// Use this for initialization void Start () { if(player == true){ gameObject.AddComponent<Player1>(); player_1 = gameObject.GetComponent<Player1>(); }else if(player == false){ gameObject.AddComponent<Player2>(); player_2 = gameObject.GetComponent<Player2>(); } }
object ConstructSourceDataJson() { Player2 player2 = new Player2(); player2.id = 10001; player2.name = "test 001"; player2.level = 185; player2.golds = 1234567; player2.attackValue = 5242; return player2; }
void Awake () { if (player == null) { DontDestroyOnLoad (gameObject); player = this; } else if (player != this) { Destroy (gameObject); } }
private IEnumerator BeginGame () { myMaze = Instantiate (mazeFab) as Maze; yield return StartCoroutine (myMaze.generate ()); myPlayer = Instantiate (playerFab) as Player; myPlayer.SetLocation (myMaze.getCell (myMaze.RandomCoord)); myPlayer2 = Instantiate (player2Fab) as Player2; myPlayer2.SetLocation (myMaze.getCell (myMaze.RandomCoord)); myPlayer.otherPlayer = myPlayer2; myPlayer2.otherPlayer = myPlayer; }
// Actives the power up on the player given (true = player 1, false = player 2) public void ActivatePowerup(bool player){ Debug.Log("SPACE WALK ACTIVATED"); p1_movement = GameObject.Find("Player1").GetComponent<Player1>(); p2_movement = GameObject.Find("Player2").GetComponent<Player2>(); if(player == true){ p1_movement.jumpHeight += 5; }else{ p2_movement.jumpHeight += 5; } }
// Update is called once per frame void Update () { // TODO: Eventually remove this input check, this is for development use only if(Input.GetKeyUp(KeyCode.Escape)){ RespawnBall(); } if(player_1 == null){ player1 = GameObject.Find ("Player1"); player_1 = player1.GetComponent<Player1> (); } if(player_2 == null){ player2 = GameObject.Find ("Player2"); player_2 = player2.GetComponent<Player2> (); } }
// Use this for initialization void Start () { // Find and assign all relevent vars player1 = GameObject.Find ("Player1"); player2 = GameObject.Find ("Player2"); racket_p1 = GameObject.Find ("racket_p1"); racket_p2 = GameObject.Find ("racket_p2"); ball = GameObject.Find ("Ball").transform; ballMovement = ball.GetComponent<BallMovement> (); PauseGame (); player1_spawn = GameObject.Find ("player1_spawn").transform.position; player2_spawn = GameObject.Find ("player2_spawn").transform.position; player_1 = player1.GetComponent<Player1> (); player_2 = player2.GetComponent<Player2> (); stinger_source = gameObject.GetComponentInChildren<AudioSource>(); }
// Update is called once per frame void Update () { if(player_1 == null){ player_1 = GameObject.Find("Player1").GetComponent<Player1>(); } if(player_2 == null){ player_2 = GameObject.Find("Player2").GetComponent<Player2>(); } if(anim1 == null){ // Load player 1's character (default = Dennis) if(savedSelections.selected_p1 == "S. Racks"){ anim1 = (RuntimeAnimatorController)RuntimeAnimatorController.Instantiate(Resources.Load("Anims/SRacks", typeof(RuntimeAnimatorController))); }else if(savedSelections.selected_p1 == "SH1-V4"){ anim1 = (RuntimeAnimatorController)RuntimeAnimatorController.Instantiate(Resources.Load("Anims/SH1V4", typeof(RuntimeAnimatorController))); }else if(savedSelections.selected_p1 == "Colonel Topspin"){ anim1 = (RuntimeAnimatorController)RuntimeAnimatorController.Instantiate(Resources.Load("Anims/ColonelTopspin", typeof(RuntimeAnimatorController))); }else{ anim1 = (RuntimeAnimatorController)RuntimeAnimatorController.Instantiate(Resources.Load("Anims/Dennis", typeof(RuntimeAnimatorController))); } }else{ // Set the animator controller player_1._animator.runtimeAnimatorController = anim1; } if(anim2 == null){ // Load player 2's character (default = S. Racks) if(savedSelections.selected_p2 == "Dennis"){ anim2 = (RuntimeAnimatorController)RuntimeAnimatorController.Instantiate(Resources.Load("Anims/Dennis", typeof(RuntimeAnimatorController))); }else if(savedSelections.selected_p2 == "SH1-V4"){ anim2 = (RuntimeAnimatorController)RuntimeAnimatorController.Instantiate(Resources.Load("Anims/SH1V4", typeof(RuntimeAnimatorController))); }else if(savedSelections.selected_p2 == "Colonel Topspin"){ anim2 = (RuntimeAnimatorController)RuntimeAnimatorController.Instantiate(Resources.Load("Anims/ColonelTopspin", typeof(RuntimeAnimatorController))); }else{ anim2 = (RuntimeAnimatorController)RuntimeAnimatorController.Instantiate(Resources.Load("Anims/SRacks", typeof(RuntimeAnimatorController))); } }else{ // Set the animator controller player_2._animator.runtimeAnimatorController = anim2; } }
private void Awake() { instance = this; }
void Start() { player = gameObject.GetComponentInParent <Player2> (); }
