public static SelectableData GetDifficltySelectableData(difficulty difficulty) { SelectableData data; switch (difficulty) { case difficulty.EASY: Debug.Log("Select EASY"); data = new SelectableData(5, 1.5f, 0.15f, 2000, 1.2f, 1.0f, 120); break; case difficulty.NOMAL: Debug.Log("Select NOMAL"); data = new SelectableData(3, 1.0f, 0.1f, 3000, 1.0f, 1.0f, 90); break; case difficulty.HARD: Debug.Log("Select HARD"); data = new SelectableData(1, 0.8f, 0.08f, 4000, 0.8f, 0.8f, 60); break; default: data = null; break; } return(data); }
private void changeBreathDifficulty(difficulty diff) { // 0 = Slowest/Deepest, 1 = Slow/Deep, 2 = Medium, 3 = Fast/Shallow int diffInt; switch (diff) { case difficulty.Deepest: diffInt = 0; break; case difficulty.Deep: diffInt = 1; break; case difficulty.Normal: diffInt = 2; break; case difficulty.Quick: diffInt = 3; break; default: diffInt = 2; break; } changeDifficultyEvent.Raise(diffInt); }
void Awake() { MakeSingleton(); ResetTimerSpeed(); set_difficulty = difficulty.EASY; achievements = new bool[numberOfAchievements]; }
public override void gameStart(difficulty difficulty) { if (UnityEngine.Random.Range(0, 101) < 50) { spaceToWin = true; } if (UnityEngine.Random.Range(0, 101) < 50) { text.transform.eulerAngles = new Vector3(0, 0, 180); } if (spaceToWin) { if (UnityEngine.Random.Range(0, 101) < 50) { text.GetComponent <TextMesh>().text = "backspace to lose \n \n Space to win"; } else { text.GetComponent <TextMesh>().text = "Space to win \n \n backspace to lose"; } } else { if (UnityEngine.Random.Range(0, 101) < 50) { text.GetComponent <TextMesh>().text = "Space to lose \n \n backspace to win"; } else { text.GetComponent <TextMesh>().text = "backspace to win \n \n Space to lose"; } } }
private static void saveScores(difficulty d, SortedList <Score, Score> scores) { switch (d) { case difficulty.EASY: using (FileStream stream = new FileStream("Assets/easy.lst", FileMode.Create)) { IFormatter formatter = new BinaryFormatter(); formatter.Serialize(stream, scores); stream.Close(); } break; case difficulty.INTERMEDIATE: using (FileStream stream = new FileStream("Assets/medium.lst", FileMode.Create)) { IFormatter formatter = new BinaryFormatter(); formatter.Serialize(stream, scores); stream.Close(); } break; case difficulty.HARD: using (FileStream stream = new FileStream("Assets/hard.lst", FileMode.Create)) { IFormatter formatter = new BinaryFormatter(); formatter.Serialize(stream, scores); stream.Close(); } break; default: break; } }
public static int GetNextMove(difficulty dif, GFX.Player p = GFX.Player.O) { int d; if (dif == difficulty.Easy) { d = 1; } else { d = 9; } GFX.Player[] b; GFX.Player[] old = Logic.board; minimax(d, int.MinValue + 1, int.MaxValue - 1, true, p, Logic.board, out b); if (b != null) { Logic.board = b; } for (int i = 0; i < 9; i++) { if (old[i] != b[i]) { return(i); } } return(-1); }
private static SortedList <Score, Score> getScores(difficulty d) { SortedList <Score, Score> scores; switch (d) { case difficulty.EASY: try { using (FileStream stream = new FileStream("Assets/easy.lst", FileMode.Open)) { IFormatter formatter = new BinaryFormatter(); scores = (SortedList <Score, Score>)formatter.Deserialize(stream); stream.Close(); } } catch (FileNotFoundException) { scores = new SortedList <Score, Score>(); } break; case difficulty.INTERMEDIATE: try { using (FileStream stream = new FileStream("Assets/medium.lst", FileMode.Open)) { IFormatter formatter = new BinaryFormatter(); scores = (SortedList <Score, Score>)formatter.Deserialize(stream); stream.Close(); } } catch (FileNotFoundException) { scores = new SortedList <Score, Score>(); } break; case difficulty.HARD: try { using (FileStream stream = new FileStream("Assets/hard.lst", FileMode.Open)) { IFormatter formatter = new BinaryFormatter(); scores = (SortedList <Score, Score>)formatter.Deserialize(stream); stream.Close(); } } catch (FileNotFoundException) { scores = new SortedList <Score, Score>(); } break; default: scores = new SortedList <Score, Score>(); break; } return(scores); }
