private void GameStateChanged(Game.GameState gameState) { switch (gameState) { case Game.GameState.playing: //soundPlayer.PlaySingle(playSound); break; case Game.GameState.deathscreen: break; case Game.GameState.finishscreen: //play win sound break; //case Game.GameState.levelselection: // soundPlayer.PlaySingle(levelselectionAppearSound); // //soundPlayer.PlaySingle(spawnSound); // break; default: break; } }
//Game Listener private void GameStateChanged(Game.GameState gameState) { Vector3 spawnPos = Vector3.zero; spawnPos = LevelPlacer.generatedLevel.spawn.transform.position; switch (gameState) { case Game.GameState.playing: CamZoom.ZoomToMinimum(Game.levelselectionDelay); break; case Game.GameState.deathscreen: CamRotation.RotateToDefault(Game.levelselectionDelay); //CamMove.MoveCamTo(spawnPos, Game.levelselectionDelay); break; case Game.GameState.finishscreen: CamRotation.RotateToDefault(Game.levelselectionDelay); //CamMove.MoveCamTo(spawnPos, Game.levelselectionDelay); break; //case Game.GameState.levelselection: // CamMove.MoveCamTo(spawnPos); // break; default: break; } }
public void ReplaceGameGameState(Game.GameState newGameState) { var index = GameComponentsLookup.GameGameState; var component = (Game.GameStateComponent)CreateComponent(index, typeof(Game.GameStateComponent)); component.GameState = newGameState; ReplaceComponent(index, component); }
/// <summary> /// Handles the current game state /// </summary> /// <param name="gameState"></param> public void CurrentGameState(Game.GameState gameState) { Game.TheGameState = gameState; if (gameState == Game.GameState.Lost) { frmGameOver gameOver = new frmGameOver(); } }
public GameEntity SetGameGameState(Game.GameState newGameState) { if (hasGameGameState) { throw new Entitas.EntitasException("Could not set GameGameState!\n" + this + " already has an entity with Game.GameStateComponent!", "You should check if the context already has a gameGameStateEntity before setting it or use context.ReplaceGameGameState()."); } var entity = CreateEntity(); entity.AddGameGameState(newGameState); return(entity); }
private void GameStateChanged(Game.GameState gs) { switch (gs) { case Game.GameState.playing: active = activeMemory; break; default: break; } }
public void ReplaceGameGameState(Game.GameState newGameState) { var entity = gameGameStateEntity; if (entity == null) { entity = SetGameGameState(newGameState); } else { entity.ReplaceGameGameState(newGameState); } }
private void showState(Game.GameState gs) { if (gs == Game.GameState.gameSelect) { show_gameSelect(); } else if (gs == Game.GameState.mainMenu) { show_mainMenu(); } else if (gs == Game.GameState.inWorld) { show_inGame(); } }
private void GameStateChanged(Game.GameState gs) { switch (gs) { case Game.GameState.finishscreen: //GetComponent<ParticleSystem>().Clear(); GetComponent <Animation>().Play("finishFadeOut"); Debug.Log("PLAYFINISHPARTICLES"); ps.gameObject.SetActive(true); ps.Play(); //GetComponent<ParticleSystem>().Play(); break; } }
public void update(Level level, Game.GameState gameState, KeyboardState k, KeyboardState kOld, MouseState m, MouseState mOld) { // Update the player if (player.update(level, k, kOld, m, mOld)) { // Player dies gameState = Game.GameState.Menu; } // Update all entities for (int i = 0; i < entities.Count; i++) { // Update the entity, and if it dies, remove it. if (entities[i].update(level)) { entities.RemoveAt(i); } } }
//Everything in here happends after the delay on death. To execute before, enter calls in the Trigger function. private void GameStateChanged(Game.GameState gameState) { Debug.Log("[Player]: GameState changed to: " + gameState); switch (gameState) { case Game.GameState.playing: break; case Game.GameState.deathscreen: break; case Game.GameState.finishscreen: break; default: break; } }
