Example #1
0
    IEnumerator DistancesInSecs(GameObject obj, Vector3 start, List <Vector3> points)
    {
        float sumDist = SumDistance();

        obj.transform.position = start;
        float subDist = 0f;
        float time    = 1.1f;
        int   count   = spline.GetPointCount();

        obj.GetComponent <DaSiTrainScript>().Run();

        for (int i = 0; i < count; i++)
        {
            if (i < count - 1)
            {
                subDist = Mathf.Abs(Vector3.Distance(spline.GetPosition(i), spline.GetPosition(i + 1)));
                time    = (subDist / sumDist) * 1.1f;
            }
            while (Mathf.Abs(Vector3.Distance(obj.transform.position, spline.GetPosition(i) + startingPoint)) > Mathf.Epsilon)
            {
                obj.transform.position = Vector3.MoveTowards(obj.transform.position, spline.GetPosition(i) + startingPoint, (subDist / time) * Time.deltaTime);
                yield return(new WaitForEndOfFrame());
            }
        }

        GameLoader.AddScore((int)Mathf.Clamp(obj.GetComponent <DaSiTrainScript>().NumHit(), 0f, 10f));
        infoText.GetComponent <DaSiIntroScript>().GameOver(obj.GetComponent <DaSiTrainScript>().NumHit() >= 10);
        yield return(new WaitForSeconds(0.9f));

        GameLoader.gameOn = false;
    }
Example #2
0
 void SetScoreText()
 {
     scoreText.text = "Cards Matched: " + score.ToString();
     if (score == 6)
     {
         GameLoader.AddScore(10);
         winText.text = "You Win 10 Points!";
         win.Play();
         StartCoroutine(ByeAfterDelay(2));
     }
 }
Example #3
0
    void OnCollisionEnter(Collision other)
    {
        if (other.gameObject.CompareTag("Alien"))
        {
            other.gameObject.SetActive(false);

            //Add one to the current value of our count variable.
            count = count + 1;

            // add a point to the game
            GameLoader.AddScore(1);

            //Update the currently displayed count by calling the SetCountText function.
            SetCountText();
        }
    }
    //OnTriggerEnter2D is called whenever this object overlaps with a trigger collider.
    void OnTriggerEnter2D(Collider2D other)
    {
        //Check the provided Collider2D parameter other to see if it is tagged "PickUp", if it is...
        if (other.gameObject.CompareTag("PickUp"))
        {
            other.gameObject.SetActive(false);

            //Add one to the current value of our count variable.
            count = count + 1;

            // add a point to the game
            GameLoader.AddScore(1);

            //Update the currently displayed count by calling the SetCountText function.
            SetCountText();
        }
    }
Example #5
0
    private void Update()
    {
        if (timer > 0 && isAlive == true)
        {
            timer = timer - Time.deltaTime;
        }

        else if (timer <= 0 || isAlive == false)
        {
            int wholeTime = (int)timer;

            endText.text = "YOU SURVIVED FOR " + (10 - wholeTime) + " SECONDS!";

            GameLoader.AddScore(wholeTime);

            StartCoroutine(ByeAfterDelay(2));
        }
    }
    //OnTriggerEnter2D is called whenever this object overlaps with a trigger collider.
    void OnTriggerEnter2D(Collider2D other)
    {
        //Check the provided Collider2D parameter other to see if it is tagged "PickUp", if it is...
        if (other.gameObject.CompareTag("PickUp"))
        {
            //... then set the other object we just collided with to inactive.
            other.gameObject.SetActive(false);
        }

        //Add one to the current value of our count variable.
        GameLoader.AddScore(1);
        count = count + 1;

        //Update the currently displayed count by calling the SetCountText function.
        SetCountText();
        float vol = Random.Range(volLowRange, volHighRange);

        source.PlayOneShot(coins);
    }
Example #7
0
    // Update is called once per frame
    void Update()
    {
        //This does a timer before ending the game after 10 seconds.
        timer = timer + Time.deltaTime;
        if (timer >= 10 && incompletePhoneNumber == true)
        {
            endText.text = "You Lose!";
            canMove      = false;
            canPressU    = false;
            GameLoader.AddScore(numberCount);
            StartCoroutine(ByeAfterDelay(2));
        }

        //Checks if player has u held
        if (canMove == true && incompletePhoneNumber == true)
        {
            //Movement through array
            if (Input.GetKeyDown("up"))
            {
                if (row - 1 < 0)
                {
                    row = 3;
                    buttonArray[0, col].isNormal();
                }
                else
                {
                    row--;
                    buttonArray[row + 1, col].isNormal();
                }
            }
            if (Input.GetKeyDown("down"))
            {
                if (row + 1 > MAXROW)
                {
                    row = 0;
                    buttonArray[3, col].isNormal();
                }
                else
                {
                    row++;
                    buttonArray[row - 1, col].isNormal();
                }
            }
            if (Input.GetKeyDown("left"))
            {
                if (col - 1 < 0)
                {
                    col = 2;
                    buttonArray[row, 0].isNormal();
                }
                else
                {
                    col--;
                    buttonArray[row, col + 1].isNormal();
                }
            }
            if (Input.GetKeyDown("right"))
            {
                if (col + 1 > MAXCOL)
                {
                    col = 0;
                    buttonArray[row, 2].isNormal();
                }
                else
                {
                    col++;
                    buttonArray[row, col - 1].isNormal();
                }
            }
        }

        //Every frame, if u is held then current button is set to be pressed, or hilighted if not pressed
        //Stops players from moving if u is held
        //Gets value from current button if u is pressed
        if (Input.GetButton("u") && canPressU == true)
        {
            buttonArray[row, col].isPressed();
            canMove = false;

            if (uHeld == false)
            {
                //Add to playerPhoneNumber strings
                barePlayerPhoneNumber += buttonArray[row, col].value;

                if (numberCount == 3)
                {
                    displayPlayerPhoneNumber += ") ";
                }
                else if (numberCount == 6)
                {
                    displayPlayerPhoneNumber += "-";
                }

                displayPlayerPhoneNumber += buttonArray[row, col].value;
                inputNumText.text         = displayPlayerPhoneNumber;

                //Check if current number is correct
                //If not, restart
                char playerTemp = barePlayerPhoneNumber[numberCount];
                char randomTemp = bareGeneratedPhoneNumber[numberCount];
                if (playerTemp != randomTemp)
                {
                    music.PlayOneShot(buzz);
                    displayPlayerPhoneNumber = "(";
                    barePlayerPhoneNumber    = "";
                    numberCount = 0;
                    uHeld       = false;
                    return;
                }

                music.PlayOneShot(boop);

                numberCount++;

                uHeld = true;

                //Check victory at 10 characters
                if (numberCount == 10)
                {
                    incompletePhoneNumber = false;
                    canPressU             = false;
                    cthulhu.SetActive(true);
                    particleSystem.Play();
                    music.PlayOneShot(victorySound);
                    endText.text = "You Win!";
                    GameLoader.AddScore(numberCount);
                    ByeAfterDelay(2);
                }
            }
        }
        else
        {
            buttonArray[row, col].isHilighted();
            canMove = true;
            uHeld   = false;
        }

        //Escape
        if (Input.GetKey("escape"))
        {
            Application.Quit();
        }
    }
Example #8
0
 public void AddScore()
 {
     Debug.Log("more points");
     GameLoader.AddScore(1);
 }