示例#1
0
    //The coroutine for the munchkins to show up one by one as they enter the clinic.
    public IEnumerator appear(GameBuilder1 world)
    {
        //First, let's get the # of sick munchkins from WorldModel
        int sick = world.retDay(1).get("totalSymps");

        //And we start "total" with 0, before incrementing it all the up to the # of sick Mooches.
        total = 0;
        if (total <= healthy.Count)
        {
            //Now we wanna increment total all the way till the actual # of sick,
            //     or healthy.Count, which is the # of seats available in clinic.
            while (total < sick && total < healthy.Count)
            {
                total  += 1;
                uncured = total;
                for (int i = 0; i < total; i++)
                {
                    GameObject sickPeep = healthy [i];
                    sickPeep.GetComponent <SpriteRenderer> ().sprite = unTreated;
                    sickPeep.GetComponent <SpriteRenderer> ().color  = new Color(1f, .5f, .5f);
                }

                //yield return to give off the one-by-one pseudo-animation effect.
                //Realize that we used 1f/sick to control the speed of animation: The more sick, the faster, so that you don't get bored watching.
                yield return(new WaitForSecondsRealtime(1f / sick));
            }
        }
        yield return(new WaitForSecondsRealtime(.5f));
    }
示例#2
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    public void onStart(Initializer init, GameBuilder1 world)
    {
        lefty  = GameObject.Find("Slider_left");
        righty = GameObject.Find("Slider_right");

        //generate available number list
        availableNumList = new List <int>();
        for (int i = 0; i < rowCount * colCount; i++)
        {
            availableNumList.Add(i);
        }


        int numSick   = world.retDay(1).get("totalSymps");
        int numCuredA = world.retDay(1).get("totala");
        int numCuredB = world.retDay(1).get("totalb");

        total       = numSick;
        totalCuredA = numCuredA;
        totalCuredB = numCuredB;

        //set size of the prefab
        healthyPrefab.GetComponent <Transform> ().localScale = new Vector3(radius / rowCount, radius / rowCount, 1);

        for (int j = -Mathf.FloorToInt(rowCount / 2f); j < Mathf.CeilToInt(rowCount / 2f); j++)
        {
            for (int i = -Mathf.CeilToInt(colCount / 2f); i < Mathf.FloorToInt(colCount / 2f); i++)
            {
                GameObject newPeep = Instantiate(healthyPrefab, new Vector3(i * 15f / colCount + .1f, -j * 3f / rowCount + 3.3f, 0), Quaternion.identity);
                healthy.Add(newPeep);
                newPeep.GetComponent <Rigidbody2D> ().velocity = new Vector3(Random.Range(-velocity, velocity), Random.Range(-velocity, velocity), 0);
            }
        }
    }
    //adjust globals after creatures are cured
    public void cure(Initializer init, GameBuilder1 world)
    {
        int cured = world.retDay(1).get("totalCuredDay");

        totalSick  -= cured;
        totalCuredA = world.retDay(1).get("curedAnum");
        totalCuredB = world.retDay(1).get("curedbnum");
    }
示例#4
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    public void cure(Initializer init, GameBuilder1 world)
    {
        int cured  = world.retDay(1).get("totalCuredDay");
        int target = total - cured;

        total       = target;
        totalCuredA = world.retDay(1).get("totala");
        totalCuredB = world.retDay(1).get("totalb");
    }
示例#5
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 // Updates text associated with test tube, funds remaining, and news panel after you cure some people
 public void updateText(GameBuilder1 world, int i)
 {
     totalCuredA.text = "Total Cured: " + world.retDay(i).get("totalA");
     totalCuredB.text = "Total Cured: " + world.retDay(i).get("totalB");
     totalTrtA.text   = "Total Treatment Given: " + world.retDay(i).get("totalTrtA");
     totalTrtB.text   = "Total Treatment Given: " + world.retDay(i).get("totalTrtB");
     funds.text       = "Funds Left: " + (init.getParam("fund") - world.retDay(i).get("totalCost")) + "$";
     fundsAnimation.SetFloat("fund_remaining", (float)((init.getParam("fund") - world.retDay(i).get("totalCost")) / init.getParam("fund")));
     ai.text = "You cured " + world.retDay(1).get("totalCuredDay") + " people";
 }
示例#6
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 //for every consequent daily update;
 public void nextDay(GameBuilder1 world, int i)
 {
     maxValA = (float)world.retDay(i).get("totalTrtA");
     maxValB = (float)world.retDay(i).get("totalTrtB");
     maxValSetter(a, b, maxValA, maxValB);
     curValsSetter(a, b, fnd,
                   (float)world.retDay(i).get("totalA"),
                   (float)world.retDay(i).get("totalB"),
                   (float)maxValFunds - world.retDay(i).get("totalCost"));
 }
示例#7
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    //The coroutine for curing muchkins with treatment A and B. The cured ones are color-coded accordingly as well.
    public IEnumerator cure(Initializer init, GameBuilder1 world)
    {
        //Total cured
        int cured = world.retDay(1).get("totalCuredDay");
        //Cured by treatment A and B
        int curedA = world.retDay(1).get("curedAnum");
        int curedB = world.retDay(1).get("curedbnum");
        //Total # of sick minus total # of cured is the # uncured, hence the name "target".
        int target = total - cured;