public Menu() { Play = new Button(new Point(140, 50), Resources.btnPlayDark, Resources.btnPlay, 150, 70); Achiev = new Button(new Point(140, 130), Resources.btnAchievDark, Resources.btnAchiev, 150, 70); Leaderboards = new Button(new Point(140, 210), Resources.btnLeadDark, Resources.btnLead, 150, 70); Quit = new Button(new Point(140, 290), Resources.btnQuitDark, Resources.btnQuit, 150, 70); Easy = new Button(new Point(55, 375), Resources.btnEasyDark, Resources.btnEasy, 90, 90); Medium = new Button(new Point(175, 375), Resources.btnMediumDark, Resources.btnMedium, 90, 90); Hard = new Button(new Point(295, 375), Resources.btnHardDark, Resources.btnHard, 90, 90); Diff = difficulty.EASY; Easy.Clicked = true; InitializeComponent(); this.BackgroundImage = Resources.background; DoubleBuffered = true; skinImage = new ImageWrapper(Resources.mine); skinImage.getImage().Tag = "Mine"; // try read from file, if can -> overwrite this ^ list if (LoadAchievements() != null) { achievements = LoadAchievements(); } else { achievements = new List <Achievement>(); achievements.Add(new Achievement("Baloon", Resources.baloon, Resources.baloonLocked, 45, difficulty.EASY)); achievements.Add(new Achievement("Nuke", Resources.nuke, Resources.nukeLocked, 15, difficulty.EASY)); achievements.Add(new Achievement("Poison", Resources.poison, Resources.poisonLocked, 240, difficulty.INTERMEDIATE)); achievements.Add(new Achievement("Shuriken", Resources.shuriken, Resources.shurikenLocked, 120, difficulty.INTERMEDIATE)); achievements.Add(new Achievement("Trap", Resources.trap, Resources.trapLocked, 600, difficulty.HARD)); achievements.Add(new Achievement("Bomb", Resources.bomb, Resources.bombLocked, 480, difficulty.HARD)); } }
public ThingToSpawn(GameObject _prefab, Vector3 _position, Vector3[] _waypoints, float _timer, difficulty difficulty) { prefab = _prefab; position = _position; waypoints = _waypoints; timer = _timer; dif = difficulty; }
/// <summary> /// Runs when a new Round is started in a game to clear stored results /// </summary> public override void NewRound() { //clear previous round's shot fired firedShotLandingX.Clear(); fireShotLandingY.Clear(); shotHit.Clear(); // change the aiSetting aiSetting = (difficulty)2; }
/// <summary> /// constructor of AI player /// </summary> /// <param name="name"></param> /// <param name="tank"></param> /// <param name="colour"></param> public AIOpponent(string name, TankModel tank, Color colour) : base(name, tank, colour) { // call constructors for private variables firedShotLandingX = new List <float>(); fireShotLandingY = new List <float>(); shotHit = new List <bool>(); myRandom = new Random(); aiSetting = (difficulty)2; }
// Use this for initialization void Awake() { dsc = gameObject.GetComponent <DivisionScoreControl> (); switch (chooseMode.setDifficulty) { case 1: CurrentDifficulty = difficulty.hard; break; case 2: CurrentDifficulty = difficulty.normal; break; case 3: CurrentDifficulty = difficulty.easy; break; default: Debug.LogError("Unable to set difficulty in division mode"); break; } switch (CurrentDifficulty) { case difficulty.easy: for (int i = 0; i < 4; i++) { dsc.indexOnOff [i] = true; } dsc.indexAdditionMinMax = new Vector2(2f, 3f); break; case difficulty.normal: for (int i = 0; i < 5; i++) { dsc.indexOnOff [i] = true; } dsc.indexAdditionMinMax = new Vector2(3f, 5f); dsc.highIndexStart = 3; dsc.highIndexMinMax = new Vector2(0f, 1f); break; case difficulty.hard: for (int i = 0; i < dsc.indexOnOff.Length; i++) { dsc.indexOnOff [i] = true; } dsc.indexAdditionMinMax = new Vector2(5f, 7f); dsc.highIndexStart = 3; dsc.highIndexMinMax = new Vector2(0f, 3f); break; } chooseMode.isGameLoaded = true; }
public void SetDifficulty(string s) { if (s == "easy") { d = difficulty.easy; } if (s == "hard") { d = difficulty.hard; } }
public Achievement(string name, Image image, Image locked, int secondsRequired, difficulty diffRequired) { this.name = name; this.image = image; this.image.Tag = name; this.locked = locked; this.locked.Tag = "Locked" + name; this.isUnlocked = false; this.secondsRequired = secondsRequired; this.diffRequired = diffRequired; }
