Beispiel #1
0
    // Use this for initialization
    void Start()
    {
        //string array holding all games states:    row / col / tiles / start row+col / end row+col / bananas
        gameStates = new string[] {
            "3 3 11111c11c 3 1 1 3 xxxxxxxxxxxx",
            "4 4 11111c1111c1c11c 4 3 3 4 xxxxxxxxxxxxxxxxxxxxxxxx",
            "3 3 11111c11c 3 1 1 3 xxxxxbxxxxxx",
            "3 3 11111c11c 3 1 1 3 bxxxxbxxxxxx",
            "3 3 111111111 3 1 1 1 xbxbxbxxxxxx",
            "4 4 1111111111111111 4 3 2 3 bxxbxxxxbxxbxxxxxxxxxxxx",
            "5 5 1111111111111111111111111 3 5 3 3 xxxbbbxxbxxxxxxxxxxxxxxbxxxxxxbbxxxbbxxx",
            "3 3 c1c12111c 3 1 2 3 xxxxxbxxbxxx",
            "4 3 111121121c11 3 1 4 2 bbxxbbbxxxxxxxxxx",
            "4 4 c111121121211c11 1 4 2 4 xxxxbxxbxxxxbxbxbxxxxxxb",
            "4 4 11111211111ccc11 1 1 4 4 xxbxbxxxxxxbxxxbxxxbxxxx",
            "3 4 c1111211c121 3 2 2 1 xbxxxxbbbxxxbxxxb",
            "4 4 1111112112111111 3 4 1 4 xbxxxbxxbbxbbxbbxxxxxxxx",
            "1 5 1111b 1 2 1 1 xbbb",
            "3 3 11b11c11c 1 2 1 1 xxxxxbxxbxbx",
            "4 4 1111bc11111c111n 3 1 1 4 xbxxxxxxxxxxxxxxxxbxxxbx"
        };



        generator = GameObject.FindGameObjectWithTag("GameController").GetComponent <gridRoot> ();
        player    = GameObject.FindGameObjectWithTag("Monkey").GetComponent <Monkey> ();
        bananaGen = GameObject.FindGameObjectWithTag("GameController").GetComponent <BananaGenerator>();



        levelDefeat();
        player.GetComponent <Monkey>().setGrid(generator.objectGrid);
    }
Beispiel #2
0
    IEnumerator generate()
    {
        //wait for first map to be generated (otherwise this will be overrided
        yield return(new WaitForSeconds(1f));

        GM = GameObject.FindGameObjectWithTag("GameMaster").GetComponent <gameMaster> ();
        BananaGenerator bananaGen = GameObject.FindGameObjectWithTag("GameController").GetComponent <BananaGenerator> ();
        Monkey          player    = GameObject.FindGameObjectWithTag("Monkey").GetComponent <Monkey> ();


        //follow standard level generation steps - see GameMaster script


        string[] splitState   = GM.gameStates [level].Split(' ');
        int      rows         = Int32.Parse(splitState [0]);
        int      cols         = Int32.Parse(splitState [1]);
        string   state        = splitState [2];
        int      startRow     = Int32.Parse(splitState [3]);
        int      startCol     = Int32.Parse(splitState [4]);
        int      endRow       = Int32.Parse(splitState [5]);
        int      endCol       = Int32.Parse(splitState [6]);
        string   bananaString = splitState[7];

        gridRoot generator = GameObject.FindGameObjectWithTag("GameController").GetComponent <gridRoot> ();

        foreach (List <GameObject> r in generator.objectGrid)
        {
            foreach (GameObject g in r)
            {
                Destroy(g);
            }
            r.Clear();
        }
        generator.objectGrid.Clear();

        foreach (GameObject b in bananaGen.bananaList)
        {
            Destroy(b);
        }



        generator.actualGenerateGrid(rows, cols, state, startRow, startCol, endRow, endCol);
        //generator.generateTransposedGrid(rows, cols, state, startRow, startCol, endRow, endCol);

        bananaGen.GenerateBananas(rows, cols, bananaString);
        GameObject obj = generator.objectGrid [startRow - 1] [startCol - 1];

        //Stop motion
        player.StopMovement();
        player.birded    = false;
        player.birdMoves = 0;


        // Move to new start
        player.transform.position = new Vector3(obj.transform.position.x, player.transform.position.y, obj.transform.position.z);
        //obj.transform.position.z
        player.bananaCount = 0;

        GM.currentLevel = level;
    }