public void CheckMove_d16A0_ToD1() { // MOVE <ea>,<ea> // 0001 0010 0010 1000 0x1228 // 0000 0000 0000 0002 0x0002 // MOVE (d16,A0),D1 byte[] data = new byte[] { 0x12, 0x28, 0x00, 0x02 }; MegadriveState state = new MegadriveState(new Data(data), 0x00000000, 0x00000000, 0x000000, 0x3FFFFF, 0x0FF0000, 0xFFFFFF); state.WriteAReg(0x0, 0x00FF0000); state.WriteByte(0x00FF0002, 0xAA); state.FetchOpCode(); var opcode = new MOVE(state); Assert.That(opcode.Assembly, Is.EqualTo("MOVE.b ($0002,A0),D1")); Assert.That(state.PC, Is.EqualTo(0x04)); Assert.That(state.ReadAReg(0x0), Is.EqualTo(0x00FF0000)); Assert.That(state.ReadDReg(0x1), Is.EqualTo(0x000000AA)); }
public Snake() { snakePos = new List <Position>(); snakeLength = 1; snakeMoveDirection = MOVE.RIGHT; }
// 0.5초마다 객체들을 회전하면서 (글로벌 방향으로) 이동시키기 IEnumerator MixedAct() // 즉, 2개의 동작을 처리. <-- 여러 동작이 있다 가정했을때, 수정해야 한다면? { while (true) { // 회전 player1.transform.Rotate(90.0f * Vector3.up); player2.transform.Rotate(90.0f * Vector3.up); if (player1.transform.position.x < -4) { move = MOVE.MOVE_RIGHT; } else if (player1.transform.position.x > 4) { move = MOVE.MOVE_LEFT; } // 왼쪽으로 갔다, 오른쪽으로 갔다 하고 있다. if (move == MOVE.MOVE_RIGHT) { player1.transform.Translate(1.0f * Vector3.right, Space.World); player2.transform.Translate(-1.0f * Vector3.right, Space.World); } else { player1.transform.Translate(-1.0f * Vector3.right, Space.World); player2.transform.Translate(1.0f * Vector3.right, Space.World); } yield return(new WaitForSeconds(0.5f)); // 0.5초 씩 기다리면서 계속 반복문을 돌린다. } }
public void update() { if (m_move == MOVE.IDLE) { destx = x; desty = y; } else if (m_move == MOVE.DOWN) { y += 0.05f; if (desty + 1.0f > y) { m_move = MOVE.DOWN; } else { m_move = MOVE.IDLE; y = desty + 1.0f; } } else if (m_move == MOVE.LEFT) { x -= 0.05f; if (destx - 1.0f < x) { m_move = MOVE.LEFT; } else { m_move = MOVE.IDLE; x = destx - 1.0f; } } else if (m_move == MOVE.RIGHT) { x += 0.05f; if (destx + 1.0f > x) { m_move = MOVE.RIGHT; } else { m_move = MOVE.IDLE; x = destx + 1.0f; } } else if (m_move == MOVE.UP) { y -= 0.05f; if (desty - 1.0f < y) { m_move = MOVE.UP; } else { m_move = MOVE.IDLE; y = desty - 1.0f; } } }
public void Del(MOVE _dir) { string huongdi; switch (_dir) { case MOVE.UP: huongdi = "UP"; break; case MOVE.DOWN: huongdi = "DOWN"; break; case MOVE.LEFT: huongdi = "LEFT"; break; default: huongdi = "RIGHT"; break; } int i = 0; while (i < _numDirection && _direction[i] != huongdi) { i++; } if (i == _numDirection) { return; } _numDirection--; while (i < _numDirection) { _direction[i] = _direction[i + 1]; i++; } }
