Beispiel #1
0
 /// <summary>
 /// Ha a scene beépített indexe eltér a főmenű indexétől,
 /// betölti a mentést, más esetben elmenti a slot számot késöbbi művelethez
 /// </summary>
 public void LoadGame(int slot)
 {
     if (currentScene != 0)
     {
         SaveLoadScript.Load(slot);
     }
     else
     {
         saveslot = slot;
     }
 }
Beispiel #2
0
    void OnCollisionEnter2D(Collision2D collision)
    {
        EnemyScript enemy = collision.gameObject.GetComponent <EnemyScript> ();

        if (enemy != null)
        {
            if (GetComponent <Rigidbody2D>().gravityScale <= 0)
            {
                if (!Helper.gameOver && !Helper.isGamePaused)
                {
                    Handheld.Vibrate();
                }
                //Destroy (transform.gameObject);
                if (!isShieldPresent)
                {
                    if (enemy.roundedRestSeconds > SaveLoadScript.Load())
                    {
                        best_score = enemy.roundedRestSeconds;
                        SaveLoadScript.Save(enemy.roundedRestSeconds);
                    }
                    else
                    {
                        best_score = SaveLoadScript.Load();
                    }

                    MainMenu.current_score = enemy.roundedRestSeconds;

                    if (isMusicPlaying())
                    {
                        stopMusic();
                    }
                    if (sound_option == 1 && !Helper.gameOver)                   // && rigidbody2D.gravityScale <= 0)
                    {
                        playDeathSound();
                    }

                    //rigidbody2D.gravityScale = 20f;//raj
                    //rigidbody2D.fixedAngle = false;//raj
                    //stopGeneratingBubbles();
                    //displayAdsBanner();
                    //Helper.gameOver = true;
                    bloodTransform          = Instantiate(blood_Prefab) as Transform;
                    bloodTransform.position = transform.position;
                    gameOver();
                }
            }
            //transform.GetComponent <SpriteRenderer>().sprite = sprite_cry;

            //rigidbody2D.gravityScale = 20f;
            //rigidbody2D.fixedAngle = false;
        }
    }
Beispiel #3
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    private Animator anim;         //Animátor

    void Awake()
    {
        //A rigidbody felvétele, és a karakter nézési irányának megadása (kezdéskor jobbra néz)
        rb          = GetComponent <Rigidbody>();
        facingRight = true;
        if (LoadMenu.saveslot != 0)
        {
            SaveLoadScript.Load(LoadMenu.saveslot);   //Mentés betöltése (ha kell)
            LoadMenu.saveslot = 0;
        }
        else if (LoadMenu.saveslot == 0)
        {
            DialogueManager.prologue = false;                               //Új játék kezdésénél, legyen prológus
        }
    }
Beispiel #4
0
    void Start()
    {
        displaygameOverPopup = false;

        original_radius    = gameObject.GetComponent <CircleCollider2D> ().radius;
        original_scale     = transform.localScale;
        upperLimit_scale_x = original_scale.x + 0.5f;
        lowerLimit_scale_x = original_scale.x - 0.5f;

        label_score.fontSize     = Mathf.FloorToInt((label_score.fontSize * Screen.dpi) / 360);
        label_scoreBest.fontSize = Mathf.FloorToInt((label_scoreBest.fontSize * Screen.dpi) / 340);

        sound_option = SaveLoadScript.Load_sound();
        if (sound_option == 0)
        {
            sound_on_off = sound_off;
            BGSound.loop = false;
            if (isMusicPlaying())
            {
                BGSound.Stop();
            }
        }
        else
        {
            sound_on_off = sound_on;
            BGSound.loop = true;
            if (!isMusicPlaying())
            {
                BGSound.Play();
            }
        }
        var_bubble_generation_time  = bubble_generation_time;
        var_player_power_hold_time  = player_power_hold_time;
        var_player_shield_hold_time = player_shield_hold_time;
        Helper.show_power_time      = false;

        Invoke("startGeneratingBubbles", bubble_Init_generation_time - bubble_generation_time);
        Debug.Log("Data saved: " + SaveLoadScript.Load());

        noOfgamePlays  = SaveLoadScript.Load_no_of_game_plays();
        noOfgamePlays += 1;

                #if UNITY_ANDROID
        //StartAppWrapper.loadAd ();
                #endif
    }
    void Update()
    {
        Opossum.velocity = new Vector2(speed * direction, Opossum.velocity.y);// Opossum movement

        transform.localScale = new Vector3(-direction, Opossum.transform.localScale.y, Opossum.transform.localScale.z);

        //Saving Opossum position
        if (Input.GetKeyDown(KeyCode.R))
        {
            SaveLoadScript.Save(this.gameObject, "Opossum");
        }