public void Play() { // Declare the DateTime variables which will be compared for the gamespeed DateTime dtLoopStart; DateTime dtWaiting; // set the console width and height Console.WindowHeight = Height + 10; Console.WindowWidth = Width; // Set the ball to a random start location and direction SetRandomBallProperties(); // Clear the console Console.Clear(); // Ensure black color Console.BackgroundColor = ConsoleColor.Black; // Set the title of the window Console.Title = $"First to: {MaxScore}"; // enter a do while loop which will continue until 'GameOver' is True do { // Clear and redraw components Console.Clear(); DrawPlayArea(); DrawPaddles(); DrawBall(); DrawScore(); // check whether the ball has passed a players paddle if (Ball.Position.XCoordinate < Player1.Left) { // Increment Player2's score Player2.Score++; // Set the ball to a random start location and direction SetRandomBallProperties(); } else if (Ball.Position.XCoordinate > Player2.Left) { // Increment Player1's score Player1.Score++; // Set the ball to a random start location and direction SetRandomBallProperties(); } // If ball touches edge, invert y direction if (Ball.Position.YCoordinate <= 1) { switch (Ball.Direction) { case EnumDirection.NorthWest: Ball.Direction = EnumDirection.SouthWest; break; case EnumDirection.NorthEast: Ball.Direction = EnumDirection.SouthEast; break; case EnumDirection.North: Ball.Direction = EnumDirection.West; break; } } else if (Ball.Position.YCoordinate >= Height - 1) { switch (Ball.Direction) { case EnumDirection.SouthWest: Ball.Direction = EnumDirection.NorthWest; break; case EnumDirection.SouthEast: Ball.Direction = EnumDirection.NorthEast; break; case EnumDirection.South: Ball.Direction = EnumDirection.West; break; } } // If it's gameover - break if (GameOver) { break; } #region Determine the Ball's future position Vector posBallFuture = new Vector(Ball.Position.XCoordinate, Ball.Position.YCoordinate); switch (Ball.Direction) { case EnumDirection.NorthWest: posBallFuture.XCoordinate--; posBallFuture.YCoordinate--; break; case EnumDirection.SouthWest: posBallFuture.XCoordinate--; posBallFuture.YCoordinate++; break; case EnumDirection.NorthEast: posBallFuture.XCoordinate++; posBallFuture.YCoordinate--; break; case EnumDirection.SouthEast: posBallFuture.XCoordinate++; posBallFuture.YCoordinate++; break; case EnumDirection.East: posBallFuture.XCoordinate++; break; case EnumDirection.West: posBallFuture.XCoordinate--; break; } #endregion // Instantiate the DateTime variables which will be compared for the gamespeed dtLoopStart = DateTime.Now; dtWaiting = DateTime.Now; // While the difference in time is less that the desired game speed while (dtWaiting.Subtract(dtLoopStart).TotalMilliseconds <= GameSpeed) { // Refresh the DateTime Waiting to Now dtWaiting = DateTime.Now; // if there is a keyinfo object in the input stream if (Console.KeyAvailable) { // get the key that has been pressed and intercept this so it doesn't right to the console ConsoleKeyInfo keyPressed = Console.ReadKey(true); // Set the respective player's direction based on the key pressed or pauses the game if (keyPressed.Key.Equals(ConsoleKey.UpArrow)) { Player2.Direction = EnumDirection.North; } else if (keyPressed.Key.Equals(ConsoleKey.DownArrow)) { Player2.Direction = EnumDirection.South; } else if (keyPressed.Key.Equals(ConsoleKey.W)) { Player1.Direction = EnumDirection.North; } else if (keyPressed.Key.Equals(ConsoleKey.S)) { Player1.Direction = EnumDirection.South; } else if (keyPressed.Key.Equals(ConsoleKey.P)) { Pause(); } else if (keyPressed.Key.Equals(ConsoleKey.Escape)) { Environment.Exit(0); } } #region check whether it is possible for the player's paddle to move in the desired direction int iBottom = Player1.Bottom; switch (Player1.Direction) { case EnumDirection.South: if (iBottom + 2 < Height) { Player1.Move(); } break; case EnumDirection.North: if (iBottom - Player1.Pixels.Length > 0) { Player1.Move(); } break; } iBottom = Player2.Bottom; switch (Player2.Direction) { case EnumDirection.South: if (iBottom + 2 < Height) { Player2.Move(); } break; case EnumDirection.North: if (iBottom - Player2.Pixels.Length > 0) { Player2.Move(); } break; } #endregion #region If the ball reaches a player's paddle - reverse the direction if (Player1.Contains(posBallFuture)) { if (Player1.Direction == EnumDirection.North && Ball.Direction == EnumDirection.NorthWest) { Ball.Direction = EnumDirection.East; } else if (Player1.Direction == EnumDirection.South && Ball.Direction == EnumDirection.SouthWest) { Ball.Direction = EnumDirection.East; } else if (Player1.Direction == EnumDirection.North && Ball.Direction == EnumDirection.West) { Ball.Direction = EnumDirection.SouthEast; } else if (Player1.Direction == EnumDirection.South && Ball.Direction == EnumDirection.West) { Ball.Direction = EnumDirection.NorthEast; } else if (Player1.Direction == EnumDirection.Unknown) { string sBallDirection = Ball.Direction.ToString(); if (sBallDirection.Contains("South")) { Ball.Direction = EnumDirection.SouthEast; } else if (sBallDirection.Contains("North")) { Ball.Direction = EnumDirection.NorthEast; } else { Ball.Direction = EnumDirection.East; } } } if (Player2.Contains(posBallFuture)) { if (Player2.Direction == EnumDirection.North && Ball.Direction == EnumDirection.NorthEast) { Ball.Direction = EnumDirection.West; } else if (Player2.Direction == EnumDirection.South && Ball.Direction == EnumDirection.SouthEast) { Ball.Direction = EnumDirection.West; } else if (Player2.Direction == EnumDirection.North && Ball.Direction == EnumDirection.East) { Ball.Direction = EnumDirection.SouthWest; } else if (Player2.Direction == EnumDirection.South && Ball.Direction == EnumDirection.East) { Ball.Direction = EnumDirection.NorthWest; } else if (Player2.Direction == EnumDirection.Unknown) { string sBallDirection = Ball.Direction.ToString(); if (sBallDirection.Contains("South")) { Ball.Direction = EnumDirection.SouthWest; } else if (sBallDirection.Contains("North")) { Ball.Direction = EnumDirection.NorthWest; } else { Ball.Direction = EnumDirection.West; } } } #endregion // reset player's directions to stop them from moving infinitely Player1.Direction = EnumDirection.Unknown; Player2.Direction = EnumDirection.Unknown; } // Set the ball's position to the future position Ball.Position = posBallFuture; } while (!GameOver); // Display GameOverScreen DisplayGameOverScreen(); }