public NPuzzle UnMove() { NPuzzle PuzzleCopy = (NPuzzle)this.Clone(); if (PuzzleCopy.m_PreviousMoves.Count > 0) { MOVE Move = PuzzleCopy.m_PreviousMoves[PuzzleCopy.m_PreviousMoves.Count - 1]; PuzzleCopy.m_PreviousMoves.RemoveAt(m_PreviousMoves.Count - 1); iVec2 Empty = PuzzleCopy.EmptyTile(); switch (Move) { case MOVE.UP: PuzzleCopy.SwitchTiles(Empty, new iVec2(Empty.x, Empty.y - 1)); break; case MOVE.RIGHT: PuzzleCopy.SwitchTiles(Empty, new iVec2(Empty.x + 1, Empty.y)); break; case MOVE.LEFT: PuzzleCopy.SwitchTiles(Empty, new iVec2(Empty.x - 1, Empty.y)); break; case MOVE.DOWN: PuzzleCopy.SwitchTiles(Empty, new iVec2(Empty.x, Empty.y + 1)); break; } } return(PuzzleCopy); }
public void ClientTick(RealmTime time, MOVE pkt) { int lastClientTime = LastClientTime; long lastServerTime = LastServerTime; LastClientTime = pkt.Time; LastServerTime = time.TotalElapsedMs; if (lastClientTime == -1) { return; } _clientTimeLog.Enqueue(pkt.Time - lastClientTime); _serverTimeLog.Enqueue((int)(time.TotalElapsedMs - lastServerTime)); if (_clientTimeLog.Count < 30) { return; } if (_clientTimeLog.Count > 30) { int ignore; _clientTimeLog.TryDequeue(out ignore); _serverTimeLog.TryDequeue(out ignore); } }
public void ClientTick(RealmTime time, MOVE pkt) { var lastClientTime = LastClientTime; var lastServerTime = LastServerTime; LastClientTime = pkt.Time; LastServerTime = time.TotalElapsedMs; if (lastClientTime == -1) { return; } _clientTimeLog.Enqueue(pkt.Time - lastClientTime); _serverTimeLog.Enqueue((int)(time.TotalElapsedMs - lastServerTime)); if (_clientTimeLog.Count < 30) { return; } if (_clientTimeLog.Count > 30) { int ignore; _clientTimeLog.TryDequeue(out ignore); _serverTimeLog.TryDequeue(out ignore); } var clientDeltaAvg = _clientTimeLog.Sum() / _clientTimeLog.Count; var serverDeltaAvg = _serverTimeLog.Sum() / _serverTimeLog.Count; var dx = clientDeltaAvg > serverDeltaAvg ? clientDeltaAvg - serverDeltaAvg : serverDeltaAvg - clientDeltaAvg; }
public Position PositionAfterMove(MOVE m) { Position ret; switch (m) { case MOVE.UP: ret = new Position(x, y - 1); break; case MOVE.DOWN: ret = new Position(x, y + 1); break; case MOVE.LEFT: ret = new Position(x - 1, y); break; case MOVE.RIGHT: ret = new Position(x + 1, y); break; case MOVE.STAY: default: ret = new Position(x, y); break; } return(ret); }
public void movieUtils(MOVE move, Rigidbody2D corpoRigido, float speed) { switch (move) { case MOVE.Baixo: corpoRigido.transform.Translate(Vector3.down * (speed * Time.deltaTime)); break; case MOVE.Cima: corpoRigido.transform.Translate(Vector3.up * (Time.deltaTime * speed)); break; case MOVE.Direita: corpoRigido.transform.Translate(Vector3.right * (Time.deltaTime * speed)); break; case MOVE.Esquerda: corpoRigido.transform.Translate(Vector3.left * (Time.deltaTime * speed)); break; default: corpoRigido.transform.Translate(Vector3.zero * (Time.deltaTime * speed)); break; } }
public static string MoveToString(MOVE move) { string ret = "UP"; switch (move) { case MOVE.UP: ret = "UP"; break; case MOVE.DOWN: ret = "DOWN"; break; case MOVE.LEFT: ret = "LEFT"; break; case MOVE.RIGHT: ret = "RIGHT"; break; case MOVE.STAY: ret = "STAY"; break; } return(ret); }