public Product(TV.TVPowerState PowerState, TV.TVInputState InputState, SurroundSound.SoundState SoundState, DVD.DVDState DVDState, Game.GameState GameState) { InitializeComponent(); pwrState.Text = PowerState.ToString(); inpState.Text = InputState.ToString(); sndState.Text = SoundState.ToString(); dvdState.Text = DVDState.ToString(); gameState.Text = GameState.ToString(); }
public void MakeSettings(TV.TVPowerState PowerState, TV.TVInputState InputState, SurroundSound.SoundState SoundState, DVD.DVDState DVDState, Game.GameState GameState) { Product product = factoryMethod(PowerState, InputState, SoundState, DVDState, GameState); }
internal abstract Product factoryMethod(TV.TVPowerState PowerState, TV.TVInputState InputState, SurroundSound.SoundState SoundState, DVD.DVDState DVDState, Game.GameState GameState);
static void HumanTest(INeuralNetwork enemy) { Console.Clear(); Game game = new Game(); Game.GameState gameState = Game.GameState.Undetermined; bool playerturn = true; while (gameState == Game.GameState.Undetermined) { if (!playerturn) { var board = BoardToArray(game.GetBoard()); var input = new double[10]; input[0] = -1; for (int i = 0; i < board.Length; i++) { input[i + 1] = board[i]; } var output = enemy.Activate(input); var newGameState = Game.GameState.Error; List <int> chosenTiles = new List <int>(); while (newGameState == Game.GameState.Error) { int tile = -1; double highest = double.MinValue; for (int i = 0; i < output.Length; i++) { if (output[i] > highest && !chosenTiles.Contains(i)) { highest = output[i]; tile = i; } } chosenTiles.Add(tile); tile++; newGameState = game.NewMove((Game.TileNumber)tile); } gameState = newGameState; } else { var newGameState = Game.GameState.Error; while (newGameState == Game.GameState.Error) { int tile = -1; int.TryParse(Console.ReadLine(), out tile); newGameState = game.NewMove((Game.TileNumber)tile); } gameState = newGameState; } playerturn = !playerturn; Console.WriteLine(); VisualizeBoard(game.GetBoard()); Console.WriteLine(); } if (gameState == Game.GameState.Win) { string winner = playerturn ? "Bot" : "Player"; Console.WriteLine(); Console.WriteLine(winner + " wins!"); } else if (gameState == Game.GameState.Tie) { Console.WriteLine(); Console.WriteLine("Tie!"); } Console.ReadLine(); }
public ConcreteProduct(TV.TVPowerState PowerState, TV.TVInputState InputState, SurroundSound.SoundState SoundState, DVD.DVDState DVDState, Game.GameState GameState) { product = new Product(PowerState, InputState, SoundState, DVDState, GameState); product.Visible = true; }
static Task <STuple <double, double> > FitnessFunction(INeuralNetwork n1, INeuralNetwork n2) { #region sequence /* * for (int n = 0; n < 10; n++) * { * Random random = new Random(); * var options = Enumerable.Range(0, Amount).ToList(); * var test = new double[Amount]; * for (int i = 0; i < Amount; i++) * { * int r = random.Next(options.Count); * var next = (double)options[r]; * next = Extensions.Map(next, 0, (double)Amount, -1, 1); * test[i] = next; * options.RemoveAt(r); * } * if (test.Length != Amount) * { * Console.WriteLine("wtf!"); * } * var result = network.Activate(test); * for (int i = 0; i < Amount; i++) * { * double loss = Math.Abs(result[i] - test[i]); * fitness -= loss; * if (debug && n == 0) * Console.WriteLine($"{test[i]} | {result[i]}"); * } * } */ #endregion #region XOR /* * var tests = new Dictionary<double[], double> * { * { * new double[] { 0, 0}, * 0 * }, * { * new double[] { 1, 0}, * 1 * }, * { * new double[] { 0, 1}, * 1 * }, * { * new double[] { 1, 1}, * 0 * }, * }; * * foreach(var kv in tests) * { * var result = network.Activate(kv.Key); * double