/// <summary> /// prints the progress bar acorrding to pointers and current direction /// </summary> public override void Step() { if (this.currdir == direction.right) { this.PlacePointer(counter, this.pointer.Length); this.counter++; if (this.counter+this.pointer.Length == this.bar.Length) this.currdir = direction.left; } else { this.PlacePointer(counter - this.pointer.Length, this.pointer.Length); this.counter--; if (this.counter == this.pointer.Length) this.currdir = direction.right; } if (usepercent) { cur++; Console.SetCursorPosition(8, 0); Console.Write("{0}%", cur / max + 100); } Console.Write(this.bar + "\r"); }
IEnumerator disableDirectionForTime(direction dir, float time){ if (dir == direction.RIGHT) rightDisabled = true; else leftDisabled = true; yield return new WaitForSeconds(time); if (dir == direction.RIGHT) rightDisabled = false; else leftDisabled = false; }
public bool constructHorizontalLayer(List<Data.Rectangle> rectangle, int w,int h) { this.directionOfLayer = direction.Horizontal; int w1 = 0; this.start = h; this.end = -1; while (w1 < w ) { if (rectangle.Count == 0) { Console.WriteLine("Zabraklo prostokatow by skonczyc warstwe"); return false; //moze cos lepiej } Data.Rectangle rect = rectangle[0]; rectangle.Remove(rect); this.listUsedRectangles.Add(rect); //niepotzrebne Data.PartOfSolution part = new Data.PartOfSolution(); part.Xlu = w1; part.Ylu = h; part.Xrd = w1 + rect.Width; part.Yrd = h + rect.Height; this.listPartOfSolution.Add(part); w1 += rect.Width; if (this.end == -1 || this.end > part.Yrd)//h + rect.Height) this.end = part.Yrd;// h + rect.Height; //zapamietuje najglebsze wciecie!!!!!! this.lastPartEnd = part.Xrd; if (this.end2 < part.Yrd) this.end2 = part.Yrd; } return true; }
public void Move() { Vector3 position = gameObject.transform.position; float newX = position.x; switch (moveDiection) { case direction.left: newX = position.x - Time.deltaTime * movementSpeed; if (newX < minX) { moveDiection = direction.right; } else { position.x = newX; } break; case direction.right: newX = position.x + Time.deltaTime * movementSpeed; if (newX > maxX) { moveDiection = direction.left; } else { position.x = newX; } break; } gameObject.transform.position = position; }
public Thread thread; //the algorithm thread it should run #endregion Fields #region Constructors //CONSTRUCTOR: Initializes the color, the total number of nodes in the system, it's id, and its randomized starting position public Node(Color c,int totalNodes,int id, int startingPosition) { //Initializes variables replyNum = 0; m_speed = 25; m_color = c; m_location = startingPosition; m_size = totalNodes; m_id = id; m_timestamp = 0; m_requestDeffered = new bool[m_size]; for (int j = 0; j < m_size; j++) m_requestDeffered[j] = false; leftCS = 0; rightCS = 0; dir = direction.left; //Create the Node Image to display to the screen m_image = new Bitmap(40, 40); using (Graphics g = Graphics.FromImage(m_image)) { g.SmoothingMode = System.Drawing.Drawing2D.SmoothingMode.AntiAlias; //Draws the faded border around the dot using (SolidBrush sb = new SolidBrush(Color.FromArgb(127, m_color))) g.FillEllipse(sb, new Rectangle(0, 0, m_image.Width, m_image.Height)); //Draws the actual small dot centered with the faded border g.FillEllipse(Brushes.Black, new Rectangle(m_image.Width / 2 - 2, m_image.Height / 2 - 2, 4, 4)); } }
public int ChangeDirection() { string newDir = movementBuffer[bufferIndex]; if (newDir.ToLower().Equals("up")) { dir = direction.up; } else if (newDir.ToLower().Equals("down")) { dir = direction.down; } else if (newDir.ToLower().Equals("left")) { dir = direction.left; } else if (newDir.ToLower().Equals("right")) { dir = direction.right; } else //if (newDir.ToLower().Equals("stop") || newDir == null) { dir = direction.stop; } movementBuffer[bufferIndex] = "stop"; if (bufferIndex < 5) { bufferIndex++; } return (int)dir; }