private void trackBar1_Scroll(object sender, EventArgs e) { PS3.Extension.WriteFloat(Addresses[physics.SelectedIndex], speed.Value); value.Text = "Current Value: " + speed.Value.ToString(); if (physics.Text == "Move Speed") { MOVE.Start(); } else { MOVE.Stop(); } if (physics.Text == "Jump Speed") { speed.Minimum = 04; } if (physics.Text == "Walk Through Walls") { clip.Enabled = false; } else { clip.Enabled = true; } speed.Maximum = 800; }
public NPuzzle Move(MOVE Move) { NPuzzle PuzzleCopy = (NPuzzle)this.Clone(); PuzzleCopy.m_PreviousMoves.Add(Move); iVec2 Empty = EmptyTile(); #if DEBUG System.Diagnostics.Debug.WriteLineIf(!this.AvalibleMoves.Contains(Move), "UnValid Move Maid"); #endif switch (Move) { case MOVE.DOWN: PuzzleCopy.SwitchTiles(Empty, new iVec2(Empty.x, Empty.y - 1)); break; case MOVE.LEFT: PuzzleCopy.SwitchTiles(Empty, new iVec2(Empty.x + 1, Empty.y)); break; case MOVE.RIGHT: PuzzleCopy.SwitchTiles(Empty, new iVec2(Empty.x - 1, Empty.y)); break; case MOVE.UP: PuzzleCopy.SwitchTiles(Empty, new iVec2(Empty.x, Empty.y + 1)); break; } return(PuzzleCopy); }
public void Init(Image _image) { m_image = _image; preimage = MOVE.IDLE; x = 0.0f; y = 0.0f; m_move = MOVE.IDLE; }
public Move(MOVE direction, float lifeTime, float timeTolerance, Transform player) { _lifeTime = lifeTime; _spawnedTime = Time.time; _direction = direction; _time = _spawnedTime + _lifeTime/2; _timeTolerance = timeTolerance; _player = player; }
public EnemyAction(MOVE action, float waiting) { if(action < MOVE.WAIT) { waiting = 0f; }else{ timeWait = waiting; } state = action; }
public void SetRock(o_Rock o_rock, MOVE right_left, int rockCol, int rockRow) { o_rock.Move(this, right_left, rockCol, rockRow, CalcMoveToPosition((int)right_left, rockCol, rockRow)); if (right_left == MOVE.RIGHT) { list_rocksR[rockCol][rockRow] = o_rock; return; } list_rocksL[rockCol][rockRow] = o_rock; }
void Update() { Debug.Log("Working"); if (isPaused) { return; } if (battleController.isWinnerExist) { return; } if (hamerHitCoroutine != null) { return; } if (battleController.playingPlayers[battleController.curPlayer].isComputer == false) { if (Input.anyKeyDown) { hamerHitCoroutine = StartCoroutine(hamerHitIEnumerator()); } } else { if (computerMove == MOVE.NONE) { if (battleController.nail.transform.localPosition.y - maxHitPower * (1 - StaticVars.computerHitRange) <= BattleController.NAIL_MIN) { computerMove = MOVE.HIT_HARD; } else { computerMove = MOVE.HIT_SOFT; } } else { switch (computerMove) { case MOVE.HIT_HARD: hamerHitCoroutine = StartCoroutine(hamerHitIEnumerator(Random.Range(1 - StaticVars.computerHitRange, 1))); computerMove = MOVE.NONE; break; case MOVE.HIT_SOFT: float neededStranght = ((battleController.nail.transform.localPosition.y - BattleController.NAIL_MIN) / maxHitPower) % 1; hamerHitCoroutine = StartCoroutine(hamerHitIEnumerator(Random.Range(neededStranght, neededStranght + StaticVars.computerHitRange))); computerMove = MOVE.NONE; break; } } } }
