Example #1
0
    /** @brief GameState transitioned from GameStart to GamePlay. */
    void BeginPlay()
    {
        this.SpawnShip(this.shipPrefab);

        // Spawn large asteroids
        for (uint i = 0; i < this.currentLevel * 3; i++)
        {
            float   startingX = (Random.value - 0.5f) * Globals.screenWidth;
            float   startingY = (Random.value - 0.5f) * Globals.screenHeight;
            Vector3 pos       = new Vector3(startingX, startingY, 0.0f);

            GameObject newAsteroid = Instantiate(this.asteroidLargePrefab) as GameObject;
            newAsteroid.transform.parent        = this.guiAsteroids.transform;
            newAsteroid.transform.localPosition = pos;
            newAsteroid.name = "LargeAsteroid" + i.ToString();

            AsteroidScript newAsteroidScript = newAsteroid.GetComponent <AsteroidScript>();
            if (newAsteroidScript != null)
            {
                newAsteroidScript.SetSpeed((float)this.currentLevel * 2.0f);
                newAsteroidScript.SetRotSpeed(60.0f, 60.0f, 60.0f);
            }

            this.AddAsteroid(newAsteroid);
        }

        // Spawn medium asteroids
        for (uint i = 0; i < this.currentLevel * 3; i++)
        {
            float   startingX = (Random.value - 0.5f) * Globals.screenWidth;
            float   startingY = (Random.value - 0.5f) * Globals.screenHeight;
            Vector3 pos       = new Vector3(startingX, startingY, 0.0f);

            GameObject newAsteroid = Instantiate(this.asteroidMediumPrefab) as GameObject;
            newAsteroid.transform.parent        = this.guiAsteroids.transform;
            newAsteroid.transform.localPosition = pos;
            newAsteroid.name = "MediumAsteroid" + i.ToString();

            AsteroidScript newAsteroidScript = newAsteroid.GetComponent <AsteroidScript>();
            if (newAsteroidScript != null)
            {
                newAsteroidScript.SetSpeed((float)this.currentLevel * 2.0f);
                newAsteroidScript.SetRotSpeed(60.0f, 60.0f, 60.0f);
            }

            this.AddAsteroid(newAsteroid);
        }

        GameStateScript.gameState = GameState.GamePlay;
    }
Example #2
0
    /**
     * @brief Scene showed to players before an active game session.
     * @details This should show the game title, Asteroids, have an option to
     * PLAY GAME or see HIGH SCORES. There will be asteroids flying around
     * randomly in the background.
     */
    private void GameStart()
    {
        // Reusing this is okay, since each reference (attaching to a parent
        // transform, for example) retains the GameObject.
        GameObject guiGO;

        // Large ASTEROIDS title: GO and its component
        guiGO = new GameObject("guiAsteroidsTitle");
        guiGO.transform.parent        = this.guiElements.transform;
        guiGO.transform.localPosition = new Vector3(0.5f, 0.65f, 0.0f);

        guiGameStartTitle             = guiGO.AddComponent <GUIText>();
        guiGameStartTitle.text        = "ASTEROIDS";
        guiGameStartTitle.anchor      = TextAnchor.MiddleCenter;
        guiGameStartTitle.alignment   = TextAlignment.Center;
        guiGameStartTitle.pixelOffset = Vector2.zero;
        guiGameStartTitle.lineSpacing = 1.0f;
        guiGameStartTitle.tabSize     = 4.0f;
        guiGameStartTitle.fontSize    = 50;
        guiGameStartTitle.fontStyle   = FontStyle.Bold;

