Ejemplo n.º 1
0
    // Start is called before the first frame update
    void Start()
    {
        Speed         = 5;
        Health        = 5;
        BulletPowerUp = PowerUp.BulletPowerUp.None;
        PlayerPowerUp = PowerUp.PlayerPowerUp.None;
        InstantiateHealthbar();
        Debug.Log("Game started.");
        transform.position = new Vector2(0, -4);

        Score = 0;

        // Iterate over powerup enum and map each prefab with each powerup
        int i = 0;

        foreach (BulletType bullet in BulletType.GetValues(typeof(PowerUp.BulletPowerUp)))
        {
            if (i >= bulletPrefabs.Count)
            {
                break;
            }
            bulletMap.Add(bullet, bulletPrefabs[i]);
            i++;
        }
    }
Ejemplo n.º 2
0
    void SpawnPlayerPowerUp(PowerUp.PlayerPowerUp powerUpType)
    {
        GameObject powerUpGameObject = SpawnVerticalObject(playerPowerUpMap[powerUpType]);
        PowerUp    powerUp           = powerUpGameObject.GetComponent <PowerUp>();

        powerUp.Speed         = -1;
        powerUp.PlayerPower   = powerUpType;
        powerUp.AffectsPlayer = true;
    }
Ejemplo n.º 3
0
 // For when the enemy collides with player ship,
 private void OnTriggerEnter2D(Collider2D other)
 {
     // When player collides with enemy ship
     if (other.tag == "Enemy")
     {
         Health--;
     }
     // When player collides with enemy shot
     if (other.tag == "EnemyShot")
     {
         Health -= other.GetComponent <Bullet>().Damage;
         Debug.Log("health is now " + Health);
     }
     // When player collides with a power up block
     if (other.tag == "PowerUp")
     {
         PowerUp powerUpObj = other.GetComponent <PowerUp>();
         if (!powerUpObj.AffectsPlayer)
         {
             BulletPowerUp = powerUpObj.BulletPower;
         }
         else
         {
             if (powerUpObj.PlayerPower == PowerUp.PlayerPowerUp.Health)
             {
                 Health++;
                 UpdateHealthBar();
             }
             else
             {
                 PlayerPowerUp = powerUpObj.PlayerPower;
                 UpdatePlayerStats();
             }
         }
         Debug.Log(BulletPowerUp + " " + PlayerPowerUp);
     }
     UpdateHealthBar();
     Destroy(other.gameObject);
 }