public void Advance(MOVE status, Vector2 direction) { if (status == MOVE.PUSH) { push(direction); } else if (status == MOVE.WALK) { walk(direction); } }
public Snake() { snakePos = new Position[Const.SNAKE_SIZE]; for (int i = 0; i < Const.SNAKE_SIZE; i++) { snakePos[i] = new Position(); } snakeLength = 1; snakeMoveDirection = MOVE.RIGHT; }
public EnemyAction(MOVE action, float waiting) { if (action < MOVE.WAIT) { waiting = 0f; } else { timeWait = waiting; } state = action; }
/* Changes position of the player * Changes position.x or position.y relative to the direction of gravity */ private void Movement(MOVE tempMove) { if (!rotLevel) { if (currGrav.Equals(GRAVITY.UP) || currGrav.Equals(GRAVITY.DOWN)) { if (tempMove.Equals(MOVE.LEFT)) { currentPos.x += -0.05f; currentMovement = MOVE.LEFT; transform.position = currentPos; } else if (tempMove.Equals(MOVE.RIGHT)) { currentPos.x += 0.05f; currentMovement = MOVE.RIGHT; transform.position = currentPos; } } else if (currGrav.Equals(GRAVITY.LEFT) || currGrav.Equals(GRAVITY.RIGHT)) { if (tempMove.Equals(MOVE.LEFT)) { currentPos.y += -0.05f; currentMovement = MOVE.LEFT; transform.position = currentPos; } else if (tempMove.Equals(MOVE.RIGHT)) { currentPos.y += 0.05f; currentMovement = MOVE.RIGHT; transform.position = currentPos; } } } else { if (tempMove.Equals(MOVE.LEFT)) { currentPos.x += -0.05f; currentMovement = MOVE.LEFT; transform.position = currentPos; } else if (tempMove.Equals(MOVE.RIGHT)) { currentPos.x += 0.05f; currentMovement = MOVE.RIGHT; transform.position = currentPos; } } }
private void MoveCharacter(ref PictureBox target, int xData, int yData, int zData, ref MOVE state) { MOVE pre_state = state; // update orientation if (xData > ORIENTATION_UP) { target.Top -= 2; state = MOVE.UP; } else if (xData < ORIENTATION_LOW) { target.Top += 2; state = MOVE.DOWN; } else if (yData > ORIENTATION_UP) { target.Left -= 2; state = MOVE.LEFT; } else if (yData < ORIENTATION_LOW) { target.Left += 2; state = MOVE.RIGHT; } else { if (state == MOVE.DOWN) { state = MOVE.DOWN_STAT; } else if (state == MOVE.LEFT) { state = MOVE.LEFT_STAT; } else if (state == MOVE.RIGHT) { state = MOVE.RIGHT_STAT; } else if (state == MOVE.UP) { state = MOVE.UP_STAT; } } if (pre_state != state) { UpdateCharacter(ref target, ref state); } }
public Snake(Position startPos) { snakePos = new List <Position>(); if (startPos.X % 2 != 0) { startPos.X += 1; } snakePos.Add(new Position(startPos.X, startPos.Y)); snakePos.Add(new Position(startPos.X - 2, startPos.Y)); snakeLength = 1; snakeMoveDirection = MOVE.RIGHT; }
public void ProcessEntryExit(Level level, Exp body, bool returnValue) { Stm stm = null; if (returnValue) { stm = new MOVE(new TEMP(level.Frame.RV()), body.UnEx()); } else { stm = body.UnNx(); } stm = level.Frame.ProcessEntryExit1(stm); AddFrag(new ProcFrag(stm, level.Frame)); }