void Update() { //Debug.Log(Input.GetAxis("PlayBall")); if (rigidbody2D.velocity.x < 0) { direct = direction.left; } if (rigidbody2D.velocity.x > 0) { direct = direction.right; } if (!gameStarted && Input.GetAxis("PlayBall") > 0.1f) { float ran = Random.Range(0, 2); if (ran > 1f) transform.rotation = Quaternion.Euler(0, 0, 180); else transform.rotation = Quaternion.Euler(0, 0, 0); gameStarted = true; rigidbody2D.velocity = GlobalBallSpeed.GetBallSpeed(transform.rotation.eulerAngles.z); } else if(gameStarted) { if (transform.position.x > 15f) { GlobalBallSpeed.score.x++; restartGame(); } else if (transform.position.x < -15f) { GlobalBallSpeed.score.y++; restartGame(); } } }
public char GetSymbolByDirection(direction Direction) { if (Direction == direction.left) return Program.map[x - 1, y]; if (Direction == direction.right) return Program.map[x + 1, y]; if (Direction == direction.up) return Program.map[x, y - 1]; return Program.map[x, y + 1]; }
//AI Stupid void Move() { switch (currentDirection) { case direction.right: sp.flipX = true; if (timer < time) { timer += Time.deltaTime; this.transform.Translate(Vector2.right * speed * Time.deltaTime); } else { timer = 0f; currentDirection = direction.left; } break; case direction.left: sp.flipX = false; if (timer < time) { timer += Time.deltaTime; this.transform.Translate(Vector2.left * speed * Time.deltaTime); } else { timer = 0f; currentDirection = direction.right; } break; } }
//Ghost constructor public StupidGhost(int x, int y, direction Direction) { this.X = x; this.Y = y; currentStatePlace = Program.map.EmptySpace; objectDirection = Direction; Program.map.RenderChar(x, y, GetSymbol()); }
public testcase (string o, string p, string r, string e, direction d) { original = o; pattern = p; replacement = r; expected = e; direction = d; }
//Ghost constructor public SmartGhost(int x, int y, direction Direction) { this.X = x; this.Y = y; currentStatePlace = Program.map.Jewel; objectDirection = Direction; Program.map.RenderChar(x, y, GetSymbol()); }
public SwayBar() : base() { this.bar = "| |"; this.pointer = "***"; this.blankPointer = this.BlankPointer(); this.currdir = direction.right; this.counter = 1; }
private static List <Edge> visitation(ref List <Point> list, direction direct) { List <Edge> result_edges = new List <Edge>(); if (direct == direction.left) { for (int p1 = 0; p1 < list.Count(); ++p1) { int p2 = (p1 == list.Count() - 1 ? 0 : p1 + 1); int p3 = (p1 >= list.Count() - 2 ? (p1 == list.Count() - 2 ? 0 : 1) : p1 + 2); Edge e1 = new Edge(list[p1], list[p2]); Edge e2 = new Edge(list[p2], list[p3]); result_edges.Add(e1); result_edges.Add(e2); Form1.DrawEvents.Add(new Painting(list, result_edges)); if ((e1.Vertex2.X - e1.Vertex1.X) * (e2.Vertex2.Y - e2.Vertex1.Y) - (e1.Vertex2.Y - e1.Vertex1.Y) * (e2.Vertex2.X - e2.Vertex1.X) < 0) { list.RemoveAt(p2); p1 = -1;//p2 - 3; } result_edges.Clear(); Form1.DrawEvents.Add(new Painting(list, result_edges)); //if (p1 < 0) p1 = 0; } } if (direct == direction.right) { for (int p1 = 0; p1 < list.Count(); ++p1) { int p2 = (p1 == list.Count() - 1 ? 0 : p1 + 1); int p3 = (p1 >= list.Count() - 2 ? (p1 == list.Count() - 2 ? 0 : 1) : p1 + 2); Edge e1 = new Edge(list[p1], list[p2]); Edge e2 = new Edge(list[p2], list[p3]); result_edges.Add(e1); result_edges.Add(e2); Form1.DrawEvents.Add(new Painting(list, result_edges)); if ((e1.Vertex2.X - e1.Vertex1.X) * (e2.Vertex2.Y - e2.Vertex1.Y) - (e1.Vertex2.Y - e1.Vertex1.Y) * (e2.Vertex2.X - e2.Vertex1.X) > 0) { list.RemoveAt(p2); p1 = -1;//p2 - 3; } result_edges.Clear(); Form1.DrawEvents.Add(new Painting(list, result_edges)); //if (p1 < 0) p1 = 0; } } for (int p1 = 0; p1 < list.Count(); ++p1) { int p2 = (p1 == list.Count() - 1 ? 0 : p1 + 1); list[p1].Highlighted = true; list[p2].Highlighted = true; result_edges.Add(new Edge(list[p1], list[p2])); Form1.DrawEvents.Add(new Painting(list, result_edges)); } return(result_edges); }