        //set uncured to total first, and we'll decrement it to target later!
        uncured = total;

        //Calculate how many rows of sick Munch'es there're in the clinic.
        int rows = Mathf.CeilToInt((float)total / colCount);

        //color people cured by A
        for (int j = 0; j < colCount; j++)
        {
            for (int i = 0; i <= rows; i++)
            {
                int location = i * colCount + j;
                if (location < total)
                {
                    GameObject sickPeep = healthy [location];
                    if (uncured > (total - curedA))
                    {
                        sickPeep.GetComponent <SpriteRenderer> ().sprite = healed;
                        sickPeep.GetComponent <SpriteRenderer> ().color  = new Color(.3f, 1f, .3f);
                        uncured -= 1;
                    }
                }
            }
        }

        //color people cured by B
        for (int i = colCount - 1; i >= 0; i--)
        {
            for (int j = rows; j >= 0; j--)
            {
                int location = j * colCount + i;
                if (location < total)
                {
                    GameObject sickPeep = healthy [location];
                    if (uncured > (total - curedA - curedB))
                    {
                        sickPeep.GetComponent <SpriteRenderer> ().sprite = healed;
                        sickPeep.GetComponent <SpriteRenderer> ().color  = new Color(.3f, .3f, 1f);
                        uncured -= 1;
                    }
                }
            }
        }
        yield return(new WaitForSecondsRealtime(1f));
    }
示例#8
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 //creates and adds the updated stats lines to the file;
 public void nextDayAdder(GameBuilder1 world, Initializer init)
 {
     double[] pars      = paramGen(world.retDay(1), init);
     String[] tempInput = new String[23];
     for (int i = 0; i < 23; i++)
     {
         tempInput [i] = "" + pars [i];
     }
     rowInputs.Add(tempInput);
     fileCA();
 }
示例#9
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    public IEnumerator catchDisease(GameBuilder1 world)
    {
        int newSick = world.retDay(1).get("totalSymps") - total;

        for (int i = total + totalCuredA + totalCuredB; i <= totalCuredA + totalCuredB + total + newSick; i++)
        {
            GameObject sickPeep = healthy [i];
            sickPeep.GetComponent <SpriteRenderer> ().color = new Color(1f, 0, 0);
        }

        total = total + newSick;
        yield return(new WaitForSecondsRealtime(1f));
    }
示例#10
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    public IEnumerator disappear(GameBuilder1 world)
    {
        Color sick = new Color(1f, 0, 0);

        foreach (GameObject sickPeep in healthy)
        {
            if (sickPeep.GetComponent <SpriteRenderer> ().color == sick)
            {
                sickPeep.SetActive(false);
            }
        }
        yield return(null);
    }
示例#11
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 //on start, create a new world/game (the call to constructor automatically
 //	adds the first day initial params and displays it);
 void Awake()
 {
     lefty   = GameObject.Find("Slider_left");
     righty  = GameObject.Find("Slider_right");
     nextDay = GameObject.Find("NextDay").GetComponent <Button> ();
     state   = 0;
     world   = new GameBuilder1(init, spawner, spawner2);
     fill.dayOne(world, init);
     clicked = false;
     checker = false;
     StartCoroutine(spawner2.disappear());
     StartCoroutine(spawner.appear(world));
     csv = new CSVC(init.fileP());
 }
示例#12
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    public void jAdder(GameBuilder1 world, Initializer init, WorldModel wM)
    {
        String jS;

        if (wM.gameState() != "none")
        {
            jS = JsonUtility.ToJson(new JSONData(world, init));
        }
        else
        {
            jS = JsonUtility.ToJson(new JSONData(world, init)) + ",";
        }
        jBuilder += jS;
    }
示例#13
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    public void onStart(Initializer init, GameBuilder1 world)
    {
        lefty  = GameObject.Find("Slider_left");
        righty = GameObject.Find("Slider_right");