public Snake() { snakePos = new List <Position>(); //int y = Const.Y_SIZE / 2; //int x = Const.X_SIZE / 2; //if (x % 2 != 0) // x += 1; //snakePos.Add(new Position(x, y)); //snakePos.Add(new Position(x - 2, y)); snakeLength = 1; snakeMoveDirection = MOVE.RIGHT; }
public Character(string n, Point p) { name = n; if (name == "bomberman") { down = new BitmapImage(new Uri(graphics + "Bomberman/down.gif")); down_static = new BitmapImage(new Uri(graphics + "Bomberman/Front/Bman_F_f00.png")); up = new BitmapImage(new Uri(graphics + "Bomberman/up.gif")); up_static = new BitmapImage(new Uri(graphics + "Bomberman/Back/Bman_B_f00.png")); left = new BitmapImage(new Uri(graphics + "Bomberman/left.gif")); left_static = new BitmapImage(new Uri(graphics + "Bomberman/Left/Bman_F_f00.png")); right = new BitmapImage(new Uri(graphics + "Bomberman/right.gif")); right_static = new BitmapImage(new Uri(graphics + "Bomberman/Right/Bman_F_f00.png")); offset = 64; } else if (name == "creep") { down = new BitmapImage(new Uri(graphics + "Creep/down.gif")); down_static = new BitmapImage(new Uri(graphics + "Creep/Front/Creep_F_f00.png")); up = new BitmapImage(new Uri(graphics + "Creep/up.gif")); up_static = new BitmapImage(new Uri(graphics + "Creep/Back/Creep_B_f00.png")); left = new BitmapImage(new Uri(graphics + "Creep/left.gif")); left_static = new BitmapImage(new Uri(graphics + "Creep/Left/Creep_S_f00.png")); right = new BitmapImage(new Uri(graphics + "Creep/right.gif")); right_static = new BitmapImage(new Uri(graphics + "Creep/Right/Creep_S_f00.png")); offset = 0; } direction = MOVE.DOWN_STAT; img = new Image { Width = down.Width, Height = down.Height, }; Canvas.SetTop(img, -offset + p.X); Canvas.SetLeft(img, p.Y); ImageBehavior.SetAnimatedSource(img, down_static); result = new Image { Width = 64 * 6, Height = 64 * 6, Stretch = Stretch.Fill, Visibility = Visibility.Hidden }; }
void Update() { if (!isDead) // 살아있으면 { if (move == MOVE.STOP) // 이동 타입이 STOP인 경우 (최초 생성시 이 루틴을 타게 된다.) { if (Random.Range(0, 100) == 0) // 1%의 확률로 { move = Random.Range(0, 2) == 0 ? MOVE.LEFT : MOVE.RIGHT; // 0~1 사이의 난수를 발생시켜 좌우 중에 하나로 설정한다. } } else if (move == MOVE.LEFT) { transform.localScale = new Vector3(1f, 1f, 1f); // 스케일을 원래대로 보이게 한다. transform.Translate(Vector3.left * Speed * Time.deltaTime); // 좌측으로 이동시킨다. // layerMask를 1 << 9로 지정한 것은 땅 타일의 레이어 값이 9이므로 땅만 체크하기 위한 것이다. // 캐릭터의 아래로 0.1f 거리까지 레이저를 쏴서 땅이 있는지 체크한다. 이 값이 false이면 공중에 떠 있는 것이므로 반대쪽으로 이동하게 한다. // 캐릭터의 좌측으로 0.5f 거리까지 레이저를 쏴서 땅이 있는지 체크한다. 이 값이 true이면 캐릭터 앞에 벽이 있는 것이므로 반대쪽으로 이동하게 한다. if (!Physics2D.Raycast(transform.position, Vector3.down, 0.1f, 1 << 9) || Physics2D.Raycast(transform.position, Vector3.left, 0.5f, 1 << 9)) { move = MOVE.RIGHT; } else if (Random.Range(0, 100) == 0) // 혹은 1%의 확률로 STOP 상태를 만든다. (잠깐 멈춰서 생각하게 하는듯한 연출) { move = MOVE.STOP; } } else if (move == MOVE.RIGHT) { transform.localScale = new Vector3(-1f, 1f, 1f); // X축 스케일을 -1f로 지정해 스프라이트를 좌우 반전시킨다. transform.Translate(Vector3.right * Speed * Time.deltaTime); // 우측으로 이동시킨다. // layerMask를 1 << 9로 지정한 것은 땅 타일의 레이어 값이 9이므로 땅만 체크하기 위한 것이다. // 캐릭터의 아래로 0.1f 거리까지 레이저를 쏴서 땅이 있는지 체크한다. 