Ejemplo n.º 1
0
 // Update is called once per frame
 void Update()
 {
     if (!initialized)
     {
         startLevel    = false;
         initialScale  = 17f;
         levelSpeed    = GameObject.FindGameObjectWithTag("Level").GetComponent <LevelSpeed>();
         levelDisplay  = GameObject.FindGameObjectWithTag("Level").GetComponent <LevelDisplay>();
         levelObject   = levelDisplay.gameObject;
         levelObjects  = new List <GameObject>();
         initialAngles = new float[] { 45, -45, 90, -90, 135, -135, 180, -180 };
         currentEnemy  = 0;
         //Debug.Log(levelObjects);
         levelObject.SetActive(false);
         GameObject finishPanel = GameObject.Find("FinishPanel");
         if (finishPanel != null)
         {
             finishPanel.SetActive(false);
         }
         //GameObject.Find("StartingPanel").transform.SetAsLastSibling();
         initialized = true;
         GameObject.Find("CanvasLevelUI").GetComponent <Canvas>().enabled = false;
     }
     if (startLevel)
     {
         if (!enabledCanvas)
         {
             enabledCanvas = GameObject.Find("CanvasLevelUI").GetComponent <Canvas>().enabled = true;
         }
         ReleaseEnemies();
     }
 }
Ejemplo n.º 2
0
 void Start()
 {
     initialScale  = 15f;
     levelSpeed    = GameObject.FindGameObjectWithTag("Level").GetComponent <LevelSpeed>();
     levelDisplay  = GameObject.FindGameObjectWithTag("Level").GetComponent <LevelDisplay>();
     initialAngles = new float[] { 45, -45, 90, -90, 135, -135, 180, -180 };
 }
Ejemplo n.º 3
0
    void StartCountdown()
    {
        //Show the district thing.
        gameObject.SetActive(true);

        //Define the level that will be used locally by checking the current level in the GameData.
        int levelToUse = GameData.GetLevel();

        if (levelToUse + 1 <= levels.Length)
        {
            //Access game data and determine the correct LevelDisplay.
            LevelDisplay levelDisplayToUse = levels [levelToUse];

            //Set the text or image.
            if (levelDisplayToUse.useImageInsteadOfText)
            {
                transform.FindChild("Image").gameObject.SetActive(true);
                transform.FindChild("Image").GetComponent <Image> ().sprite = levelDisplayToUse.image;
            }
            else
            {
                transform.FindChild("Text").gameObject.SetActive(true);
                transform.FindChild("Text").GetComponent <Text> ().text = levelDisplayToUse.text;
            }

            StartCoroutine(DistrictDisplayingTimer());
        }
        else
        {
            Debug.LogError("No LevelDisplay fit the specified criteria");
        }
    }
Ejemplo n.º 4
0
 private void OnTriggerEnter2D(Collider2D other)
 {
     if (level == null)
     {
         level = GameObject.FindGameObjectWithTag("Level");
     }
     if (other.gameObject.tag == "Enemy")
     {
         level.GetComponent <LevelDisplay>().FireHitDisplay();
         level.GetComponent <LevelSpeed>().FireHitSpeed();
         level.GetComponent <UserInterface>().score += 1f;
         level.GetComponent <AudioScript>().PlayHitSound();
         playerLifes--;
     }
     else if (other.gameObject.tag == "Finish")
     {
         LevelDisplay levelDisplay = level.GetComponent <LevelDisplay>();
         levelDisplay.Finish();
         level.GetComponent <LevelSpeed>().Finish();
         level.GetComponent <UserInterface>().Finish();
         if (connector != null)
         {
             GameObject.Find("LevelUI").SetActive(false);
             levelDisplay.ShowFinishPanel("You won!");
             connector.OnFinish();
         }
         else
         {
             levelDisplay.ShowFinishPanel();
         }
     }
 }
Ejemplo n.º 5
0
 void HandleCompetitorFinished(object sender, ValueChangedEventArgs args)
 {
     if (handleListeners)
     {
         if (args.DatabaseError != null)
         {
             Debug.LogError(args.DatabaseError.Message);
             return;
         }
         bool finished = (bool)args.Snapshot.GetValue(false);
         if (finished)
         {
             GameObject   levelTemp    = GameObject.FindGameObjectWithTag("Level");
             LevelDisplay levelDisplay = levelTemp.GetComponent <LevelDisplay>();
             levelDisplay.Finish();
             levelTemp.GetComponent <LevelSpeed>().Finish();
             levelTemp.GetComponent <UserInterface>().Finish();
             GameObject.Find("LevelUI").SetActive(false);
             levelDisplay.ShowFinishPanel("You lost!");
             RemoveConnections(playerRole.Equals("creator") ? "guest" : "creator");
             //reference.Child("Tournaments")
             //.Child(user.GetLoggedUser().UserId)
             //.SetRawJsonValueAsync(JsonUtility.ToJson(wrapper));
         }
     }
 }
    // Use this for initialization
    void Start()
    {
        //find the objects I will be timing
        timerText = timerTransform.GetComponent <Text>();
        startTime = Time.time;