public static void Main(string[] args) { WriteLine("Module01 Exercises"); module01(); WriteLine("\n\nModule02 Exercises"); module02(); direction dir = direction.NORTH; }
void ShootDown() { shootDirection = new Vector3(0, 0, -1); if (buttonClicked == direction.Down) { Dash(new Vector3(0, 0, -1)); } buttonClicked = direction.Down; }
void ShootUp() { shootDirection = new Vector3(0, 0, 1); if (buttonClicked == direction.Up) { Dash(new Vector3(0, 0, 1)); } buttonClicked = direction.Up; }
void ShootLeft() { shootDirection = new Vector3(-1, 0, 0); if (buttonClicked == direction.Left) { Dash(Vector3.left); } buttonClicked = direction.Left; }
public Car(direction direction, double CarRow, double CarColumn, int SpawnPosition, double speed, bool TravellingLeftward) { CarDirection = direction; this.CarRow = CarRow; this.CarColumn = CarColumn; this.SpawnPosition = SpawnPosition; this.Speed = speed; this.TravellingLeftward = TravellingLeftward; }
private bool isOppositeDirection(direction checkDirection) { if (currentDirection == checkDirection) { return(true); } return(false); }
public WaterObjects(direction WaterDirection, double WaterRow, double WaterColumn, int SpawnPosition, double speed, bool TravellingLeftward) { this.WaterDirection = WaterDirection; this.WaterRow = WaterRow; this.WaterColumn = WaterColumn; this.SpawnPosition = SpawnPosition; this.Speed = speed; this.TravellingLeftward = TravellingLeftward; }
private void goInDirection(direction d) { if (d != direction.NONE) { transform.rotation = directionToRotation [d]; } rb.velocity = directionToVelocity [d] * speed; }
void ShootRight() { shootDirection = new Vector3(1, 0, 0); if (buttonClicked == direction.Right) { Dash(Vector3.right); } buttonClicked = direction.Right; }
public void move (direction direction) { //scanner = gameEngine.Instance.getScanner (); //start_move (); RichmanAnimator rplayer = character_stage.GetComponent<RichmanAnimator> () as RichmanAnimator; coming_steps = Random.Range (1, 6); rplayer.move (coming_steps); player_status = status.MOVING; }
private static position getPosition(int x, int y, direction direction) { position newPosition = new position(); newPosition.x = x; newPosition.y = y; newPosition.direction = direction; return(newPosition); }
public Cell(int x, int y, int value, direction direction, int ringValue) { this.x = x; this.y = y; this.value = value; this.Neighbours = new List <Cell>(); this.direction = direction; this.ringValue = ringValue; }
// Use this for initialization void Start() { animator = GetComponent <Animator>(); sprite = GetComponent <SpriteRenderer>(); rb = GetComponent <Rigidbody2D>(); audio = GetComponent <AudioSource>(); CavemanDirection = direction.down; animator.runtimeAnimatorController = down; }
/// <summary> /// Figures out the input of the user and applies it to the player, and changes the animation conditions depending on the input. /// </summary> void Update() { walkV = Input.GetAxisRaw("Vertical"); walkH = Input.GetAxisRaw("Horizontal"); switchInventory = Input.GetAxisRaw("Inventory Scroll"); action = Input.GetAxis("Action"); pick = Input.GetAxis("Pick"); if (animCon.animFinished) { if (switchInventory != 0) { walkV = 0; walkH = 0; movement = direction.forward; invCon.MoveInventory(switchInventory); animCon.SwitchInventory(); invCon.ShowItem(); } else if (action != 0 && invCon.currItem != null) { if (invCon.currItem.tag == "tool") { animCon.UseTool(invCon.currItem.GetComponent <Tool>().AnimVar()); isInteracting = true; } else if (invCon.currItem.tag == "seeds") { invCon.RemoveItem(invCon.currItem); animCon.UseSeeds(); isInteracting = true; } else if (invCon.currItem.tag == "crop" || invCon.currItem.tag == "fence") { animCon.Throw(); isInteracting = true; } } else if (pick != 0) //and there's something there and there's nothing in the player's hands { //Will need changing when merged and able to look at grid system Vector2 mousePos = new Vector2(Input.mousePosition.x, Input.mousePosition.y); RaycastHit2D hit = Physics2D.Raycast(transform.position, mousePos, 1); if (hit.collider != null) { animCon.PickUp(); invCon.AddItem(hit.collider.gameObject); Destroy(hit.collider.gameObject); } } else { MovePlayer(); CheckDirection(); } } }