이 값이 false이면 공중에 떠 있는 것이므로 반대쪽으로 이동하게 한다. // 캐릭터의 우측으로 0.5f 거리까지 레이저를 쏴서 땅이 있는지 체크한다. 이 값이 true이면 캐릭터 앞에 벽이 있는 것이므로 반대쪽으로 이동하게 한다. if (!Physics2D.Raycast(transform.position, Vector3.down, 0.1f, 1 << 9) || Physics2D.Raycast(transform.position, Vector3.right, 0.5f, 1 << 9)) { move = MOVE.LEFT; } else if (Random.Range(0, 100) == 0) // 혹은 1%의 확률로 STOP 상태를 만든다. (잠깐 멈춰서 생각하게 하는듯한 연출) { move = MOVE.STOP; } } } }
private void TranslateStm(MOVE stm) { if (stm.Dst is TEMP) { if (stm.Src is CONST) { InstrList.Add(new MoveInt((stm.Dst as TEMP).Temp, (stm.Src as CONST).Value)); } else if (stm.Src is MEM) { Temp.Temp mem; int offset; if ((stm.Src as MEM).Exp is BINOP && ((stm.Src as MEM).Exp as BINOP).Right is CONST) { mem = TranslateExpr(((stm.Src as MEM).Exp as BINOP).Left); offset = (((stm.Src as MEM).Exp as BINOP).Right as CONST).Value; } else { mem = TranslateExpr((stm.Src as MEM).Exp); offset = 0; } InstrList.Add(new Load(mem, offset, TranslateExpr(stm.Dst))); } else { InstrList.Add(new Move((stm.Dst as TEMP).Temp, TranslateExpr(stm.Src))); } } else if (stm.Dst is MEM) { Temp.Temp mem; int offset; if ((stm.Dst as MEM).Exp is BINOP && ((stm.Dst as MEM).Exp as BINOP).Right is CONST) { mem = TranslateExpr(((stm.Dst as MEM).Exp as BINOP).Left); offset = (((stm.Dst as MEM).Exp as BINOP).Right as CONST).Value; } else { mem = TranslateExpr((stm.Dst as MEM).Exp); offset = 0; } InstrList.Add(new Store(mem, offset, TranslateExpr(stm.Src))); } }
// Update is called once per frame void Update() { if (_mainGame.IsGameEnd == true) { return; } // PUSHED if (!_IsMoving && Time.timeSinceLevelLoad <= _moveEndTime) { // Attacker gets pushed Vector3 pushedDist = _moveDir * pushMult; Vector3 targetPos = transform.position + pushedDist; float step = Time.deltaTime * 7.0f; transform.position = Vector3.MoveTowards(transform.position, targetPos, step); return; } else { // Attacker finished pushed away _IsMoving = true; } // MOVING if (_IsMoving && !_IsCapturing) { // Move towards her bool IsOnRightSide = (_her.transform.position.x <= transform.position.x); if (IsOnRightSide) { side = MOVE.LEFT; _moveDir = Vector3.left; _spriteRenderer.flipX = true; } else { side = MOVE.RIGHT; _moveDir = Vector3.right; _spriteRenderer.flipX = false; } transform.Translate(_moveDir * _walkSpeed * Time.deltaTime); } }
