Example #1
0
    public void move(Vector2 moveDirection)
    {
        if (!moving)
        {
            /*
             * for (int i = 0; i < level.levelObjects.Count; i++)
             * {
             *      if (level.levelObjects[i].getGridX() == gridX + moveDirection.x && level.levelObjects[i].getGridY() == gridY + moveDirection.y)
             *      {
             *              if (level.levelObjects[i].GetType().Name.Equals("Bacon"))
             *              {
             *                      ((Bacon)level.levelObjects[i]).move(moveDirection);
             *              }
             *              else if (level.levelObjects[i].GetType().Name.Equals("Candy"))
             *              {
             *                      ((Candy)level.levelObjects[i]).move(moveDirection);
             *              }
             *              else if (level.levelObjects[i].GetType().Name.Equals("Cookie"))
             *              {
             *                      ((Cookie)level.levelObjects[i]).move(moveDirection);
             *              }
             *      }
             * }
             */
            BaconStreak b = Instantiate(streak, new Vector3(transform.position.x, transform.position.y, 0.1f), (moveDirection.x != 0) ? Quaternion.Euler(270, 0, 0) : Quaternion.Euler(0, 90, -90)) as BaconStreak;
            b.level = level;

            this.moveDirection = moveDirection;
            moving             = true;

            gridX += (int)moveDirection.x;
            gridY += (int)moveDirection.y;
        }
    }
Example #2
0
    public void OnTriggerExit(Collider col)
    {
        BaconStreak b = col.gameObject.GetComponent <BaconStreak>();

        if (b != null)
        {
            setMoveSpeed(1f);
        }
    }
Example #3
0
    // Update is called once per frame
    void Update()
    {
        if (moving)
        {
            float xMoveAmount = (moveDirection.x * (MOVE_SPEED * moveSpeedModifier) * Time.deltaTime);
            float yMoveAmount = (moveDirection.y * (MOVE_SPEED * moveSpeedModifier) * Time.deltaTime);

            if (moveDirection.x != 0)
            {
                xMoveAmount = Mathf.Min(xMoveAmount, Mathf.Abs(this.transform.position.x - (-(int)(level.levelWidth / 2) + gridX) * Level.GRID_WIDTH));
            }
            else if (moveDirection.y != 0)
            {
                yMoveAmount = Mathf.Min(yMoveAmount, Mathf.Abs(this.transform.position.y - (-(int)(level.levelWidth / 2) + gridY) * Level.GRID_WIDTH));
            }

            this.transform.position = new Vector3(this.transform.position.x + xMoveAmount,
                                                  this.transform.position.y + yMoveAmount, this.transform.position.z);

            amountMoved += ((MOVE_SPEED * moveSpeedModifier) * Time.deltaTime);

            if (amountMoved >= Level.GRID_WIDTH)
            {
                moving = false;

                if ((moveDirection.x < 0 && canMoveLeft(0)) ||
                    (moveDirection.x > 0 && canMoveRight(0)) ||
                    (moveDirection.y > 0 && canMoveUp(0)) ||
                    (moveDirection.y < 0 && canMoveDown(0)))
                {
                    amountMoved = 0;
                    moving      = true;

                    BaconStreak b = Instantiate(streak, new Vector3(transform.position.x, transform.position.y, 0.1f), (moveDirection.x != 0) ? Quaternion.Euler(270, 0, 0) : Quaternion.Euler(0, 90, -90)) as BaconStreak;
                    b.level = level;

                    gridX += (int)moveDirection.x;
                    gridY += (int)moveDirection.y;
                }
                else
                {
                    amountMoved             = 0;
                    this.transform.position = new Vector3((-(int)(level.levelWidth / 2) + gridX) * Level.GRID_WIDTH, (-(int)(level.levelHeight / 2) + gridY) * Level.GRID_WIDTH, transform.position.z);
                }
            }
        }

        wallCheck -= Time.deltaTime;

        if (wallCheck < 0)
        {
            for (int i = 0; i < level.levelObjects.Count; i++)
            {
                if ((level.levelObjects[i].getGridX() == gridX && (Mathf.Abs(level.levelObjects[i].getGridY() - gridY) == 1)) ||
                    (level.levelObjects[i].getGridY() == gridY && Mathf.Abs(level.levelObjects[i].getGridX() - gridX) == 1))
                {
                    if (level.levelObjects[i].GetType().Name.Equals("Wall"))
                    {
                        int[] order = { 0, 1, 2, 3 };

                        for (int j = 0; j < order.Length; j++)
                        {
                            int t = order[j];
                            int r = Random.Range(0, order.Length);
                            order[j] = order[r];
                            order[r] = t;
                        }

                        for (int j = 0; j < 4; j++)
                        {
                            switch (order[j])
                            {
                            case 0:
                                if (canMoveLeft(0))
                                {
                                    move(new Vector2(-1, 0));
                                }
                                break;

                            case 1:
                                if (canMoveRight(0))
                                {
                                    move(new Vector2(1, 0));
                                }
                                break;

                            case 2:
                                if (canMoveUp(0))
                                {
                                    move(new Vector2(0, 1));
                                }
                                break;

                            case 3:
                                if (canMoveDown(0))
                                {
                                    move(new Vector2(0, -1));
                                }
                                break;
                            }
                        }

                        if (moving)
                        {
                            break;
                        }
                    }
                }
            }

            wallCheck = Random.Range(4f, 68f);
        }
    }