public override async Task Enter(Dictionary <string, object> parameters) { var levelMaker = new LevelMaker(); CamX = 0; CamY = 0; Level = levelMaker.Generate(100, 10); TileMap = Level.TileMap; Background = Super50Bros.Instance.Random.Next(3); BackgroundX = 0; GravityOn = true; GravityAmount = 6 * 60; // ~60 FPS Player = new Player( 0, 0, 16, 20, "green-alien", null, TileMap, Level ); Player.StateMachine = new StateMachine(new Dictionary <string, State> { ["idle"] = new PlayerIdleState(Player), ["walking"] = new PlayerWalkingState(Player), ["jump"] = new PlayerJumpState(Player, GravityAmount), ["falling"] = new PlayerFallingState(Player, GravityAmount) }); await SpawnEnemies(); await Player.ChangeState("falling"); }
public override void Update(GameTime gameTime) { if (InputHandler.IsKeyJustPressed(Keys.Up) || InputHandler.IsKeyJustPressed(Keys.Down)) { highlighted = highlighted == 0 ? 1 : 0; Constants.G_SOUNDS_PADDLE_HIT.Play(); } if (InputHandler.IsKeyJustPressed(Keys.Enter)) { Constants.G_SOUNDS_CONFIRM.Play(); if (highlighted == 0) { Paddle paddle = new Paddle(this.Game, GameRef.SpriteBatch); List <Brick> bricks = LevelMaker.CreateMap(this.Game, GameRef.SpriteBatch, random); ServeState serveState = new ServeState(this.Game, paddle, 3, 0, bricks); manager.ChangeState(serveState); } } if (InputHandler.IsKeyJustPressed(Keys.Escape)) { Game.Exit(); } base.Update(gameTime); }
public static void OpenWindow() { LevelMaker myWindow = (LevelMaker)GetWindow(typeof(LevelMaker)); myWindow.wantsMouseMove = true; myWindow.Show(); }
public PaddleSelectState() { // the paddle we're highlighting; will be passed to the ServeState // when we press Enter currentPaddle = 0; levelMaker = new LevelMaker(); }
void Start() { if (!player) { player = GameObject.FindGameObjectWithTag("Player").GetComponent <ActiveObjectProperties>(); } levelMaker = GameObject.Find("LEVEL_MAKER").GetComponent <LevelMaker>(); audioMixer.SetFloat("lowpass_effects", 22000); audioMixer.SetFloat("volume_effects", 0); }
public override Task Enter(Dictionary <string, object> parameters) { var levelMaker = new LevelMaker(); Map = levelMaker.Generate(100, 10); Background = Super50Bros.Instance.Random.Next(3); var height = Super50Bros.Instance.Textures["backgrounds"].Height; return(Task.CompletedTask); }
public override void OnInspectorGUI() { DrawDefaultInspector(); LevelMaker ld = (LevelMaker)target; if (GUILayout.Button("Generate Level")) { ld.CreateLevel(); } }
private int newRoomIndex; //used to find a room to place the exit in (which will need to be different than the key) #endregion //At the beginning of the program, get all necessary components for the level, //reset the values of the indexs and locations, reset level count to 1, display the //level number, and reset the timer. void Start() { thisKey = key.GetComponent <Key>(); thisExit = exit.GetComponent <Exit>(); thisLevel = level.GetComponent <LevelMaker>(); thisTimer = timer.GetComponent <TimeManager>(); ResetIndexValues(); ResetLocations(); levelCount = 1; DisplayLevel(); thisTimer.ResetTimer(); }
void OnEnable() { lvlmakerobject = new SerializedObject(target); lvlmaker = (LevelMaker)target; headingStyle.fontStyle = FontStyle.Bold; headingStyle.normal.textColor = new Color(0.129f, 0.588f, 0.952f); headingStyle2.fontStyle = FontStyle.Bold; headingStyle.fontSize = 12; headingStyle2.normal.textColor = new Color(0.956f, 0.2627f, 0.2117f, 1); headingStyle2.fontSize = 16; headingStyle3.normal.textColor = Color.magenta; headingStyle3.fontSize = 12; }
// Use this for initialization void Start() { levelMaker = GameObject.FindGameObjectWithTag("GameManager").GetComponent <LevelMaker>(); grid = new GameObject[columns, rows]; grid = levelMaker.generatePieces(7, grid, columns, rows); GenerateNextPiece(); SpawnNextPiece(); moveDownTimer = Time.time + normalMovDowneRate; debug = GetComponent <Debug>(); pauseMenu = GameObject.FindGameObjectWithTag("GameManager").GetComponent <PauseMenu>(); gameOverScreen = GameObject.FindGameObjectWithTag("GameOverMenu"); gameOverScore = GameObject.FindGameObjectWithTag("GameOverScore").GetComponent <Text>(); gameOverScreen.SetActive(false); LastMatches = new List <GameObject>(); }
public override void OnInspectorGUI() { DrawDefaultInspector(); EditorGUILayout.HelpBox(@"LEGEND ----------------------------- B = Void wall X = Ground O = Block U = Two Blocks", MessageType.Info); LevelMaker lvlMkr = (LevelMaker)target; if (GUILayout.Button("Load Scene")) { lvlMkr.LoadIn(); } }
public void PopulateObstacles() { try { //Grid.Clear(); if (!lvlmaker) { lvlmaker = GameObject.FindGameObjectWithTag("LevelMaker").GetComponent <LevelMaker>(); } PointData returnPoints = lvlmaker.PopulateLevel(pointset.Grid); LevelDesign.UpdatePoints(returnPoints.levelPoints); LevelDesign.seedobstacle(); if (Obstacles) { Obstacles.UpdatePoints(returnPoints.obstaclePoints); Obstacles.seedobstacle(); } }catch (System.Exception e) { Debug.LogError("Check Level Maker for empty PatternSet or Levels, check for unassigned variable in Level Populator! " + e.Data); } }
public Game Create(Player player) { var levelMaker = new LevelMaker(player.Heroes); var levels = new List <Level> { levelMaker .AddWaves(GetFirstLevelWaves()) .MakeLevel(), levelMaker .AddWaves(GetSecondLevelWaves()) .MakeLevel(), levelMaker .AddWaves(GetThirdLevelWaves()) .MakeLevel(), levelMaker .AddWaves(GetFourthLevelWaves()) .MakeLevel(), levelMaker .AddWaves(GetFifthLevelWaves()) .MakeLevel() }; return(new Game(levels, player)); }
void Start() { // Grid.Clear(); // Grid = pointset.Grid; lvlmaker = GameObject.FindGameObjectWithTag("LevelMaker").GetComponent <LevelMaker>(); }
public void OnEnable() { grid = (LevelMaker)target; }
public VictoryState() { levelMaker = new LevelMaker(); }
public void OnEnable() { grid = (LevelMaker)target; }
void OnEnable() { LevelMakerScript = GetComponent <LevelMaker>(); }