Esempio n. 1
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TEST(Levels, load_nph)
{
    Levels l;
    
    l.addPath("data/L00_title.nph");
    ASSERT_EQ(1, l.numLevels());
    
    ASSERT_STREQ("title", l.levelName(0).c_str());
}
Esempio n. 2
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TEST(Levels, load_nonexistent)
{
    Levels l;
    
    l.addPath("/a/non/existent/path");
    ASSERT_EQ(0, l.numLevels());

    l.addPath("/a");
    ASSERT_EQ(0, l.numLevels());
}
Esempio n. 3
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void Map::loadLevel(int level){
	Levels levels;
	tile.clear();

	std::cout << "Loading level " << level << "..." << std::endl;
	levels.getLevel(&tile, level);
	this->sizeY = tile.size();
	this->sizeX = tile[0].size();

}
Esempio n. 4
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	/**
	 * Creates transitions from labelled edges of BA and passes them to the automaton structure.
	 */
	void addTransitions(AutomatonStructure & automaton, const StateID ID) const {
		const PropertyAutomaton::Edges & edges = property.getEdges(ID);

		// Transform each edge into transition and pass it to the automaton
		for (const PropertyAutomaton::Edge & edge : edges) {
			// Compute allowed values from string of constrains
			ConstraintParser * parser = new ConstraintParser(maxes.size(), *max_element(maxes.begin(), maxes.end()));
			parser->applyFormula(names, edge.cons.values);
			parser->addBoundaries(maxes, true);
			parser->addBoundaries(mins, false);

			automaton.addTransition(ID, { edge.target_ID, parser, edge.cons.transient, edge.cons.stable });
		}
	}
Esempio n. 5
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 /** Number the vertices of the forest. */
 void renumber_vertices() {
     size_t id=0;
     for (size_t i=0; i<levels.size(); ++i) {
         for (Vertices::const_iterator vi=levels[i].vertices.begin(); vi!=levels[i].vertices.end(); ++vi)
             (*vi)->id = id++;
     }
 }
Esempio n. 6
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 /** Print the entire forest for debugging output. */
 void print(std::ostream &o) const {
     for (size_t i=0; i<levels.size(); ++i) {
         if (levels[i].vertices.empty()) {
             o <<"partition forest level " <<i <<" is empty.\n";
         } else {
             size_t nsets = levels[i].vertices.size();
             size_t nfuncs = 0;
             for (Vertices::const_iterator vi=levels[i].vertices.begin(); vi!=levels[i].vertices.end(); ++vi)
                 nfuncs += (*vi)->functions.size();
             o <<"partition forest level " <<i
               <<" contains " <<nfuncs <<" function" <<(1==nfuncs?"":"s")
               <<" in " <<nsets <<" set" <<(1==nsets?"":"s") <<"\n";
             o <<"  the following input was used to generate " <<(1==nsets?"this set":"these sets") <<":\n";
             o <<StringUtility::prefixLines(levels[i].inputs.toString(), "    ");
             int setno = 1;
             for (Vertices::const_iterator vi=levels[i].vertices.begin(); vi!=levels[i].vertices.end(); ++vi, ++setno) {
                 Vertex *vertex = *vi;
                 const Functions &functions = vertex->functions;
                 o <<"  set #" <<setno
                   <<" contains " <<vertex->functions.size() <<" function" <<(1==vertex->functions.size()?"":"s") <<":\n";
                 for (Functions::const_iterator fi=functions.begin(); fi!=functions.end(); ++fi) {
                     SgAsmFunction *func = *fi;
                     o <<"    " <<StringUtility::addrToString(func->get_entry_va()) <<" <" <<func->get_name() <<">\n";
                 }
                 o <<"    whose output was: {";
                 for (OutputValues::const_iterator oi=vertex->outputs.begin(); oi!=vertex->outputs.end(); ++oi)
                     o <<" " <<*oi;
                 o <<" }\n";
             }
         }
     }
 }
Esempio n. 7
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int main()
{
	window.create(sf::VideoMode(800, 600), "Breakfree");
	window.setVerticalSyncEnabled(true);
	//, sf::Style::Close|sf::Style::Titlebar);
	
	if (!font.loadFromFile("Nirmala.ttf"))
		return EXIT_FAILURE;

