Example #1
0
    void SpawnHopTarget()
    {
        curHopTarget = CacheManager.ActivateRandom("Basic_HopTarget").GetComponent <HopTarget>();
        Vector2 hopTargetPos;

        if (hopperState == HOPPERSTATES.IDLE)       // if hopper is not moving/idle, spawn same X with player
        {
            hopTargetPos = new Vector2(player.transform.position.x, Random.Range(Constants.MIN_SPAWNABLE_Y, Constants.MAX_SPAWNABLE_Y));
        }
        else
        {
            hopTargetPos = new Vector2(Random.Range(Constants.MIN_SPAWNABLE_X, Constants.MAX_SPAWNABLE_X), Random.Range(Constants.MIN_SPAWNABLE_Y, Constants.MAX_SPAWNABLE_Y));
        }

        //spawn initially off screen then animate to supposed position
        curHopTarget.transform.position = new Vector2(hopTargetPos.x, Constants.OFFSCREEN_POINT_Y);
        StartCoroutine(PositionHopTarget(hopTargetPos));

        int colorIndex = Random.Range(0, Constants.NUMBER_OF_HOPCOLORS);

        curHopTarget.CurHopColor  = (HopColor)colorIndex;
        curHopTarget.sprite.color = SetColorAppearance(curHopTarget.CurHopColor);
    }
Example #2
0
    // animate hopping
    IEnumerator Hop()
    {
        float targetYPos    = curHopTarget.transform.position.y;
        float t_percent     = 0;
        float distanceToHop = targetYPos - player.transform.position.y;     //initial distance to be travelled by hopper to reach current hop target

        bool hasHit = false;

        //while player not reached same y pos with target, move closer
        while (System.Math.Round(targetYPos, 1) > System.Math.Round(player.transform.position.y, 1))
        {
            player.transform.Translate(Vector2.up * 25 * Time.deltaTime);
            //animate scaling
            t_percent = (player.transform.position.y - restPos.y) / distanceToHop;      //percent of distance travelled in decimal
            player.transform.localScale = Vector2.one * hopperScaleAnimationCurve.Evaluate(t_percent);
            Debug.Log(targetYPos + " " + player.transform.position.y);

            //check collisions while approaching
            if (curHopTarget.GetComponent <Collider2D>() == Physics2D.OverlapCircle(player.transform.position, playerRadius) &&
                hopperColor == curHopTarget.CurHopColor)
            {
                //successful hit
                curHopTarget.Explode();
                Camera.main.GetComponent <CameraShake>().Shake(.1f, .02f);
                curHopTarget = null;
                StartCoroutine(ReturnToRestPos());
                gameScore++;
                UpdateScore(gameScore);
                hasHit = true;
                player.transform.localScale = Vector2.one * hopperScaleAnimationCurve.Evaluate(1);
                break;
            }
            yield return(null);
        }

        // this is the moment when player reached the target
        //put collision conditions here

        if (!hasHit)
        {
            Debug.Log("CHECKING COLLISION");
            if (curHopTarget.GetComponent <Collider2D>() == Physics2D.OverlapCircle(player.transform.position, playerRadius) &&
                hopperColor == curHopTarget.CurHopColor)
            {
                //successful hit
                curHopTarget.Explode();
                Camera.main.GetComponent <CameraShake>().Shake(.1f, .02f);
                curHopTarget = null;
                StartCoroutine(ReturnToRestPos());
                gameScore++;
                UpdateScore(gameScore);
            }
            else
            {
                //missed
                curHopTarget.Explode();
                curHopTarget = null;
                EventsManager.OnGameOver.Invoke();
            }
        }

        Debug.Log("Done hopping!");
    }