Example #1
0
    private void Update()
    {
        if (Input.GetMouseButtonDown(0))
        {
            Ray ray = new Ray(transform.position, Vector3.forward);
            if (Physics.Raycast(ray, out RaycastHit hitInfo))
            {
                if (hitInfo.collider.TryGetComponent(out Block block))
                {
                    _rigidbody.isKinematic = false;
                    _rigidbody.velocity    = Vector3.zero;
                }
                else if (hitInfo.collider.TryGetComponent(out Segment segment))
                {
                    _rigidbody.isKinematic = true;
                    _rigidbody.velocity    = Vector3.zero;
                }
                else if (hitInfo.collider.TryGetComponent(out Finish finish))
                {
                    _rigidbody.isKinematic = true;
                    _rigidbody.velocity    = Vector3.zero;
                    FinishBlock?.Invoke();
                }
            }
        }

        if (Input.GetMouseButton(0))
        {
            if (_currentStick == null && _rigidbody.isKinematic == true)
            {
                _power        = 0;
                _currentStick = CreateStick();
            }

            _power += Time.deltaTime;
            _power  = Mathf.Clamp(_power, 0f, 1f);

            if (_currentStick != null)
            {
                _currentStick.UpdateBlend(_power);
            }
        }

        if (Input.GetMouseButtonUp(0))
        {
            transform.parent = null;
            if (_currentStick != null)
            {
                _rigidbody.isKinematic = false;
                _rigidbody.AddForce(Vector3.up * _jumpForce * _power, ForceMode.Impulse);

                Destroy(_currentStick.gameObject);
            }

            _currentStick      = null;
            transform.rotation = Quaternion.identity;// new Quaternion(0, 0, 0, 0);
            transform.position = new Vector3(transform.position.x, transform.position.y, -4f);
        }
    }
Example #2
0
    private void PrepareLevel(bool spawnPlayer)
    {
        Level level = new Level(LEVEL_WIDTH, LEVEL_HEIGHT);

        BOUNDRY_BLOCKS[0] = new Vector3(0, 0);
        BOUNDRY_BLOCKS[1] = new Vector3(LEVEL_WIDTH * 2.65f, 0);
        BOUNDRY_BLOCKS[2] = new Vector3(0, LEVEL_HEIGHT * 2.65f);
        BOUNDRY_BLOCKS[3] = new Vector3(0, 0);