public static bool ButtonPressed2Player(Buttons pButton) { return((Player1.ButtonPressed(pButton) || Player2.ButtonPressed(pButton)) ? true : false); }
// Reset ALL THE THINGS! void ResetRound(){ PauseGame (); RespawnPlayers (); RespawnBall (); player_1 = player1.GetComponent<Player1> (); player_2 = player2.GetComponent<Player2> (); player_1.SendMessage ("ResetRound"); player_2.SendMessage ("ResetRound"); ballMovement.numHits = 0; // Reset the number of volleys stinger_source.Play(); // Play the end of round stinger }
// Use this for initialization void Start() { clone = GetComponent <Rigidbody2D> (); player = FindObjectOfType <Player2> (); }
void Awake() { _player2 = GameObject.FindGameObjectWithTag("Player2").GetComponent <Player2>(); }
/// <summary> /// Constructor /// </summary> /// <param name="gameMode">Selected game mode</param> /// <param name="P1">Player1 information</param> /// <param name="P2">Player2 information</param> public frmGameForm(string gameMode, Player1 P1, Player2 P2) { InitializeComponent(); GameModeSelection(gameMode); this.P1 = P1; this.P2 = P2; starting = enStarting.None; if (this.gameMode == enGameMode.Socket_Create || this.gameMode == enGameMode.Socket_Connect) { lblNameDraw.Hide(); lblScoreDraw.Hide(); lblScoreP1.Hide(); lblScoreP2.Hide(); while (true) { byte[] message = new byte[256]; string incomingMsg; frmEntryForm.socket.Send(Encoding.UTF8.GetBytes(" Client?")); frmEntryForm.socket.Receive(message); incomingMsg = Edit_IncomingMessage(message); if (incomingMsg == " C=2") { if (this.gameMode == enGameMode.Socket_Create) { message = new byte[256]; frmEntryForm.socket.Send(Encoding.UTF8.GetBytes(" Name?P2")); frmEntryForm.socket.Receive(message); incomingMsg = Edit_IncomingMessage(message); this.P2.name = incomingMsg; message = new byte[256]; frmEntryForm.socket.Send(Encoding.UTF8.GetBytes(" Choice?P2")); frmEntryForm.socket.Receive(message); incomingMsg = Edit_IncomingMessage(message); this.P2.choice = incomingMsg; } else if (this.gameMode == enGameMode.Socket_Connect) { message = new byte[256]; frmEntryForm.socket.Send(Encoding.UTF8.GetBytes(" Name?P1")); frmEntryForm.socket.Receive(message); incomingMsg = Edit_IncomingMessage(message); this.P1.name = incomingMsg; message = new byte[256]; frmEntryForm.socket.Send(Encoding.UTF8.GetBytes(" Choice?P1")); frmEntryForm.socket.Receive(message); incomingMsg = Edit_IncomingMessage(message); this.P1.choice = incomingMsg; if (incomingMsg == "X") { this.P2.choice = "O"; } else { this.P2.choice = "X"; } } else { } break; }//(Number of client = 2)? else { DialogResult dr; dr = MetroMessageBox.Show(this, "Waiting Player2", "", MessageBoxButtons.OKCancel, 100); if (dr == DialogResult.Cancel) { this.Close(); break; } } } }// Socket game mode control lblNameP1.Text = P1.name; lblNameP2.Text = P2.name; lblChoiceP1.Text = P1.choice; lblChoiceP2.Text = P2.choice; OnNewGame(); }
void Start() { player1 = FindObjectOfType <Player1>(); player2 = FindObjectOfType <Player2>(); updateText = FindObjectOfType <RaceClock>(); }
// Start is called before the first frame update void Start() { instance = this; }
void Start() { animator = gameObject.GetComponent <Animator>(); player = GameObject.FindGameObjectWithTag("Player").GetComponent <Player2>(); gm = GameObject.FindGameObjectWithTag("gamemaster").GetComponent <gamemaster>(); }
public void SettingPlayers() { P1 = FindObjectOfType(typeof(Player1)) as Player1; P2 = FindObjectOfType(typeof(Player2)) as Player2; }
// Use this for initialization void Start() { gameManager = GameObject.Find("GameManager").GetComponent<GameManager>(); GameObject rightUser = GameObject.Find("rightUser").gameObject; GameObject leftUser = GameObject.Find("leftUser").gameObject; is_right_user = true; if(is_right_user) { rightUser.AddComponent<Player1>(); leftUser.AddComponent<Player2>(); player1 = rightUser.GetComponent<Player1>(); player2 = leftUser.GetComponent<Player2>(); player1.is_right_user = true; player2.is_right_user = false; player = rightUser; } else { rightUser.AddComponent<Player2>(); leftUser.AddComponent<Player1>(); player1 = leftUser.GetComponent<Player1>(); player2 = rightUser.GetComponent<Player2>(); player1.is_right_user = false; player2.is_right_user = true; player = leftUser; } gameManager.SettingPlayers(); touchFrame = new TouchFrame(); bt_left = GameObject.Find("leftButton"); bt_right = GameObject.Find("rightButton"); joystick_bar = GameObject.Find("Joystick"); joystick_bg = GameObject.Find("Joystick_background"); bt_spike = GameObject.Find("Joystick_spikeButton"); sprite_bt_left = GameObject.Find("leftButton").GetComponent<tk2dSprite>(); sprite_bt_right = GameObject.Find("rightButton").GetComponent<tk2dSprite>(); touchEffect = GameObject.Find("TouchMotionEffect").GetComponent<TouchMotionEffect>(); if(controller != TouchControllerType.BUTTON) { GameObject.DestroyObject(bt_left as Object); GameObject.DestroyObject(bt_right as Object); } if(controller != TouchControllerType.JOYPAD) { GameObject.DestroyObject(bt_spike as Object); GameObject.DestroyObject(joystick_bg as Object); GameObject.DestroyObject(joystick_bar as Object); } cam = GameObject.Find("VollyBallCamera").GetComponent<tk2dCamera>(); SetJoyPadPos(); }