        //Loading Opossum position
        if (Input.GetKeyDown(KeyCode.L))
        {
            SaveLoadScript.Load(this.gameObject, "Opossum");
        }
    }
Beispiel #6
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 void GenerateMap()
 {
     if (!MapProperties.isLoaded)
     {
         clearMap = new ClearMapGenerator(MapProperties.height, MapProperties.width, MapProperties.difficulty);
         clearMap.CreateMap(field);
         clearMap.CreateObstacles(obstacle);
         clearMap.CreateStartAndFinish(start, end);
     }
     else
     {
         SaveLoadScript.Load();
         loadedMap = new LoadedMapGenerator(MapProperties.height, MapProperties.width);
         loadedMap.CreateMap(field);
         loadedMap.CreateObstacles(obstacle);
         loadedMap.CreateStartAndFinish(start, end);
     }
 }
    void Update()
    {
        Eagle.velocity = new Vector2(speed * direction, Eagle.velocity.y);//Eagle movement

        transform.localScale = new Vector3(-direction, transform.localScale.y, transform.localScale.z);

        //Saving Eagle position
        if (Input.GetKeyDown(KeyCode.R))
        {
            SaveLoadScript.Save(this.gameObject, "Eagle");
        }

        //Loading Eagle position
        if (Input.GetKeyDown(KeyCode.L))
        {
            SaveLoadScript.Load(this.gameObject, "Eagle");
        }
    }
Beispiel #8
0
    void Update()
    {
        if (Input.GetMouseButtonDown(2))
        {
            open();

            playerDataPath = "D:/" + path + ".db";
            elementMaxSize = max(_texture.width, _texture.height) * 80 / 337;


            setDiagram();
            findElement();
            //cellSize = max(_texture.width / 12, _texture.height / 12);
            // playerDataPath = "D:/" + "SchemeFromPhotot" + ".db";
            setCornersOnScheme();
            setScheme();
            setWires();
            Save();
            SaveLoadScript.playerDataPath = playerDataPath;
            SaveLoadScript.Load();
            //setBorders();
        }
    }
Beispiel #9
0
    // Use this for initialization
    void Start()
    {
        //Debug.Log ("raj Internet: " + Application.internetReachability);
        //Debug.Log ("raj Font Size: " + style_label.fontSize);
        //Debug.Log ("raj Screen.dp: " + (style_label.fontSize * Screen.dpi)/ 320 );


        style_label.fontSize        = Mathf.FloorToInt((style_label.fontSize * Screen.dpi) / 320);
        inner_style_box.fontSize    = Mathf.FloorToInt((inner_style_box.fontSize * Screen.dpi) / 320);
        style_popup_label.fontSize  = Mathf.FloorToInt((style_popup_label.fontSize * Screen.dpi) / 320);
        style_popup_button.fontSize = Mathf.FloorToInt((style_popup_button.fontSize * Screen.dpi) / 320);

        Helper.gameOver = false;

        best_score  = SaveLoadScript.Load();
        score_value = getTimeInString(best_score);

        //background_player = (Texture)TextureScale.Bilinear ((Texture2D)background_player, Screen.width / 2, Screen.width / 2);


        current_score_value = getTimeInString(current_score);


        background_heading_x = x_offset;
        background_heading_y = y_offset;
        background_heading_w = Screen.width - (x_offset * 2);
        background_heading_h = Screen.height / 5;        //(background_heading.height * background_heading_w) / background_heading.width;//

        background_heading_chase_x = x_offset;
        background_heading_chase_y = background_heading_y + background_heading_h;
        background_heading_chase_w = Screen.width / 2 + Screen.width / 6;
        background_heading_chase_h = ((background_heading_chase.height * background_heading_chase_w) / background_heading_chase.width) + 30;    //Screen.width/8;

        background_player_x = x_offset;
        background_player_y = background_heading_chase_y + background_heading_chase_h + (2 * y_offset);        //background_enemy_y + (background_enemy_h / 2);
        background_player_w = Screen.width / 2 - (x_offset * 2);
        background_player_h = Screen.width / 2 - (x_offset * 2);

        background_caption_x = Screen.width / 4;
        background_caption_y = background_heading_chase_y + background_heading_chase_h;
        background_caption_w = Screen.width / 2;
        background_caption_h = Screen.width / 8;

        background_enemy_w = Screen.width / 4;
        background_enemy_h = Screen.width / 4;
        background_enemy_x = Screen.width - background_enemy_w - x_offset;
        background_enemy_y = background_heading_chase_y + (background_heading_chase_h / 2);        //background_heading_y + background_heading_h + y_offset;


        start_button_w = background_player_w * 0.75f;
        start_button_h = Screen.height / 12;
        start_button_x = background_player_x + (background_player_w - start_button_w) / 2;
        start_button_y = background_player_y + background_player_h + (y_offset * 3);

        score_box_x = Screen.width / 2 + x_offset;
        score_box_y = background_enemy_y + background_enemy_h + (y_offset * 2);
        score_box_w = Screen.width / 2 - (x_offset * 2);
        //score_box_h = style_label.fontSize * 2 + inner_style_box.fontSize * 2 + y_offset*2;

        bestScore_label_x = score_box_x + x_offset;
        bestScore_label_y = score_box_y + y_offset;
        bestScore_label_w = style_label.fontSize * score_label.Length;
        bestScore_label_h = style_label.fontSize + y_offset;