private void ChangeStates() { timeSinceLastStateChange = 0; timeToChangeState = GetRandomTime(); SpiderGuyDirection = GetRandomDirection(); SpiderGuyState = GetRandomState(); SetAnimatorOverride(); SetAnimations(); }
//Instantiate modul void CreateModul(GameObject modul, Vector3 pos, direction oppositDirection) { GameObject newModul = Instantiate(modul, pos, Quaternion.identity); ModulManager script = newModul.GetComponent <ModulManager>(); script.RotateToDoor(oppositDirection); modulCount++; BuildLevel(newModul, oppositDirection); }
public PuzzleState(int[][] aPuzzle) { Parent = null; PathFromParent = null; Cost = 0; Puzzle = aPuzzle; EvaluationFunction_Conflict = 0; HeuristicValue = 0; }
public PuzzleState(PuzzleState aParent, direction aFromParent, int[][] aPuzzle) { Parent = aParent; PathFromParent = aFromParent; Puzzle = aPuzzle; Cost = Parent.Cost + 1; EvaluationFunction_Conflict = 0; HeuristicValue = 0; }
private void UpdateSnakeShape(direction moveto) { switch (moveto) { case direction.up: SnakeHead_y--; break; case direction.down: SnakeHead_y++; break; case direction.right: SnakeHead_x++; break; case direction.left: SnakeHead_x--; break; default: break; } // remove the tale int[] tale = SnakeShape.Last.Value; Console.SetCursorPosition(tale[0], tale[1]); Console.Write(' '); //move the snake to the next position by its coordinates // put first let's check if its head get crashed into the walls or its body int[] NewHead = { SnakeHead_x, SnakeHead_y }; if (NewHead[0] == Width || NewHead[0] <= 0 || NewHead[1] > Hieght || NewHead[1] == 0) { GameOver = true; } foreach (int[] item in SnakeShape) { if (NewHead[0] == item[0] && NewHead[1] == item[1]) { GameOver = true; } } SnakeShape.AddFirst(NewHead); if (!(Fruit_x == SnakeHead_x && Fruit_y == SnakeHead_y)) { // remeove the old coordinates of the tale // but only if the snake didn't catch the fruit SnakeShape.Remove(SnakeShape.Last); } else { // if the fruit has been eaten then put another one and update the score PrintFruit(); Score += 10; } }
static bool fixPosition(ref Point p, direction dir, bool positive, int step)//请将Point务必设置为临时变量 { int m, n; dirTo_mn(dir, out m, out n, positive); p.X += m * step; p.Y += n * step; return(checkP(p)); }
// Initiate a dash depending on inputted direction. void initiateDash() { canDash = false; dashing = true; moving = false; Instantiate(dashEffect, transform.position, Quaternion.identity); sfxSource.PlayOneShot(dashSound); if (Input.GetKey(KeyCode.UpArrow) && Input.GetKey(KeyCode.LeftArrow)) { dir = direction.NW; targetPos = new Vector2(pos.x - dashLenComponent, pos.y + dashLenComponent); } else if (Input.GetKey(KeyCode.UpArrow) && Input.GetKey(KeyCode.RightArrow)) { dir = direction.NE; targetPos = new Vector2(pos.x + dashLenComponent, pos.y + dashLenComponent); } else if (Input.GetKey(KeyCode.DownArrow) && Input.GetKey(KeyCode.LeftArrow)) { dir = direction.SW; targetPos = new Vector2(pos.x - dashLenComponent, pos.y - dashLenComponent); } else if (Input.GetKey(KeyCode.DownArrow) && Input.GetKey(KeyCode.RightArrow)) { dir = direction.SE; targetPos = new Vector2(pos.x + dashLenComponent, pos.y - dashLenComponent); } else if (Input.GetKey(KeyCode.UpArrow)) { dir = direction.N; targetPos = new Vector2(pos.x, pos.y + dashLen); } else if (Input.GetKey(KeyCode.LeftArrow)) { dir = direction.W; targetPos = new Vector2(pos.x - dashLen, pos.y); } else if (Input.GetKey(KeyCode.RightArrow)) { dir = direction.E; targetPos = new Vector2(pos.x + dashLen, pos.y); } else if (Input.GetKey(KeyCode.DownArrow)) { dir = direction.S; targetPos = new Vector2(pos.x, pos.y - dashLen); } else if (dir == direction.W) { targetPos = new Vector2(pos.x - dashLen, pos.y); } else if (dir == direction.E) { targetPos = new Vector2(pos.x + dashLen, pos.y); } }