public Map(List<Note> TimeMap, string title, string artist, int length, difficulty difficulty, string path, int offset, float bpm) { _timeMap = TimeMap; Title = title; Artist = artist; Length = length; Difficulty = difficulty; Path = path; Offset = offset; Bpm = bpm; }
public MapPreview(string filePath, string title, string artist, int length, difficulty difficulty, string path, int offset, float bpm) { FilePath = filePath; Title = title; Artist = artist; Length = length; Difficulty = difficulty; Path = path; Offset = offset; Bpm = bpm; }
public Map(List <Note> TimeMap, string title, string artist, int length, difficulty difficulty, string path, int offset, float bpm) { _timeMap = TimeMap; Title = title; Artist = artist; Length = length; Difficulty = difficulty; Path = path; Offset = offset; Bpm = bpm; }
public Game(difficulty d, ImageWrapper s, List <Achievement> achievements) { this.skin = s.getImage(); DIFF = difficulty.NONE; this.DoubleBuffered = true; //default tile size InitializeComponent(); this.achievements = achievements; newGame(d); }
public Exercise generateNewWorkout(difficulty difficulty) { List <workoutTypes> applicableWorkoutTypes = workoutPrefs.Keys.Where(r => workoutPrefs[r] < staticRandom.Instance.NextDouble()).ToList(); //Set defaults if applicableGroups are null workoutTypes workoutType = workoutTypes.ActiveRecovery; if (applicableWorkoutTypes.Count != 0) { workoutType = applicableWorkoutTypes[staticRandom.Instance.Next(0, applicableWorkoutTypes.Count - 1)]; } Exercise exercise = new Exercise(workoutType, timeAmounts, amountRange, staticRandom.Instance.Next(exerciseAmount[0], exerciseAmount[1]), difficulty, likedExercises, dislikedExercises); return(exercise); }
public static void checkScoresAchievs(difficulty DIFF, int seconds, List <Achievement> achievements) { SortedList <Score, Score> highScores = getScores(DIFF); bool f = false; for (int i = 0; i < 10; i++) { if (highScores.Count <= i || highScores.Keys[i].Minutes * 60 + highScores.Keys[i].Seconds > seconds) { f = true; break; } } if (f) { Name form = new Name(); if (form.ShowDialog() == DialogResult.OK) { string name = form.name; Score temp = new Score(name, seconds / 60, seconds % 60); highScores.Add(temp, temp); } while (highScores.Count > 10) { highScores.RemoveAt(highScores.Count - 1); } } saveScores(DIFF, highScores); bool changes = false; foreach (var item in achievements) { if (item.diffRequired == DIFF && item.secondsRequired >= seconds && !item.iSUnlocked()) { item.Unlock(); MessageBox.Show("Congratulations, you unlocked " + item.getName()); changes = true; } } if (changes) // if achievements unlocked, save the changes { using (FileStream stream = new FileStream("Assets/achievements.lst", FileMode.Create)) { IFormatter formatter = new BinaryFormatter(); formatter.Serialize(stream, achievements); stream.Close(); } } }
//the main startup function, add a difficulty parameter etc here public void startGameUp(difficulty difficultyClass) { score = 0; //set the score to 0 droprate = difficultyClass.dropRate; //get droprate from difficulty object enemyMovementSpeed = difficultyClass.descendSpeed; //get enemy movement speed from difficulty object difficultyGrid.Visibility = Visibility.Hidden; //hide difficulty selection grid submitForm.Visibility = Visibility.Hidden; //hide submitForm gameOverText.Visibility = Visibility.Hidden; //hide gameOverText addNewBall(); //add a ball //place a player on the screen in the middle addPlayer(1); //add the local player startButton.Visibility = Visibility.Hidden; //hide the start game button spawnCounter = spawnInterval; // spawn a new line of enemies on the first tick of the game mainLoop.Start(); //start the dispatchertimer }