difference = result[0] - kv.Value; * difference = -Math.Abs(difference); * fitness += difference; * if (debug) * { * Console.WriteLine($"{kv.Key[0]} {kv.Key[1]} | {result[0]}"); * } * } */ #endregion XOR #region linear /* * for (int i = 0; i < 10; i++) * { * double a, b, x; * lock (random) * { * a = Math.Round(random.NextDouble() / 2, 2); * b = Math.Round(random.NextDouble() / 2, 2); * x = Math.Round(random.NextDouble(), 2); * } * var res = network.Activate(new double[] { a, b, x }); * var correct = (a * x + b); * * fitness -= Math.Abs(res[0] - correct); * * if (debug) * { * Console.WriteLine($"{a} * {x} + {b} = {correct} | {res[0]}"); * } * } */ #endregion #region TicTacToe Game game = new Game(); Game.GameState gameState = Game.GameState.Undetermined; bool n1turn = true; while (gameState == Game.GameState.Undetermined) { var board = BoardToArray(game.GetBoard()); var input = new double[10]; input[0] = n1turn ? 1 : -1; for (int i = 0; i < board.Length; i++) { input[i + 1] = board[i]; } INeuralNetwork network = n1turn ? n1 : n2; var output = network.Activate(input); var newGameState = Game.GameState.Error; List <int> chosenTiles = new List <int>(); while (newGameState == Game.GameState.Error) { int tile = -1; double highest = double.MinValue; for (int i = 0; i < output.Length; i++) { if (output[i] > highest && !chosenTiles.Contains(i)) { highest = output[i]; tile = i; } } chosenTiles.Add(tile); tile++; newGameState = game.NewMove((Game.TileNumber)tile); } n1turn = !n1turn; gameState = newGameState; } (double, double)fitness = (0, 0); if (gameState == Game.GameState.Win) { if (n1turn) { fitness = (-1, 1); } else { fitness = (1, -1); } } #endregion var tcs = new TaskCompletionSource <STuple <double, double> >(); tcs.SetResult(fitness); return(tcs.Task); }
public void SetGameState(Game.GameState gameState) { protectedData.SetGameState((int)gameState); }
internal override Product factoryMethod(TV.TVPowerState PowerState, TV.TVInputState InputState, SurroundSound.SoundState SoundState, DVD.DVDState DVDState, Game.GameState GameState) { return(new ConcreteProduct(PowerState, InputState, SoundState, DVDState, GameState)); }
//Start button click private void button1_Click(object sender, EventArgs e) { gameScreen.Hide(); //The .gif images lbTimer.Visible = true; gameStarted = true; //sql //if user wanted a new game; //change "Johnny" to real account username //N if (gStatus == 0) { //difficulty as int 0 = easy, 1 = medium, 2 = hard /* int difficulty; if (difficultyBox.Text == "Easy") difficulty = 0; else if (difficultyBox.Text == "Medium") difficulty = 1; else difficulty = 2; */ resetTime(); //Sets hour,min,sec to default progressBar1.Increment(-20); writeGraphic(hb.startGame(new Game.GameState(gDifficulty,gPlayer))); } //N //N if (gStatus == 1) { sec = gTimeRemain % 60; min = gTimeRemain / 60; hour = min / 60; min %= 60; progressBar1.Value = gScareMeter; bool[] have = new bool[Game.Constants.NUM_ITEMS]; have[(int)Game.iName.NOTE] = gHaveNote; have[(int)Game.iName.PHONE] = gHavePhone; have[(int)Game.iName.AUDIO] = gHaveAudio; have[(int)Game.iName.SECRETCASE] = gHaveCase; Game.GameState gs = new Game.GameState(gDifficulty, gPlayer, gFloorNo, new Game.PassCode(gFirstDgt, gSecDgt, gThirdDgt), new Game.Coordinate(gFloorX, gFloorY), gCaseStatus, have, gCaseHint); writeGraphic(hb.startGame(gs)); } //N lbTimer.Text = hour.ToString("D2") + ":" + min.ToString("D2") + ":" + sec.ToString("D2"); //start with 5 minutes, may change with difficulty timer1.Start(); playerDisplay.Text = hb.getPlayer().Name; pFloorLabel.Text = hb.getPlayer().Floor.Number.ToString(); pCoordLabel.Text = "(" + hb.getPlayer().Coord.x.ToString() + ", " + hb.getPlayer().Coord.y.ToString() + ")"; }