//if you come from pause you need to set pause to false before running a new level
    public void SetEasy()
    {
        if (sv.getPause())
        {
            sv.setPause(false);
        }

        GameObject.FindGameObjectWithTag("Options").SetActive(false);

        inst.SetActive(true);
        StartCoroutine(StartLevel("Easy"));
    }
Beispiel #2
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 // Update is called once per frame
 void Update()
 {
     pause = sv.getPause();
     if (pause == false)
     {
         transform.Translate(new Vector3(0, 1, 0) * speed * Time.deltaTime);
     }
 }
 // Update is called once per frame
 void Update()
 {
     pause = sv.getPause();
     if (pause == false)
     {
         offset = new Vector2(0, Time.time * speed);
         GetComponent <Renderer>().material.mainTextureOffset = offset;
     }
 }
Beispiel #4
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 // Update is called once per frame
 void Update()
 {
     pause = sv.getPause();
     if (pause == false)
     {
         timer -= Time.deltaTime;
         if (timer <= 0 && !(coin.tag == "Tyre" && sv.getObstacles() == false))
         {
             Vector2 coinPos = new Vector2(Random.Range(-6.5f, 6.9f), transform.position.y);
             Instantiate(coin, coinPos, transform.rotation);
             timer = delaytimer;
         }
     }
 }
Beispiel #5
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 // Update is called once per frame
 void Update()
 {
     pause = sv.getPause();
     if (pause == false)
     {
         timer -= Time.deltaTime;
         if (timer <= 0)
         {
             randomSpeed = Random.Range(6, 8);
             Vector2 snowflakePos = new Vector2(Random.Range(-8f, 8f), transform.position.y);
             snowflake.GetComponent <EnemycarMove>().speed = randomSpeed;
             Instantiate(snowflake, snowflakePos, transform.rotation);
             timer = delaytimer;
         }
     }
 }
 // Update is called once per frame
 void Update()
 {
     pause     = sv.getPause();
     obstacles = sv.getObstacles();
     if (pause == false && obstacles == true && boostMode == false)
     {
         timer -= Time.deltaTime;
         if (timer <= 0)
         {
             Vector3 carPos = new Vector3(Random.Range(-cameraWidth / 2 + 2.5f, cameraWidth / 2 - 2.5f), transform.position.y, 0); //get random position in the area above the camera
             // 2.5f keeps the randomly spawned cars off the grass
             carNo = (int)Random.Range(0, 4);                                                                                      //get random car from the prefabs
             Instantiate(cars[carNo], carPos, transform.rotation);                                                                 //instantiate it with the random position
             timer = delaytimer;                                                                                                   //reset the timer
         }
     }
 }
Beispiel #7
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    // Update is called once per frame
    void Update()
    {
        pause = sv.getPause();
        if (pause == false)
        {
            timer -= Time.deltaTime;
            if (timer <= 0)
            {
                Vector3 treePos = new Vector3(Random.Range(-cameraWidth / 2, -cameraWidth / 2 + 1.2f), transform.position.y, -8); //get random position in the area above the camera
                // 2.5f keeps the randomly spawned cars off the grass
                treeNo = (int)Random.Range(0, 2);                                                                                 //get random car from the prefabs
                Instantiate(trees[treeNo], treePos, transform.rotation);                                                          //instantiate it with the random position

                treePos = new Vector3(Random.Range(cameraWidth / 2, cameraWidth / 2 - 1.2f), transform.position.y, -8);           //get random position in the area above the camera
                // 2.5f keeps the randomly spawned cars off the grass
                treeNo = (int)Random.Range(0, 2);                                                                                 //get random car from the prefabs
                Instantiate(trees[treeNo], treePos, transform.rotation);                                                          //instantiate it with the random position
                timer = delaytimer;                                                                                               //reset the timer
            }
        }
    }
Beispiel #8
0
    // Update is called once per frame
    void Update()
    {
        pause = sv.getPause();

        if (collision == false && pause == false)
        {
            mousePosition = Input.mousePosition;
            mousePosition = Camera.main.ScreenToWorldPoint(mousePosition);

            mousePosition.x = Mathf.Clamp(mousePosition.x, -6.5f, 6.25f);
            mousePosition.y = Mathf.Clamp(mousePosition.y, -(Screen.height / 200) + 1.2f, (Screen.height / 200) - 1.2f);

            //Debug.Log(Screen.height);
            // mousePosition.y = Mathf.Clamp(mousePosition.x, -6.5f, 6.7f);
            //if (mousePosition.x < -6.5f || mousePosition.x > 6.7f)
            //{
            //    transform.position = Vector2.Lerp(transform.position, mousePosition, moveSpeed);
            //}
            //else
            //{
            transform.position = Vector2.Lerp(transform.position, mousePosition, moveSpeed);
            //}
        }
    }