/// <summary> /// Change the agent's model /// </summary> public void ChangeModel(difficulty difficulty) { if (difficulty == difficulty.easy) { this.GetComponent <BehaviorParameters>().Model = EasyModel; } else if (difficulty == difficulty.medium) { this.GetComponent <BehaviorParameters>().Model = MediumModel; } else if (difficulty == difficulty.hard) { this.GetComponent <BehaviorParameters>().Model = HardModel; } }
// Use this for initialization void Awake() { ssc = gameObject.GetComponent <SubtractionScoreControl> (); switch (chooseMode.setDifficulty) { case 1: CurrentDifficulty = difficulty.hard; break; case 2: CurrentDifficulty = difficulty.normal; break; case 3: CurrentDifficulty = difficulty.easy; break; default: Debug.LogError("Unable to set difficulty in subtraction mode"); break; } switch (CurrentDifficulty) { case difficulty.easy: ssc.targetMinMax = new Vector2(0f, 100f); ssc.distanceMinMax = new Vector2(30f, 50f); ssc.BanSwitch = false; break; case difficulty.normal: ssc.targetMinMax = new Vector2(0f, 100f); ssc.distanceMinMax = new Vector2(50f, 80f); ssc.bannedMinMax = new Vector2(0f, 9f); ssc.BanSwitch = true; ssc.bannedMode = false; break; case difficulty.hard: ssc.targetMinMax = new Vector2(0f, 100f); ssc.distanceMinMax = new Vector2(80f, 100f); ssc.bannedMinMax = new Vector2(12f, 98f); ssc.BanSwitch = true; ssc.bannedMode = true; break; } }
void set_spawner(difficulty current_difficulty) { if (current_diff == difficulty.very_easy) { time_to_spawn = 20; enemy_multiplier = 1; num_enemies = Random.Range(5, 7); enemy_list = enemy_list_1; difficulty_text.text = "Difficulty: Very Easy"; } else if (current_diff == difficulty.easy) { time_to_spawn = 20; enemy_multiplier = 1; num_enemies = Random.Range(5, 8); difficulty_text.text = "Difficulty: Easy"; } else if (current_diff == difficulty.medium) { time_to_spawn = 20; enemy_multiplier = 1.5f; num_enemies = Random.Range(6, 8); enemy_list = enemy_list_2; difficulty_text.text = "Difficulty: Medium"; } else if (current_diff == difficulty.hard) { time_to_spawn = 18; enemy_multiplier = 1.5f; num_enemies = Random.Range(6, 9); difficulty_text.text = "Difficulty: Hard"; } else if (current_diff == difficulty.insane) { time_to_spawn = 18; enemy_multiplier = 2f; num_enemies = Random.Range(7, 9); enemy_list = enemy_list_3; difficulty_text.text = "Difficulty: Insanse"; } else if (current_diff == difficulty.cyborg_hell) { time_to_spawn = 18; enemy_multiplier = 2f; num_enemies = Random.Range(8, 10); difficulty_text.text = "Difficulty: Cyborg Hell"; } }
// Update is called once per frame void FixedUpdate() { destroyer.transform.position = new Vector3(0, mainCamera.transform.position.y - halfHeight - (destroyer.transform.localScale.y / 2), 0); currentHeight = int.Parse(highScore.text); if (currentHeight >= 50 && currentDifficulty == difficulty.EASY) { currentDifficulty = difficulty.MEDIUM; Debug.Log("Medium"); } else if (currentHeight >= 150 && currentDifficulty == difficulty.MEDIUM) { currentDifficulty = difficulty.HARD; Debug.Log("HARD"); } }
/// <summary> /// sets up the general initial state of the minigame /// </summary> /// <param name="difficulty">the difficulty of this game</param> /// <param name="gm">the current game manager</param> public void minigameAwake(difficulty difficulty, GameManager gm) { gameManager = gm; if (difficulty == difficulty.MEDIUM) { time = mediumTime; } else if (difficulty == difficulty.HARD) { time = hardTime; } timerGUI.setFullTime(time); gameActive = true; minigameContainer.SetActive(true); gameStart(difficulty); }
// Use this for initialization void Awake() { asc = gameObject.GetComponent <AdditionScoreControl> (); switch (chooseMode.setDifficulty) { case 1: CurrentDifficulty = difficulty.hard; break; case 2: CurrentDifficulty = difficulty.normal; break; case 3: CurrentDifficulty = difficulty.easy; break; default: Debug.LogError("Unable to set difficulty in addition mode"); break; } switch (CurrentDifficulty) { case difficulty.easy: asc.targetMinMax = new Vector2(50f, 100f); asc.BanSwitch = false; break; case difficulty.normal: asc.targetMinMax = new Vector2(50f, 100f); asc.bannedMinMax = new Vector2(1f, 9f); asc.BanSwitch = true; asc.bannedMode = false; //尾數禁止 break; case difficulty.hard: asc.targetMinMax = new Vector2(100f, 200f); asc.bannedMinMax = new Vector2(12f, 98f); asc.BanSwitch = true; asc.bannedMode = true; //所有數禁止 break; } }
