Example #1
0
    public void Init(bool isPaddleRight, IPaddleControls controls)
    {
        this.controls = controls;
        Vector2 pos;

        isRight = isPaddleRight;

        if (isPaddleRight)
        {
            pos    = new Vector2(GameManager.topRight.x, 0);
            pos   -= Vector2.right * transform.localScale.x;
            sprite = this.GetComponent <SpriteRenderer>().sprite = Resources.Load <Sprite>("Sprites/alienShip");
        }
        else
        {
            pos    = new Vector2(GameManager.bottomLeft.x, 0);
            pos   += Vector2.right * transform.localScale.x;
            sprite = this.GetComponent <SpriteRenderer>().sprite = Resources.Load <Sprite>("Sprites/spaceShip");
        }
        var collider = this.GetComponent <BoxCollider2D>();

        collider.size   = sprite.bounds.size;
        collider.offset = sprite.bounds.center;
        originalHeight  = collider.size.y;
        height          = originalHeight;
        //Update this paddle's position
        transform.position = pos;
    }
Example #2
0
    // Start is called before the first frame update
    void Start()
    {
        bottomLeft = Camera.main.ScreenToWorldPoint(new Vector2(0, 0));
        topRight   = Camera.main.ScreenToWorldPoint(new Vector2(Screen.width, Screen.height));

        AudioManager.AudioSource = AudioSource;
        gameBall             = Instantiate(ball) as Ball;
        gameBall.GameManager = this;
        leftPaddle           = Instantiate(paddle) as Paddle;
        leftPaddle.Init(false, new PlayerControl("PaddleLeft"));
        rightPaddle = Instantiate(paddle) as Paddle;
        IPaddleControls controls = null;

        switch (GameManager.GameType)
        {
        case GameType.MULTIPLAYER:
            controls = new PlayerControl("PaddleRight");
            break;

        case GameType.EASY:
            controls          = new EasyAI(gameBall, rightPaddle);
            rightPaddle.speed = 4;
            break;

        case GameType.MEDIUM:
            controls          = new MediumAI(gameBall, rightPaddle);
            rightPaddle.speed = 5;
            break;

        case GameType.HARD:
            controls          = new HardAI(gameBall, rightPaddle);
            rightPaddle.speed = 7;
            break;
        }
        rightPaddle.Init(true, controls);
        leftPaddle.CanMove  = false;
        rightPaddle.CanMove = false;

        NewGameData();
    }