	Levels lv;
	Paddle pad;
	InputManager input;
	
	while (window.isOpen())
	{
		switch (level)
		{
		case 0:
			lv.loadLv0();
			break;
		}
		while (playing)
		{
			input.ExecuteEvents(window);
			
			pad.Update();
			

			window.clear(); // ------draw graphics here-------

			sf::Text text("Score: " + std::to_string(score), font, 20);
			text.setPosition(660, 220);
			window.draw(text);

			lv.Draw(window);

			window.draw(pad.sprite);
			window.draw(pad.ball);

			window.display(); // -----------------------
		}
	}

	return 0;
}
Esempio n. 8
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 /** Dump the output sets to the DBMS. (FIXME: dumping SQL to a file instead; see dump())*/
 void dump_outputsets(std::ostream &dbc) const {
     for (size_t i=0; i<levels.size(); ++i) {
         for (Vertices::const_iterator vi=levels[i].vertices.begin(); vi!=levels[i].vertices.end(); ++vi) {
             dbc <<"insert into outputsets (id) values (" <<(*vi)->id <<");\n";
             for (OutputValues::const_iterator ni=(*vi)->outputs.begin(); ni!=(*vi)->outputs.end(); ++ni)
                 dbc <<"insert into outputvalues (outputset_id, val) values (" <<(*vi)->id <<", " <<*ni <<");\n";
         }
     }
 }
	void printMe() {
		cout << "========================== UKS ==============================" << endl;
		cout << " --- Maxes --- " << endl << "   ";
		for (int k = 0; k < maxes.size(); ++k)
		{
			cout << " " << maxes[k];
		}
		cout << " --- Mins --- " << endl << "   ";
		for (int k = 0; k < mins.size(); ++k)
		{
			cout << " " << mins[k];
		}
		cout << " --- Range size --- " << endl << "   ";
		for (int k = 0; k < range_size.size(); ++k)
		{
			cout << " " << range_size[k];
		}
		cout << endl;
		cout << " ==== STATES ==== " << endl;
		for (int i = 0; i < states.size(); ++i)
		{
			TSStateProperty s = states[i];
			cout << " State: " << s.ID << endl;
			cout << "  - Levels: ";
			for (int k = 0; k < s.levels.size(); ++k)
			{
				cout << " " << s.levels[k];
			}
			cout << endl;
			cout << "  - Transitions: " << endl;
			for (int j = 0; j < s.transitions.size(); ++j)
			{
				TSTransitionProperty tr = s.transitions[j];
				cout << "    " << j << " Target: " << tr.target_ID << " step_size: " << tr.trans_const.step_size << " req_dir: " << tr.trans_const.req_dir << " comp_value: " << tr.trans_const.comp_value << endl;
				cout << "     Targets: ";
				for (int k = 0; k < tr.trans_const.targets.size(); ++k)
				{
					cout << " " << tr.trans_const.targets[k];
				}
				cout << endl;
			}
		}
	}
	inline StateID getID(const Levels & levels) const {
		StateID result = 0;
		size_t factor = 1;

		for (size_t lvl_no = 0; lvl_no < levels.size(); lvl_no++) {
			result += (levels[lvl_no] - mins[lvl_no]) * factor;
			factor *= (range_size[lvl_no]);
		}

		return result;
	}
Esempio n. 11
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 /** Returns the set of all leaf nodes in the forest. */
 Vertices get_leaves() const {
     Vertices retval;
     for (size_t i=0; i<levels.size(); ++i) {
         const Vertices &vertices = vertices_at_level(i);
         for (Vertices::const_iterator vi=vertices.begin(); vi!=vertices.end(); ++vi) {
             if ((*vi)->children.empty())
                 retval.insert(*vi);
         }
     }
     return retval;
 }
StateID UnparametrizedStructure::computeID(const Levels & levels) const 
{
	StateID result = 0;
	size_t factor = 1;

	for (size_t lvl_no = 0; lvl_no < levels.size(); lvl_no++) 
	{
		result += (levels[lvl_no] - get<0>(_bounds)[lvl_no]) * factor;
		factor *= (get<2>(_bounds)[lvl_no]);
	}

	return result;
}
Esempio n. 13
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	/**
	 * Compute a vector of maximal levels and store information about states.
	 */
	void computeBoundaries() {
		// Compute naive bounds.
		for (const SpecieID ID : cscope(model.species)) {
			// Maximal values of species
			names.push_back(model.species[ID].name);
			maxes.push_back(model.species[ID].max_value);
			mins.push_back(0);
		}