public override void gameStart(difficulty difficulty) { if (difficulty == difficulty.EASY) { astroidSpawn.rate = easyRate; } else if (difficulty == difficulty.MEDIUM) { astroidSpawn.rate = mediumRate; } else if (difficulty == difficulty.HARD) { astroidSpawn.rate = hardRate; } StartCoroutine(astroidSpawn.spawnAsteroids()); player.die += lose; }
public Game(difficulty d, ImageWrapper s, List <Achievement> achievements) { this.skin = s; DIFF = difficulty.NONE; this.DoubleBuffered = true; this.BackColor = Color.LightGray; //default tile size resizeHold = true; resizeHold = false; InitializeComponent(); HeightOffset = miniMenu.Height + button1.Height + 15; this.achievements = achievements; newGame(d); }
public math_questions(difficulty diff) { switch (diff) { case difficulty.Easy: question_range = new range(0, 10); break; case difficulty.Normal: question_range = new range(10, 20); break; case difficulty.Hard: question_range = new range(20, 50); break; default: question_range = new range(0, 10); break; } Random random = new Random(); math_operator = RandomEnumValue <operators>(); first_value = random.Next(question_range.min, question_range.max); second_value = random.Next(question_range.min, question_range.max); switch (math_operator) { case operators.Addition: answer = first_value + second_value; break; case operators.Subtraction: answer = first_value - second_value; break; case operators.Multiplication: answer = first_value * second_value; break; default: answer = 0; break; } }
void set_spawner(difficulty current_difficulty) { if (current_diff == difficulty.very_easy) { time_to_spawn = 20; enemy_multiplier = 1; num_enemies = Random.Range(3, 5); max_enemy = 1; } else if (current_diff == difficulty.easy) { time_to_spawn = 20; enemy_multiplier = 1; num_enemies = Random.Range(5, 7); } else if (current_diff == difficulty.medium) { time_to_spawn = 20; enemy_multiplier = 1.5f; num_enemies = Random.Range(5, 7); max_enemy = 2; } else if (current_diff == difficulty.hard) { time_to_spawn = 18; enemy_multiplier = 1.5f; num_enemies = Random.Range(6, 9); } else if (current_diff == difficulty.insane) { time_to_spawn = 18; enemy_multiplier = 2f; num_enemies = Random.Range(6, 9); max_enemy = 3; } else if (current_diff == difficulty.cyborg_hell) { time_to_spawn = 16; enemy_multiplier = 2f; num_enemies = Random.Range(7, 11); } }
public int this [difficulty d] { get {return MazeQueue(d).Count;} }
/// <summary> /// Event handler for when the Ungulate menu entry is selected. /// </summary> void DifficultyMenuEntrySelected(object sender, PlayerIndexEventArgs e) { currentDifficulty++; if (currentDifficulty > difficulty.hard) currentDifficulty = 0; SetMenuEntryText(); }
private int DesiredMapSize (difficulty d) { return MapSizes[(int)d]; }
public Maze GetMaze (difficulty d) { return (Maze)MazeQueue(d).Dequeue(); }
public int QueryMazeCount (difficulty d) { return MazeQueue(d).Count; }
//the main startup function, add a difficulty parameter etc here public void startGameUp(difficulty difficultyClass) { score = 0; //set the score to 0 droprate = difficultyClass.dropRate;//get droprate from difficulty object enemyMovementSpeed = difficultyClass.descendSpeed;//get enemy movement speed from difficulty object difficultyGrid.Visibility = Visibility.Hidden;//hide difficulty selection grid submitForm.Visibility = Visibility.Hidden;//hide submitForm gameOverText.Visibility = Visibility.Hidden;//hide gameOverText addNewBall();//add a ball //place a player on the screen in the middle addPlayer(1);//add the local player startButton.Visibility = Visibility.Hidden; //hide the start game button spawnCounter = spawnInterval; // spawn a new line of enemies on the first tick of the game mainLoop.Start();//start the dispatchertimer }
private Queue MazeQueue (difficulty d) { //return (Queue)((Queue)_MazeQueues[d]).SyncRoot; return (Queue)_MazeQueues[d]; }