Beispiel #1
0
    public void Update()
    {
        if (Input.GetKeyDown(KeyCode.Return))
        {
            if (newGame)
            {
                sceneToLoad = "TitlePage" + GGS.SCENESUFFIX;
            }
            else
            {
                sceneToLoad = "SampleScene" + GGS.SCENESUFFIX;
                GGS.NewLevel();
            }
            SceneManager.LoadScene(sceneToLoad);
        }

        if (Input.GetKeyDown(KeyCode.Escape))
        {
            Application.Quit();
        }

        if (Input.GetKeyDown(KeyCode.F10))
        {
            GGS.newScore        = LevelThreshold(GGS.levelNumber);
            GGS.capsuleLaunched = true;
            GGS.capsuleSurvived = true;
            GenerateText();
        }

        if (Input.GetKeyDown(KeyCode.F1))
        {
            DoDebug();
        }
    }
Beispiel #2
0
    // Update is called once per frame
    void Update()
    {
        for (int _count = 0; _count < ovals; _count++)
        {
            // each frame, we pick two pixels from each oval...
            GameObject _thisPixel = oval[_count][processed];

            _thisPixel.transform.position = Helper.rotateVec2(_thisPixel.transform.position - transform.position, processedAngle) + (Vector2)transform.position;
            _thisPixel = oval[_count][(pointsPerOval - processed) - 1];
            _thisPixel.transform.position = Helper.rotateVec2(_thisPixel.transform.position - transform.position, processedAngle) + (Vector2)transform.position;
        }
        processed++;
        if (processed >= (pointsPerOval / 2))
        {
            processed = 0;
        }

        if (Input.GetKeyDown(KeyCode.Return))
        {
            GGS.NewGame();
            Application.targetFrameRate = 60;
            SceneManager.LoadScene("SampleScene" + GGS.SCENESUFFIX);
        }

        if (Input.GetKeyDown(KeyCode.Escape))
        {
            Application.Quit();
        }
    }
Beispiel #3
0
    public void OnTriggerEnter2D(Collider2D collision)
    {
        if (destroyed)
        {
            return;
        }

        GameObject _other    = collision.gameObject;
        string     _otherTag = _other.tag;

        if (_otherTag == "EnemyShip")
        {
            enemyExplodeSound.Play();
            // add the score manually, as the energy code only does it on 'natural' object destruction;
            GGS.AddScore(2);
            // ship collision with shields off is a bad thing.
            energy.DoDamage(150, 0, true);
            GameObject  _explo        = Instantiate(enemyExplosion, _other.transform.position, _other.transform.rotation);
            Rigidbody2D _explorb      = _explo.GetComponent <Rigidbody2D>();
            ManagedMob  _enemyManager = _other.GetComponent <ManagedMob>();
            _explorb.velocity = _enemyManager.velocity();

            Destroy(_other);
        }

        if (_otherTag == "EnemyBullet")
        {
            hitSound.Play();
            energy.DoDamage(_other.GetComponent <bullet>().payloadEnergy, 0, true);
            Instantiate(bulletDeath, _other.transform.position, _other.transform.rotation);
            Destroy(_other);
        }
    }
Beispiel #4
0
    public void DoDamage(float damage, int score, bool critical = false)
    {
        // Some damage will *really* hurt us, regardless of shielding
        // (not incremental, so if we're already damaged, we stop checking)
        // (Do this first - if the damage wounds us, we want the effect to start NOW)
        if (critical)
        {
            if ((Random.Range(0, 100) < damageChance) && (!damaged))
            {
                // set us as damaged, and find out how long Scotty's going to take to fix it.
                damaged      = true;
                damageRepair = Time.time + Random.Range(5, 10);
            }
        }

        // if we've got a shield...
        if (shield != null)
        {
            //... and it's switched on, and we're not hurt
            if ((shield.shieldEnabled) && (!damaged))
            {
                // ameliorate some of the damage;
                damage *= shield.shieldReducer;
            }
        }
        energy -= damage;
        if (energy <= 0)
        {
            GGS.AddScore(score);
        }
    }