Beispiel #1
0
    public void activatePowerUp(string type)
    {
        // play a sound effect
        AudioEffects.play("powerup");

        // Only add a certain powerup once
        if (isPowerUpOn(type))
        {
            return;
        }

        if (type == "KillIrishCoffee")
        {
            removePowerUp("IrishCoffee");
        }
        else
        {
            powerUps.Add(type);
        }
    }
Beispiel #2
0
    /**
     * @params
     *  - deltaX = 0..1
     *	- deltaY = 0..1
     *
     *	Required that deltaX^2 + deltaY^2 <= 1
     */
    public void move(float deltaX, float deltaY)
    {
        {
            // Some magic code...
            float tempX = Mathf.Sqrt(Mathf.Abs(deltaX));
            float tempY = Mathf.Sqrt(Mathf.Abs(deltaY));

            if (deltaX < 0)
            {
                deltaX = tempX * (-1);
            }
            else
            {
                deltaX = tempX;
            }

            if (deltaY < 0)
            {
                deltaY = tempY * (-1);
            }
            else
            {
                deltaY = tempY;
            }
        }

        if (powerUpStateHandler.isPowerUpOn("IrishCoffee"))
        {
            // Don't allow player controls because the player might end up in wrong places
            return;
        }

        deltaMove = new Vector3(0, 0, 0);

        if (isOnGround() || doubleJumpActive())
        {
            // Player is on the ground. Normal controls
            deltaMove.x = deltaX * multiplierX * maxSpeedX;
            deltaMove.y = deltaY * multiplierY * maxSpeedY;

            // If the player wants to jump to complete new direction,
            // then make it easier

            /*if ( Mathf.Abs(deltaY) > 0.001 && wantsToChangeDirection() ) {
             *      player.velocity = new Vector3(0, player.velocity.y, 0);
             * }*/

            if (deltaMove.y > 0)
            {
                AudioEffects.play("jump");
            }
            else
            {
                AudioEffects.play("move");
            }
        }
        else if (isTryingToReduceSpeed(deltaX))
        {
            deltaMove.x = deltaX * airMovementFactor * multiplierX * maxSpeedX;
        }

        checkMovementBoundaries();

        // To normalize with time
        player.AddForce(deltaMove);
    }