public StartMenuState(Engine.Font titleFont) { _title = new Text("Shooter", titleFont); _title.SetColor(new Color(0, 0, 0, 1)); // Centerre on the x and place somewhere near the top _title.SetPosition(-_title.Width / 2, 300); }
/// <summary> /// The main entry point for the application. /// </summary> static void Main(string[] args) { using (Engine game = new Engine()) { game.Run(); } }
public PredictionsModel(string team1, string team2) { m_Engine = new Engine.Engine(); this.Team1 = m_Engine.TeamFromName(team1); this.Team2 = m_Engine.TeamFromName(team2); }
public SplashScreenState(StateSystem system, TextureManager textureManager, Engine.Font titleFont, SoundManager soundManager) { _system = system; //sound _soundManager = soundManager; _soundManager.MasterVolume(0.01f); //title font _title = new Text("Immune Cells vs. Invaders", titleFont); _title.SetColor(new Color(0, 0, 0, 1)); _title.SetPosition(-_title.Width / 2, 300); // good guys _character1.Texture = textureManager.Get("phagocyte"); _character1.SetScale(2, 2); _character1.SetPosition(-150, 100); //bad guys _invader1.Texture = textureManager.Get("tatoo_dye"); _invader1.SetScale(2, 2); _invader1.SetPosition(200, 100); _invader2.Texture = textureManager.Get("parasite"); _invader2.SetScale(2, 2); _invader2.SetPosition(200, 0); // _soundManager.PlaySound("intro_music"); }
void BuildEngine() { var world = new Engine.World(Arena.FromFile("Res/arena1.txt")); engine = new Engine.Engine(world); engine.PlayerHitEvent += Engine_PlayerHitEvent; }
public MeshContainer(Engine.Serialize.Mesh M) { if (M != null) { LocalAABBMax = M.AABBMax; LocalAABBMin = M.AABBMin; VertexsCount = M.VertexCount; FaceCount = M.FaceCount; BytesPerVertex = M.VertexData.Length / VertexsCount; using (var vertices = new DataStream(BytesPerVertex * VertexsCount, true, true)) { vertices.WriteRange<byte>(M.VertexData, 0, M.VertexData.Length); vertices.Position = 0; Vertexs = new Buffer(ModelViewer.Program.device, vertices, BytesPerVertex * VertexsCount, ResourceUsage.Default, BindFlags.VertexBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0); binding = new VertexBufferBinding(Vertexs, BytesPerVertex, 0); } using (var indices = new DataStream(4 * FaceCount * 3, true, true)) { indices.WriteRange<byte>(M.IndexData, 0, M.IndexData.Length); indices.Position = 0; Indices = new Buffer(ModelViewer.Program.device, indices, 4 * FaceCount * 3, ResourceUsage.Default, BindFlags.IndexBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0); } } }
public Block(TextureManager textureManager, Engine.Color color, int gridPosX, int gridPosY) { sprite = new Sprite(); sprite.Texture = textureManager.Get("block"); sprite.SetScale(0.625, 0.625); sprite.SetColor(color); this.gridPosX = gridPosX; this.gridPosY = gridPosY; }
static void Main(string[] args) { Engine.Engine engine = new Engine.Engine(); Team team1 = engine.TeamFromName("Belgium"); Team team2 = engine.TeamFromName("Italy"); var probs = engine.GetMatchProbs(team1, team2); var scoreGrid = engine.GetScoreGrid(team1, team2); }
public override void AddOutcome(Engine.Actions redAction, Engine.Actions blueAction, Engine.Players winner) { lastRedAction = redAction; lastBlueAction = blueAction; lastWinner = winner; if (winner == Engine.Players.NONE) ++draws; else draws = 0; }
public override Engine.Actions GetNextThrow(Engine.Players player) { if (lastWinner == player) { return lastWinner == Engine.Players.RED ? lastRedAction : lastBlueAction; } else { if (draws > 2) return ChooseRandom (); else return player == Engine.Players.RED ? WhatBeats (lastBlueAction) : WhatBeats (lastRedAction); } }