public void FindPlayer() { player = GameObject.FindGameObjectWithTag("Player2"); playerScript = player.GetComponent <Player2>(); }
public void NotifyPlayMade() { if (Player1.CurrentMove != 0 && Player2.CurrentMove != 0) { switch (Player1.CurrentMove) { case (Move)1: if (Player2.CurrentMove == (Move)1) { } else if (Player2.CurrentMove == (Move)2) { Player2.Points++; } else if (Player2.CurrentMove == (Move)3) { Player1.Points++; } break; case (Move)2: if (Player2.CurrentMove == (Move)1) { Player1.Points++; } else if (Player2.CurrentMove == (Move)2) { } else if (Player2.CurrentMove == (Move)3) { Player2.Points++; } break; case (Move)3: if (Player2.CurrentMove == (Move)1) { Player2.Points++; } else if (Player2.CurrentMove == (Move)2) { Player1.Points++; } else if (Player2.CurrentMove == (Move)3) { } break; } string points1 = "points-" + Player1.Points.ToString() + "+" + Player2.Points.ToString() + ""; string points2 = "points-" + Player2.Points.ToString() + "+" + Player1.Points.ToString() + ""; Player1.SendMessageToClient(points1); Player2.SendMessageToClient(points2); if (Player1.Points > 2) { Player1.SendMessageToClient("gamewon"); Player2.SendMessageToClient("gamelost"); ServerLogic.RemoveMatchFromList(this); } else if (Player2.Points > 2) { Player2.SendMessageToClient("gamewon"); Player1.SendMessageToClient("gamelost"); ServerLogic.RemoveMatchFromList(this); } Player1.CurrentMove = 0; Player2.CurrentMove = 0; } }
/// <summary> /// Draw a card from each player's pile, determine who wins the round /// </summary> public void Deal() { TotalRounds++; // each player puts a card onto the table, face up Card player1Card = Player1.Deal(true); if (player1Card != null) // should only happen when user is out of cards { GameTable.AddCard(1, player1Card); } Card player2Card = Player2.Deal(true); if (player2Card != null) { GameTable.AddCard(2, player2Card); } // which player's card wins? switch (Rank(player1Card, player2Card)) { case CardRanking.Equal: // if one player has won (i.e. out of cards), end game now, otherwise go to war if (!CheckWinner()) { this._Report(player1Card.ToString() + " and " + player2Card.ToString() + ". THIS MEANS WAR!"); TotalWars++; // If one player only has one card left, don't draw it, save until next round if (Player1.Hand.Count > 1) { player1Card = Player1.Deal(false); // draw face-down card GameTable.AddCard(1, player1Card); } if (Player2.Hand.Count > 1) { player2Card = Player2.Deal(false); GameTable.AddCard(2, player2Card); } Deal(); } break; case CardRanking.More: this._Report(player1Card.ToString() + " beats " + player2Card.ToString() + "." + Environment.NewLine + Player1.Name + " wins this round."); GameTable.Award(Player1); CheckWinner(); break; case CardRanking.Less: this._Report(player2Card.ToString() + " beats " + player1Card.ToString() + "." + Environment.NewLine + Player2.Name + " wins this round."); GameTable.Award(Player2); CheckWinner(); break; } // periodically re-shuffle each players' hands so we don't get caught in infinite loops _reshuffleCounter++; if (_reshuffleCounter >= ReShuffleLimit) { Player1.Hand = CardDeck.Shuffle(Player1.Hand); Player2.Hand = CardDeck.Shuffle(Player2.Hand); _reshuffleCounter = 0; } }
private void Awake() { instance = this; gameObject.SetActive(true); }
void Update() { // checks which players turn it is if (GameManager.instance.p1Turn) { playerScript = GameObject.Find("Player1").GetComponent <Player1> (); } else if (GameManager.instance.p2Turn) { playerScript2 = GameObject.Find("Player2").GetComponent <Player2> (); } // adds a click listener for each weapon weaponButton.onClick.AddListener(delegate { ChooseWeapon(weaponButton); }); weaponButton2.onClick.AddListener(delegate { ChooseWeapon(weaponButton2); }); //weaponButton3.onClick.AddListener (delegate{ChooseWeapon(weaponButton3);}); //weaponButton4.onClick.AddListener (delegate{ChooseWeapon(weaponButton4);}); // For Final Presentation // This restricts the players touches to only spawn and throw the grenade to the top half // of the users screen, so it will persist on any device if (Input.mousePosition.y > Screen.height / 2) { if (Input.GetMouseButtonDown(0) && !isAiming && !isThrown) { if (objectCount == 1) { Destroy(previousWeapon); objectCount = 0; } if (!isThrown) { Spawn(); objectCount++; } } else if (Input.GetMouseButtonDown(0) && isAiming) { launch(); } } // if the player is aiming then allow the player to rotate the grenade around them if (isAiming) { weaponScript = GameObject.FindGameObjectWithTag(currentWeapon.tag).GetComponent <WeaponAction>(); move = 0; move = CrossPlatformInputManager.GetAxis("Horizontal"); if (GameManager.instance.p1Turn) { if (playerScript.isFacingLeft && move > 0 && !weaponScript.maxRight) { previousWeapon.transform.RotateAround(playerTrans.position, Vector3.forward, -rotateSpeed * Time.deltaTime); } else if (playerScript.isFacingLeft && move < 0 && !weaponScript.maxLeft) { previousWeapon.transform.RotateAround(playerTrans.position, Vector3.forward, rotateSpeed * Time.deltaTime); } else if (!playerScript.isFacingLeft && move > 0 && !weaponScript.maxRight) { previousWeapon.transform.RotateAround(playerTrans.position, Vector3.forward, -rotateSpeed * Time.deltaTime); } else if (!playerScript.isFacingLeft && move < 0 && !weaponScript.maxLeft) { previousWeapon.transform.RotateAround(playerTrans.position, Vector3.forward, rotateSpeed * Time.deltaTime); } } else if (GameManager.instance.p2Turn) { if (playerScript2.isFacingLeft && move > 0 && !weaponScript.maxRight) { previousWeapon.transform.RotateAround(playerTrans2.position, Vector3.forward, -rotateSpeed * Time.deltaTime); } else if (playerScript2.isFacingLeft && move < 0 && !weaponScript.maxLeft) { previousWeapon.transform.RotateAround(playerTrans2.position, Vector3.forward, rotateSpeed * Time.deltaTime); } else if (!playerScript2.isFacingLeft && move > 0 && !weaponScript.maxRight) { previousWeapon.transform.RotateAround(playerTrans2.position, Vector3.forward, -rotateSpeed * Time.deltaTime); } else if (!playerScript2.isFacingLeft && move < 0 && !weaponScript.maxLeft) { previousWeapon.transform.RotateAround(playerTrans2.position, Vector3.forward, rotateSpeed * Time.deltaTime); } } } }
void Start() { turn = -1; socks = new Sockets(); takingTurn = false; moveCommands = 1; pawnObjects = new GameObject[4]; playerPositions = new int[4]; gui = GameObject.Find("Gui").GetComponent<Gui>(); p1 = GameObject.Find("Player1").GetComponent<Player1>(); p2 = GameObject.Find("Player2").GetComponent<Player2>(); p3 = GameObject.Find("Player3").GetComponent<Player3>(); p4 = GameObject.Find("Player4").GetComponent<Player4>(); winningMove = 0; pawnObjects[0] = GameObject.Find("Green1").GetComponent<Green1>().gameObject; pawnObjects[1] = GameObject.Find("Red1").GetComponent<Red1>().gameObject; pawnObjects[2] = GameObject.Find("Blue1").GetComponent<Blue1>().gameObject; pawnObjects[3] = GameObject.Find("Yellow1").GetComponent<Yellow1>().gameObject; }
void Start() { GameObject player2 = GameObject.FindGameObjectWithTag("Player2"); p2script = player2.GetComponent <Player2>(); }
public GameViewModel() { Messenger.Default.Register <GameMessage>(this, message => { Game = message.Game; isReplay = message.IsReplay; RaisePropertyChanged("IsEnabled"); InitializeGame(); if (isReplay) { Game.RewindGame(); ReplayGame(); } }); ActionCommand = new RelayCommand <TileViewModel>(tileViewModel => { // If it is a selection. if (SelectedUnit == null && tileViewModel.HasUnit && Game.GetCurrentPlayer().Units.Contains(tileViewModel.Units[0].Unit)) { CleanReachablePositions(); CleanBestMoves(); SelectedUnit = tileViewModel.Units[0]; // Sets the new reachable positions. var positions = SelectedUnit.Unit.FindReachablePositions(Game.Map); // Selected unit Position var sP = SelectedUnit.Unit.Position; foreach (var position in positions) { var index = position.X * Game.Map.Size + position.Y; bool canAttack = sP.IsClose(position); var ennemy = Game.GetCurrentPlayer() == Game.Players[0] ? Game.Players[1] : Game.Players[0]; var ennemyHere = false; foreach (var u in ennemy.Units) { if (!u.IsDead() && u.Position.Equals(position)) { ennemyHere = true; } } if ((canAttack && ennemyHere) || !ennemyHere) { Tiles[index].IsReachable = true; } else { Tiles[index].IsReachable = false; } Tiles[index].RaisePropertyChanged("IsReachable"); } MoveManager moveManager = new MoveManager(Game); IList <Position> bestMoves = moveManager.GetBestMove(Game.GetCurrentPlayer(), SelectedUnit.Unit); foreach (var position in bestMoves) { var index = position.X * Game.Map.Size + position.Y; Tiles[index].IsBestMove = true; Tiles[index].RaisePropertyChanged("IsBestMove"); } } // If it is an action. else if (SelectedUnit != null && tileViewModel.IsReachable) { var index = Tiles.IndexOf(tileViewModel); // Attack action. if (tileViewModel.HasUnit && !Game.GetCurrentPlayer().Units.Contains(tileViewModel.Units[0].Unit)) { // Selects the best defender. var defender = tileViewModel.Units[0]; for (var i = 1; i < tileViewModel.Units.Count; i++) { if (tileViewModel.Units[i].Unit.GetRealDefensePoints() > defender.Unit.GetRealDefensePoints()) { defender = tileViewModel.Units[i]; } } var attack = new AttackAction(Game.Map, SelectedUnit.Unit, defender.Unit); Game.DoAction(attack); var loser = attack.Loser; var winnerViewModel = loser == SelectedUnit.Unit ? defender : SelectedUnit; if (loser.IsDead()) { foreach (var t in Tiles) { for (int i = 0; i < t.Units.Count; i++) { if (t.Units[i].Unit == loser) { t.Units.RemoveAt(i); t.Units.Add(winnerViewModel); } else if (t.Units[i].Unit == winnerViewModel.Unit) { t.Units.RemoveAt(i); } } t.RaisePropertyChanged("Units"); } } foreach (var unitViewModel in Player1.Units) { unitViewModel.RaisePropertyChanged(""); } foreach (var unitViewModel in Player2.Units) { unitViewModel.RaisePropertyChanged(""); } } // Move action. else { var mapSize = Game.Map.Size; var posDest = new Position(index / mapSize, index % mapSize); var path = SelectedUnit.Unit.GetWay(Game.Map, posDest); Game.DoAction(new MoveAction(Game.Map, SelectedUnit.Unit, posDest)); SelectedUnit.RaisePropertyChanged("Unit"); AnimateUnitMove(SelectedUnit, path); } SelectedUnit = null; CleanReachablePositions(); CleanBestMoves(); } else { CleanReachablePositions(); CleanBestMoves(); SelectedUnit = null; } }); NextTurnCommand = new RelayCommand(async() => { if (Game.NextPlayer()) { RaisePropertyChanged("Game"); Player1.RaisePropertyChanged("Player"); Player2.RaisePropertyChanged("Player"); Messenger.Default.Send(new CurrentPlayerMessage(Game.GetCurrentPlayer())); } else { var dialog = new