Example #1
0
 /// <summary>
 /// Respawns the player.
 /// </summary>
 /// <param name="game">Game.</param>
 private void RespawnPlayer(GameNode game)
 {
     if (game.State.lives > 0)
     {
         if (IsClearToAddShip(Vector2.zero))
         {
             _creator.CreateSpaceship();
         }
     }
     else
     {
         game.State.playing = false;
         if (game.State.score > int.Parse(_highScore.First().Component1.view.score.text))
         {
             _highScore.First().Component1.view.score.text = game.State.score.ToString();
             _highScore.First().Component1.view.name.text = "";
             _highScore.First().Component1.view.Show();
         }
         else
         {
             _highScore.First().Component1.view.Hide();
             _mainMenus.First().Component1.view.Show();
         }
     }
 }
        private void OnUpdate(float delta, Bullet bullet, Collisions collisions, Entity entity)
        {
            var game = _games.First();

            foreach (var hit in collisions.hits)
            {
                var asteroid = hit.gameObject.GetComponent <Asteroid>();
                if (asteroid == null)
                {
                    continue;
                }

                asteroid.GetComponent <Hitpoints>().hp--;

                game.State.hits++;

                if (asteroid.size == AsteroidSize.Large)
                {
                    game.State.score += 20;
                }
                else if (asteroid.size == AsteroidSize.Medium)
                {
                    game.State.score += 50;
                }
                else
                {
                    game.State.score += 100;
                }

                entity.Destroy();
            }

            collisions.hits.Clear();
        }
        /// <summary>
        /// Spawns the asteroid.
        /// </summary>
        private void SpawnAsteroid()
        {
            var spaceship = spaceships.First();
            var position  = FindPositionForNewAsteroid(spaceship);
            var asteroid  = _creator.CreateAsteroid(AsteroidSize.Large, position);

            // Give it a kick
            var vel    = UnityEngine.Random.insideUnitCircle.normalized;
            var torque = vel.x / 2;

            var rigidBody = asteroid.GetComponent <Rigidbody2D>();

            rigidBody.AddForce(vel, ForceMode2D.Impulse);
            rigidBody.AddTorque(torque, ForceMode2D.Impulse);
        }
        /// <summary>
        /// Raises the update event.
        /// </summary>
        /// <param name="arg1">Arg1.</param>
        /// <param name="spaceship">Spaceship.</param>
        /// <param name="transform">Transform.</param>
        /// <param name="entity">Entity.</param>
        /// <param name="collisions">Collisions.</param>
        private void OnUpdate(float arg1, Spaceship spaceship, Transform transform,
                              Entity entity, Collisions collisions)
        {
            var game = _games.First();

            foreach (var hit in collisions.hits)
            {
                var asteroid = hit.gameObject.GetComponent <Asteroid>();
                if (asteroid == null)
                {
                    continue;
                }

                _creator.CreateSpaceshipInDeathroes(spaceship.transform);
                entity.Destroy();
                game.State.lives--;
            }

            collisions.hits.Clear();
        }