        //generate available number list
        availableNumList = new List <int>();
        for (int i = 0; i < rowCount * colCount; i++)
        {
            availableNumList.Add(i);
        }

        int numSick = world.retDay(1).get("totalSymps");

        total   = 0;
        uncured = 0;

        //set size of the prefab
        healthyPrefab.GetComponent <Transform> ().localScale = new Vector3(radius / rowCount, radius / rowCount, 1);

        //Instantiate a 2D array of healthyPrefabs
        int count = 0;

        for (int j = -Mathf.FloorToInt(rowCount / 2f); j < Mathf.CeilToInt(rowCount / 2f); j++)
        {
            for (int i = -Mathf.CeilToInt(colCount / 2f); i < Mathf.FloorToInt(colCount / 2f); i++)
            {
                //The first 5 seats are always colored purplish to indicate the winning condition.
                if (count < 5)
                {
                    //The new Vector3 positions of the prefabs are hard coded to fit the screen.
                    //Can be adjusted if the designs change in the future (Yes, I'm talking to you, future coders:))
                    GameObject newPeep = Instantiate(healthyPrefab, new Vector3(i * 9.8f / colCount + -2.6f, -j * 4.2f / rowCount - .7f, 0), Quaternion.identity);
                    newPeep.GetComponent <SpriteRenderer> ().color = new Color(0.2f, 0f, 0.2f);
                    //Add the instantiated GameObject into healthy List to keep track of them (and modify later!).
                    healthy.Add(newPeep);
                    //Cool little particle collision effect that you can experiment with by setting the velocity param in the WorldModel.
                    newPeep.GetComponent <Rigidbody2D> ().velocity = new Vector3(Random.Range(-velocity, velocity), Random.Range(-velocity, velocity), 0);
                }
                else
                {
                    //The othe seats are generated as regular healthyPrefabs. The rest is exactly the same as above.
                    GameObject newPeep = Instantiate(healthyPrefab, new Vector3(i * 9.8f / colCount + -2.6f, -j * 4.2f / rowCount - .7f, 0), Quaternion.identity);
                    healthy.Add(newPeep);
                    newPeep.GetComponent <Rigidbody2D> ().velocity = new Vector3(Random.Range(-velocity, velocity), Random.Range(-velocity, velocity), 0);
                }
                count++;
            }
        }
    }
示例#14
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 //To set up all the objects and the maxVals if the ydon't vary later;
 public void dayOne(GameBuilder1 world, Initializer init)
 {
     a           = GameObject.Find("TubeL").GetComponent <FaceScript> ();
     b           = GameObject.Find("TubeR").GetComponent <FaceScript> ();
     fnd         = GameObject.Find("FundsBar").GetComponent <FaceScript> ();
     maxValA     = (float)world.retDay(1).get("totalTrtA");
     maxValB     = (float)world.retDay(1).get("totalTrtB");
     maxValFunds = (float)init.getParam("fund");
     maxValSetter(a, b, maxValA, maxValB);
     fnd.MaxValue = maxValFunds;
     curValsSetter(a, b, fnd,
                   (float)world.retDay(1).get("totalA"),
                   (float)world.retDay(1).get("totalB"),
                   (float)maxValFunds);
 }
示例#15
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    public void onStart(Initializer init, GameBuilder1 world)
    {
        lefty  = GameObject.Find("Slider_left");
        righty = GameObject.Find("Slider_right");

        //generate available number list
        availableNumList = new List <int>();
        //randomNumList = new List<int> ();
        for (int i = 0; i < rowCount * colCount; i++)
        {
            availableNumList.Add(i);
        }


        //generate random list for sick people
        int numSick   = world.retDay(1).get("totalSymps");
        int numCuredA = world.retDay(1).get("totala");
        int numCuredB = world.retDay(1).get("totalb");

        //int totalPop = (int)(init.getParam ("population") / 2);
        //total = Mathf.RoundToInt(numSick * 100f / totalPop);
        total       = numSick;
        totalCuredA = numCuredA;
        totalCuredB = numCuredB;
        //randomNumList = generateSick (availableNumList, randomNumList, total);

