/// <summary> /// Performs initialization of Game object. /// </summary> public void Initialize(GameMode gameMode) { this.gameMode = gameMode; this.state = new NoState(this); gc = GameObject.Find(GameController.NAME).GetComponent <GameController>(); // Initialize fields this.holeBag = new HoleBag(gameMode); this.itemBag = new ItemBag("good"); this.badItemBag = new ItemBag("bad"); this.playerAttributes = new PlayerAttributes(); this.terrainAttributes = new TerrainAttributes(); inputController = new InputController(this); target = Target.BALL; wind = new Wind(this); ball = new Ball(this); cursor = new Cursor(this); currentDistance = new CurrentDistance(this); bag = new Bag(this); powerbar = new Powerbar(this); shotMode = new ShotMode(this); score = new Score(this); // Send Game reference to other objects GodOfUI ui = GameObject.Find(GodOfUI.NAME).GetComponent <GodOfUI>(); ui.gameRef = this; }
public bool Strike(string[] arr) { string errorMessage = "Strike power [accuracy]"; if (game.GetState() is IdleState && arr.Length < 3) { Powerbar powerbar = game.GetPowerbar(); float power = 1f; float accuracy = 0f; if (arr.Length == 1) { power = Floatify(arr[0]); } if (arr.Length == 2) { accuracy = Floatify(arr[1]); } powerbar.SetPower(power); powerbar.SetAccuracy(accuracy); game.GetCursorGraphics().Disable(); game.SetState(new StrikingState(game)); return(true); } Reply(errorMessage); return(true); }
// Start is called before the first frame update void Start() { traj = FindObjectOfType <TrajectorySelect>(); powerbar = FindObjectOfType <Powerbar>(); prompt = FindObjectOfType <Prompt>(); audio = FindObjectOfType <Audio>(); rb = GetComponent <Rigidbody2D>(); // So it cannot move rb.gravityScale = 0; // Initial state currentState = GameState.TRAJECTORY_SELECTION; //Helper menu initially. helperMenu.SetActive(true); Time.timeScale = 0f; }
// Use this for initialization void Start() { //get controller, player and some scripts gameController = GameObject.FindWithTag("GameController"); cont = gameController.gameObject.GetComponent <Controller>(); player = GameObject.FindGameObjectWithTag("Player"); //rb.useGravity = false; power = 0.0f; // startPosition = new Vector3(-17.73f, 1.68f, 2.38f); loadSound(); if (!aimAssistScript) { aimAssistScript = GetComponent <AimAssist>(); } if (!powerBar) { powerBar = GameObject.FindGameObjectWithTag("ScoreBoard").GetComponent <Powerbar>(); } scoreBoardScript = GameObject.FindGameObjectWithTag("ScoreBoard").GetComponent <Scoreboard>(); }
public GameScreen(Game1 game) : base(game) { // SPRITES this.tilemap = new Tilemap("tilemap2", this); this.Add(tilemap); this.tank = new Tank("body", "cannon", 84, 68, 0.10f); this.tank.Origin = new Vector2(84 / 2, 68 / 2); this.tank.BodyRotation = (float)Math.PI / 2; tank.Position = new Vector2(400, 240); this.Add(tank.Body); this.Add(tank.Cannon); var offset0 = new Vector2(1000, 1000); var enemy = new Target("snake", 84, 84, 0.1f, this) { Position = new Vector2(0, 0) + offset0 }; this.Enemies.Add(enemy); this.Add(enemy); enemy = new Target("snake", 84, 84, 0.1f, this) { Position = new Vector2(65, 189) + offset0 }; this.Enemies.Add(enemy); this.Add(enemy); enemy = new Target("snake", 84, 84, 0.1f, this) { Position = new Vector2(560, 256) + offset0 }; this.Enemies.Add(enemy); this.Add(enemy); enemy = new Target("snake", 84, 84, 0.1f, this) { Position = new Vector2(300, 300) + offset0 }; this.Enemies.Add(enemy); this.Add(enemy); // UI ELEMENTS var offset = new Vector2(7, 155); var buttonUp = new Button("joystick_button_v") { Position = offset + new Vector2(115, 0) }; buttonUp.Pressed += new EventHandler<TouchEventArgs>(buttonUp_Touch); buttonUp.Released += new EventHandler<TouchEventArgs>(buttonNavigation_Released); this.Add(buttonUp); var buttonDown = new Button("joystick_button_v2") { Position = offset + new Vector2(115, 210) }; buttonDown.Pressed += new EventHandler<TouchEventArgs>(buttonDown_Touch); buttonDown.Released += new EventHandler<TouchEventArgs>(buttonNavigation_Released); this.Add(buttonDown); var buttonLeft = new Button("joystick_button_h") { Position = offset + new Vector2(0, 115) }; buttonLeft.Pressed += new EventHandler<TouchEventArgs>(buttonLeft_Touch); buttonLeft.Released += new EventHandler<TouchEventArgs>(buttonNavigation_Released); this.Add(buttonLeft); var buttonRight = new Button("joystick_button_h2") { Position = offset + new Vector2(210, 115) }; buttonRight.Pressed += new EventHandler<TouchEventArgs>(buttonRight_Touch); buttonRight.Released += new EventHandler<TouchEventArgs>(buttonNavigation_Released); this.Add(buttonRight); // DO NOT CHANGE THE ORDERING OF BUTTONS - IT IS EXTREMELY IMPORTANT THAT THE SHOOTING IS // ADDED AFTER THE ARROW BUTTONS var buttonShooting = new Button("transparent"); buttonShooting.Pressed += new EventHandler<TouchEventArgs>(buttonShooting_Pressed); buttonShooting.Released += new EventHandler<TouchEventArgs>(buttonShooting_Released); this.buttonShooting = buttonShooting; this.Add(buttonShooting); var powerbar = new Powerbar() { Position = new Vector2(800 - 150, 480 - 70) }; this.powerbar = powerbar; this.Add(powerbar); MediaPlayer.IsRepeating = true; MediaPlayer.Play(this.Game1.MySong); this.SceneOffset = new Vector2(-1000, -1000); }
public PowerState(Game game) : base(game) { this.powerbar = game.GetPowerbar(); }
public AccuracyState(Game game) : base(game) { this.powerbar = game.GetPowerbar(); }