static public void AutoMove(direction?dir) { if (dir is null) { dir = currentDirection; } else { currentDirection = dir.Value; } switch (dir.Value) { case direction.left: locationX--; break; case direction.up: locationY--; break; case direction.down: locationY++; break; case direction.right: locationX++; break; } if (locationX < 1) { locationX = size - 2; } else if (locationX > size - 2) { locationX = 1; } else if (locationY > size - 2) { locationY = 0; } else if (locationY < 0) { locationY = size - 2; } Console.SetCursorPosition(locationX, locationY); Console.Write("*"); Console.SetCursorPosition(locationX, locationY); lengthSnace.Enqueue(locationX); lengthSnace.Enqueue(locationY); bodySnace.Add(locationX); bodySnace.Add(locationY); Thread.Sleep(speed); }
// Update is called once per frame void FixedUpdate() { if (target != null) { Vector2 pos_camera = new Vector2(transform.position.x, transform.position.y); if (Input.GetAxisRaw("Horizontal") < 0) { player_x = direction.LEFT; pos_camera += Vector2.right * DISTANCE_MAX * 2; } if (Input.GetAxisRaw("Horizontal") > 0) { player_x = direction.RIGHT; pos_camera -= Vector2.right * DISTANCE_MAX * 2; } if (Input.GetAxisRaw("Vertical") < 0) { player_x = direction.DOWN; pos_camera += Vector2.up * DISTANCE_MAX * 2; } if (Input.GetAxisRaw("Vertical") > 0) { player_x = direction.UP; pos_camera -= Vector2.up * DISTANCE_MAX * 2; } Vector2 pos_player = new Vector2(target.position.x, target.position.y); delta_pos = (pos_player - pos_camera); float distance = delta_pos.sqrMagnitude; if (-DISTANCE_MAX <= distance && distance >= DISTANCE_MAX) { if (delta_pos.x >= DISTANCE_MAX || delta_pos.x <= -DISTANCE_MAX) { _rigid.AddForce(Vector2.right * Time.deltaTime * delta_pos.normalized.x * DELTA_SPEED); } if (delta_pos.y >= DISTANCE_MAX || delta_pos.y <= -DISTANCE_MAX) { _rigid.AddForce(Vector2.up * Time.deltaTime * delta_pos.normalized.y * DELTA_SPEED); } } } else { target = GameObject.Find("player(Clone)").transform; transform.position = target.transform.position - Vector3.forward * DELTA_CAMERA; } }
static void Main(string[] args) { string factoryID; string [] factories; loginService = ConnectionUtils.getLoginService(); sessionID = testLogin(); factories = getFactories(loginService, sessionID); factoryID = factories[0]; bool connected = connectToFactory(factoryID); registerMQListener(factoryID); Console.WriteLine("Connected to factory: " + connected); loginService.Close(); factoryService = ConnectionUtils.getFactoryService(); factory connectedFactory = factoryService.getFactory(sessionID); printFactory(connectedFactory); string itemId1 = createItem(1, 17, 42, FactoryServiceReference.direction.SOUTH); string itemId2 = createItem(89, 0, 0, FactoryServiceReference.direction.NORTH); connectedFactory = factoryService.getFactory(sessionID); printFactory(connectedFactory); int x = 20; int y = 20; direction dir = direction.WEST; position pos = getPosition(20, 20, direction.WEST); Console.WriteLine("Moving item " + itemId1 + " to " + x + "," + y + ", direction:" + dir); factoryService.moveItem(sessionID, itemId1, pos); connectedFactory = factoryService.getFactory(sessionID); printFactory(connectedFactory); Console.WriteLine("deleting item " + itemId1); factoryService.deleteItem(sessionID, itemId1); connectedFactory = factoryService.getFactory(sessionID); printFactory(connectedFactory); Console.WriteLine("Warte auf input"); Console.ReadKey(); }