public MultiMeshContainer(Engine.Serialize.MeshesContainer MC) { if (MC != null) { //Transform = Matrix.Scaling(1); Hardpoints = MC.HardPoints; if (MC.Materials != null && MC.Geometry != null && MC.Geometry.Meshes != null) { BSP = MC.Geometry.BSP; LocalAABBMax = MC.Geometry.AABBMax; LocalAABBMin = MC.Geometry.AABBMin; Meshes = new Serialize.MeshLink[MC.Materials.Length]; Materials = new MaterialContainer[MC.Materials.Length]; for (int i = 0; i < MC.Materials.Length; i++) { Meshes[i] = MC.Geometry.Meshes[i]; Materials[i] = new MaterialContainer(MC.Materials[i]); } VertexsCount = MC.Geometry.VertexCount; BytesPerVertex = MC.Geometry.VertexData.Length / VertexsCount; FaceCount = MC.Geometry.IndexData.Length / 12; using (var vertices = new DataStream(BytesPerVertex * VertexsCount, true, true)) { vertices.WriteRange<byte>(MC.Geometry.VertexData, 0, MC.Geometry.VertexData.Length); vertices.Position = 0; Vertexs = new Buffer(ModelViewer.Program.device, vertices, BytesPerVertex * VertexsCount, ResourceUsage.Default, BindFlags.VertexBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0); binding = new VertexBufferBinding(Vertexs, BytesPerVertex, 0); } using (var indices = new DataStream(4 * FaceCount * 3, true, true)) { indices.WriteRange<byte>(MC.Geometry.IndexData, 0, MC.Geometry.IndexData.Length); indices.Position = 0; Indices = new Buffer(ModelViewer.Program.device, indices, 4 * FaceCount * 3, ResourceUsage.Default, BindFlags.IndexBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0); } BufferDescription bd = new BufferDescription(); bd.SizeInBytes = Marshal.SizeOf(typeof(ShaderConstants)); bd.Usage = ResourceUsage.Dynamic; bd.BindFlags = BindFlags.ConstantBuffer; bd.CpuAccessFlags = CpuAccessFlags.Write; bd.OptionFlags = ResourceOptionFlags.None; bd.StructureByteStride = 0; constantsBuffer = new Buffer(ModelViewer.Program.device, bd); constants = new ShaderConstants(); } } }
public StartMenuState(Engine.Font titleFont, Engine.Font generalFont, Input input, StateSystem system) { _system = system; _generalFont = generalFont; _input = input; InitializeMenu(); _title = new Text("Shooter", titleFont); _title.SetColor(new Color(0, 0, 0, 1)); // Centerre on the x and place somewhere near the top _title.SetPosition(-_title.Width / 2, 300); }
public PauseGameState(Engine.Font titleFont, Engine.Font generalFont, Input input, StateSystem system) { _input = input; _system = system; _generalFont = generalFont; InitializeMenu(); _title = new Text("Pause", titleFont); _title.SetColor(new Color(0, 0, 0, 1)); // Center on x and move toward the top _title.SetPosition(-_title.Width / 2, 300); }
public StartMenuState(Engine.Font titleFont, Engine.Font generalFont, Input input, StateSystem system) { _system = system; _input = input; _generalFont = generalFont; InitializeMenu(); _title = new Text("Immunity vs. Invaders", titleFont); _title.SetColor(new Color(0, 0, 0, 1)); _title.SetPosition(-_title.Width / 2, 300); }
internal static void RenderPolygonFilled(Engine.PathFinding.ConvexPolygon polygon) { Gl.glBegin(Gl.GL_POLYGON); { foreach (Point p in polygon.Vertices) { GLUtil.DrawPointVertex(p); } GLUtil.DrawPointVertex(polygon.Vertices.First()); } Gl.glEnd(); }
