void OnCollisionEnter(Collision collision)
 {
     if (collision.gameObject.tag == "Player")
     {
         ControllablePlayer player = collision.gameObject.GetComponent <ControllablePlayer>();
         player.SetCheckpoint(transform.position);
     }
 }
Beispiel #2
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 void OnCollisionEnter(Collision collision)
 {
     if (collision.gameObject.tag == "Player")
     {
         ControllablePlayer player = collision.gameObject.GetComponent <ControllablePlayer>();
         message.SetMessage("YOU ARE DEAD. WAY TO GO");
         player.Kill();
     }
 }
Beispiel #3
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    /* should just call onPickup, which will be overriden for each powerup */
    //Make sure to distinguish which player picks it up
    void OnCollisionEnter(Collision collision)
    {
        if (collision.gameObject.GetComponent <ControllablePlayer>() != null)
        {
            //set the player for future reference
            player = collision.gameObject.GetComponent <ControllablePlayer>();

            //calling on pickup on this passing a referance to controllable player
            this.onPickup(player);
            this.collider.enabled = false;
            this.renderer.enabled = false;
        }
    }
        /// <summary>
        /// Use this as constructor.
        /// </summary>
        protected override void Initialize()
        {
#if WINDOWS
            // Set console title.
            Console.Title  = "Client";
            IsMouseVisible = true;
#else
#endif

            // Initialize Members //
            ClientNetworkManager = new ClientNetworkManager(this);
            ClientNetworkManager.Connect("Vita", "10.17.23.15"); //TODO: find connections
            SpriteBatch = new SpriteBatch(GraphicsDevice);
            TileMap     = new TileMap(this);
            Camera      = new Camera(ScreenSize);
#if PSM
            Camera.ConstrainToMap(TileMap, PSMScreenSize);
#else
            Camera.ConstrainToMap(TileMap);
#endif
            PhysicsWorld       = new PhysicsWorld(this);
            ControllablePlayer = new ControllablePlayer(this, PhysicsWorld, ClientNetworkManager);
            Camera.Focus       = ControllablePlayer;


            // Subscribe to network events //
            ClientNetworkManager.onPlayerConnected      += ClientNetworkManager_OnPlayerConnected;
            ClientNetworkManager.onPlayerDisconnected   += ClientNetworkManager_OnPlayerDisconnected;
            ClientNetworkManager.onPlayerMove           += ClientNetworkManager_OnPlayerMove;
            ClientNetworkManager.onLocalPlayerConnected += ClientNetworkManager_OnLocalPlayerConnected;
            ClientNetworkManager.onPlayerAttack         += ClientNetworkManager_OnPlayerAttack;


            // Initialize XNA base engine.
            base.Initialize();
        }
Beispiel #5
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    void onPickup(ControllablePlayer player)
    {
        switch (powerType)
        {
        case Effect.SPEED:
            player.SetSpeed(speedIncrease);
            powerupTimer     = 0f;
            speedIsIncreased = true;
            break;

        default:
            print("that powerup is unavailable");
            break;
        }

        //star
        //immunity for 10 seconds
        //if there is a talent system this can either
        //increase to 20 seconds or
        //have 90 seconds of projectile protection or

        // more common drop timer (something to affect type of drops given
        //shield
        //absorbs a certain amount of damage
        //similair to star can be better or worse

        //wind, blows away enemies

        //magnet, pulls power ups 3 blocks away towards frogger

        //Hearts finish the level, collecting different types
        //froggers share heart pieces

        //are heart pieces randomly generated or not?
        //if heart pieces have fixed locations do the types of heart pieces at different locations change?
    }
Beispiel #6
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 /* (P only) Applies Input to connected player */
 void ApplyInput(ControllablePlayer player, InputAction action)
 {
     player.AddMove(action);
 }