        for (int x = 0; x < LEVEL_WIDTH; x++)
        {
            for (int y = 0; y < LEVEL_HEIGHT; y++)
            {
                Color color = currentLevelTex.GetPixel(x, y);
                if (ColorMap.MatchesColor(color, ColorMap.THEME_FOREST)) // read in theme
                {
                    ThemeLoader.LoadForestTheme();
                }
                else if (ColorMap.MatchesColor(color, ColorMap.THEME_DESERT))
                {
                    ThemeLoader.LoadDesertTheme();
                }
                else if (ColorMap.MatchesColor(color, ColorMap.DULL_BLOCK))
                {
                    DullBlock block = Instantiate(defaultBlock);
                    block.block = Block.init(x, y, level, block.gameObject);
                }
                else if (ColorMap.MatchesColor(color, ColorMap.CHECKPOINT))
                {
                    CheckpointBlock block = Instantiate(checkpointBlock);
                    block.block = Block.init(x, y, level, block.gameObject);
                    CheckpointManager.AddCheckpoint(block);
                }
                else if (ColorMap.MatchesColor(color, ColorMap.AIR_BLOCK))
                {
                    AirBlock block = Instantiate(airBlock);
                    block.block = Block.init(x, y, level, block.gameObject);
                }
                else if (ColorMap.MatchesColor(color, ColorMap.SPEED_BLOCK))
                {
                    SpeedBlock block = Instantiate(speedBlock);
                    block.block = Block.init(x, y, level, block.gameObject);
                }
                else if (ColorMap.MatchesColor(color, ColorMap.CRUMBLY_BLOCK))
                {
                    CrumblyBlock block = Instantiate(crumblyBlock);
                    block.block = Block.init(x, y, level, block.gameObject);
                }
                else if (ColorMap.MatchesColor(color, ColorMap.FINISH))
                {
                    FinishBlock block = Instantiate(finishBlock);
                    block.block = Block.init(x, y, level, block.gameObject);
                }
                else if (ColorMap.MatchesColor(color, ColorMap.LEAP_BOOST_BLOCK))
                {
                    LeapBoostBlock block = Instantiate(leapBoostBlock);
                    block.block = Block.init(x, y, level, block.gameObject);
                }
                else if (ColorMap.MatchesColor(color, ColorMap.AUTO_LEAP_BOOST_BLOCK))
                {
                    AutoLeapBoostBlock block = Instantiate(autoLeapBoostBlock);
                    block.block = Block.init(x, y, level, block.gameObject);
                }
                else if (ColorMap.MatchesColor(color, ColorMap.DISGUISED_CRUMBLY_BLOCK))
                {
                    CrumblyBlock block    = Instantiate(crumblyBlock);
                    Disguise     disguise = block.gameObject.AddComponent <Disguise>();
                    disguise.identity   = crumblyBlock.GetComponent <SpriteRenderer>().sprite;
                    disguise.camouflage = defaultBlock.GetComponent <SpriteRenderer>().sprite;
                    disguise.HideIdentity();
                    block.block = Block.init(x, y, level, block.gameObject);
                }
                else if (ColorMap.MatchesColor(color, ColorMap.DISGUISED_AUTO_LEAP_BOOST_BLOCK))
                {
                    AutoLeapBoostBlock block    = Instantiate(autoLeapBoostBlock);
                    Disguise           disguise = block.gameObject.AddComponent <Disguise>();
                    disguise.identity   = autoLeapBoostBlock.GetComponent <SpriteRenderer>().sprite;
                    disguise.camouflage = defaultBlock.GetComponent <SpriteRenderer>().sprite;
                    disguise.HideIdentity();
                    block.block = Block.init(x, y, level, block.gameObject);
                }
                else if (ColorMap.MatchesColor(color, ColorMap.DISGUISED_DULL_BLOCK))
                {
                    DullBlock block    = Instantiate(defaultBlock);
                    Disguise  disguise = block.gameObject.AddComponent <Disguise>();
                    disguise.identity   = defaultBlock.GetComponent <SpriteRenderer>().sprite;
                    disguise.camouflage = null;
                    disguise.HideIdentity();
                    block.block = Block.init(x, y, level, block.gameObject);
                }
                else if (ColorMap.MatchesColor(color, ColorMap.GHOST_BLOCK))
                {
                    DullBlock block    = Instantiate(defaultBlock);
                    Disguise  disguise = block.gameObject.AddComponent <Disguise>();
                    disguise.identity   = null;
                    disguise.camouflage = null;
                    disguise.HideIdentity();
                    block.block = Block.init(x, y, level, block.gameObject);
                }
                else if (ColorMap.MatchesColor(color, ColorMap.ENEMY_SUKAMON))
                {
                    // spawn sukamon
                    EnemyControl ec = Instantiate(sukamon);
                    ec.transform.position = new Vector3(x * 2.65f, y * 2.65f + 0.5f);
                }
                else if (ColorMap.MatchesColor(color, ColorMap.DIGIVICE))
                {
                }
                else if (ColorMap.MatchesColor(color, ColorMap.ENEMY_KINGETEMON))
                {
                    EnemyControl ec = Instantiate(kingetemon);
                    ec.transform.position = new Vector3(x * 2.65f, y * 2.65f + 0.5f);
                }
                else if (ColorMap.MatchesColor(color, ColorMap.ENEMY_SUKAMON_STATIC))
                {
                    EnemyControl ec = Instantiate(sukamon);
                    ec.blockRadius        = 0;
                    ec.transform.position = new Vector3(x * 2.65f, y * 2.65f + 0.5f);
                }
                else if (ColorMap.MatchesColor(color, ColorMap.ENEMY_GIGANTIC_SUKAMON))
                {
                    EnemyControl ec = Instantiate(giganticSukamon);
                    ec.blockRadius = 20;
                    ec.moveSpeed   = 8;
                    //ec.health *= 5;
                    ec.transform.position = new Vector3(x * 2.65f, y * 2.65f + 0.5f);
                }
                else if (ColorMap.MatchesColor(color, ColorMap.WOODEN_SIGN))
                {
                    SignDialogue sd = Instantiate(signDialogue);
                    sd.transform.position = new Vector3(x * 2.65f, y * 2.65f + 0.5f);
                }
            }
        }

        currentLevel = level;

        foreach (var observer in OBSERVERS)
        {
            observer.OnLevelLoaded(level);
        }

        if (spawnPlayer)
        {
            int score = 1;
            if (currentPlayerInstance != null)
            {
                score = currentPlayerInstance.score;
            }
            Vector3 pos = CheckpointManager.ActiveCheckpoint.transform.position;
            Player  p   = Instantiate(player);
            p.transform.position  = new Vector3(pos.x, pos.y + 5, pos.z);
            currentPlayerInstance = p;
            p.score = score;
            Debug.Log(p.score);

            Camera.main.GetComponent <CamCapture>().player        = p;
            Camera.main.GetComponent <CamCapture>().boundryBlocks = BOUNDRY_BLOCKS;
        }
    }