Beispiel #1
0
 void Awake()
 {
     if (instance == null)
     {
         instance = this;
     }
 }
Beispiel #2
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    // Use this for initialization
    void Start()
    {
        Paddle             = GameObject.FindObjectOfType <paddle>();
        paddleToBallVector = this.transform.position - Paddle.transform.position;

        rb = GetComponent <Rigidbody2D>();
    }
Beispiel #3
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 // Start is called before the first frame update
 void Start()
 {
     behavoir = Random.Range(1, 5);
     animator.SetInteger("powerUp", behavoir);
     paddle  = GameObject.FindGameObjectWithTag("Player").GetComponent <paddle>();
     ball    = GameObject.FindGameObjectWithTag("Ball").GetComponent <Ball>();
     ballObj = GameObject.FindGameObjectWithTag("Ball");
 }
Beispiel #4
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    private void showOneUpImage()
    {
        paddle = FindObjectOfType <paddle>();
        Vector2    paddlePos     = paddle.transform.position;
        GameObject showScoretext = Instantiate(showoneUp, paddlePos, transform.rotation);

        showScoretext.AddComponent <Rigidbody2D>().velocity = new Vector2(0, 0.5f);
        Destroy(showScoretext, 2.0f);
    }
Beispiel #5
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    // Use this for initialization
    void Start()
    {
        randomX = Random.Range(0f, 0.2f);
        randomY = Random.Range(0f, 0.2f);

        myPaddle = GameObject.FindObjectOfType <paddle>();

        paddleToBallVector = this.transform.position - myPaddle.transform.position;
    }
Beispiel #6
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    private bool hasStarted = false;            //check if game is running

    // Use this for initialization
    void Start()
    {
        //finding game object for prefrab and of type <paddle>
        Paddle = GameObject.FindObjectOfType <paddle>();
        //This is useful because it means i can create many prefab instances of this object in various scenes
        //and never worry about linking that new instance of the object to the correct inpector element in the IDE
        //use this for classes that you plan on re-using often

        //subtracts all the three vector cordinates between the ball= this and the Paddle class instance
        paddleToBallVector = this.transform.position - Paddle.transform.position;
    }
Beispiel #7
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 private void OnTriggerEnter2D(Collider2D collision)
 {
     if (collision.gameObject.tag == "Paddle")
     {
         paddle = FindObjectOfType <paddle>();
         Vector2 shurikenPos = new Vector2(paddle.transform.position.x, paddle.transform.position.y + distance);
         Instantiate(Shuriken, shurikenPos, transform.rotation);
         AudioSource.PlayClipAtPoint(powerUpSound, Camera.main.transform.position);
         Destroy(gameObject);
     }
 }
Beispiel #8
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    // Start is called before the first frame update
    void Start()
    {
        bottomLeft = Camera.main.ScreenToWorldPoint(new Vector2(0, 0));
        topright   = Camera.main.ScreenToWorldPoint(new Vector2(Screen.width, Screen.height));
        Instantiate(ball);

        paddle paddle1 = Instantiate(paddle) as paddle;
        paddle paddle2 = Instantiate(paddle) as paddle;

        paddle1.Init(false);
        paddle2.Init(true);
    }
Beispiel #9
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    //  List<List<int>> character = new List<List<int>>();
    //List<List<int>> statement = new List<List<int>>();
    //public float[] statement;
    //public float[] statementPoints;

    // Use this for initialization
    void Start()
    {
        paddle = FindObjectOfType <paddle>();
        int indexChar = character.IndexOf(120);

        // List.IndexOf(character);


        statement.Add(1);
        statement.Add(2);
        statement.Add(3);
        statement.Add(4);
        statement.Add(5);
        statement.Add(6);
        statement.Add(7);
        statement.Add(8);
        statement.Add(9);
        statement.Add(10);
        statement.Add(11);
        statement.Add(12);
        statement.Add(13);
        statement.Add(14);
        statement.Add(15);
        statement.Add(16);
        statement.Add(17);
        statement.Add(18);
        statement.Add(19);
        statement.Add(20);

        foreach (int o in statement)
        {
            for (int i = 0; i < 6; i++)
            {
                character.Add(i);
            }
        }

        foreach (int p in character)
        {
            for (int i = 0; i < 4; i++)
            {
                answers.Add(i);
            }
        }
        currentStatement = 1;
        lastStatement    = 1;
        // xml,
    }
Beispiel #10
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    // Update is called once per frame
    void Update()
    {
        if (!autoPlay)
        {
            MoveWithMouse();
        }
        else
        {
            AutoPlay();
        }
        if (Input.GetMouseButtonDown(2))
        {
            if (!autoPlay)
            {
                autoPlay = true;
            }
            else
            {
                autoPlay = false;
            }
        }

        // TODO make paddle shape change with game rule instead of pressing button.
        if (Input.GetKeyDown(KeyCode.R))
        {
            if (paddleStates == paddle.square_L)
            {
                paddleStates = paddle.trapezoid;
                PaddleShape();
            }
            else if (paddleStates == paddle.trapezoid)
            {
                paddleStates = paddle.square_L;
                PaddleShape();
            }
        }
        // TODO make the auto play continue all over the level.
    }
Beispiel #11
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 // Use this for initialization
 void Start()
 {
     padd       = GameObject.FindObjectOfType <paddle> ();
     paddtoball = this.transform.position - padd.transform.position;
 }
 // Start is called before the first frame update
 void Start()
 {
     paddle = FindObjectOfType <paddle>();
     SceneManager.activeSceneChanged += OnActiveSceneChanged;
 }
Beispiel #13
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 void Start()
 {
     paddle          = GameObject.FindObjectOfType <paddle>();
     paddleToBallVec = this.transform.position - paddle.transform.position;
 }
 void OnActiveSceneChanged(Scene prevScene, Scene nextScene)
 {
     paddle = FindObjectOfType <paddle>();
 }
Beispiel #15
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 // Use this for initialization
 void Start()
 {
     m_paddle = FindObjectOfType <paddle>();
     // Find the distance between the ball and the paddle
     m_paddleToBallVector = transform.position - m_paddle.transform.position;
 }
Beispiel #16
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 // Start is called before the first frame update
 void Start()
 {
     paddle1    = FindObjectOfType <paddle>();
     difference = transform.position - paddle1.transform.position;
 }
Beispiel #17
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 // Use this for initialization
 void Start()
 {
     Paddle             = GameObject.FindObjectOfType <paddle> ();
     paddleToballVector = this.transform.position - Paddle.transform.position;
 }