private void TranslateStm(MOVE stm) { if (stm.Dst is TEMP) { if (stm.Src is CONST) InstrList.Add(new MoveInt((stm.Dst as TEMP).Temp, (stm.Src as CONST).Value)); else if (stm.Src is MEM) { Temp.Temp mem; int offset; if ((stm.Src as MEM).Exp is BINOP && ((stm.Src as MEM).Exp as BINOP).Right is CONST) { mem = TranslateExpr(((stm.Src as MEM).Exp as BINOP).Left); offset = (((stm.Src as MEM).Exp as BINOP).Right as CONST).Value; } else { mem = TranslateExpr((stm.Src as MEM).Exp); offset = 0; } InstrList.Add(new Load(mem, offset, TranslateExpr(stm.Dst))); } else { InstrList.Add(new Move((stm.Dst as TEMP).Temp, TranslateExpr(stm.Src))); } } else if (stm.Dst is MEM) { Temp.Temp mem; int offset; if ((stm.Dst as MEM).Exp is BINOP && ((stm.Dst as MEM).Exp as BINOP).Right is CONST) { mem = TranslateExpr(((stm.Dst as MEM).Exp as BINOP).Left); offset = (((stm.Dst as MEM).Exp as BINOP).Right as CONST).Value; } else { mem = TranslateExpr((stm.Dst as MEM).Exp); offset = 0; } InstrList.Add(new Store(mem, offset, TranslateExpr(stm.Src))); } }
public MOVE ActionKeyBoard() { if ((Input.GetKey(KeyCode.UpArrow) || angle > 70 && angle < 110) && _moveDefalt != MOVE.Baixo) { _moveDefalt = MOVE.Cima; } if ((Input.GetKey(KeyCode.DownArrow) || angle > 250 && angle < 290) && _moveDefalt != MOVE.Cima) { _moveDefalt = MOVE.Baixo; } if ((Input.GetKey(KeyCode.LeftArrow) || angle < 200 && angle > 160) && _moveDefalt != MOVE.Direita) { _moveDefalt = MOVE.Esquerda; } if ((Input.GetKey(KeyCode.RightArrow) || (angle < 20 && angle < 0) || angle > 340) && _moveDefalt != MOVE.Esquerda) { _moveDefalt = MOVE.Direita; } return(_moveDefalt); }
public void SetDirection(MOVE inSide) { if (_mainGame.IsGameEnd == true) { return; } if (inSide == MOVE.RIGHT) // when user input is RIGHT { _playerMoveDir = Vector3.right; _spriteRenderer.flipX = true; side = MOVE.RIGHT; } else // when user input is LEFT { _playerMoveDir = Vector3.left; _spriteRenderer.flipX = false; side = MOVE.LEFT; } }
private void Move(int x, int y) { if (!_canMove) { return; } Vector2 direction = new Vector2(x, y); MOVE result = _motor.move(direction); if (result == MOVE.FAIL) { return; } _animator.Advance(result, direction); GameManager.Instance.State.Move(); StartCoroutine(MoveTimer()); }
public void addAction(MOVE action, float waiting) { moveList.Add(new EnemyAction(action, waiting < 0.2f ? 0.2f : waiting)); }
public void placeUIWay(MOVE action, bool helico) { var theTurn = actualEnemyEdit.isMakingATurn(); if(action == MOVE.LEFT){ addGameObjectToList(lineObject, -90f, actualEnemyEdit.getLastPosition(), helico); }else if(action == MOVE.RIGHT){ addGameObjectToList(lineObject, 90f, actualEnemyEdit.getLastPosition(), helico); }else if(action == MOVE.UP){ addGameObjectToList(lineObject, 0f, actualEnemyEdit.getLastPosition(), helico); }else if(action == MOVE.DOWN){ addGameObjectToList(lineObject, 180f, actualEnemyEdit.getLastPosition(), helico); } if(theTurn != TURN.NONE) { replaceTurnObject(theTurn); } }
public void ProcessEntryExit(Level level, Exp body, bool returnValue) { Stm stm = null; if (returnValue) stm = new MOVE(new TEMP(level.Frame.RV()), body.UnEx()); else stm = body.UnNx(); stm = level.Frame.ProcessEntryExit1(stm); AddFrag(new ProcFrag(stm, level.Frame)); }