Views.Dialogs.WinnerDialog(); dialog.DataContext = new Dialogs.WinnerDialogViewModel(Game.GetWinner().Name); var path = (string)await DialogHost.Show(dialog, "RootDialog"); if (path != null) { ; } ExitGame(); } }); SaveGameDialogCommand = new RelayCommand(async() => { var dialog = new Views.Dialogs.SaveGameDialog(); var path = (string)await DialogHost.Show(dialog, "RootDialog"); if (path != null) { var directoryPath = $"{Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location)}/Saves"; if (!Directory.Exists(directoryPath)) { Directory.CreateDirectory(directoryPath); } Game.SaveGame($"{directoryPath}/{path}.o"); } }); LoadGameDialogCommand = new RelayCommand(async() => { var dialog = new Views.Dialogs.LoadGameDialog(); var path = (string)await DialogHost.Show(dialog, "RootDialog"); if (path != null) { Game = Game.LoadGame(path); InitializeGame(); } }); ExitGameDialogCommand = new RelayCommand(async() => { if (!isReplay) { var dialog = new Views.Dialogs.ConfirmDialog(); if (await DialogHost.Show(dialog, "RootDialog") != null) { ExitGame(); } } else { ExitGame(); } }); }
// Use this for initialization void Start() { animator = gameObject.GetComponent <Animator>(); Move = this.transform.position; player = GameObject.FindGameObjectWithTag("Player").GetComponent <Player2>(); }
public void Init() { int i, j, flag = 0; int w, h, type; isMultiplayer = RoomSetting.Instance.MultiplayerMode; if (isMultiplayer) { player.Load(RoomSetting.Instance.PlayerType, mapGenerator.Map[19, 19].Rect, 19, 19, "PLAYER 1"); Player2.Load(RoomSetting.Instance.Player2Type, mapGenerator.Map[1, 1].Rect, 1, 1, "PLAYER 2"); } else { //Đọc dữ liệu từ UserSetting.Instance.NumOfBots để biết số con bot if (RoomSetting.Instance.MapName != "random_map") { if (MatchStorage.Instance.NeedToLoadDataHere) { var characterData = MatchStorage.Instance.CharacterData; player.LoadData(characterData[0]); for (int index = 1; index < characterData.Length; index++) { var bot = new Character(); bot.LoadData(characterData[index]); bots.Add(bot); } MatchStorage.Instance.NeedToLoadDataHere = false; } else { player.Load(RoomSetting.Instance.PlayerType, mapGenerator.Map[1, 1].Rect, 1, 1, "PLAYER"); int divide = RoomSetting.Instance.MapSize / RoomSetting.Instance.NumOfBot; for (i = 0; i < RoomSetting.Instance.NumOfBot; i++) { //random position do { w = rand.Next(3, RoomSetting.Instance.MapSize - 3); h = rand.Next(divide * i, divide * i + divide); } while (!mapGenerator.IsValidLocation(h, w)); do { type = rand.Next(0, 3); } while (type == RoomSetting.Instance.PlayerType); bots.Add(new Character()); bots[i].Load(type, mapGenerator.Map[h, w].Rect, h, w); } } } else { if (MatchStorage.Instance.NeedToLoadDataHere) { var characterData = MatchStorage.Instance.CharacterData; player.LoadData(characterData[0]); for (int index = 1; index < characterData.Length; index++) { var bot = new Character(); bot.LoadData(characterData[index]); bots.Add(bot); } MatchStorage.Instance.NeedToLoadDataHere = false; } else { for (i = 0; i < RoomSetting.Instance.MapSize; i++) { for (j = 0; j < RoomSetting.Instance.MapSize; j++) { if (mapGenerator.IsValidLocation(i, j)) { player.Load(RoomSetting.Instance.PlayerType, mapGenerator.Map[i, j].Rect, i, j, "PLAYER"); flag = 1; break; } } if (flag == 1) { break; } } bots = RoomSetting.Instance.MyBot.Select(bot => { var newBot = new Character(); newBot.Load(bot[2], mapGenerator.Map[bot[0], bot[1]].Rect, bot[0], bot[1]); return(newBot); }).ToList(); } } astar = new Astar(this); if (RoomSetting.Instance.MapSize > 21) { miniMap.Load(MapGenerator.Instance.LogicMap, RoomSetting.Instance.MapSize); } } }
public static void KillPlayer2(Player2 player) { Destroy(player.gameObject); gm.StartCoroutine(gm.Respawn()); }
private void tmrGame_Tick(object sender, EventArgs e) { //detect if ball hits a paddle if (picLeftPaddle.Bounds.IntersectsWith(picBall.Bounds) || picRightPaddle.Bounds.IntersectsWith(picBall.Bounds)) { //we have a collision //set max speed if (Speed < 11) { Velocity.X = -1.1f * Velocity.X; Velocity.Y = 1.1f * Velocity.Y; Speed = (float)Velocity.Length(); } else { Velocity.X = -1 * Velocity.X; } } //detect if the ball hits top or bottom wall if (picBall.Top <= 0 || picBall.Bottom >= ClientSize.Height) { Velocity.Y = -1 * Velocity.Y; } //check if ball scores if (picBall.Left <= 0) { Player2++; lblPlayer2.Text = Player2.ToString(); Reset(); } else if (picBall.Right >= ClientSize.Width) { Player1++; lblPlayer1.Text = Player1.ToString(); Reset(); } //move the ball Position = Position + Velocity; picBall.Left = (int)Position.X; picBall.Top = (int)Position.Y; //move the paddles if (LeftPaddle == PaddleState.Up) { picLeftPaddle.Top -= 5; } if (LeftPaddle == PaddleState.Down) { picLeftPaddle.Top += 5; } if (RightPaddle == PaddleState.Up) { picRightPaddle.Top -= 5; } if (RightPaddle == PaddleState.Down) { picRightPaddle.Top += 5; } }
// Use this for initialization void Start() { sockets = new Sockets(); client = new Client(); opPosY = 128; ballPosX = 0; ballPosY = 0; buffer = new byte[6]; gameStart = false; player1Score = 0; player2Score = 0; gui = GameObject.Find("GUI").GetComponent<GUIScript>(); p1 = (Player1) GameObject.Find ("Player1").GetComponent ("Player1"); p2 = (Player2) GameObject.Find ("Player2").GetComponent ("Player2"); bscript = (BallScript) GameObject.Find ("GameBall").GetComponent("BallScript"); lPaddle = GameObject.Find ("Goal2"); bWall = GameObject.Find ("BottomWall"); paddleRatio = (250.0f / (GameObject.Find("Goal1").transform.position.x - GameObject.Find("Goal2").transform.position.x)); wallRatio = (250.0f / (GameObject.Find ("TopWall").transform.position.y - bWall.transform.position.y)); }