		// Add experiment constraints.
		ConstraintParser * cons_pars = new ConstraintParser(model.species.size(), ModelTranslators::getMaxLevel(model));
		cons_pars->addBoundaries(maxes, true);
		cons_pars->applyFormula(ModelTranslators::getAllNames(model), property.getExperiment());
		cons_pars->status();

		// Compute refined boundaries.
		mins = cons_pars->getBounds(false);
		maxes = cons_pars->getBounds(true);
		rng::transform(maxes, mins, back_inserter(range_size), [](const ActLevel max, const ActLevel min) {
			return max - min + 1;
		});
	}
Esempio n. 14
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 /** Dump inputsets to the DBMS. (FIXME: dumping SQL to a file instead; see dump()) */
 void dump_inputsets(std::ostream &dbc) const {
     for (size_t i=0; i<levels.size(); ++i) {
         dbc <<"insert into inputsets (id) values(" <<i <<");\n";
         const std::vector<uint64_t> &pointers = levels[i].inputs.get_pointers();
         for (size_t j=0; j<pointers.size(); ++j)
             dbc <<"insert into inputvalues (inputset_id, vtype, pos, val)"
                 <<" values (" <<i <<", 'P', " <<j <<", " <<pointers[j] <<");\n";
         const std::vector<uint64_t> &integers = levels[i].inputs.get_integers();
         for (size_t j=0; j<integers.size(); ++j)
             dbc <<"insert into inputvalues (inputset_id, vtype, pos, val)"
                 <<" values (" <<i <<", 'N', " <<j <<", " <<integers[j] <<");\n";
     }
 }
Esempio n. 15
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 /** Insert a function into a vertex of the forest, or create a new vertex. The (new) vertex into which the function was
  * inserted is either a child of @p parent or a root node. The @p outputs are used to select the vertex into which the
  * function is inserted (all functions of a particular vertex produced the same output when run with the same input). */
 void insert(SgAsmFunction *func, OutputValues outputs, PartitionForest::Vertex *parent) {
     Vertices candidates = parent ? parent->children : vertices_at_level(0);
     assert(!contains(candidates, func));
     for (Vertices::iterator vi=candidates.begin(); vi!=candidates.end(); ++vi) {
         Vertex *vertex = *vi;
         if (outputs.size()==vertex->outputs.size() && std::equal(outputs.begin(), outputs.end(), vertex->outputs.begin())) {
             vertex->functions.insert(func);
             return;
         }
     }
     size_t lno = parent ? parent->get_level() + 1 : 0;
     assert(lno<levels.size());
     levels[lno].vertices.insert(new Vertex(parent, func, outputs));
 }
Esempio n. 16
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TEST(Levels, load_npz)
{
    Levels l;
    
    l.addPath("data/C10_Standard.npz");
    ASSERT_EQ(9, l.numLevels());
    
    ASSERT_STREQ("plane sailing", l.levelName(0).c_str());
    ASSERT_STREQ("the leap", l.levelName(1).c_str());
    ASSERT_STREQ("nautilus", l.levelName(8).c_str());
    
    ASSERT_EQ(1, l.numCollections());
    ASSERT_EQ(9, l.collectionSize(0));
    
    int indexInCol;
    ASSERT_EQ(0, l.collectionFromLevel(0, &indexInCol));
    ASSERT_EQ(0, indexInCol);

    ASSERT_EQ(0, l.collectionFromLevel(1, &indexInCol));
    ASSERT_EQ(1, indexInCol);

}
Esempio n. 17
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    LevelSelector(GameControl* game, int initialLevel)
        : m_game(game),
          m_levels(game->m_levels),
          m_collection(0),
          m_dispbase(0),
          m_dispcount(0)
    {
        m_scroll = new ScrollArea();
        m_scroll->fitToParent(true);
        m_scroll->virtualSize(Vec2(SCREEN_WIDTH,SCREEN_HEIGHT));

        m_content->add(m_scroll,0,0);
        fitToParent(true);