public static int calculateDistance() { int result = 0; valueCoordinates[1] = new Tuple <int, int>(spiralDistanceHorizontalCurrent, spiralDistanceVerticalCurrent); for (int i = 2; i <= 325489; i++) { switch (currentDirection) { case direction.HORIZONTALMINUS: { spiralDistanceHorizontalCurrent--; break; } case direction.HORIZONTALPLUS: { spiralDistanceHorizontalCurrent++; if (spiralDistanceVerticalCurrent == 0 && spiralDistanceHorizontalCurrent == 1) { currentDirection = (direction)(((int)currentDirection + 1) % 4); } break; } case direction.VERTICALMINUS: { spiralDistanceVerticalCurrent--; break; } case direction.VERTICALPLUS: { spiralDistanceVerticalCurrent++; break; } } if (Math.Abs(spiralDistanceVerticalCurrent) == Math.Abs(spiralDistanceVerticalMax) && Math.Abs(spiralDistanceHorizontalCurrent) == Math.Abs(spiralDistanceHorizontalMax)) { currentDirection = (direction)(((int)currentDirection + 1) % 4); } if (spiralDistanceVerticalCurrent == -spiralDistanceVerticalMax && spiralDistanceHorizontalCurrent == -spiralDistanceHorizontalMax) { spiralDistanceHorizontalMax++; } if (spiralDistanceVerticalCurrent == -spiralDistanceVerticalMax && spiralDistanceHorizontalCurrent == spiralDistanceHorizontalMax) { spiralDistanceVerticalMax++; } valueCoordinates[1] = new Tuple <int, int>(spiralDistanceHorizontalCurrent, spiralDistanceVerticalCurrent); } result = Math.Abs(spiralDistanceVerticalCurrent) + Math.Abs(spiralDistanceHorizontalCurrent); return(result); }
public Animation(int speed, Bitmap[] frames, direction direction) { this.speed = speed; this.frames = frames; index = frames.Length - 1; lastTime = currentTimeMillis(); timer = 0; currentDirection = (int)direction; }
void Start() { animatorController = new GameObject[4]; size = transform.lossyScale.x; myDirection = direction.Up; animatorController [0] = animatorController1; animatorController [1] = animatorController2; animatorController [2] = animatorController3; animatorController [3] = animatorController4; }
private void Flip() { currentDirection = (currentDirection == direction.LEFT) ? direction.RIGHT : direction.LEFT; selfTransform.localScale = new Vector3( (currentDirection == direction.LEFT) ? -initialScale.x : initialScale.x, initialScale.y, 1 ); }
public void AddDamagedThruster(direction damagePoint) { if (ThrustersDamagable) { if (!damagedThrusters.Contains(damagePoint)) { damagedThrusters.Add(damagePoint); } } }
private direction birthDirection; //生成的方位 void Awake() { //初始化颜色 grayLevel = Random.Range(0, 6); IniGrayLevel(); myCamera = GameObject.FindWithTag("MainCamera"); birthDirection = (direction)Random.Range(0, 4); SetBirthPosition(); }
// Start is called before the first frame update protected override void Start() { base.Start(); currentDirection = direction.left; currentState = states.idle; colider = GetComponent <Collider2D>(); frog = GetComponent <Rigidbody2D>(); }
// Update is called once per frame void Update() { Vector3 tempPos; if (p.moving == true) { //for one leg tempPos = firstLeg.transform.localPosition; tempPos.x += ((int)dir) * speed * Time.deltaTime; firstLeg.transform.localPosition = tempPos; if (tempPos.x >= fmaxdis) { dir = direction.left; } else if (tempPos.x <= fmindis) { dir = direction.right; } //for second leg tempPos = secondLeg.transform.localPosition; tempPos.x += ((int)dir) * speed * Time.deltaTime * -1; secondLeg.transform.localPosition = tempPos; tempPos = thirdLeg.transform.localPosition; tempPos.x += ((int)dir) * speed * Time.deltaTime * -1; thirdLeg.transform.localPosition = tempPos; tempPos = fourthLeg.transform.localPosition; tempPos.x += ((int)dir) * speed * Time.deltaTime * 1; fourthLeg.transform.localPosition = tempPos; } else { //TODO can be done with less code! //first leg tempPos = firstLeg.transform.localPosition; tempPos.x = startpositions[0]; firstLeg.transform.localPosition = tempPos; //second Leg tempPos = secondLeg.transform.localPosition; tempPos.x = startpositions[1]; secondLeg.transform.localPosition = tempPos; //third leg tempPos = thirdLeg.transform.localPosition; tempPos.x = startpositions[2]; thirdLeg.transform.localPosition = tempPos; //fourth leg tempPos = fourthLeg.transform.localPosition; tempPos.x = startpositions[3]; fourthLeg.transform.localPosition = tempPos; } }