        //set size of the prefab
        healthyPrefab.GetComponent <Transform> ().localScale = new Vector3(radius / rowCount, radius / rowCount, 1);

        for (int j = -Mathf.FloorToInt(rowCount / 2f); j < Mathf.CeilToInt(rowCount / 2f); j++)
        {
            for (int i = -Mathf.CeilToInt(colCount / 2f); i < Mathf.FloorToInt(colCount / 2f); i++)
            {
                GameObject newPeep = Instantiate(healthyPrefab, new Vector3(i * 15f / colCount + .1f, -j * 3f / rowCount + 3.3f, 0), Quaternion.identity);
                healthy.Add(newPeep);
                newPeep.GetComponent <Rigidbody2D> ().velocity = new Vector3(Random.Range(-velocity, velocity), Random.Range(-velocity, velocity), 0);
            }
        }

        //healthy[0].GetComponent<SpriteRenderer> ().enabled = false;

        for (int i = 0; i < total; i++)
        {
            GameObject sickPeep = healthy [i];
            sickPeep.GetComponent <SpriteRenderer> ().color = new Color(1f, 0, 0);
            //sickPeep.GetComponent <SpriteRenderer> ().sprite = skull;
        }
    }
    //animation for new creatures catching the disease
    public IEnumerator catchDisease(GameBuilder1 world)
    {
        int newSick = world.retDay(1).get("totalSymps") - totalSick;

        for (int i = 0; i < newSick; i++)
        {
            GameObject sickPeep = healthyPop [i];
            sickPop.Add(sickPeep);
            healthyPop.Remove(sickPeep);
            sickPeep.GetComponent <SpriteRenderer> ().color = new Color(1f, .4f, .4f);
            yield return(null);
        }

        totalSick = totalSick + newSick;
        yield return(new WaitForSecondsRealtime(.5f));
    }
示例#17
0
    public IEnumerator catchDisease(GameBuilder1 world, Initializer init)
    {
        Color curea      = new Color(0, 1f, 0);
        Color cureb      = new Color(0, 0, 1f);
        Color stillSick  = new Color(1f, 0, 0);
        int   newSick    = world.retDay(1).get("totalSymps") - (world.retDay(2).get("totalSymps") - world.retDay(2).get("totalCuredDay"));
        int   healthyNum = (int)(init.getParam("population") / 2) - world.retDay(2).get("totalCuredTotal") - total - newSick - 1;
        int   i          = 0;

        if (newSick < healthyNum)
        {
            while (i < newSick)
            {
                foreach (GameObject sickPeep in healthy)
                {
                    if (sickPeep.GetComponent <SpriteRenderer> ().color != curea &&
                        sickPeep.GetComponent <SpriteRenderer> ().color != cureb &&
                        sickPeep.GetComponent <SpriteRenderer> ().color != stillSick &&
                        random() == true &&
                        i < newSick)
                    {
                        sickPeep.GetComponent <SpriteRenderer> ().color = new Color(1f, 0, 0);
                        i++;
                    }
                }
            }
        }
        else
        {
            foreach (GameObject sickPeep in healthy)
            {
                if (sickPeep.GetComponent <SpriteRenderer> ().color != curea &&
                    sickPeep.GetComponent <SpriteRenderer> ().color != cureb &&
                    sickPeep.GetComponent <SpriteRenderer> ().color != stillSick)
                {
                    sickPeep.GetComponent <SpriteRenderer> ().color = new Color(1f, 0, 0);
                }
                else
                {
                    yield return(null);
                }
            }
        }
        total = total + newSick;
        yield return(null);
    }
示例#18
0
    public JSONData(GameBuilder1 world, Initializer init)
    {
        Day cur = world.retDay(1);

        playerID     = PlayerData.playerdata.playerID;
        groupID      = PlayerData.playerdata.groupID;
        day          = cur.get("day");
        population   = (int)init.getParam("population");
        budget       = (int)init.getParam("fund") - cur.get("totalCost");
        availToTreat = cur.get("totalSymps");
        aTreat       = cur.get("sickTrtA");
        aCure        = cur.get("curedANum");
        bTreat       = cur.get("sickTrtB");
        bCure        = cur.get("curedBNum");
        aCost        = (int)init.getParam("costA") * cur.get("sickTrtA");
        bCost        = (int)init.getParam("costB") * cur.get("sickTrtB");
        sickCost     = cur.get("totalSymps") * 100;
    }
示例#19
0
    public IEnumerator buttonClicked(Initializer init, GameBuilder1 world)
    {
        int numSick = world.retDay(1).get("totalSymps");