static void Main() { var buildingFactory = new BuildingFactory(); var unitFactory = new UnitFactory(); var resourceFactory = new ResourceFactory(); var reader = new ConsoleReader(); var writer = new ConsoleWriter(); var data = new EmpiresData(); var engine = new Engine.Engine(buildingFactory, resourceFactory, unitFactory, data, reader, writer); engine.Run(); }
public Renderer(Input input, Engine.Engine e, int playerID) { this.input = input; engine = e; pID = playerID; cam = new Camera(input.Viewport(), new Vector3(0.0f, 0.0f, 5.0f), new Vector3(0.0f, 0.0f, -1.0f)); float x = 8.0f; float y = x / cam.AspectRatio; cam.Proj = Matrix4.CreateOrthographicOffCenter(-x, x, -y, y, -10.0f, 10.0f); //cam.Proj = Matrix4.CreatePerspectiveFieldOfView(OpenTK.MathHelper.DegreesToRadians(90), cam.AspectRatio, 0.01f, 10.0f); fontManager = new FontManager(cam); worldRenderer = new WorldRenderer(e.World, cam, fontManager); tableRenderer = new TableRenderer(); }
public StartMenuState(Engine.Font titleFont, Engine.Font generalFont, Input input, StateSystem system, TextureManager textureManager) { _system = system; _generalFont = generalFont; _input = input; _textureManager = textureManager; _blockManager = new BlockManager(_textureManager, 0, 0, new Vector(1, 1, 1)); DropBlocks(); InitializeMenu(); _title = new Text("Subway Tetris", titleFont); _title.SetColor(new Color(0.85f, 0.85f, 0.10f, 1)); // Centerre on the x and place somewhere near the top _title.SetPosition(-_title.Width / 2, 300); }
//Different from PieSliceSensorArray in that EnemyRobots are used as targets instead // of goal points. public void update(Engine.Environment env, List<Robot> robots, CollisionManager cm) { List<float> translatedEnemyAngles = new List<float>(); // Start at 1: Assume all robots after first are enemies for (int i = 1; i < robots.Count; i++) { EnemyRobot er = (EnemyRobot) robots[i]; if (!er.stopped) // Only sense prey robots that are active { Point2D temp = new Point2D((int)er.location.x, (int)er.location.y); temp.rotate((float)-(owner.heading), owner.circle.p); //((float)-(owner.heading * 180.0 / 3.14), owner.circle.p); //translate with respect to location of navigator temp.x -= (float)owner.circle.p.x; temp.y -= (float)owner.circle.p.y; //what angle is the vector between target & navigator float angle = angleValue((float)temp.x, (float)temp.y);// (float)temp.angle(); translatedEnemyAngles.Add(angle); } } //fire the appropriate radar sensor for (int i = 0; i < radarAngles1.Count; i++) { signalsSensors[i].setSignal(0.0); for (int a = 0; a < translatedEnemyAngles.Count; a++) { float angle = translatedEnemyAngles[a]; if (angle >= radarAngles1[i] && angle < radarAngles2[i]) { signalsSensors[i].setSignal(1.0); } if (angle + 360.0 >= radarAngles1[i] && angle + 360.0 < radarAngles2[i]) { signalsSensors[i].setSignal(1.0); } } } }
/*static NativeWindow wnd; static GraphicsContext gp;*/ static void Main() { //Stopwatch frameWatch = new Stopwatch(); //frameWatch.Start(); //Engine Init Engine.Engine engine = new Engine.Engine(); engine.Initialize(); /*//Setup window wnd = new NativeWindow(800, 600, "Game_GL", GameWindowFlags.Default, GraphicsMode.Default, DisplayDevice.Default); wnd.Visible = true; //Graphics context gp = new GraphicsContext(GraphicsMode.Default, wnd.WindowInfo); gp.MakeCurrent(wnd.WindowInfo); (gp as IGraphicsContextInternal).LoadAll(); GL.Enable(EnableCap.DepthTest); GL.ClearColor(0.5f, 0.5f, 0.5f, 0); frameWatch.Start(); //Frame while (wnd.Exists) { wnd.ProcessEvents(); if (!Engine.Engine.mIsAlive) wnd.Close(); //Engine.Engine.mStartTime double seconds = frameWatch.Elapsed.Seconds; //engine.Frame(seconds); //Can't swap buffers if our context is invalid (no window handle) if(wnd.Exists) gp.SwapBuffers(); frameWatch.Reset(); frameWatch.Start(); }*/ }
