Package com.barrybecker4.game.multiplayer.galactic

Examples of com.barrybecker4.game.multiplayer.galactic.Order


        return sign * inverseInterpolator.interpolate(Math.abs(x));
    }

    @Override
    public Range getDomain() {
        return new Range(-5.0, 5.0);
    }
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    }

    /** X axis domain */
    @Override
    public Range getDomain() {
        return new Range(xValues.get(0), xValues.get(xValues.size()-1));
    }
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        return getInterpolatedValue(value);
    }

    @Override
    public Range getDomain() {
        return new Range(xValues[0], xValues[xValues.length-1]);
    }
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        return Math.pow(base, value / scale);
    }

    @Override
    public Range getDomain() {
        return new Range(0, Double.MAX_VALUE);
    }
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        return (value - offset) / scale;
    }

    @Override
    public Range getDomain() {
        return new Range(Double.MIN_VALUE, Double.MAX_VALUE);
    }
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    /**
     * Constructor.
     */
    public ErrorFunction() {
        interpolator = new LinearInterpolator(ERROR_FUNCTION);
        inverseInterpolator = new LinearInterpolator(INVERSE_ERROR_FUNCTION);
    }
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     */
    protected boolean processToken(SGFToken token, MoveList moveList) {

        boolean found = false;
        if (token instanceof PlacementToken ) {
            Move move = createMoveFromToken( token );
            GameContext.log(2, "creating move="+ move);
            moveList.add( move );
            found = true;
        } else {
            GameContext.log(0, "ignoring token "+token.getClass().getName());
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    }

    @Override
    public void update(GameController controller) {
        setPlayerLabel(controller.getCurrentPlayer());
        Move lastMove =  controller.getLastMove();
        if (lastMove != null)  {
            moveNumLabel_.setText( (controller.getPlayers().getNumPlayers() + 2) + " " );
        }
        else {
            moveNumLabel_.setText( 1 + " " );
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     */
    protected void restoreGame( SGFGame game )
    {
        parseSGFGameInfo(game);

        MoveList moveSequence = new MoveList();
        extractMoveList( game.getTree(), moveSequence );
        GameContext.log( 1, "move sequence= " + moveSequence );
        controller_.reset();

        for (Move m : moveSequence) {
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     * This renders the current state of the Board to the screen.
     */
    public void render(Graphics g, Player currentPlayer, PlayerList players,
                       IBoard board, int panelWidth, int panelHeight ) {

        Board b = (Board)board;
        cellSize = calcCellSize( b, panelWidth, panelHeight );

        if ( draggedShowPiece_!=null) {
            draggedShowPiece_.getPiece().setTransparency( DRAG_TRANSPARENCY );
        }

        Graphics2D g2 = (Graphics2D)g;

        int gridOffset = 0;
        int start = 0;
        int nrows = b.getNumRows();
        int ncols = b.getNumCols();
        int nrows1 = nrows;
        int ncols1 = ncols;
        // if the grid is offset, it means the pieces will be shown at the vertices.
        if ( offsetGrid() ) {
            gridOffset = cellSize >> 1;
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