        if (total <= healthy.Count)
        {
            while (total <= numSick && total <= healthy.Count)
            {
                for (int i = 0; i < total; i++)
                {
                    GameObject sickPeep = healthy [i];
                    sickPeep.GetComponent <SpriteRenderer> ().color = new Color(1f, 0, 0);
                }
                total += 1;
            }
        }
        yield return(null);
    }
    public void onStart(Initializer init, GameBuilder1 world)
    {
        //initialize globals
        returnClinic       = false;
        appearInPopulation = false;
        totalSick          = world.retDay(1).get("totalSymps");
        totalCuredA        = 0;
        totalCuredB        = 0;
        int totalHealthy = (int)(init.getParam("population") - totalSick);

        //set size of the prefab
        healthyPrefab.GetComponent <Transform> ().localScale = new Vector3(radius / rowCount, radius / rowCount, 1);

        //instantiate all the creatures in a grid
        for (int j = -Mathf.FloorToInt(rowCount / 2f); j < Mathf.CeilToInt(rowCount / 2f); j++)
        {
            for (int i = -Mathf.CeilToInt(colCount / 2f); i < Mathf.FloorToInt(colCount / 2f); i++)
            {
                float rand = Random.Range(0, 2);
                if (rand < 0.3)
                {
                    GameObject newPeep = Instantiate(jigglyHealthy, new Vector3(i * 15f / colCount + .1f, -j * 3f / rowCount + 3.2f, 0), Quaternion.identity);
                    healthyPop.Add(newPeep);
                    newPeep.GetComponent <Rigidbody2D> ().velocity = new Vector3(Random.Range(-velocity, velocity), Random.Range(-velocity, velocity), 0);
                }
                else
                {
                    GameObject newPeep = Instantiate(healthyPrefab, new Vector3(i * 15f / colCount + .1f, -j * 3f / rowCount + 3.2f, 0), Quaternion.identity);
                    healthyPop.Add(newPeep);
                    newPeep.GetComponent <Rigidbody2D> ().velocity = new Vector3(Random.Range(-velocity, velocity), Random.Range(-velocity, velocity), 0);
                }
            }
        }

        //remove the creatures who are sick initially
        for (int i = 0; i < totalSick; i++)
        {
            GameObject sick = healthyPop [i];
            healthyPop.Remove(sick);
            Destroy(sick);
        }
    }
示例#21
0
 //creates and adds the first day and init. params to the .csv;
 public void firstDayAdder(GameBuilder1 world, Initializer init)
 {
     string[] labels = new string[] {
         "Day",
         "# Healthy",
         "# Symptoms",
         "Diseased",
         "Tot Symp",
         "Strategy A",
         "Strategy B",
         "# TRT A",
         "# TRT B",
         "Available to TRT",
         "Disease TRT A #",
         "Disease TRT B #",
         "Rand A",
         "Rand B",
         "TRT A Cures",
         "TRT B Cures",
         "Recover",
         "total cured for day",
         "Sum Disease Cured",
         "Check",
         "Catch Disease",
         "Trt Cost",
         "Sick Cost"
     };
     double[] pars      = paramGen(world.retDay(1), init);
     String[] tempInput = new String[23];
     for (int i = 0; i < 23; i++)
     {
         tempInput [i] = labels [i];
     }
     rowInputs.Add(tempInput);
     tempInput = new String[23];
     for (int i = 0; i < 23; i++)
     {
         tempInput [i] = "" + pars [i];
     }
     rowInputs.Add(tempInput);
     fileCA();
 }
示例#22
0
    //checks if the player has reached a lose/win state;
    public static string check(GameBuilder1 world, Initializer init)
    {
        Day today = world.retDay(1);
        Day prev;