//per default we use the goal point of the environment as our target point. public void update(Engine.Environment env, List<Robot> robots, CollisionManager cm) { Point2D temp = new Point2D((int)env.goal_point.x, (int)env.goal_point.y); temp.rotate((float)-(owner.heading), owner.circle.p); //((float)-(owner.heading * 180.0 / 3.14), owner.circle.p); //translate with respect to location of navigator temp.x -= (float)owner.circle.p.x; temp.y -= (float)owner.circle.p.y; //what angle is the vector between target & navigator float angle = angleValue((float)temp.x, (float) temp.y);// (float)temp.angle(); //! angle *= 57.297f;//convert to degrees //fire the appropriate radar sensor for (int i = 0; i < radarAngles1.Count; i++) { signalsSensors[i].setSignal(0.0); //radar[i] = 0.0f; if (angle >= radarAngles1[i] && angle < radarAngles2[i]) { signalsSensors[i].setSignal(1.0); // Console.WriteLine(i); } //radar[i] = 1.0f; if (angle + 360.0 >= radarAngles1[i] && angle + 360.0 < radarAngles2[i]) { signalsSensors[i].setSignal(1.0); // Console.WriteLine(i); } // radar[i] = 1.0f; // inputs[sim_engine.robots[0].rangefinders.Count + i] = sim_engine.radar[i]; } }
public PlayingState(StateSystem system, TextureManager manager, Input input, Engine.Font infoFont, Vector playArea, Vector clientSize) { _system = system; _textureManager = manager; _input = input; _infoFont = infoFont; _playArea = playArea; _clientSize = clientSize; InitializeMenu(); _paused = false; _blockManager = new BlockManager(_textureManager, clientSize.X, clientSize.Y, new Vector(_scalingFactor, _scalingFactor, 0)); if (_scalingFactor < 1.0 && _scalingFactor > 0.5) { _playArea.X += _blockManager.BlockWidth * _scalingFactor; } _blockManager.SetBounds(-(_playArea.Y), _playArea.Y, -(_playArea.X), _playArea.X); _scoreText = new Text("Score: " + _blockManager.CompletedRows, _infoFont); _scoreText.SetPosition((clientSize.X / 2) - 250, 0); _scoreText.SetColor(new Color(0.19f, 0.8f, 0.19f, 1)); _pausedText = new Text("PAUSED", _infoFont); _pausedText.SetPosition(-_pausedText.Width/2, 250); _pausedText.SetColor(new Color(0.35f, 0.35f, 0.67f, 1)); GameStart(); }
public HelperPoint_Lamps( Engine.MapSystem.MapObject ownerEntity ) : base(ownerEntity) { this.__ownerEntity = ownerEntity; ownerEntity.PostCreated += delegate( Engine.EntitySystem.Entity __entity, System.Boolean loaded ) { if( Engine.EntitySystem.LogicSystemManager.Instance != null )PostCreated( loaded ); }; }
public virtual void AddOutcome(Engine.Actions redAction, Engine.Actions blueAction, Engine.Players winner) { }
public virtual Engine.Actions GetNextThrow(Engine.Players player) { return ChooseRandom (); }
public static void Main(string[] args) { if (args.Length == 3) { string redAI = args [0]; string blueAI = args [1]; int count = int.Parse (args [2]); Random stream = new Random (); Engine engine = new Engine (); LetItRideAI letItRideAI = new LetItRideAI (stream.Next()); RandomAI randomAI = new RandomAI (stream.Next()); RPSAI red = (redAI == "LetItRide" ? letItRideAI : randomAI); RPSAI blue = (blueAI == "LetItRide" ? letItRideAI : randomAI); int redWins = 0; int blueWins = 0; int draws = 0; for (int index = 0; index < count; ++index) { Engine.Actions