// Start is called before the first frame update
    void Start()
    {
        Apple1 myApple = new Apple1();

        //The apple version of the methods override the fruit versions.
        // Since the apple versions call the fruit version with the 'base' keyword, both are called

        myApple.SayHello();
        myApple.Chop();

        //since the methods of the fruit class are virtual and the methods of the apple class are override
        //when we upcast an apple into a fruit, the apple version of the methods are used

        Fruit1 myFruit = new Apple1();

        myFruit.SayHello();
        myFruit.Chop();
    }
 void Start()
 {
     Timer = SpawnTimer;
     //disables all menus needed not needed at start
     ExitMenu.enabled       = false;
     MainGUI.enabled        = false;
     InGameExitMenu.enabled = false;
     GameOverGUI.enabled    = false;
     DirectionsGUI.enabled  = false;
     //disables all objects not needed at start
     Player.SetActive(false);
     Apple1.SetActive(false);
     Apple2.SetActive(false);
     Apple3.SetActive(false);
     QuitYes.SetActive(false);
     //sets game score to 0
     GameScore = 0;
     // recalls high score info for display at start screen
     HighScore1.text = "HighScore: " + PlayerPrefs.GetString("HighScoreName").ToString() + " - " + ((int)PlayerPrefs.GetFloat("HighScore")).ToString();
 }
Beispiel #3
0
        /// <summary>
        /// Apple1:
        /// http://myapplecomputer.net/Apple-1/Apple-1_Specs.html
        /// http://www.applefritter.com/book/export/html/22
        ///
        /// PET:
        /// source of ROMs:
        /// http://www.zimmers.net/anonftp/pub/cbm/firmware/computers/pet/
        ///
        /// EHBASIC 6502 - simple basic interpreter
        /// http://codegolf.stackexchange.com/questions/12844/emulate-a-mos-6502-cpu
        /// </summary>
        static void Emulator(string sSystem)
        {
            ISystemBase system = null;

            switch (sSystem)
            {
            case "APPLE1":
                system = new Apple1();
                break;

            case "CBM2001N_B1":
                system = new CBM2001N_B1();
                break;

            case "CBM2001N":
            case "CBM2001N_B2":
                system = new CBM2001N_B2();
                break;

            case "EHBASIC":
                system = new EHBASIC6502();
                break;

            case "TRS80M1":
                system = new TRS80M1();
                break;

            case "ZX80":
                system = new ZX80();
                break;

            case "SIMPLEZ80":
                system = new SimpleZ80();
                break;

            default:
                throw new ApplicationException("Emulator not implemented:" + sSystem);
            }

            EmulatorScreen screen = new EmulatorScreen(system);
        }
 public void StartGame()
 {
     // resets till death count just in case
     TillDeath = 3;
     // calls player high score from previous game to be displayed on player gui
     HighScore.text = "HighScore: " + PlayerPrefs.GetString("HighScoreName").ToString() + " - " + ((int)PlayerPrefs.GetFloat("HighScore")).ToString();
     // start game bool toggle
     GameStart = !GameStart;
     //Makes the start menu go away
     StartGUI.enabled = false;
     MainGUI.enabled  = true;
     //locks the cursor to the game window...or supposed to...havent tested this as i have not tried a build yet.
     Cursor.lockState = CursorLockMode.Confined;
     //hides the cursor so we dont have to look at its ugly self :-)
     Cursor.visible = false;
     // enables the player and his/her/it's lives
     Player.SetActive(true);
     Apple1.SetActive(true);
     Apple2.SetActive(true);
     Apple3.SetActive(true);
 }
    void Start()
    {
        //Notice here how the variable "myFruit" is of type
        //Fruit but is being assigned a reference to an Apple. This
        //works because of Polymorphism. Since an Apple is a Fruit,
        //this works just fine. While the Apple reference is stored
        //in a Fruit variable; it can only be used like a Fruit

        Fruit1 myFruit = new Apple1 ();

        myFruit.SayHello ();
        myFruit.Chop ();

        //This is called downcasting. The variable "myFruit" which is
        //of type Fruit, actually contains a reference to an Apple. Therefore,
        //it can safely be turned back into an Apple variable. This allows
        //it to be used like an Apple, wher before it could only used
        //like a Fruit.
        Apple1 myApple = (Apple1)myFruit;

        myApple.SayHello ();
        myApple.Chop ();
    }