/// <summary>Runs a LAN game, here this computer is the client.</summary> public override void RunGame() { string buf = ""; Console.CursorVisible = true; IPAddress hostIP = null; do { Console.Clear(); Console.Write("Enter the ip of the host:"); try { hostIP = IPAddress.Parse(Console.ReadLine()); if (hostIP != null) { break; } } catch (Exception ex) { continue; } }while(true); Console.CursorVisible = false; TcpClient client = new TcpClient(hostIP.ToString(), Program.Port); if ((buf = LanHost.GetData(client)).Equals("")) { return; } string[] inps = buf.Split(LanHost.FieldDelimiter.ToCharArray()); bool clientSalvo = bool.Parse(inps[0]); bool clientBonus = bool.Parse(inps[1]); bool clientAdvanced = bool.Parse(inps[2]); SetUpMap temp = new SetUpMap(Player2, clientAdvanced); if (!LanHost.SendData(temp.ManualSetUp("Client", ShipList, PlaneList), client)) { return; } Console.Clear(); Console.WriteLine("Waiting for Host to finish setting up map."); if ((buf = LanHost.GetData(client)).Equals("")) { return; } temp = new SetUpMap(Player1, clientAdvanced); temp.TextSetUp(buf, ShipList, PlaneList); Turn t; do { Console.Clear(); Console.WriteLine("It's time for the host to play, please wait."); if ((buf = LanHost.GetData(client)).Equals("")) { return; } if (clientAdvanced) { t = new AdvancedTurn(clientBonus, clientSalvo, Player1, Player2); } else { t = new Turn(clientBonus, clientSalvo, Player1, Player2); } t.DoTextTurnSequence(buf); if (Player2.hasLost()) { PauseGame("The client has lost the game, press ESC to return to main menu."); client.Close(); return; } if (clientAdvanced) { t = new AdvancedTurn(clientBonus, clientSalvo, Player2, Player1); } else { t = new Turn(clientBonus, clientSalvo, Player2, Player1); } PauseGame("It's time for the client to play, press ESC to continue."); if (!LanHost.SendData(t.DoManualTurnSequence(), client)) { return; } if (Player1.hasLost()) { PauseGame("The client has won the game, press ESC to return to main menu."); client.Close(); return; } } while (true); }
// Use this for initialization void Start() { Move = this.transform.position; player = GameObject.FindGameObjectWithTag("Player").GetComponent <Player2>(); pausep = GameObject.FindGameObjectWithTag("MainCamera").GetComponentInParent <PauseMenu>(); }
private void Play() { Gamelog = new Logger("LOG von Spiel zwischen " + Player1.Username + " und " + Player2.Username); for (int i = 0; i < MaxRounds; i++) { Console.WriteLine("-------------------------------------------------\n"); Gamelog.AddEntry(String.Format("Spielrunde: {0}", i + 1)); Console.WriteLine("Spielrunde: {0}", i + 1); Console.WriteLine("Anzahl Karten Spieler 1: " + Player1.Deck.Count); Console.WriteLine("Anzahl Karten Spieler 2: " + Player2.Deck.Count); ICard chosenCardP1 = Player1.PickCardFromDeck(); ICard chosenCardP2 = Player2.PickCardFromDeck(); Console.WriteLine("\nGewählte Karten: "); Console.WriteLine("Spieler 1: {0}, {1}, {2}", chosenCardP1.Name, chosenCardP1.Damage, chosenCardP1.ElementType); Console.WriteLine("Spieler 2: {0}, {1}, {2}", chosenCardP2.Name, chosenCardP2.Damage, chosenCardP2.ElementType); Gamelog.AddEntry(String.Format("{0}: {1}, {2}, {3}", Player1.Username, chosenCardP1.Name, chosenCardP1.Damage, chosenCardP1.ElementType)); Gamelog.AddEntry(String.Format("{0}: {1}, {2}, {3}", Player2.Username, chosenCardP2.Name, chosenCardP2.Damage, chosenCardP2.ElementType)); //HasPlayer1WonRound? // YES: player1 bekommt card p2 von player2! (zu deck von player1 hinzufügen: card p2), (aus deck von player2 entfernen: card p2) // NO: player2 bekommt card p1 von player1! (zu deck von player2 hinzufügen: card p1), (aus deck von player1 entfernen: card p1) // can return 3 cases: 3 values present that: if 1 returns int result = HasPlayer1WonRound(chosenCardP1, chosenCardP2); switch (result) { case 1: Gamelog.AddEntry("" + Player1.Username + " gewinnt."); Console.WriteLine("Spieler 1 gewinnt."); Player1.AddCardToDeck(chosenCardP2); Player2.RemoveCardFromDeck(chosenCardP2); break; case 2: Gamelog.AddEntry("" + Player2.Username + " gewinnt."); Console.WriteLine("Spieler 2 gewinnt."); Player2.AddCardToDeck(chosenCardP1); Player1.RemoveCardFromDeck(chosenCardP1); break; case 3: Gamelog.AddEntry("Unentschieden."); Console.WriteLine("Unentschieden."); break; } // Deck is updated // Game ends if one user has no cards if (Player1.Deck.IsNullOrEmpty() || Player2.Deck.IsNullOrEmpty()) { if (Player2.Deck.IsNullOrEmpty()) { Gamelog.AddEntry("SPIELENDE. " + Player2.Username + " hat keine Karten mehr. " + Player1.Username + " hat das Battle gewonnen."); Gamelog.Winner = Player1.Username; Console.WriteLine("Spieler 1 hat das Spiel gewonnen."); Winner = Player1; } else { Gamelog.AddEntry("SPIELENDE. " + Player1.Username + " hat keine Karten mehr. " + Player2.Username + " hat das Battle gewonnen."); Gamelog.Winner = Player2.Username; Console.WriteLine("SPIELENDE. Spieler 1 hat keine Karten mehr. Spieler 2 hat das Spiel gewonnen."); Winner = Player2; } EndGame(); Console.WriteLine("\n-------------------------------------------------\n"); return; } Console.WriteLine("\n-------------------------------------------------\n"); } // if there is no final result after maxRound --> DRAW! EndGame(); // Winner is null --> DRAW Gamelog.AddEntry("Das Spiel ist unentschieden ausgegangen!"); }
