Layer createHiddenLayer(HiddenTemplate template, float x, float y) { Layer thisLayer = new Layer(template.numNormalNodes, template.numHorizontallyFlippedNodes, template.numVerticallyFlippedNodes, template.numClockwiseNodes, template.numCounterClockNodes, x, y, currentLayerNumber); return(thisLayer); }
public Level(Texture2D[] inputTextures, Vector2 inputPostion, HiddenTemplate[] hiddenTemplates, Vector2[] HiddenPostions, Vector2 outputPostion, Texture2D target) { int currentLayerNumber = 0; inputLayer = new Layer(inputTextures, inputPostion.x, inputPostion.y, currentLayerNumber); hiddenLayers = new Layer[hiddenTemplates.Length]; for (int i = 0; i < hiddenTemplates.Length; i++) { currentLayerNumber++; HiddenTemplate template = hiddenTemplates[i]; Vector2 postion = HiddenPostions[i]; hiddenLayers[i] = new Layer(template.numNormalNodes, template.numHorizontallyFlippedNodes, template.numVerticallyFlippedNodes, template.numClockwiseNodes, template.numCounterClockNodes, postion.x, postion.y, currentLayerNumber); } currentLayerNumber++; outputLayer = new Layer(outputPostion.x, outputPostion.y, currentLayerNumber); outputNode = outputLayer.get_ith_node(0); goal = new Node[] { new Node(target) }; }