Example #1
0
    // Spawns a new enemy/bonus if needed.
    private void SpawnNewEnemy()
    {
        // Get the number of enemies to spawn.
        int enemies = mCurrentDifficulty.SpawnNumber();

        if (enemies > 0)
        {
            // Get the bonus type.
            int bonusType = GetSpawnBonusType();
            if (bonusType >= 0)
            {
                // If should spawn a bonus. Spawn one of the given type at a random position.
                mActiveObjects.Add(EnemyFactory.DispatchBonus(bonusType, (EnemyFactory.Column)UnityEngine.Random.Range(0, 3)));
            }
            else
            {
                // If should spawn an enemy. Spawn one at a random position.
                mActiveObjects.Add(EnemyFactory.Dispatch((EnemyFactory.Column)UnityEngine.Random.Range(0, 3)));
            }
        }
    }
Example #2
0
    void Update()
    {
        GameDeltaTime = Paused ? 0.0f : Time.deltaTime;

        if (mGameStatus == State.Level)
        {
            mDistanceTravelled += ScenerySpeed * GameDeltaTime;
            if (mDistanceTravelled != 0f)
            {
                UpdateText(string.Format("Distance: {0:0.0} m", mDistanceTravelled));
            }

            mLevelTimeLeft -= GameDeltaTime;

            if (!GameFrozen)
            {
                if (mLevelTimeLeft > 0f)
                {
                    //Get a bit pattern and spawn enemies according to it
                    int enemies = mCurrentDifficulty.SpawnPattern();
                    for (int ColumnCount = 0; ColumnCount < 3; ColumnCount++)
                    {
                        if ((enemies & (1 << ColumnCount)) != 0)
                        {
                            EnemyFactory.Dispatch((EnemyFactory.Column)ColumnCount);
                        }
                    }

                    PowerupFactory.DetectCollisions(mPlayerCharacter.transform.position);
                }
                else if (mActiveEnemies.Count == 0)
                {
                    switch (SlowDownStage)
                    {
                    case 0:     //We are just now starting to slow down
                        mCurrentDifficulty.SlowDown();
                        break;

                    //For case 1 - slowing down in progress - nothing is to be done
                    case 2:     //Slowing down has finished; switch to boss state
                        mGameStatus = State.Boss;
                        boss        = new Boss(GameplayCamera, EnemyMaterial);
                        mCurrentDifficulty.TriggerTutorial(11);
                        break;
                    }

                    //At this point, we know there are no enemies to check, so it is OK to skip the loop below
                    return;
                }
            }

            /* Traverse the list descendingly so that removals of already visited elements does not affect the
             * elements yet to be visited.
             */
            for (int count = mActiveEnemies.Count - 1; count >= 0; count--)
            {
                Vector3 ThisPosition = mActiveEnemies[count].transform.position;

                //Update each enemy's position according to the game speed
                ThisPosition.y -= GameDeltaTime * EnemySpeed;
                mActiveEnemies[count].transform.position = ThisPosition;

                //Check if the enemy has flown off screen. If so, return it to the factory and count it as missed.
                if (ThisPosition.y < ScreenHeight * -0.5f)
                {
                    EnemyFactory.Return(mActiveEnemies[count]);
                    mMissedEnemies++;
                }

                //Check if the enemy is too close to the player. If so, end the game.
                else if ((mPlayerCharacter.transform.position - ThisPosition).sqrMagnitude < PlayerKillDistance)
                {
                    GameOver("You died!");
                }

                //Check if the enemy has been hit by a bullet
                else
                {
                    for (int bullet = 0; bullet < mPlayerCharacter.Weapon.ActiveBullets.Count; bullet++)
                    {
                        if (mPlayerCharacter.Weapon.ActiveBullets[bullet].CheckHit(ThisPosition, BulletKillDistance, false))
                        {
                            EnemyFactory.Return(mActiveEnemies[count]);
                            break;
                        }
                    }
                }
            }

            //Check if the player has been "invaded" (too many enemies were missed
            if (mMissedEnemies >= MaxMissedEnemies)
            {
                GameOver("You have been invaded!");
            }
        }

        else if (mGameStatus == State.Boss)
        {
            if (boss != null)
            {
                //Only if the boss is allowed to move
                if (!GameFrozen)
                {
                    //Move and rotate boss to point to player's position
                    boss.Update(mPlayerCharacter.transform.position);

                    //Check if boss has eaten the player and if so end the game
                    if (boss.HasEaten(mPlayerCharacter.transform.position))
                    {
                        GameOver("You have been eaten!");
                    }
                }

                //Check wether boss was hit by a bullet
                foreach (Bullet bullet in mPlayerCharacter.Weapon.ActiveBullets)
                {
                    if (bullet.CheckHit(boss.Position(), BossHitDistance, true))
                    {
                        if (boss.Hit(bullet.DamageValue))
                        {
                            boss = null;
                            mCurrentDifficulty.TriggerTutorial(13);
                        }
                        break;
                    }
                }
            }

            //No more boss, transitioning to normal
            else
            {
                mDistanceTravelled += ScenerySpeed * GameDeltaTime;
                UpdateText(string.Format("Distance: {0:0.0} m", mDistanceTravelled));

                if (mCurrentDifficulty.LevelUp())
                {
                    mGameStatus    = State.Level;
                    mMissedEnemies = 0;
                    mLevelTimeLeft = DifficultyCurve.LevelDuration;
                }
            }
        }

        else if (mGameStatus == State.TapToStart)
        {
            mCurrentDifficulty.TriggerTutorial(1);
            if (mCurrentDifficulty.TutorialStage != 0)
            {
                mGameStatus = State.Level;
            }
            else
            {
                GameText.text = "Tap the screen or press W to start";
            }
        }
    }
    void Update()
    {
        if (UserData.LevelMaxPoints != null && UserData.LevelMaxPoints.Count > UserData.CurrentLevel)
        {
            GameObject.Find("BestScore").GetComponent <TextMesh>().text = string.Format("Previous\nBest :\n{0}", UserData.LevelMaxPoints[UserData.CurrentLevel]);
        }

