Example #1
0
    // Update is called once per frame
    void Update()
    {
        if (theBall == null)
        {
            //hint: if your game UI never displays, you might want to check this condition somehow...
            return;
        }

        switch (theGameState)
        {
        case GameStates.GS_INITIALIZATION:
            //calculate information about the hill
            HILL_HALF_WIDTH = HILL_UNSCALED_HALF_WIDTH * theHill.transform.localScale.x;

            Restart();                          //needed to avoid a race condition with the ball's Start() function
            break;

        case GameStates.GS_USER_INPUT:

            //increase or decreate the ballista's elevation by a rate of 10 degrees per second
            if (Input.GetKey(KeyCode.UpArrow))
            {
                theBallista.localElevationAngle = Mathf.Min(90.0f, theBallista.localElevationAngle + 10.0f * Time.deltaTime);
            }
            if (Input.GetKey(KeyCode.DownArrow))
            {
                theBallista.localElevationAngle = Mathf.Max(0.0f, theBallista.localElevationAngle - 10.0f * Time.deltaTime);
            }

            //increase or decreate the ballista's angle by a rate of 10 degrees per second
            if (Input.GetKey(KeyCode.RightArrow))
            {
                theBallista.localRotationAngle = Mathf.Min(60.0f, theBallista.localRotationAngle + 10.0f * Time.deltaTime);
            }
            if (Input.GetKey(KeyCode.LeftArrow))
            {
                theBallista.localRotationAngle = Mathf.Max(-60.0f, theBallista.localRotationAngle - 10.0f * Time.deltaTime);
            }

            //increase or decreate the ballista's displacement by a rate of 50 centimeters per second
            if (Input.GetKey(KeyCode.RightShift) || Input.GetKey(KeyCode.LeftShift))
            {
                theBallista.displacement = Mathf.Min(2.0f, theBallista.displacement + 0.5f * Time.deltaTime);
            }
            if (Input.GetKey(KeyCode.RightControl) || Input.GetKey(KeyCode.LeftControl))
            {
                theBallista.displacement = Mathf.Max(0.0f, theBallista.displacement - 0.5f * Time.deltaTime);
            }

            theBall.SimulateFlight(theBallista);

            //check for game start
            if (Input.GetKeyDown(KeyCode.Space))
            {
                Vector3 spawnPos = new Vector3(0, 0, 0);
                theBallista.GetSpawnBallPosition(out spawnPos);
                theBall.ApplyMovement(spawnPos);
                theBall.LaunchBall(theBallista.localElevationAngle, theBallista.localRotationAngle);
                theGameState = GameStates.GS_GAME_IN_PROGRESS;
            }
            break;

        case GameStates.GS_GAME_IN_PROGRESS:
            break;

        case GameStates.GS_ENDGAME_VICTORY:

            //check for new game
            if (Input.GetKeyDown(KeyCode.Space))
            {
                Restart();
            }
            break;

        case GameStates.GS_ENDGAME_DEFEAT:

            //check for new game
            if (Input.GetKeyDown(KeyCode.Space))
            {
                Restart();
            }
            break;
        }
    }
Example #2
0
    public void SimulateFlight(BallistaScript theBallista)
    {
        Vector3 startPos         = new Vector3(0, 0, 0);
        Vector3 endPos           = new Vector3(0, 0, 0);
        Vector3 moveDelta        = new Vector3(0, 0, 0);
        Vector3 simVelocity      = new Vector3(0, 0, 0);
        Vector3 hitSurfaceNormal = new Vector3(0, 1, 0);
        bool    hitTarget        = false;
        bool    hitGround        = false;


        int sanity = 0;

        if (theReticule == null)
        {
            return;
        }

        if (theBallista != null)
        {
            theBallista.GetSpawnBallPosition(out startPos);
            GetLaunchVelocity(theBallista.localElevationAngle, theBallista.localRotationAngle, out simVelocity);

            //print("StartPos = " + startPos + " simVelocity = " + simVelocity);

            //simulate the flight in 1/5 second increments
            while (!hitTarget && !hitGround)
            {
                DoMotion(startPos, 0.1f, ref simVelocity, out moveDelta);
                DoCollisionDetection(startPos, moveDelta, out endPos,
                                     out hitSurfaceNormal, out hitTarget, out hitGround);

                //set our start position to be equal to the end position and try again
                startPos = endPos;
                //print("simVelocity = " + simVelocity);

                sanity++;
                if (sanity > 1000)
                {
                    break;
                }
            }
        }

        if (hitTarget)
        {
            theReticule.renderer.material = greenReticuleMaterial;
        }
        else
        {
            theReticule.renderer.material = redReticuleMaterial;
        }

        //print("hitTarget - " + hitTarget + " endPos = " + endPos + " sanity = " + sanity);

        //where should the reticule go, and what direction should it face?
        theReticule.newPos = endPos;
        theReticule.newOrientationInEulerAngles = Vector3.zero;
        float angleFromVertical = Vector3.Angle(hitSurfaceNormal, Vector3.up);

        if ((angleFromVertical > 1.0f) && (angleFromVertical < 45.0f))
        {
            //	bit of a hack... I know the orientation of the hill,
            //	so if the reticule is hitting anything other than flat ground,
            //	set it to the orientation of the hill
            theReticule.newOrientationInEulerAngles = theGameManager.theHill.transform.eulerAngles;
        }
    }
Example #3
0
    public void SimulateFlight(BallistaScript theBallista)
    {
        Vector3 startPos = new Vector3(0,0,0);
        Vector3 endPos = new Vector3(0,0,0);
        Vector3 moveDelta = new Vector3(0,0,0);
        Vector3 simVelocity = new Vector3(0,0,0);
        Vector3 hitSurfaceNormal = new Vector3(0,1,0);
        bool hitTarget = false;
        bool hitGround = false;

        int sanity = 0;

        if (theReticule == null)
        {
            return;
        }

        if (theBallista != null)
        {
            theBallista.GetSpawnBallPosition(out startPos);
            GetLaunchVelocity(theBallista.localElevationAngle, theBallista.localRotationAngle, out simVelocity);

            //print("StartPos = " + startPos + " simVelocity = " + simVelocity);

            //simulate the flight in 1/5 second increments
            while (!hitTarget && !hitGround)
            {
                DoMotion(startPos, 0.1f, ref simVelocity, out moveDelta);
                DoCollisionDetection(startPos, moveDelta, out endPos,
                                     out hitSurfaceNormal, out hitTarget, out hitGround);

                //set our start position to be equal to the end position and try again
                startPos = endPos;
                //print("simVelocity = " + simVelocity);

                sanity++;
                if (sanity > 1000)
                {
                    break;
                }
            }
        }

        if (hitTarget)
        {
            theReticule.renderer.material = greenReticuleMaterial;
        }
        else
        {
            theReticule.renderer.material = redReticuleMaterial;
        }

        //print("hitTarget - " + hitTarget + " endPos = " + endPos + " sanity = " + sanity);

        //where should the reticule go, and what direction should it face?
        theReticule.newPos = endPos;
        theReticule.newOrientationInEulerAngles = Vector3.zero;
        float angleFromVertical = Vector3.Angle(hitSurfaceNormal, Vector3.up);
        if ((angleFromVertical > 1.0f) && (angleFromVertical < 45.0f))
        {
            //	bit of a hack... I know the orientation of the hill,
            //	so if the reticule is hitting anything other than flat ground,
            //	set it to the orientation of the hill
            theReticule.newOrientationInEulerAngles = theGameManager.theHill.transform.eulerAngles;
        }
    }