void Move() { switch (currentDirection) { case direction.right: if(timer < time) { timer += Time.deltaTime; this.transform.Translate(Vector2.right * speed * Time.deltaTime); } else { timer = 0f; currentDirection = direction.left; } break; case direction.left: if (timer < time) { timer += Time.deltaTime; this.transform.Translate(Vector2.left * speed * Time.deltaTime); } else { timer = 0f; currentDirection = direction.right; } break; case direction.up: if (timer < time) { timer += Time.deltaTime; this.transform.Translate(Vector2.up * speed * Time.deltaTime); } else { timer = 0f; currentDirection = direction.down; } break; case direction.down: if (timer < time) { timer += Time.deltaTime; this.transform.Translate(Vector2.down * speed * Time.deltaTime); } else { timer = 0f; currentDirection = direction.up; } break; } }
public SwayBar(bool usepercent = false) : base() { this.usepercent = usepercent; this.bar = "| |"; this.pointer = "***"; this.blankPointer = this.BlankPointer(); this.currdir = direction.right; this.counter = 1; }
public void Move(int i, direction dir) { if (dir == direction.RIGHT) x = x + i; else if (dir == direction.LEFT) x = x - i; else if (dir == direction.DOWN) y = y + i; else if (dir == direction.UP) y = y - 1; }
public void HandleSnake(ctrl key) { if (key == ctrl.RightArrow && Direction != direction.LEFT) Direction = direction.RIGHT; else if (key == ctrl.LeftArrow && Direction != direction.RIGHT) Direction = direction.LEFT; else if (key == ctrl.UpArrow && Direction != direction.DOWN) Direction = direction.UP; else if (key == ctrl.DownArrow && Direction != direction.UP) Direction = direction.DOWN; }
// Update is called once per frame void Update() { float currentZaxis = Input.acceleration.z - initZ; if((currentZaxis > 0.2) && (EventStarted == false)) { EventStarted = true; startTime = Time.time; tiltCapReached = true; currentDir = direction.up; EventSent = false; } else if((currentZaxis < -0.3) && (EventStarted == false)) { EventStarted = true; startTime = Time.time; tiltCapReached = true; currentDir = direction.down; EventSent=false; } if (((Time.time - startTime) < 1) && tiltCapReached) { EventStarted = false; startTime = -1.0f; tiltCapReached = false; if (currentDir == direction.down) { print("tilt DOWN"); if(!EventSent) { print("currentZ = " + currentZaxis); SendEvent(direction.down); } } else if (currentDir == direction.up) { print("tilt UP"); if(!EventSent) { SendEvent(direction.up); } } } else { //print("NO"); EventSent = false; count = 0; } }
//Moving pacman public override void ChangePositionByDirection(direction Direction) { if (x > 27) x = 0; else if (x < 0) x = 27; Program.map.RenderChar(x, y, currentStatePlace); if (Direction == direction.left) x--; if (Direction == direction.right) x++; if (Direction == direction.up) y--; if (Direction == direction.down) y++; CalcScore(); Program.map.RenderChar(x, y, GetSymbol()); }
public snake(point pos, int length, direction dir) { Direction = dir; pList = new List<point>(); for (int i = 0; i < length; i++) { point p = new point(pos); p.Move(i, dir); pList.Add(p); } Draw(); }