        levelDisplay = LevelDisplay.levelDisplay;
    }
Ejemplo n.º 7
0
 void Start()
 {
     initialScale  = 17f;
     levelSpeed    = GameObject.FindGameObjectWithTag("Level").GetComponent <LevelSpeed>();
     levelDisplay  = GameObject.FindGameObjectWithTag("Level").GetComponent <LevelDisplay>();
     levelObjects  = new List <GameObject>();
     initialAngles = new float[] { 45, -45, 90, -90, 135, -135, 180, -180 };
     currentEnemy  = 0;
     //Debug.Log(levelObjects);
     //levelObject.SetActive(false);
 }
Ejemplo n.º 8
0
 // Update is called once per frame
 void Update()
 {
     if (playerLifes < 1)
     {
         LevelDisplay levelDisplay = level.GetComponent <LevelDisplay>();
         levelDisplay.Finish();
         level.GetComponent <LevelSpeed>().Finish();
         level.GetComponent <UserInterface>().Finish();
         levelDisplay.ShowFinishPanel();
     }
 }
Ejemplo n.º 9
0
    //private Vector3 moveDirection = Vector3.zero;
    // Start is called before the first frame update
    void Start()
    {
        levelUpdater = FindObjectOfType <LevelDisplay>();
        livesUpdater = FindObjectOfType <LivesAmountDisplay>();
        controller   = GetComponent <CharacterController>();
        animator     = GetComponent <Animator>();
        gameData     = FindObjectOfType <GameController>();
        expUpdater   = FindObjectOfType <ExpAmountDisplay>();

        LevelUp(lvl);
    }
Ejemplo n.º 10
0
    // Use this for initialization
    void Start()
    {
        textAssets = Resources.LoadAll <TextAsset>("Levels");

        foreach (TextAsset asset in textAssets)
        {
            GameObject obj = Instantiate(levelDisplayPrefab, transform);

            LevelDisplay d = obj.GetComponent <LevelDisplay>();
            d.Initalize(asset);
        }
    }
Ejemplo n.º 11
0
 void Awake()
 {
     //makes it a singleton
     if (levelDisplay == null)
     {
         //DontDestroyOnLoad(gameObject);
         levelDisplay = this;
     }
     else if (levelDisplay != this)
     {
         Destroy(gameObject);
     }
 }
Ejemplo n.º 12
0
        /// <summary>
        /// Load graphics content for the game.
        /// </summary>
        public override void LoadContent()
        {
            if (content == null)
            {
                content = new ContentManager(ScreenManager.Game.Services, "Content");
            }

            base.LoadContent();

            // once the load has finished, we use ResetElapsedTime to tell the game's
            // timing mechanism that we have just finished a very long frame, and that
            // it should not try to catch up.
            ScreenManager.Game.ResetElapsedTime();

            //create a new gameboard to use for 1p
            GameBoard gameBoard = new GameBoard(new Vector2(480, 55), TileSet.LoadAndGetDefaultTileset(content, difficulty), difficulty, 400, 564, (int)playerIndex1);

            gameBoard.SetScaleTiles(true);
            this.addGameplayScreenObject(gameBoard);

            //load all the background imagery
            DetailedSpriteObject infoPanels = new DetailedSpriteObject(content.Load <Texture2D>("Sprites\\BoardComponents\\info_panels_score_attack"),
                                                                       new Rectangle(90, 0, 350, 675));

            this.addGameplayScreenObject(infoPanels);

