void Start() { m_Transform = transform; m_CameraTransform = Camera.main.transform; m_PlayerTransform = GameObject.FindGameObjectWithTag("Player").transform; m_EnemiesTransform = GameObject.FindGameObjectWithTag("Enemies").transform; m_ShieldsTransform = GameObject.FindGameObjectWithTag("Shields").transform; m_InGameUITransform = m_Transform.GetChild(3); m_PlayerController = m_PlayerTransform.gameObject.GetComponent <PlayerController>(); m_EnemyController = m_EnemiesTransform.gameObject.GetComponent <EnemyController>(); m_ShieldController = m_ShieldsTransform.gameObject.GetComponent <ShieldController>(); m_LivesText = GetComponentInChildren <LivesText>(); m_ScoreText = GetComponentInChildren <ScoreText>(); m_LevelText = GetComponentInChildren <LevelText>(); m_OriginalCameraPosition = m_CameraTransform.position; m_StartMenu = m_Transform.GetChild(0).gameObject; m_GameOverMenu = m_Transform.GetChild(1).gameObject; m_PauseMenu = m_Transform.GetChild(2).gameObject; m_InGameUI = m_Transform.GetChild(3).gameObject; m_ExplosionPrefab = Resources.Load <GameObject>("Prefabs/Explosion"); m_CanPause = false; DisableInGameUI(); }
public override void LoadContent() { _missileTexture = LoadTexture(MissileTexture); _exhaustTexture = LoadTexture(ExhaustTexture); _bulletTexture = LoadTexture(BulletTexture); _explosionTexture = LoadTexture(ExplosionTexture); _chopperTexture = LoadTexture(ChopperTexture); _playerSprite = new PlayerSprite(LoadTexture(PlayerFighter)); _livesText = new LivesText(LoadFont(TextFont)); _livesText.NbLives = StartingPlayerLives; _livesText.Position = new Vector2(10.0f, 690.0f); AddGameObject(new TerrainBackground(LoadTexture(BackgroundTexture))); AddGameObject(_livesText); // load sound effects and register in the sound manager var bulletSound = LoadSound(BulletSound); var missileSound = LoadSound(MissileSound); _soundManager.RegisterSound(new GameplayEvents.PlayerShootsBullets(), bulletSound); _soundManager.RegisterSound(new GameplayEvents.PlayerShootsMissile(), missileSound, 0.4f, -0.2f, 0.0f); // load soundtracks into sound manager var track1 = LoadSound(Soundtrack1).CreateInstance(); var track2 = LoadSound(Soundtrack2).CreateInstance(); _soundManager.SetSoundtrack(new List <SoundEffectInstance>() { track1, track2 }); ResetGame(); }
public override void LoadContent() { _missileTexture = LoadTexture(MissileTexture); _exhaustTexture = LoadTexture(ExhaustTexture); _bulletTexture = LoadTexture(BulletTexture); _explosionTexture = LoadTexture(ExplosionTexture); _chopperTexture = LoadTexture(ChopperTexture); _playerSprite = new PlayerSprite(LoadTexture(PlayerFighter)); _livesText = new LivesText(LoadFont(TextFont)); _livesText.NbLives = StartingPlayerLives; _livesText.Position = new Vector2(10.0f, 690.0f); AddGameObject(_livesText); _levelStartEndText = new GameOverText(LoadFont(GameOverFont)); var background = new TerrainBackground(LoadTexture(BackgroundTexture), SCOLLING_SPEED); background.zIndex = -100; AddGameObject(background); // load sound effects and register in the sound manager var bulletSound = LoadSound(BulletSound); var missileSound = LoadSound(MissileSound); _soundManager.RegisterSound(new GameplayEvents.PlayerShootsBullets(), bulletSound); _soundManager.RegisterSound(new GameplayEvents.PlayerShootsMissile(), missileSound, 0.4f, -0.2f, 0.0f); // load soundtracks into sound manager var track1 = LoadSound(Soundtrack1).CreateInstance(); var track2 = LoadSound(Soundtrack2).CreateInstance(); _soundManager.SetSoundtrack(new List <SoundEffectInstance>() { track1, track2 }); _chopperGenerator = new ChopperGenerator(_chopperTexture, AddChopper); var levelReader = new LevelReader(_viewportWidth); _level = new Level(levelReader); _level.OnGenerateEnemies += _level_OnGenerateEnemies; _level.OnGenerateTurret += _level_OnGenerateTurret; _level.OnLevelStart += _level_OnLevelStart; _level.OnLevelEnd += _level_OnLevelEnd; _level.OnLevelNoRowEvent += _level_OnLevelNoRowEvent; ResetGame(); }
void Update() { if (Length > 0) { transform.Translate(0, Iteration, 0); Length += Iteration; } else { TimeText.GetComponent <Text>().enabled = true; ScoreText.GetComponent <Text>().enabled = true; LivesText.GetComponent <Text>().enabled = true; RuleText.GetComponent <Text>().enabled = true; Curtain.GetComponent <DownFlag>().enabled = false; } }
public void Draw(SpriteBatch spriteBatch) { spriteBatch.Draw(background, Position, Color.White); string seconds = TimeSpan.FromSeconds(scene.Timer.Counter).Seconds.ToString("00"); string minutes = TimeSpan.FromSeconds(scene.Timer.Counter).Minutes.ToString("00"); TimerText.Text = minutes + ":" + seconds; LivesText.Text = "Lives: " + scene.Player.Live.ToString(); BlockLeftText.Text = "Block Left: " + scene.BlockLeft.ToString(); AlignText(TimerText, Alignment.Center); AlignText(LivesText, Alignment.Left); AlignText(BlockLeftText, Alignment.Right); TimerText.Draw(spriteBatch); LivesText.Draw(spriteBatch); BlockLeftText.Draw(spriteBatch); }