        int levelInC;
        m_collection = m_levels->collectionFromLevel(initialLevel,&levelInC);
        setCollection(m_collection, levelInC);
    }
Esempio n. 18
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 /** Create a new (empty) level.  This is the level into which the next higher level's vertices will be partitioned. The
  * return value is the new level number. */
 size_t new_level(const InputValues &inputs) {
     levels.push_back(Level(inputs));
     return levels.size()-1;
 }
Esempio n. 19
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    void setCollection(int c, int levelInC)
    {
        if (c < 0 || static_cast<unsigned int>(c) >=m_levels->numCollections()) {
            return;
        }
        m_collection = c;
        m_dispbase = 0;
        m_dispcount = m_levels->collectionSize(c);
        m_scroll->virtualSize(Vec2(SCREEN_WIDTH,150+(SCREEN_HEIGHT/ICON_SCALE_FACTOR+40)*((m_dispcount+2)/3)));

        m_scroll->empty();
        Box *vbox = new VBox();
        vbox->add( new Spacer(),  10, 0 );
        Box *hbox = new HBox();
        Widget *w = new Button("<<",Event::PREVIOUS);
        w->border(false);
        hbox->add( w, BUTTON_WIDTH, 0 );
        hbox->add( new Spacer(), 10, 0 );
        Label *title = new Label(m_levels->collectionName(c));
        title->font(Font::headingFont());
        title->alpha(100);
        hbox->add( title, BUTTON_WIDTH, 4 );
        w= new Button(">>",Event::NEXT);
        w->border(false);
        hbox->add( new Spacer(), 10, 0 );
        hbox->add( w, BUTTON_WIDTH, 0 );
        vbox->add( hbox, 64, 0 );
        vbox->add( new Spacer(),  10, 0 );

        hbox = new HBox();
        hbox->add( new Spacer(),  0, 1 );
        int accumw = 0;
        for (int i=0; i<m_dispcount; i++) {
            accumw += SCREEN_WIDTH / ICON_SCALE_FACTOR + 10;
            if (accumw >= SCREEN_WIDTH) {
                vbox->add(hbox, SCREEN_HEIGHT/ICON_SCALE_FACTOR+30, 4);
                vbox->add( new Spacer(),  10, 0 );
                hbox = new HBox();
                hbox->add( new Spacer(),  0, 1 );
                accumw = SCREEN_WIDTH / ICON_SCALE_FACTOR;
            }
            m_thumbs[i] = new IconButton("--","",Event(Event::PLAY, //SELECT,
                                         m_levels->collectionLevel(c,i)));
            m_thumbs[i]->font(Font::blurbFont());
            m_thumbs[i]->setBg(SELECTED_BG);
            m_thumbs[i]->border(false);
            hbox->add( m_thumbs[i],  SCREEN_WIDTH / ICON_SCALE_FACTOR, 0 );
            hbox->add( new Spacer(), 0, 1 );
        }
        vbox->add(hbox, SCREEN_HEIGHT/ICON_SCALE_FACTOR+30, 4);
        vbox->add( new Spacer(), 110, 10 );
        m_scroll->add(vbox,0,0);

        for (int i=0; i<THUMB_COUNT && i+m_dispbase<m_dispcount; i++) {
            Canvas temp( SCREEN_WIDTH, SCREEN_HEIGHT );
            Scene scene( true );
            unsigned char buf[64*1024];
            int level = m_levels->collectionLevel(c,i);
            int size = m_levels->load( level, buf, sizeof(buf) );
            if ( size && scene.load( buf, size ) ) {
                scene.draw( temp, FULLSCREEN_RECT );
                m_thumbs[i]->text( m_levels->levelName(level) );
                m_thumbs[i]->canvas( temp.scale( ICON_SCALE_FACTOR ) );
                m_thumbs[i]->transparent(m_dispbase+i!=levelInC);
            }
        }
    }
Esempio n. 20
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 /** Returns the number of levels in the partition forest.  Levels are numbered starting at zero. The return value is one
  * more than the maximum level that contains a vertex. */
 size_t nlevels() const { return levels.size(); }
Esempio n. 21
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TEST(Levels, empty)
{
    Levels l;
    
    ASSERT_EQ(0, l.numLevels());
    
    ASSERT_EQ(string("err"), l.levelName(0, false));
    ASSERT_EQ(string("err"), l.levelName(0, true));
    
    ASSERT_LT(l.findLevel("non-existent"), 0);
    ASSERT_EQ(0, l.numCollections());
    ASSERT_LT(l.collectionFromLevel(0), 0);