            //define and load fonts
            SpriteFont weaponDisplayFont     = content.Load <SpriteFont>("Fonts\\WeaponsDisplayFont");
            SpriteFont messageBoxDisplayFont = content.Load <SpriteFont>("Fonts\\ScoreMessageBoxFont");
            SpriteFont scoreFont             = content.Load <SpriteFont>("Fonts\\PhillySansFont");

            //define and load the displays
            LevelDisplay             levelDisplay      = new LevelDisplay(new Vector2(385, 106), scoreFont, gameBoard);
            ScoreDisplay             scoreDisplay      = new ScoreDisplay(new Vector2(200, 106), scoreFont, gameBoard);
            ComplexPowerMeterDisplay powerDisplay      = new ComplexPowerMeterDisplay(new Vector2(920, 0), content, messageBoxDisplayFont, gameBoard, false);
            GameMessageBoxDisplay    messageBoxDisplay = new GameMessageBoxDisplay(250,
                                                                                   300,
                                                                                   new Vector2(105, 230),
                                                                                   messageBoxDisplayFont,
                                                                                   gameBoard,
                                                                                   16);

            this.addGameplayScreenObject(levelDisplay);
            this.addGameplayScreenObject(scoreDisplay);
            this.addGameplayScreenObject(powerDisplay);
            this.addGameplayScreenObject(messageBoxDisplay);
        }
    //A start function

    void  Start()
    {
        SpeedOfLight  = GameControl.control.SpeedOfLight;
        SpeedOfLightY = GameControl.control.SpeedOfLightY;
        SpeedOfJump   = GameControl.control.jumpSpeed;
        jennyTransform.GetComponent <Rigidbody2D>().gravityScale = GameControl.control.gravity;
        MaxNumbOfJumps        = GameControl.control.maxNumberOfJumps;
        movement.maxFallSpeed = SpeedOfLightY;
        // get the distance to ground
        distToGround = jennyTransform.GetComponent <Collider2D>().bounds.extents.y;
        DeltaGamma   = GameControl.control.deltaGamma;


        ///////////
        ////These are used for pick up
        //////////

        holdingSomething = false;
        //DeltaXShift=1.0f;
        gammaX    = 1.0f;
        gammaX0ld = 1.0f;

        riseTime = 0.5f;
        lorentzContractionForJenny = gameObject.GetComponent("LorentzContractionForJenny")
                                     as LorentzContractionForJenny;

        jennyShoot = gameObject.GetComponent("JennyShoot") as JennyShoot;



        levelDisplay = GameObject.FindGameObjectWithTag("Canvas").GetComponent("LevelDisplay") as LevelDisplay;



        jennyTime = 0.0f;

        //These are needed for the delay period between boosts
        timeBetweenBoosts           = 0.5f;
        oneOverTimeBetweenBoosts    = 1.0f / timeBetweenBoosts;
        small1OverTimeBetweenBoosts = 1.0f / smallTimeBetweenBoosts;
        timeOfBoost  = 0.0f;
        ratioOfTimes = 0.0f;

        //boostDial= GameObject.Find("GreenCircle");
        boostDial = GameObject.Find("BoostRecovery");
    }
Ejemplo n.º 14
0
    // Use this for initialization
    void Start()
    {
        levelCount = 0;
        newLevelCount = 30.0f;
        timerLimit = 1.0f;

        //Assign object spawn variables
        counterLimitMin = 1.0f;
        counterLimitMax = counterLimitMin * 5.0f;
        counterLimit = Random.Range(counterLimitMin, counterLimitMax);

        minX = 100.0f;
        myTransform = transform;
        isDead = true;
        startMarker = false;
        score = GameObject.FindGameObjectWithTag("Score").GetComponent<RunnerScoring>();
        sDetector = GameObject.FindGameObjectWithTag("Recognizer").GetComponent<TapDetector>();
        rPlayer = GameObject.FindGameObjectWithTag("Player").GetComponent<RunnerScript>();
        rCollision = GameObject.FindGameObjectWithTag("Player").GetComponent<RunnerCollision>();

        marker = GameObject.FindGameObjectWithTag("marker").GetComponent<MoveProgressBar>();
        markerStart = new Vector3(-500.0f, 355.0f, -80.0f);
        markerEnd = new Vector3(500.0f, 355.0f, -80.0f);

        numGates = 0;
        numGatesInLevel = 0;

        spawnedFinish = false;
        crossedFinish = false;
        finish = GameObject.FindGameObjectWithTag("lastObject").GetComponent<LevelFinishScroll>();
        levelText = GameObject.FindGameObjectWithTag("LevelText").GetComponent<LevelDisplay>();
        levelText.setTheLevelText(levelCount);