// Use this for initialization void Start() { player = GameObject.FindGameObjectWithTag("Player").GetComponent <Player2>(); }
private void Start() { inventario.SetBool("desligado", true); player02 = GameObject.FindGameObjectWithTag("Player02").GetComponent <Player2>(); }
private async void MqttConnection_OnContentReceived(object Sender, MqttContent Content) { try { BinaryInput Input = Content.DataInput; byte Command = Input.ReadByte(); switch (Command) { case 0: // Hello string ApplicationName = Input.ReadString(); if (ApplicationName != this.applicationName) { break; } Player Player = this.Deserialize(Input); if (Player is null) { break; } #if LineListener Console.Out.WriteLine("Rx: HELLO(" + Player.ToString() + ")"); #endif IPEndPoint ExpectedEndpoint = Player.GetExpectedEndpoint(this.p2pNetwork); lock (this.remotePlayersByEndpoint) { this.remotePlayersByEndpoint[ExpectedEndpoint] = Player; this.remotePlayerIPs[ExpectedEndpoint.Address] = true; this.playersById[Player.PlayerId] = Player; this.UpdateRemotePlayersLocked(); } MultiPlayerEnvironmentPlayerInformationEventHandler h = this.OnPlayerAvailable; if (h != null) { try { h(this, Player); } catch (Exception ex) { Events.Log.Critical(ex); } } break; case 1: // Interconnect ApplicationName = Input.ReadString(); if (ApplicationName != this.applicationName) { break; } Player = this.Deserialize(Input); if (Player is null) { break; } #if LineListener Console.Out.Write("Rx: INTERCONNECT(" + Player.ToString()); #endif int Index = 0; int i, c; LinkedList <Player> Players = new LinkedList <Player>(); bool LocalPlayerIncluded = false; Player.Index = Index++; Players.AddLast(Player); c = (int)Input.ReadUInt(); for (i = 0; i < c; i++) { Player = this.Deserialize(Input); if (Player is null) { #if LineListener Console.Out.Write("," + this.localPlayer.ToString()); #endif this.localPlayer.Index = Index++; LocalPlayerIncluded = true; } else { #if LineListener Console.Out.Write("," + Player.ToString()); #endif Player.Index = Index++; Players.AddLast(Player); } } #if LineListener Console.Out.WriteLine(")"); #endif if (!LocalPlayerIncluded) { break; } this.mqttConnection.Dispose(); this.mqttConnection = null; lock (this.remotePlayersByEndpoint) { this.remotePlayersByEndpoint.Clear(); this.remotePlayerIPs.Clear(); this.remotePlayersByIndex.Clear(); this.playersById.Clear(); this.remotePlayersByIndex[this.localPlayer.Index] = this.localPlayer; this.playersById[this.localPlayer.PlayerId] = this.localPlayer; foreach (Player Player2 in Players) { ExpectedEndpoint = Player2.GetExpectedEndpoint(this.p2pNetwork); this.remotePlayersByIndex[Player2.Index] = Player2; this.remotePlayersByEndpoint[ExpectedEndpoint] = Player2; this.remotePlayerIPs[ExpectedEndpoint.Address] = true; this.playersById[Player2.PlayerId] = Player2; } this.UpdateRemotePlayersLocked(); } this.State = MultiPlayerState.ConnectingPlayers; await this.StartConnecting(); break; case 2: // Bye ApplicationName = Input.ReadString(); if (ApplicationName != this.applicationName) { break; } Guid PlayerId = Input.ReadGuid(); lock (this.remotePlayersByEndpoint) { if (!this.playersById.TryGetValue(PlayerId, out Player)) { break; } #if LineListener Console.Out.WriteLine("Rx: BYE(" + Player.ToString() + ")"); #endif ExpectedEndpoint = Player.GetExpectedEndpoint(this.p2pNetwork); this.playersById.Remove(PlayerId); this.remotePlayersByEndpoint.Remove(ExpectedEndpoint); this.remotePlayersByIndex.Remove(Player.Index); IPAddress ExpectedAddress = ExpectedEndpoint.Address; bool AddressFound = false; foreach (IPEndPoint EP in this.remotePlayersByEndpoint.Keys) { if (IPAddress.Equals(EP.Address, ExpectedAddress)) { AddressFound = true; break; } } if (!AddressFound) { this.remotePlayerIPs.Remove(ExpectedAddress); } this.UpdateRemotePlayersLocked(); } break; } } catch (Exception ex) { Log.Critical(ex); } }
void Start() { player = FindObjectOfType <Player> (); player2 = FindObjectOfType <Player2> (); }
public static bool ButtonReleased2Player(Buttons pButton) { return((Player1.ButtonReleased(pButton) && Player2.ButtonReleased(pButton)) ? true : false); }
public PlayControlModel2(DispatcherTimer timer, MPlaylistSettings mplaylistSettings, Player2 player) { _timer = timer; _timer.Tick += Timer_Tick; _player = player; // new Player2(mplaylistSettings); _player.StatusChanged += Player_StatusChanged; _playCommand = new DelegateCommand(Play, CanPlay); _pauseCommand = new DelegateCommand(Pause, CanPause); _stopCommand = new DelegateCommand(Stop, CanStop); _setInCommand = new DelegateCommand(SetIn, CanSetIn); _setOutCommand = new DelegateCommand(SetOut, CanSetOut); _goInCommand = new DelegateCommand(GoIn, CanGoIn); _goOutCommand = new DelegateCommand(GoOut, CanGoOut); _nextFrameCommand = new DelegateCommand(GoNextFrame, CanGoNextFrame); _previousFrameCommand = new DelegateCommand(GoPreviousFrame, CanGoPreviousFrame); }
void Start(){ source = GameObject.FindObjectOfType<Camera2D>().audio; source2 = this.audio; player = GameObject.FindObjectOfType<Player2>(); }
private void Awake() { _player1Script = FindObjectOfType <Player1>(); _player2Script = FindObjectOfType <Player2>(); }