    ASSERT_EQ(0, l.collectionSize(0));
    ASSERT_EQ(0, l.collectionSize(1));

    ASSERT_EQ(0, l.collectionLevel(0, 0));

    ASSERT_FALSE(l.demoPath(0).empty());
    ASSERT_FALSE(l.demoName(0).empty());
    ASSERT_FALSE(l.hasDemo(0));
}
Esempio n. 22
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 /** Return the list of vertices at a given level of the forest. */
 const Vertices& vertices_at_level(size_t level) const {
     assert(level<levels.size());
     return levels[level].vertices;
 }
Esempio n. 23
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int main(int argc, char* argv[])
{
	sf::RenderWindow WINDOW(sf::VideoMode(1280, 720, 32), "Arctic", sf::Style::Close);
	WINDOW.SetFramerateLimit(60);

	Levels* levels;
	levels->setLevels();
	sf::Clock clock;
	float time = clock.GetElapsedTime();
	state = Ingame;
	prevState = Menu;

	/* Main Menu Buttons */
	BUTTON play(440, 200, "PLAY");
	BUTTON options(440, 320, "OPTIONS");
	BUTTON quit(440, 440, "QUIT");

	/* Pause Buttons */
	BUTTON resume(440, 200, "RESUME");
	BUTTON pauseOptions(440, 320, "OPTIONS");
	BUTTON quitToMenu(440, 440, "QUIT TO MENU");	

	/* Strings */
	STRING str("Arctic - Sprite Testing", 5, 2, sf::Color(255, 255, 255));

	while(WINDOW.IsOpened())
	{
		sf::Event event;
		sf::Vector2i mouse(WINDOW.GetInput().GetMouseX(), WINDOW.GetInput().GetMouseY());
		time = clock.GetElapsedTime();

		while(WINDOW.GetEvent(event))
		{
			switch(event.Type)
			{
			case sf::Event::Closed:
				WINDOW.Close();
				break;
			case sf::Event::KeyPressed:
				if(event.Key.Code == sf::Key::Escape)
				{
					if(state == Menu)
					{					
						WINDOW.Close();		
					}
					else if(state == Ingame)
					{
						state = Paused;
						prevState = Ingame;
					}
					else if(state == Options)
					{
						state = prevState;
						prevState = Options;
					}
					else if(state == Paused)
					{
						state = prevState;
						prevState = Paused;
					}
				}
				if(event.Key.Code == sf::Key::Space)
				{
					for(int i = 0; i < ice.size(); i++)
					{
						if(ice[i]->state != Ice::IceState::Rock)
						{
							ice[i]->state = Ice::IceState::Reg;
						}
					}
				}
				break;
				case sf::Event::MouseButtonReleased:
				if(event.MouseButton.Button == sf::Mouse::Button::Left)
				{
					if(state == Menu)
					{
						if(play.contains(mouse))
						{
							state = Ingame;
						}
						else if(options.contains(mouse))
						{
							state = Options;
							prevState = Menu;
						}
						else if(quit.contains(mouse))
						{
							WINDOW.Close();
						}
					}
					else if(state == Paused)
					{
						if(resume.contains(mouse))
						{
							state = Ingame;
						}
						else if(pauseOptions.contains(mouse))
						{
							state = Options;
							prevState = Paused;
						}
						else if(quitToMenu.contains(mouse))
						{
							state = Menu;
							prevState = Paused;
						}
					}
				}
				break;
			}
		}
		WINDOW.Clear(sf::Color(80, 80, 80, 0));
		/* DRAWING CODE */
		if(state == Ingame)
		{
			/* Tiles */
			levels->draw(currentLevel, WINDOW);			

			/* HUD Elements */
			str.Draw(WINDOW);
		}
		else if(state == Menu)
		{
			play.Draw(WINDOW);
			options.Draw(WINDOW);
			quit.Draw(WINDOW);
			play.Update(mouse);
			options.Update(mouse);
			quit.Update(mouse);
		}
		else if(state == Options)
		{

		}
		else if(state == Paused)
		{
			resume.Draw(WINDOW);
			pauseOptions.Draw(WINDOW);
			quitToMenu.Draw(WINDOW);
			resume.Update(mouse);
			pauseOptions.Update(mouse);
			quitToMenu.Update(mouse);
		}

		/* END OF DRAWING */
		WINDOW.Display();
	}
	return EXIT_SUCCESS;
}