        //Pass speedVar objects
        bonusDown = GameObject.FindGameObjectWithTag("BonusDown");
        backBackgroundObjects = GameObject.FindGameObjectsWithTag("BackBackground");
        frontBackgroundObjects = GameObject.FindGameObjectsWithTag("FrontBackground");

        if (m_prefabChoices == null || m_prefabChoices.Length == 0)
        {
            return;
        }

        //test
        rPlayer.setGravity((rPlayer.getGravity() + speedVar * -0.10f));

        srslyCounterLimit = 10.0f;
    }
Ejemplo n.º 15
0
 void Start()
 {
     display = LevelDisplay.instance;
 }
Ejemplo n.º 16
0
 private void Awake()
 {
     instance = this;
 }
Ejemplo n.º 17
0
 private void Awake()
 {
     LevelDisplay = GetComponent <LevelDisplay>();
 }
Ejemplo n.º 18
0
        /// <summary>
        /// Load graphics content for the game.
        /// </summary>
        public override void LoadContent()
        {
            if (content == null)
            {
                content = new ContentManager(ScreenManager.Game.Services, "Content");
            }

            base.LoadContent();

            // once the load has finished, we use ResetElapsedTime to tell the game's
            // timing mechanism that we have just finished a very long frame, and that
            // it should not try to catch up.
            ScreenManager.Game.ResetElapsedTime();

            //define and load fonts
            SpriteFont weaponDisplayFont     = content.Load <SpriteFont>("Fonts\\WeaponsDisplayFont");
            SpriteFont messageBoxDisplayFont = content.Load <SpriteFont>("Fonts\\ScoreMessageBoxFont");
            SpriteFont scoreFont             = content.Load <SpriteFont>("Fonts\\PhillySansFont");

            //create a new gameboard to use for 1p
            GameBoard gameBoard = new GameBoard(new Vector2(480, 55), TileSet.LoadAndGetDefaultTileset(content, challenge.GetDifficulty()), challenge.GetDifficulty(), 400, 564, (int)playerIndex1);

            gameBoard.SetScaleTiles(true);
            gameBoard.GetStats().power = this.challenge.StartingPower();
            this.addGameplayScreenObject(gameBoard);

            //check to see if this challenge wants the board to speed up or stay constant speed
            int speedUpTime = challenge.IsSpeedUpEnabled();

            if (speedUpTime > 0)
            {
                gameBoard.SetSpeedUpEnabled(true);
                gameBoard.SetSpeedUpTimer(speedUpTime);
            }
            else
            {
                gameBoard.SetSpeedUpEnabled(false);
            }


            //load all the background imagery
            DetailedSpriteObject infoPanels = new DetailedSpriteObject(content.Load <Texture2D>("Sprites\\BoardComponents\\info_panels_challenges"),
                                                                       new Rectangle(90, 0, 350, 675));

            this.addGameplayScreenObject(infoPanels);

            //define and load the displays
            LevelDisplay             levelDisplay           = new LevelDisplay(new Vector2(385, 75), scoreFont, gameBoard);
            ChallengeStatusDisplay   challengeStatusDisplay = new ChallengeStatusDisplay(new Vector2(115, 180), scoreFont, gameBoard, this.challenge);
            ScoreDisplay             scoreDisplay           = new ScoreDisplay(new Vector2(200, 75), scoreFont, gameBoard);
            ComplexPowerMeterDisplay powerDisplay           = new ComplexPowerMeterDisplay(new Vector2(920, 0), content, messageBoxDisplayFont, gameBoard, false);
            GameMessageBoxDisplay    messageBoxDisplay      = new GameMessageBoxDisplay(250,
                                                                                        300,
                                                                                        new Vector2(105, 338),
                                                                                        messageBoxDisplayFont,
                                                                                        gameBoard,
                                                                                        12);

            this.addGameplayScreenObject(levelDisplay);
            this.addGameplayScreenObject(challengeStatusDisplay);
            this.addGameplayScreenObject(scoreDisplay);
            this.addGameplayScreenObject(powerDisplay);
            this.addGameplayScreenObject(messageBoxDisplay);
        }