = 0f; }
private static void HandleMousePressed() { int x = Mouse.GetState().X; // x coord of mouse position where clicked int y = Mouse.GetState().Y; // y coord of mouse position where clicked GameState gs = GameMain.Gamestate; switch (gs) { case GameState.Startmenu: // Cross button if (CollisionBtn(GameMain.BtnsStartmenu[0], x, y)) { GameMain.self.Exit(); } // Hamster skins button if (CollisionBtn(GameMain.BtnsStartmenu[1], x, y)) { switch (GameMain.HamsterSkin) { case HamsterSkin.Default: GameMain.HamsterSkin = HamsterSkin.Candy; // select next skin break; case HamsterSkin.Candy: GameMain.HamsterSkin = HamsterSkin.Pokemon; break; case HamsterSkin.Pokemon: GameMain.HamsterSkin = HamsterSkin.Default; break; default: break; } } // Python skins button if (CollisionBtn(GameMain.BtnsStartmenu[2], x, y)) { switch (GameMain.PythonSkin) { case PythonSkin.Default: GameMain.PythonSkin = PythonSkin.Bloody; break; case PythonSkin.Bloody: GameMain.PythonSkin = PythonSkin.Pokemon; break; case PythonSkin.Pokemon: GameMain.PythonSkin = PythonSkin.Default; break; default: break; } } // Tutorial button if (CollisionBtn(GameMain.BtnsStartmenu[3], x, y)) { GameMain.Gamestate = GameState.Tutorialmenu; } // Level select buttons for (int i = 0; i < GameMain.NLvls; i++) { if (CollisionBtn(GameMain.BtnsLevelSelect[i], x, y)) { if (Game2.MaxLevelAvailable >= i + 1) // only if level was unlocked already { Game2.LevelNr = i + 1; // i+1 because i starts at 0 but levels start at 1 Game2.StartNewGame(); } } } break; case GameState.Tutorialmenu: // Cross button if (CollisionBtn(GameMain.BtnsStartmenu[0], x, y)) { GameMain.self.Exit(); } // Tutorial level select buttons for (int i = 0; i < 7; i++) { if (CollisionBtn(GameMain.BtnsTutorialmenu[i], x, y)) { Game2.LevelNr = i == 0 ? 101 : i + 102; // Ex.: Array index [3] - tutlvl 105 (because 102 has no button in array) Game2.StartNewGame(); } } // Button question mark if (CollisionBtn(GameMain.BtnsTutorialmenu[7], x, y)) { Game2.IsBehindTheGame = false; } // Button "Start Level 1" if (CollisionBtn(GameMain.BtnsTutorialmenu[8], x, y)) { Game2.LevelNr = 1; Game2.StartNewGame(); } // Button compiler if (CollisionBtn(GameMain.BtnsTutorialmenu[9], x, y)) { Game2.IsBehindTheGame = true; } // Button "Textual Manual" if (CollisionBtn(GameMain.BtnsTutorialmenu[10], x, y)) { GameMain.Gamestate = Game2.IsAltManual == true ? GameState.Manual : GameState.Anleitung; } // Button "Back to startmenu" if (CollisionBtn(GameMain.BtnsTutorialmenu[11], x, y)) { GameMain.Gamestate = GameState.Startmenu; } break; case GameState.Anleitung: if (CollisionBtn(GameMain.BtnsAnleitung[1], x, y)) { Game2.LevelNr = 1; Game2.StartNewGame(); } break; case GameState.Manual: if (CollisionBtn(GameMain.BtnsManual[1], x, y)) { Game2.Manualpage = 1; } if (CollisionBtn(GameMain.BtnsManual[2], x, y)) { Game2.LevelNr = 1; Game2.StartNewGame(); } break; default: // Button Stop if (CollisionBtn(GameMain.BtnsIngame[0], x, y)) { Game2.StopGame(); GameMain.Gamestate = Game2.LevelNr < 100 ? GameState.Startmenu : GameState.Tutorialmenu; // return to Tutorial menu when in a Tutorial level } // Button Pause if (CollisionBtn(GameMain.BtnsIngame[1], x, y)) { switch (gs) // Pause button only clickable when gamestate == Ingame || Pause { case GameState.Ingame: GameMain.Gamestate = GameState.Pause; break; case GameState.Pause: GameMain.Gamestate = GameState.Ingame; break; } } // Button Restart if (CollisionBtn(GameMain.BtnsIngame[2], x, y)) { Game2.RestartLevel(); } // (Victory) Button Next Level if (gs == GameState.Victory && (Game2.LevelNr + 1 <= GameMain.NLvls || Game2.LevelNr > 100)) { if (CollisionBtn(GameMain.BtnVictory, x, y)) { Game2.LevelNr += 1; Game2.StartNewGame(); } } break; } }