Beispiel #1
0
    void addToQueue()
    {
        GameObject        chasers           = GameObject.Find("Chasers");
        ChasersController chasersController = chasers.GetComponent <ChasersController>();

        if (turnFlag == 1)
        {
            if (chasersController.getSize() > 0)
            {
                chasersController.Dequeue();
            }
            chasersController.Enqueue("Left");
            savedDir = dir;
        }
        if (turnFlag == 2)
        {
            if (chasersController.getSize() > 0)
            {
                chasersController.Dequeue();
            }
            chasersController.Enqueue("Right");
            savedDir = dir;
        }
    }
Beispiel #2
0
    // Update is called once per frame
    void Update()
    {
        GameObject        chasers           = GameObject.Find("Chasers");
        ChasersController chasersController = chasers.GetComponent <ChasersController>();

        CheckEndTile();
        Inputs();
        pos = player.transform.position;

        ballTileX = Mathf.RoundToInt(pos.x / 10);
        ballTileZ = Mathf.RoundToInt(pos.z / 10);

        if (ballTileZ > -1 && ballTileZ < layout.Length &&
            ballTileX > -1 && ballTileX < layout[ballTileZ].Length)
        {
            if (layout[ballTileZ][ballTileX].CompareTo('*') == 0 ||
                layout[ballTileZ][ballTileX].CompareTo('F') == 0)
            {
                onTile = true;
            }
            else
            {
                onTile = false;
            }
        }
        else
        {
            onTile = false;
        }

        if (speed < maxspeed)
        {
            speed = speed + accel * Time.deltaTime;
            if (speed > 30)
            {
                speed = 30;
            }
        }

        TileMidX = ballTileX * 10;
        TileMidZ = ballTileZ * 10;

        newpos = pos + dirV[dir] * speed * Time.deltaTime;
        if ((dir == 0 && newpos.z > TileMidZ) ||
            (dir == 1 && newpos.x > TileMidX) ||
            (dir == 2 && newpos.z < TileMidZ) ||
            (dir == 3 && newpos.x < TileMidX))      //If past middle of tile
        {
            if (SavedTileX != ballTileX || SavedTileZ != ballTileZ)
            {
                SavedTileX = ballTileX;
                SavedTileZ = ballTileZ;
                chasersController.Enqueue("Forward");
            }
        }

        //Actual Movement
        if (gameObject.CompareTag("Player"))   // 0 = No Input
        {
            if (Input.GetButtonDown("Left"))   // 1 = Left
            {
                if (InSecondHalfOfTile())
                {
                    speed = (speed / 4);
                }
                else
                {
                    dir = (dir + 3) % 4;
                    if (!OutOfBounds() && !NextEmpty())
                    {
                        turnFlag = 1;
                        counter  = 0;
                        addToQueue();
                        flagX = ballTileX;
                        flagZ = ballTileZ;
                    }
                    else
                    {
                        speed = (speed / 4);
                    }
                    dir = (dir + 5) % 4;
                }
            }
            if (Input.GetButtonDown("Right"))   // 2 = Right
            {
                if (InSecondHalfOfTile())
                {
                    speed = (speed / 4);
                }
                else
                {
                    dir = (dir + 5) % 4;
                    if (!OutOfBounds() && !NextEmpty())
                    {
                        turnFlag = 2;
                        counter  = 0;
                        addToQueue();
                        flagX = ballTileX;
                        flagZ = ballTileZ;
                    }
                    else
                    {
                        speed = (speed / 4);
                    }
                    dir = (dir + 3) % 4;
                }
            }
            if (turnFlag != 0 && (flagX != ballTileX || flagZ != ballTileZ))
            {
                turnFlag = 0;
            }
            else if (!OutOfBounds() && !NextEmpty())
            {
                if ((dir == 0 || dir == 2) && turnFlag != 0 &&
                    Mathf.RoundToInt(newpos.z * 2) % 20 == 0)
                {
                    transform.position = new Vector3(newpos.x, 1.5f,
                                                     (Mathf.RoundToInt(newpos.z) / 2) * 2);
                    if (turnFlag == 1)
                    {
                        dir = (dir + 3) % 4;
                    }
                    if (turnFlag == 2)
                    {
                        dir = (dir + 5) % 4;
                    }
                    turnFlag = 0;
                }
                else if ((dir == 1 || dir == 3) && turnFlag != 0 &&
                         Mathf.RoundToInt(newpos.x * 2) % 20 == 0)
                {
                    transform.position = new Vector3((Mathf.RoundToInt(newpos.x) / 2) * 2,
                                                     1.5f, newpos.z);
                    if (turnFlag == 1)
                    {
                        dir = (dir + 3) % 4;
                    }
                    if (turnFlag == 2)
                    {
                        dir = (dir + 5) % 4;
                    }
                    turnFlag = 0;
                }
                else
                {
                    transform.position = newpos;
                }
            }
            else
            {
                if (dir == 0 || dir == 2)
                {
                    transform.position = new Vector3(newpos.x, 1.5f,
                                                     (Mathf.RoundToInt(newpos.z) / 2) * 2);
                }
                else
                {
                    transform.position = new Vector3((Mathf.RoundToInt(newpos.x) / 2) * 2,
                                                     1.5f, newpos.z);
                }
                if (turnFlag == 1)
                {
                    dir      = (dir + 3) % 4;
                    turnFlag = 0;
                }
                else if (turnFlag == 2)
                {
                    dir      = (dir + 5) % 4;
                    turnFlag = 0;
                }
                else
                {
                    speed = (speed / 4);
                }
            }
        }
        DebugInfo();
    }