        GameDeltaTime = Paused ? 0.0f : Time.deltaTime;

        if (mGameStatus == State.Game)
        {
            GameText.transform.Find("Points").GetComponent <TextMesh>().text = string.Format("{0}", UserData.LevelPoints);

            if (UserData.GetIsTutorialReady()) // Display some tutorials for a few sec depending on state of the game
            {
                UserData.EnableTutorialMovementControl();
                GameText.GetComponent <TextMesh>().text = string.Format("Control your ship by\ndragging it and try to earn as many\npoints as possible!");
            }
            else if (UserData.GetSideLaser() > 0 && UserData.GetIsTutorialSLReady())
            {
                UserData.EnableTutorialSideLaser();
                GameText.GetComponent <TextMesh>().text = string.Format("When your laser is charged,\ntilt your device or\npress Q/E to use it!");
            }
            else if (UserData.CountDownTutorialMovementControl() && UserData.CountDownTutorialSideLaser())//If tutorial has been displayed long enough
            {
                GameText.GetComponent <TextMesh>().text = string.Format("");
            }

            string enemies = mCurrentDifficulty.SpawnCount();
            int    iEnemies;
            if (int.TryParse(enemies, out iEnemies))
            {
                if (enemies == "-2")               // Boss level - boss already spawned
                {
                    if (mActiveEnemies.Count == 0) //Boss Defeated !
                    {
                        mCurrentDifficulty.FinishLevel(8.0f);
                    }
                }
                else if (DifficultyCurve.Levels[UserData.CurrentLevel].Length == 1) // Boss level
                {
                    mActiveEnemies.Add(EnemyFactory.Dispatch(int.Parse(enemies), EnemyFactory.Column.Two, true));
                }
                else if (enemies.Length == 1)
                {
                    mActiveEnemies.Add(EnemyFactory.Dispatch(int.Parse(enemies), (EnemyFactory.Column)Random.Range(0, 3)));
                }
                else if (enemies.Length == 2)
                {
                    int config = Random.Range(0, 3);
                    if (config == 0)
                    {
                        mActiveEnemies.Add(EnemyFactory.Dispatch(int.Parse(enemies[0].ToString()), EnemyFactory.Column.One));
                        mActiveEnemies.Add(EnemyFactory.Dispatch(int.Parse(enemies[1].ToString()), EnemyFactory.Column.Two));
                    }
                    else if (config == 1)
                    {
                        mActiveEnemies.Add(EnemyFactory.Dispatch(int.Parse(enemies[0].ToString()), EnemyFactory.Column.One));
                        mActiveEnemies.Add(EnemyFactory.Dispatch(int.Parse(enemies[1].ToString()), EnemyFactory.Column.Three));
                    }
                    else
                    {
                        mActiveEnemies.Add(EnemyFactory.Dispatch(int.Parse(enemies[0].ToString()), EnemyFactory.Column.Two));
                        mActiveEnemies.Add(EnemyFactory.Dispatch(int.Parse(enemies[1].ToString()), EnemyFactory.Column.Three));
                    }
                }
                else if (enemies.Length == 3)
                {
                    mActiveEnemies.Add(EnemyFactory.Dispatch(int.Parse(enemies.Substring(0, 1)), EnemyFactory.Column.One));
                    mActiveEnemies.Add(EnemyFactory.Dispatch(int.Parse(enemies.Substring(1, 1)), EnemyFactory.Column.Two));
                    mActiveEnemies.Add(EnemyFactory.Dispatch(int.Parse(enemies.Substring(2, 1)), EnemyFactory.Column.Three));
                }
            }
            // Update the position of each active enemy, keep a track of enemies which have gone off screen
            List <GameObject> oldEnemys = new List <GameObject>();
            for (int count = 0; count < mActiveEnemies.Count; count++)
            {
                Vector3 position = mActiveEnemies[count].transform.position;

                if (DifficultyCurve.Levels[UserData.CurrentLevel].Length == 1 && position.y <= ScreenHeight - 25.0f) // If boss, then force him to strafe back and forth after entering the screen
                {
                    position = mActiveEnemies[count].GetComponent <EnemyBehaviour>().StrafeBackAndForth();
                }
                else//If not boss then just go straight down (Could have some more logic here to implement different movement patterns)
                {
                    position.y -= GameDeltaTime * GameSpeed;
                }
                mActiveEnemies[count].transform.position = position;
                mActiveEnemies[count].GetComponent <EnemyBehaviour>().DoAction();
                if (position.y < ScreenHeight * -0.5f)
                {
                    EnemyFactory.Return(mActiveEnemies[count]);
                    oldEnemys.Add(mActiveEnemies[count]);
                    mMissedEnemies++;
                }
            }


            mPowerUpFactory.MovePowerups(GameDeltaTime * GameSpeed);

            /* Mechanic no longer in use - kept here if needed
             *          if( mMissedEnemies >= MaxMissedEnemies )
             *          {
             *  // Too many missed enemies - Game over
             *                  mCurrentDifficulty.Stop();
             *  mGameOverTime = Time.timeSinceLevelLoad;
             *  mGameStatus = State.GameOver;
             *                  GameText.text = string.Format( "You Been Invaded!\nTotal Distance: {0:0.0} m", mDistanceTravelled );
             *          }
             */

            for (int count = 0; count < oldEnemys.Count; count++)
            {
                mActiveEnemies.Remove(oldEnemys[count]);
            }
        }
    }