        if (world.totalDays() > 1)
        {
            prev = world.retDay(2);
            if (world.totalDays() >= init.getParam("dayLimit") ||
                (today.get("totalSymps") / init.getParam("population")) >= .3 ||
                prev.get("totalCost") >= (int)init.getParam("fund"))
            {
                Debug.Log("You Lost. Day: "
                          + world.totalDays()
                          + ", Percent Diseased: "
                          + (today.get("sickNum") / init.getParam("population"))
                          + ", Total Cost: "
                          + today.get("totalCost") + ".");
                return("lost");
            }
            else if (today.get("totalSymps") <= init.getParam("goalPeople"))
            {
                Debug.Log("You won! Day: "
                          + world.totalDays()
                          + ", Percent Diseased: "
                          + (today.get("sickNum") / init.getParam("population"))
                          + ", Total Cost: "
                          + today.get("totalcost") + ".");
                return("won");
            }
            else
            {
                return("none");
            }
        }
        else
        {
            return("none");
        }
    }
示例#23
0
    public IEnumerator cure(Initializer init, GameBuilder1 world)
    {
        //int sick = world.retDay (1).get ("totalSymps");
        int cured  = world.retDay(1).get("totalCuredDay");
        int target = total - cured;

        if (total <= healthy.Count)
        {
            while (total > target)
            {
                for (int i = 0; i < total; i++)
                {
                    GameObject sickPeep = healthy [i];
                    sickPeep.GetComponent <SpriteRenderer> ().color = new Color(1f, 0, 0);
                }
                total -= 1;
                yield return(new WaitForSecondsRealtime(.01f));
                //Debug.Log ("currently sick pop: " + total + ", and my target is: " + n + ". Still going? " + (total>=n));
            }
        }
        yield return(null);
    }
示例#24
0
    public IEnumerator buttonClicked(Initializer init, GameBuilder1 world)
    {
        int numSick = world.retDay(1).get("totalSymps");

        //int totalPop = (int)(init.getParam ("population") * 0.3);
        //total = Mathf.RoundToInt(numSick * 100f / totalPop);
        //total = numSick;
        if (total <= healthy.Count)
        {
            //int catchD = numSick - total;
            while (total <= numSick && total <= healthy.Count)
            {
                for (int i = 0; i < total; i++)
                {
                    GameObject sickPeep = healthy [i];
                    sickPeep.GetComponent <SpriteRenderer> ().color = new Color(1f, 0, 0);
                }
                total += 1;
                //yield return new WaitForSecondsRealtime (.01f);
                //Debug.Log ("currently sick pop: " + total + ", and my target is: " + n + ". Still going? " + (total>=n));
            }
        }
        yield return(null);
    }
示例#25
0
    public void AddData(GameBuilder1 world, Initializer init)
    {
        Day cur = world.retDay(1);

        Debug.Log("AddData called: Day " + cur.get("day"));

        this.dateTime.Add(DateTime.Now);
        this.playerID.Add(PlayerData.playerdata.playerID);
        this.groupID.Add(PlayerData.playerdata.groupID);
        this.day.Add(cur.get("day"));
        this.population.Add((int)init.getParam("population"));
        this.budget.Add((int)init.getParam("fund") - cur.get("totalCost"));
        this.availToTreat.Add(cur.get("totalSymps"));
        this.aTreat.Add(cur.get("sickTrtA"));
        this.aCure.Add(cur.get("curedANum"));
        this.bTreat.Add(cur.get("sickTrtB"));
        this.bCure.Add(cur.get("curedBNum"));
        this.aCost.Add((int)init.getParam("costA") * cur.get("sickTrtA"));
        this.bCost.Add((int)init.getParam("costB") * cur.get("sickTrtB"));
        this.sickCost.Add(cur.get("totalSymps") * (int)init.getParam("sickCost"));
        this.pVal.Add(GetPValue(cur.get("curedANum"), cur.get("curedBNum"), cur.get("sickTrtA"), cur.get("sickTrtB")));

        //scoreList.UpdateTable();
    }
示例#26
0
 //updates the news panel with number of patients at the beginning of the next day
 public void sickUpdate(GameBuilder1 world)
 {
     ai.text = "Number of Patients: " + world.retDay(1).get("totalSymps") + ".";
 }
示例#27
0
 //updates news panel and day number after some more people catch the disease, called in WorldModel
 public void updateDay(GameBuilder1 world, int i)
 {
     dayNum.text = "Day: " + world.retDay(i).get("day") + "/" + init.getParam("dayLimit");
     ai.text     = Math.Abs(world.retDay(1).get("totalSymps") - (world.retDay(2).get("totalSymps") - world.retDay(2).get("totalCuredDay"))) + " more people caught the disease today";
 }