public void createConnectMesh(direction dir) { float scaleX = 0.5f; float scaleY = 0.5f; float scaler = (1 / (scale / 2) - 1); //Work clockwise with meshes. Vector3[] vertices = mesh.vertices; int[] triangles = mesh.triangles; for(int i = 0;i < triangles.Length;i++) newTriangles.Add(triangles[i]); for(int i = 0;i < vertices.Length;i++) newVertices.Add(vertices[i]); if(dir == direction.up) { topLeft = new Vector3(-scaleX,scaleY * scaler); topRight = new Vector3(scaleX,scaleY * scaler); newVertices.Add(topLeft); //Top Left newVertices.Add(topRight); //Top Right newTriangles.Add(4 + (count * 2)); newTriangles.Add(5 + (count * 2)); newTriangles.Add(3); newTriangles.Add(5 + (count * 2)); newTriangles.Add(1); newTriangles.Add(3); } else if(dir == direction.right) { topRight = new Vector3(scaleX * scaler,scaleY); botRight = new Vector3(scaleX * scaler,-scaleY); newVertices.Add(topRight); //Top Right newVertices.Add(botRight); //Bottom Right newTriangles.Add(1); newTriangles.Add(4 + (count * 2)); newTriangles.Add(2); newTriangles.Add(4 + (count * 2)); newTriangles.Add(5 + (count * 2)); newTriangles.Add(2); } mesh.Clear(); mesh.vertices = newVertices.ToArray(); mesh.triangles = newTriangles.ToArray(); mesh.Optimize(); mesh.RecalculateNormals(); newTriangles.Clear(); newVertices.Clear(); count++; }
// constructeurs public Player(int posx, int posy) { Console.WriteLine(posx); Console.WriteLine(posy); this.hitbox = new Rectangle(posx, posy, 25, 27); this.hitbox2 = new Rectangle((220 / 2), (990 / 2), 25, 27);// position perso sur la map this.frameline = 1; /*positionnement des */ this.framecolumn = 2;/* frame sur l'image des prites*/ this.direction = direction.Down; // met le personnage vers le bas, vers nous this.effect = SpriteEffects.None; this.animation = true; this.timer = 0; }
public Derp(double x, double y, int team) { ContentManager Content = Game.game.Content; this.x = x; this.y = y; facing = direction.EAST; state = derpState.MOVING; stats = new DerpStats(10, 1, 1, 1, 0, 0, 0, 0); this.team = team; if (team == 1) graphic = Content.Load<Texture2D>(@"GameBlocks\Derp_1"); else if (team == 2) graphic = Content.Load<Texture2D>(@"GameBlocks\Derp_2"); }
private void setFacingDirection() { int temp = (int)(facingAngle / (Math.PI / 4)); switch (temp) { case 0: facingDirection = direction.NORTH; break; case 1: case -7: facingDirection = direction.NORTHWEST; break; case 2: case -6: facingDirection = direction.WEST; break; case 3: case -5: facingDirection = direction.SOUTHWEST; break; case 4: case -4: facingDirection = direction.SOUTH; break; ; case 5: case -3: facingDirection = direction.SOUTHEAST; break; case 6: case -2: facingDirection = direction.EAST; break; case 7: case -1: facingDirection = direction.NORTHEAST; break; default: facingDirection = direction.UNKNOWN; break; } setFacingString(); }
private void ChooseAttackAnimation(direction facing) { switch(facing){ case direction.up: curAnim.Play("attackUp"); break; case direction.down: curAnim.Play("attackDown"); break; case direction.left: curAnim.Play("attackLeft"); break; case direction.right: curAnim.Play("attackRight"); break; } }
/// <summary> /// prints the progress bar acorrding to pointers and current direction /// </summary> public override void Step() { if (this.currdir == direction.right) { this.PlacePointer(counter, this.pointer.Length); this.counter++; if (this.counter+this.pointer.Length == this.bar.Length) this.currdir = direction.left; } else { this.PlacePointer(counter - this.pointer.Length, this.pointer.Length); this.counter--; if (this.counter == this.pointer.Length) this.currdir = direction.right; } Console.Write(this.bar + "\r"); }
private void InputMovement() { if (Input.GetKey(KeyCode.W)) { rigidbody.MovePosition(rigidbody.position + Vector3.forward * speed * Time.deltaTime); playerDirection = direction.up; } if (Input.GetKey(KeyCode.S)) { rigidbody.MovePosition(rigidbody.position - Vector3.forward * speed * Time.deltaTime); playerDirection = direction.down; } if (Input.GetKey(KeyCode.D)) { rigidbody.MovePosition(rigidbody.position + Vector3.right * speed * Time.deltaTime); playerDirection = direction.right; } if (Input.GetKey(KeyCode.A)){ rigidbody.MovePosition(rigidbody.position - Vector3.right * speed * Time.deltaTime); playerDirection = direction.left; } }