        // Smaller "Press SPACE" text: GO and its component
        guiGO = new GameObject("guiPressSpace");
        guiGO.transform.parent        = this.guiElements.transform;
        guiGO.transform.localPosition = new Vector3(0.5f, 0.4f, 0.0f);

        guiGameStartPlay             = guiGO.AddComponent <GUIText>();
        guiGameStartPlay.text        = "Press SPACE to begin";
        guiGameStartPlay.anchor      = TextAnchor.MiddleCenter;
        guiGameStartPlay.alignment   = TextAlignment.Center;
        guiGameStartPlay.pixelOffset = Vector2.zero;
        guiGameStartPlay.lineSpacing = 1.0f;
        guiGameStartPlay.tabSize     = 4.0f;
        guiGameStartPlay.fontSize    = 20;
        guiGameStartPlay.fontStyle   = FontStyle.Normal;

        // Bunch of random asteroids flying around. These will not be used in
        // the actual game; they are just austhetics while we wait for the
        // player to hit SPACE.

        int numAsteroids = 30;

        // All asteroids here will be set to increasing z-depths so they don't
        // look funky as they overlap each other.
        float startingZ = 0.0f;

        for (; startingZ < (float)(numAsteroids / 3.0f); startingZ += 1.0f)
        {
            float   startingX = (Random.value - 0.5f) * Globals.screenWidth;
            float   startingY = (Random.value - 0.5f) * Globals.screenHeight;
            Vector3 pos       = new Vector3(startingX, startingY, startingZ);

            GameObject newAsteroid = Instantiate(this.asteroidLargePrefab) as GameObject;
            newAsteroid.transform.parent        = this.guiAsteroids.transform;
            newAsteroid.transform.localPosition = pos;
            newAsteroid.name = "LargeAsteroid" + Mathf.Floor(startingZ);

            AsteroidScript newAsteroidScript = newAsteroid.GetComponent <AsteroidScript>();
            if (newAsteroidScript != null)
            {
                newAsteroidScript.SetSpeed((float)this.currentLevel * 2.0f);
                newAsteroidScript.SetRotSpeed(60.0f, 60.0f, 60.0f);
            }

            this.AddAsteroid(newAsteroid);
        }

        // Resume at previous z-depth
        for (; startingZ < (float)(numAsteroids * 2.0f / 3.0f); startingZ += 1.0f)
        {
            float   startingX = (Random.value - 0.5f) * Globals.screenWidth;
            float   startingY = (Random.value - 0.5f) * Globals.screenHeight;
            Vector3 pos       = new Vector3(startingX, startingY, startingZ);

            GameObject newAsteroid = Instantiate(this.asteroidMediumPrefab) as GameObject;
            newAsteroid.transform.parent        = this.guiAsteroids.transform;
            newAsteroid.transform.localPosition = pos;
            newAsteroid.name = "MediumAsteroid" + Mathf.Floor(startingZ);

            AsteroidScript newAsteroidScript = newAsteroid.GetComponent <AsteroidScript>();
            if (newAsteroidScript != null)
            {
                newAsteroidScript.SetSpeed((float)this.currentLevel * 2.0f);
                newAsteroidScript.SetRotSpeed(60.0f, 60.0f, 60.0f);
            }

            this.AddAsteroid(newAsteroid);
        }

        // Keep going at previous z-depth
        for (; startingZ < (float)numAsteroids; startingZ += 1.0f)
        {
            float   startingX = (Random.value - 0.5f) * Globals.screenWidth;
            float   startingY = (Random.value - 0.5f) * Globals.screenHeight;
            Vector3 pos       = new Vector3(startingX, startingY, startingZ);

            GameObject newAsteroid = Instantiate(this.asteroidSmallPrefab) as GameObject;
            newAsteroid.transform.parent        = this.guiAsteroids.transform;
            newAsteroid.transform.localPosition = pos;
            newAsteroid.name = "SmallAsteroid" + Mathf.Floor(startingZ);

            AsteroidScript newAsteroidScript = newAsteroid.GetComponent <AsteroidScript>();
            if (newAsteroidScript != null)
            {
                newAsteroidScript.SetSpeed((float)this.currentLevel * 2.0f);
                newAsteroidScript.SetRotSpeed(60.0f, 60.0f, 60.0f);
            }

            this.AddAsteroid(newAsteroid);
        }
        GameStateScript.UserInputPlay += UserInputPlay;
    }