        bestScore_box_w = score_box_w * 0.75f;
        bestScore_box_h = inner_style_box.fontSize + 15;
        bestScore_box_x = score_box_x + (score_box_w - bestScore_box_w) / 2;
        bestScore_box_y = bestScore_label_y + bestScore_label_h + y_offset;

        currentScore_label_x = score_box_x + x_offset;
        currentScore_label_y = bestScore_box_y + bestScore_box_h + y_offset * 2;
        currentScore_label_w = style_label.fontSize * current_score_label.Length;
        currentScore_label_h = style_label.fontSize + y_offset;

        currentScore_box_w = score_box_w * 0.75f;
        currentScore_box_h = inner_style_box.fontSize + 15;
        currentScore_box_x = score_box_x + (score_box_w - currentScore_box_w) / 2;
        currentScore_box_y = currentScore_label_y + currentScore_label_h + y_offset;

        score_box_h = bestScore_label_h + bestScore_box_h + currentScore_label_h + currentScore_box_h + (y_offset * 7);

        challenge_button_x = score_box_x;
        challenge_button_y = score_box_y + score_box_h + (y_offset * 3);
        challenge_button_w = score_box_w;
        challenge_button_h = start_button_h;

        /*leaderboard_button_x = score_box_x;
         * leaderboard_button_y = challenge_button_y + challenge_button_h + y_offset;
         * leaderboard_button_w = score_box_w;
         * leaderboard_button_h = start_button_h;*/

        leaderboard_button_x = x_offset;
        leaderboard_button_y = start_button_y + start_button_h + y_offset;
        leaderboard_button_w = background_player_w;
        leaderboard_button_h = start_button_h;


        popup_window_x = (Screen.width - Screen.width * 0.75f) / 2;
        popup_window_y = (Screen.height - Screen.height / 3) / 2;
        popup_window_w = Screen.width * 0.75f;
        popup_window_h = Screen.height / 4;

        popup_button_w = popup_window_w / 2;
        popup_button_h = style_popup_button.fontSize + y_offset;
        popup_button_x = (popup_window_w - popup_button_w) / 2;
        popup_button_y = popup_window_h - popup_button_h - 2 * y_offset;

        popup_label_x = x_offset;        // + (popup_window_w/2);
        popup_label_y = y_offset * 2;
        popup_label_w = popup_window_w - (x_offset * 2);
        popup_label_h = popup_window_h - popup_button_h;


        /*#if UNITY_ANDROID
         *
         *                              StartAppWrapper.loadAd ();
         *
         *                              StartAppWrapper.addBanner (
         *                        StartAppWrapper.BannerType.AUTOMATIC,
         *                        StartAppWrapper.BannerPosition.BOTTOM);
         *
         #endif*/

        PlayGamesPlatform.Activate();
    }
    private void FixedUpdate()
    {
        // checking grounded parameter and invoking OnLandEvent
        bool wasGrounded = grounded;

        grounded = false;

        Collider2D[] colliders = Physics2D.OverlapCircleAll(GroundCheck.position, GroundRadius, WhatIsGround);
        for (int i = 0; i < colliders.Length; i++)
        {
            if (colliders[i].gameObject != gameObject)
            {
                grounded = true;
                if (!wasGrounded)
                {
                    OnLandEvent.Invoke();
                }
            }
        }

        //movement

        move          = Input.GetAxis("Horizontal");
        Hero.velocity = new Vector2(move * speed, Hero.velocity.y);

        animator.SetFloat("Speed", Mathf.Abs(move)); // Runing animation

        if ((Input.GetKeyDown(KeyCode.W) || Input.GetKeyDown(KeyCode.UpArrow) || Input.GetKeyDown(KeyCode.Space)) && grounded)
        {
            Hero.AddForce(new Vector2(0, jumpForce));
            animator.SetBool("IsJumping", true); // Jumping animation
            Debug.Log(Time.fixedDeltaTime);
        }

        if (Input.GetKeyDown(KeyCode.S) || Input.GetKeyDown(KeyCode.DownArrow))
        {
            animator.SetBool("IsCrouching", true);
        }

        if (Input.GetKeyUp(KeyCode.S) || Input.GetKeyUp(KeyCode.DownArrow))
        {
            animator.SetBool("IsCrouching", false);
        }

        // Flipping sprite left or right

        if (move < 0 && FacingRight)
        {
            Flip();
        }
        else if (move > 0 && !FacingRight)
        {
            Flip();
        }
        //Quit from the game when Lives = 0
        if (Lives == 0)
        {
            Application.Quit();
        }

        // Saving
        if (Input.GetKeyDown(KeyCode.R))
        {
            SaveLoadScript.Save(this.gameObject, "Hero");
            PlayerPrefs.SetInt("Lives", Lives);
            PlayerPrefs.SetInt("Gems", Gems);
        }

        // Loading
        if (Input.GetKeyDown(KeyCode.L))
        {
            SaveLoadScript.Load(this.gameObject, "Hero");
            Gems  = PlayerPrefs.GetInt("Gems");
            Lives = PlayerPrefs.GetInt("Lives");
        }
    }
Beispiel #11
0
 void Awake()
 {
     SaveLoadScript.Load();
 }