Esempio n. 1
0
void GeneticAlgorithmProfile1::RestoreState(cocos2d::Layer& _sc)
{
    GameScene* gs = (GameScene*) & _sc;
    ///////////////////////////////////////////////////////
    //restore the gamestate
    gs->gameState = this->gamestateBK;
    gs->playerHandler->SetCurrency(this->currencyBK);
    gs->playerHandler->SetLifePoints(this->lifePointsBK);
    gs->playerHandler->SetPlayerName(this->playerNameBK);
    gs->creepDeploymentDelay = this->creepSpawnDelayBK;
    gs->nextWaveStartingDelay = this->nextWaveStartingDelayBK;
    ///////////////////////////////////////////////////////
    ///////////////////////////////////////////////////////
    //restore the wave state
    this->speedMultiplier = this->speedMultiplierBK;
    this->hpMultiplier = this->hpMultiplierBK;
    this->numOfStartingCreeps = this->numOfStartingCreepsBK;
    this->numOfCreepsMultiplier = this->numOfCreepsMultiplierBK;
    this->numOfCreepsAddedPerWave = this->numOfCreepsAddedPerWaveBK;
    this->specialCreepSet = this->specialCreepSetBK;
    this->specialCreepSpeedMultiplier = this->specialCreepSpeedMultiplierBK;
    this->specialCreepHPMultiplier = this->specialCreepHPMultiplierBK;
    this->specialCreepSpawnFrequency = this->specialCreepSpawnFrequencyBK;
    this->roundsAfterSpawn = this->roundsAfterSpawnBK;
    this->multiplyCreepNumbersPerRound = this->multiplyCreepNumbersPerRoundBK;
    this->round = this->roundBK;
    ///////////////////////////////////////////////////////
    //remove speed boost of tower
    for ( std::list<Tower*>::iterator tower = gs->towerslist.begin(); tower != gs->towerslist.end(); ++tower )
    {
        Tower* t = *tower;
        t->SetInbetweenAttacksPeriod(t->GetInbetweenAttacksPeriod() * speedBoost);
    }
}
Esempio n. 2
0
void GeneticAlgorithmProfile1::BackUpState(cocos2d::Layer& _sc)
{
    GameScene* gs = (GameScene*) & _sc;
    ///////////////////////////////////////////////////////
    //backup everything related to the game state
    this->gamestateBK = gs->gameState;
    this->lifePointsBK = gs->playerHandler->GetLifePoints();
    this->currencyBK = gs->playerHandler->GetCurrency();
    this->playerNameBK = gs->playerHandler->GetPlayerName();
    this->creepSpawnDelayBK = gs->creepDeploymentDelay;
    this->nextWaveStartingDelayBK = gs->nextWaveStartingDelay;
    ///////////////////////////////////////////////////////
    ///////////////////////////////////////////////////////
    //backup everything related to the wave state
    this->speedMultiplierBK = this->speedMultiplier;
    this->hpMultiplierBK = this->hpMultiplier;
    this->numOfStartingCreepsBK = this->numOfStartingCreeps;
    this->numOfCreepsMultiplierBK = this->numOfCreepsMultiplier;
    this->numOfCreepsAddedPerWaveBK = this->numOfCreepsAddedPerWave;
    this->specialCreepSetBK = this->specialCreepSet;
    this->specialCreepSpeedMultiplierBK = this->specialCreepSpeedMultiplier;
    this->specialCreepHPMultiplierBK = this->specialCreepHPMultiplier;
    this->specialCreepSpawnFrequencyBK = this->specialCreepSpawnFrequency;
    this->roundsAfterSpawnBK = this->roundsAfterSpawn;
    this->multiplyCreepNumbersPerRoundBK = this->multiplyCreepNumbersPerRound;
    this->roundBK = this->round;
    ///////////////////////////////////////////////////////
    //apply speed boost to creeps spawn delay timer
    gs->creepDeploymentDelay = gs->creepDeploymentDelay / speedBoost;
    //apply speed boost to next wave starting delay timer
    gs->nextWaveStartingDelay = gs->nextWaveStartingDelay / speedBoost;
    //apply speed boost to tower
    for ( std::list<Tower*>::iterator tower = gs->towerslist.begin(); tower != gs->towerslist.end(); ++tower )
    {
        Tower* t = *tower;
        t->SetInbetweenAttacksPeriod(t->GetInbetweenAttacksPeriod() / speedBoost);
    }
}