redAction = red.GetNextThrow (Engine.Players.RED); Engine.Actions blueAction = blue.GetNextThrow (Engine.Players.BLUE); Engine.Players winner = engine.Throw (redAction, blueAction); switch (winner) { case Engine.Players.NONE: ++draws; break; case Engine.Players.RED: ++redWins; break; case Engine.Players.BLUE: ++blueWins; break; } red.AddOutcome (redAction, blueAction, winner); blue.AddOutcome (redAction, blueAction, winner); string outcome = (winner == Engine.Players.NONE ? "Draw" : (winner == Engine.Players.RED ? "Red" : "Blue")); Console.WriteLine (redAI + " " + blueAI + " " + count + " " + outcome); } } else { Console.WriteLine ("Usage: Engine.exe {LetItRide|Random} {LetItRide|Random} {count}"); } }
private Engine.Actions WhatBeats(Engine.Actions play) { switch (play) { case Engine.Actions.ROCK: return Engine.Actions.PAPER; case Engine.Actions.PAPER: return Engine.Actions.SCISSORS; case Engine.Actions.SCISSORS: return Engine.Actions.ROCK; } return Engine.Actions.ROCK; }
void RunBtnClicked(object sender, EventArgs eventArgs) { //Execute the program string sourceCode = editor.Buffer.Text; if (sourceCode.Length > 1) { if (this.useNLPLexer) { // use the NLP lexer to format the code var lines = sourceCode.Split('\n'); NLP_Lexer.Lexer nlpLexer = new NLP_Lexer.Lexer("7DOTRBXV6DLL22FQUJRKOMSCOEUL5XG5"); // Create NLP Lexer with access token for wit.ai string tempSourceCode = ""; // Init foreach (var line in lines) //Loop through lines { try { tempSourceCode += nlpLexer.Tokenise(line); // Add wit ai output to sourcecode Console.WriteLine(tempSourceCode); } catch (Exception e) { Console.WriteLine(e.Message); } } // Make sure that there is code in ttempSourceCode before executing it if (tempSourceCode.Length > 0) { sourceCode = tempSourceCode; } } // Start the exectuion CoreParser.Lexer lexer = new CoreParser.Lexer(sourceCode); try { // Tokenise lexer.Tokenise(); List <Token> tokens = lexer.getTokenList(); // Parse from returned token list CoreParser.Parser.Parser parser = new CoreParser.Parser.Parser(); CoreParser.Parser.AST.Node ast = parser.Parse(tokens); // Execute the parse tree ParserEngine.Engine.Engine engine = new Engine.Engine(); engine.Run(ast); // Display parse tree if user has toggled it if (this.useParseTreeDisplay) { // Open a new window GUI.ParseTreeDisplay parseTreeDisplay = new GUI.ParseTreeDisplay(ast); parseTreeDisplay.Title = "Parse Tree"; parseTreeDisplay.ShowAll(); } } // Display errors encountered during execution in alert catch (Exception e) { MessageDialog md = new MessageDialog(this, DialogFlags.DestroyWithParent, MessageType.Error, ButtonsType.Close, e.Message); md.Run(); md.Destroy(); } // Collect console output var consoleOutput = ConsoleOutput.Instance.GetOutput(); if (consoleOutput != null) { // As long as there is console output, get the window and display it GUI.ConsoleWindow consoleWindow = GUI.ConsoleWindow.Instance; ScrolledWindow consoleWrapper = new ScrolledWindow(); // Make Console Window scrollable TextView console = new TextView(); consoleWrapper.Add(console); consoleWindow.Add(consoleWrapper); // Write the console output to the console window foreach (var line in consoleOutput) { // Write output to console window console.Buffer.Text = console.Buffer.Text + "\n" + line; } consoleWindow.ShowAll(); } } }
