public override void Update(GameTime gametime, mainGame game) { if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape)) { game.Exit(); } if (player1.rectangleSprite.Intersects(ground.rectangleSprite)) { player1.positionSprite.Y = player1.positionSprite.Y - 10; player1.Timer = 5f; } if (player2.rectangleSprite.Intersects(ground.rectangleSprite)) { player2.positionSprite.Y = player2.positionSprite.Y - 10; player2.Timer = 5f; } if (player1.rectangleSprite.Intersects(basicEnemy.rectangleSprite)) { player1.Visible = false; } if (player2.rectangleSprite.Intersects(basicEnemy.rectangleSprite)) { player2.Visible = false; } basicEnemy.Update(gametime); player1.Update(gametime); player2.Update(gametime); base.Update(gametime, game); }
public Camera myCam; // The camera object // Use this for initialization void Start() { gameMgr = GameObject.Find("GameObject").GetComponent <gameManager>(); main = GameObject.Find("Main Camera").GetComponent <mainGame>(); PID = gameMgr.honeyCount++; myCam = GameObject.Find("Main Camera").GetComponent <Camera>(); }
public override void Update(GameTime gametime, mainGame game) { keyState = Keyboard.GetState(); if (keyState.IsKeyDown(Keys.Enter)) { ScreenManager.Instance.AddScreen(new GameScreen(), game); } base.Update(gametime, game); }
void Start() { player = GameObject.Find("Wang"); mainCamera = GameObject.Find("Main Camera"); locRot = new Quaternion(0, 0.707f, 0, 0.707f); debugText = GameObject.Find("VRRotationText").GetComponent <Text>(); gameHandler = GameObject.Find("GameHandler"); mainScript = gameHandler.GetComponent <mainGame>(); }
public override void Draw(SpriteBatch spriteBatch, Rectangle dimensions, mainGame game) { mainBackGround.Draw(spriteBatch); ground.Draw(spriteBatch); basicEnemy.Draw(spriteBatch); player1.Draw(spriteBatch); player2.Draw(spriteBatch); base.Draw(spriteBatch, dimensions, game); }
public override void Initialize(mainGame game) { player1 = new Player1(game); player2 = new Player2(game); basicEnemy = new BasicEnemy(game); mainBackGround = new Background(game); ground = new Plateform(game); base.Initialize(game); }
// Use this for initialization void Start() { CameraMovement = Camera.main.GetComponent <CameraMovement>(); mainGame = GameObject.Find("mainGame").GetComponent <mainGame>(); //fixme:應該減少使用GameObject.find SelectBoxTransform = transform.Find("SelectBox"); HighlightsFX = Camera.main.GetComponent <HighlightsFX>(); Depth = Camera.main.farClipPlane; IsDragModel = false; if (IsPcControl) { IsDragModel = true; } SelectBoxInitialize(); SelectFrameInitialize(); }
public override void LoadContent(ContentManager Content, mainGame game) { Texture2D player1Texture = Content.Load <Texture2D>("sprites/feu"); Vector2 player1Position = new Vector2(0, game.GraphicsDevice.Viewport.Height - 300); player1.ReverseSprite = Content.Load <Texture2D>("sprites/feuInverse"); Texture2D player2Texture = Content.Load <Texture2D>("sprites/glace"); Vector2 player2Position = new Vector2(0, game.GraphicsDevice.Viewport.Height - 300); player2.ReverseSprite = Content.Load <Texture2D>("sprites/glaceInverse"); Vector2 enemyPosition = new Vector2(game.GraphicsDevice.Viewport.Width, game.GraphicsDevice.Viewport.Height - 120); Texture2D enemyTexture1 = Content.Load <Texture2D>("sprites/insecteVertInverse"); Texture2D ReverseSpriteEnemy1 = Content.Load <Texture2D>("sprites/insecteVert"); Texture2D enemyTexture2 = Content.Load <Texture2D>("sprites/insecteRoseInverse"); Texture2D ReverseSpriteEnemy2 = Content.Load <Texture2D>("sprites/insecteRose"); Texture2D enemyTexture3 = Content.Load <Texture2D>("sprites/insecteBleuInverse"); Texture2D ReverseSpriteEnemy3 = Content.Load <Texture2D>("sprites/insecteBleu"); basicEnemy.DictionarySpritesEnemy.Add(enemyTexture1, ReverseSpriteEnemy1); basicEnemy.DictionarySpritesEnemy.Add(enemyTexture2, ReverseSpriteEnemy2); basicEnemy.DictionarySpritesEnemy.Add(enemyTexture3, ReverseSpriteEnemy3); Texture2D mainbackgroundTexture = Content.Load <Texture2D>("backgrounds/volcan"); mainBackGround.rectangleSprite = new Rectangle(0, 0, game.GraphicsDevice.Viewport.Width, game.GraphicsDevice.Viewport.Height); Texture2D groundTexture = Content.Load <Texture2D>("textures/sol"); ground.rectangleSprite = new Rectangle(-10, game.GraphicsDevice.Viewport.Height - 93, game.GraphicsDevice.Viewport.Width + 10, 300); // TODO: use this.Content to load your game content here mainBackGround.Initialize(mainbackgroundTexture); ground.Initialize(groundTexture); player1.Initialize(player1Texture, player1Position); player2.Initialize(player2Texture, player2Position); basicEnemy.Initialize(enemyPosition); base.LoadContent(Content, game); }
void Awake() { controllerScript = GameObject.FindGameObjectWithTag("Scene Controller").GetComponent<mainGame>(); }
void Awake() { controllerScript = GameObject.FindGameObjectWithTag("Scene Controller").GetComponent <mainGame>(); hatCollider = this.gameObject.GetComponent <BoxCollider2D>(); }
// Update is called once per frame, this will not be used for this project as far as my knowledge void Update() { // Spawn Car timer -= Time.deltaTime; // If game is started and car spawn timer is < 0 car will spawn if (gameIsStarted) { main = GameObject.Find("Main Camera").GetComponent <mainGame>(); } if (timer < 0 && gameIsStarted) { //reset timer, random type, and spawn car timer = UnityEngine.Random.Range(3, 9); carType = UnityEngine.Random.Range(0, 8); carStartIndex = UnityEngine.Random.Range(0, 3); Instantiate(Resources.Load(carPrefabDict[carType]) as GameObject, carStartPosArray[carStartIndex], Quaternion.identity); count++; } // This checks if the loaded level is 4, which should be tutorial 01 if (Application.loadedLevel == 4) { // Variables that will get the buildings from the map GameObject obj = GameObject.FindGameObjectWithTag("school"); school = obj.GetComponent <Building>(); obj = GameObject.FindGameObjectWithTag("Hospatal"); Hospatal = obj.GetComponent <Building>(); obj = GameObject.FindGameObjectWithTag("Bank"); Bank = obj.GetComponent <Building>(); obj = GameObject.FindGameObjectWithTag("Police_station"); PoliceStation = obj.GetComponent <Building>(); obj = GameObject.FindGameObjectWithTag("Building2"); store = obj.GetComponent <Building>(); obj = GameObject.FindGameObjectWithTag("House"); House = obj.GetComponent <Building>(); obj = GameObject.FindGameObjectWithTag("Petrol"); Petrol = obj.GetComponent <Building>(); if (userFound) { print("Working"); loadSave(); userFound = false; } if (school.life == 0 && Hospatal.life == 0 && Bank.life == 0 && PoliceStation.life == 0 && store.life == 0 && House.life == 0 && Petrol.life == 0) { print("GameOver"); gameOver = true; Time.timeScale = 0; } if (cash < 0) { print("GameOver"); gameOver = true; Time.timeScale = 0; } if (cash >= 5000) { print("Winner"); gameWin = true; } } }
public GameEventSystem(mainGame PBDGame) : base(PBDGame) { Initialize(); }
void Awake() { controllerScript = GameObject.FindGameObjectWithTag("Scene Controller").GetComponent <mainGame>(); }
public override void LoadContent(ContentManager Content, mainGame game) { base.LoadContent(Content, game); background = Content.Load <Texture2D>("backgrounds/TitleScreen"); }
public virtual void Draw(SpriteBatch spriteBatch, Rectangle dimensions, mainGame game) { }
public virtual void Update(GameTime gametime, mainGame game) { }
public virtual void LoadContent(ContentManager Content, mainGame game) { content = new ContentManager(Content.ServiceProvider, "Content"); }
public virtual void Initialize(mainGame game) { }
public override void Draw(SpriteBatch spriteBatch, Rectangle dimensions, mainGame game) { spriteBatch.Draw(background, dimensions, Color.White); base.Draw(spriteBatch, dimensions, game); }
void Awake () { controllerScript = GameObject.FindGameObjectWithTag("Scene Controller").GetComponent<mainGame>(); hatCollider = this.gameObject.GetComponent<BoxCollider2D>(); }
public Player1(mainGame game) : base(game) { }
public IGameSystem(mainGame mainGame) { this.mainGame = mainGame; }