Example #1
0
        private void ResetarGame()
        {
            timer1.Enabled = false;
            MessageBox.Show("Pontuação: " + pontos, "GAME OVER!");

            cobra = new Cobrinha();

            //cria uma parede
            paredes = new Paredes(2);

            direita  = false;
            esquerda = false;
            cima     = false;
            baixo    = false;

            pontos = 0;

            contadorPontos = 0;

            fase = 0;

            comida.PosicaoComida(rand);

            timer1.Enabled = true;
        }
Example #2
0
    void Update()
    {
        if (Win /*&& complication == complication.activeSelf == false*/ && complication != null)
        {
            Debug.Log("HAS GANADO");

            juego_Minjuego.GetComponent <PC_Stage3>().MINIGAME = false;

            GameObject.FindGameObjectWithTag("Player").gameObject.GetComponent <player_movement>().enabled = true;
            GameObject.FindGameObjectWithTag("Player").gameObject.GetComponent <player_attack>().enabled   = true;
            GameObject.FindGameObjectWithTag("Player").gameObject.GetComponent <player_stats>().knowledge  = 80.0f;

            //Position Camera
            GameObject.FindGameObjectWithTag("Object_Camera").transform.position
                = new Vector3(GameObject.FindGameObjectWithTag("Player").transform.position.x,
                              1.754517f, distance_from.z);

            //Rotation Camera
            GameObject.FindGameObjectWithTag("Object_Camera").transform.GetChild(0).localEulerAngles
                = new Vector3(12.8f, -0.1f,
                              0.0f);

            cam.GetComponent <Camera_Follow>().enabled = true;

            //Complication:
            if (complication.gameObject != null)
            {
                complication.GetComponent <Minigame_Complication>().counter = 0;
                complication.GetComponent <Minigame_Complication>().selection_game.SetActive(false);
                for (int i = 0; i < complication.GetComponent <Minigame_Complication>().buttons_choose.Length; i++)
                {
                    complication.GetComponent <Minigame_Complication>().buttons_choose[i].SetActive(false);
                }

                complication.SetActive(false);
                complication.GetComponent <Minigame_Complication>().enabled = false;
            }

            //Destroy(this.gameObject); //Mas que destruir, poner invisible y reinciarlo para que se pueda volver a jugar.
            gameObject.SetActive(false);
            //Destroy(Enemigos); // Same
            Enemigos.SetActive(false); // Reiniciar velocidad a la rapida por si vuelve a jugar.
            //Destroy(Jugador); // Reiniciar player position.
            Jugador.transform.position = resetPos_Player.transform.position;
            Jugador.SetActive(false);
            //Destroy(Paredes); // Reinciar paredes.
            Paredes.SetActive(false);
            //Destroy(GameObject.FindGameObjectWithTag("Press_E"));
            //GameObject.FindGameObjectWithTag("Press_E").SetActive(false);
            //if complicacion ya no se usa eliminarlo y evitar problemas.
            juego_Minjuego.GetComponent <PC_Stage3>().gameBegins = false;
            Win = false;
        }
    }
Example #3
0
        private void PassarDeFase()
        {
            timer1.Enabled = false;

            fase += 1;

            cobra = new Cobrinha();

            //cria uma parede
            paredes = new Paredes(fase);

            direita  = false;
            esquerda = false;
            cima     = false;
            baixo    = false;

            comida.PosicaoComida(rand);

            timer1.Enabled = true;
        }