public void open_Click( Engine.UISystem.EButton sender ) { Engine.EntitySystem.LogicClass __class = Engine.EntitySystem.LogicSystemManager.Instance.MapClassManager.GetByName( "Terminal_Welcome1" ); Engine.EntitySystem.LogicSystem.LogicDesignerMethod __method = (Engine.EntitySystem.LogicSystem.LogicDesignerMethod)__class.GetMethodByName( "open_Click" ); __method.Execute( this, new object[ 1 ]{ sender } ); }
public void exit_Click( Engine.UISystem.EButton sender ) { GameWorld.Instance.NeedWorldDestroy = true; }
public PathCreationState(Input input, PathData pathData, Engine.Font numberFont) { _input = input; _pathData = pathData; _font = numberFont; }
public Block(TextureManager textureManager, Engine.Color color) : this(textureManager, color, 0, 0) { }
public Engine(EngineSetup setup = null) { XmlConfigurator.Configure(); _loaded = false; _setup = new EngineSetup(); if (setup != null) { _setup = setup; } _gEngine = this; var d3d = new Direct3D(); var enumeration = new DeviceEnumeration(d3d); if (enumeration.ShowDialog() != DialogResult.OK) { ReleaseCom(d3d); return; } Window = new FpsForm { Name = "WindowClass", Text = _setup.Name, FormBorderStyle = enumeration.Windowed ? FormBorderStyle.FixedSingle : FormBorderStyle.None, Size = new Size(800, 600) }; var pp = new PresentParameters { BackBufferWidth = enumeration.SelectedDisplayMode.Width, BackBufferHeight = enumeration.SelectedDisplayMode.Height, BackBufferFormat = enumeration.SelectedDisplayMode.Format, BackBufferCount = _setup.TotalBackBuffers, SwapEffect = SwapEffect.Discard, DeviceWindowHandle = Window.Handle, Windowed = enumeration.Windowed, EnableAutoDepthStencil = true, AutoDepthStencilFormat = Format.D24S8, FullScreenRefreshRateInHertz = enumeration.SelectedDisplayMode.RefreshRate, PresentationInterval = enumeration.VSync ? PresentInterval.Default : PresentInterval.Immediate, Multisample = MultisampleType.None, MultisampleQuality = 0, PresentFlags = PresentFlags.None }; enumeration.Dispose(); _device = new Device(d3d, 0, DeviceType.Hardware, Window.Handle, CreateFlags.MixedVertexProcessing, pp); ReleaseCom(d3d); _device.SetSamplerState(0, SamplerState.MagFilter, TextureFilter.Anisotropic); _device.SetSamplerState(0, SamplerState.MinFilter, TextureFilter.Anisotropic); _device.SetSamplerState(0, SamplerState.MipFilter, TextureFilter.Linear); var proj = Matrix.PerspectiveFovLH( (float) (Math.PI/4), (float)pp.BackBufferWidth/pp.BackBufferHeight, 0.1f/_setup.Scale, 1000.0f/_setup.Scale ); _device.SetTransform(TransformState.Projection, proj); _displayMode = new SlimDX.Direct3D9.DisplayMode { Width = pp.BackBufferWidth, Height = pp.BackBufferHeight, RefreshRate = pp.FullScreenRefreshRateInHertz, Format = pp.BackBufferFormat }; _currentBackBuffer = 0; _sprite = new Sprite(_device); Window.Show(); Window.Activate(); _states = new List<State>(); CurrentState = null; ScriptManager = new ResourceManager<Script>(); Input = new Input(Window); if (_setup.StateSetup != null) { _setup.StateSetup(); } _loaded = true; _running = true; }
void AddTextWithShadow( GuiRenderer renderer, Engine.Renderer.Font font, string text, Vec2 position, HorizontalAlign horizontalAlign, VerticalAlign verticalAlign, ColorValue color ) { Vec2 shadowOffset = 2.0f / renderer.ViewportForScreenGuiRenderer.DimensionsInPixels.Size.ToVec2(); renderer.AddText( font, text, position + shadowOffset, horizontalAlign, verticalAlign, new ColorValue( 0, 0, 0, color.Alpha / 2 ) ); renderer.AddText( font, text, position, horizontalAlign, verticalAlign, color ); }
public void SetColor(Engine.Color color) { _sprite.SetColor(color); }