public void init(int entityCode_, int childCode_) { moveScript = gameObject.GetComponent<MOVE>(); attackScript = gameObject.GetComponent<ATTACK>(); skillManager = gameObject.GetComponent<SkillManager> (); buffManager = gameObject.GetComponent<Buffmanager>(); entityCode = entityCode_; entityName = Config.name[entityCode]; gameObject.name = entityName; fullHp = Config.fullHp[entityCode]; currHp = fullHp; bonusDamage = 0; str = Config.str[entityCode]; dex = Config.dex[entityCode]; accuracyRate = dex * Config.accuracyRatePerDex; avoidRate = dex * Config.avoidRatePerDex; criticalRate = luck * Config.criticalRatePerLuck; absoluteAvoidRate = luck * Config.absoluteAvoidRatePerLuck; trapFindRate = intelligence * Config.trapFindRatePerIntelligence; cocktailSuccessRate = 0.5f + intelligence * Config.cocktailSuccessRatePerIntelligence; labeledAlcoholDropRate = 0.05f + luck * Config.labeledAlcoholDropRatePerLuck; rareItemDropRate = 0.1f + luck * Config.rareItemDropRatePerLuck; luckZeroDeathRate = Config.luckZeroDeathRate; if (dex <= 0){ speedLevel = 1; countPerTurn = 8; }else if (dex > 0 && dex <= 30){ speedLevel = 2; countPerTurn = 4; }else if (dex > 30 && dex <= 60){ speedLevel = 3; countPerTurn = 2; }else if (dex >60){ speedLevel = 4; countPerTurn = 1; } //Debug.Log (name + " : counterPerTurn == " + countPerTurn); intelligence = Config.intelligence[entityCode]; luck = Config.luck[entityCode]; fullMp = Config.fullMp; currMp = 0; bloodSuck = 0; isKoala = false; isStun = false; isOoC = false; drunkenType = Config.drunkenType[entityCode]; turnCount = 0; range = Config.range[entityCode]; sight = Config.sight[entityCode]; regenHp = 0.2f; regenMp = -2; regenHpBuffer = 0; skillStandBy = -1; isSustain = false; alcoholStack = 0; transform.FindChild ("Image").GetComponent<SpriteRenderer> ().sortingOrder = ((int)transform.position.y); initChild (childCode_); }
private void OnMoveBeingGenerated(MOVE m) { currentIndex = (currentIndex + 1)%moves.Length; moves[currentIndex] = new Move(tableMut[Random.Range(0, tableMut.Length)], lifeTime, timeTolerance, transform); if (NewMoveGenerated != null) NewMoveGenerated(moves[currentIndex]); }
public bool Check(MOVE direction) { if (_used) { return false; } if (_direction == direction) { _used = true; Spawner.Instance.ThrowKwiatekAround(_player.position,3); if (Used != null) Used(true); AudienceSatisfaction.Instance.Good(); } return _direction == direction; }
void PrintStm(MOVE s, int d) { Indent(d); SayLn("MOVE("); PrintExp(s.Dst, d + 1); SayLn(","); PrintExp(s.Src, d + 1); Say(")"); }
public string convertMoveToString(MOVE m) { switch(m) { case MOVE.WAIT: return "Wait"; case MOVE.LOOKUP: return "Look Up"; case MOVE.LOOKRIGHT: return "Look Right"; case MOVE.LOOKLEFT: return "Look Left"; case MOVE.LOOKDOWN: return "Look Down"; } return "error"; }