Example #1
0
    private void CollisionChecker(GameObject _other, bool _isBlock)
    {
        Collision collWithBlockInfo = collider.GetCollisionInfo(_other.collider);

        if (collWithBlockInfo.normal.y < 0)
        {
            _moveSpeedY = -Mathf.Abs(_moveSpeedY);
        }
        else if (collWithBlockInfo.normal.x < 0)
        {
            _moveSpeedX = -Mathf.Abs(_moveSpeedX);
        }
        else if (collWithBlockInfo.normal.y > 0)
        {
            _moveSpeedY = Mathf.Abs(_moveSpeedY);
        }
        else if (collWithBlockInfo.normal.x > 0)
        {
            _moveSpeedX = Mathf.Abs(_moveSpeedX);
        }

        if (_isBlock)
        {
            Block blockHit = (Block)_other;
            blockHit.GotHit();
        }

        if (!_isBlock)
        {
            PlayerArkanoid playerHit = (PlayerArkanoid)_other;
            playerHit.GotHit();
        }
    }
    public Lives(PlayerArkanoid _playerInst, TiledObject _obj) : base(200, 50)
    {
        SetOrigin(this.width / 2, this.height / 2);
        SetXY(_obj.X, _obj.Y);

        _font = new Font("Arial", 20, FontStyle.Regular);

        _stringFormatCenter = new StringFormat
        {
            Alignment     = StringAlignment.Center,
            LineAlignment = StringAlignment.Center
        };

        _player = _playerInst;
    }
Example #3
0
    // Constructor that needs an instance of type Block, a TiledObject instance and a Level instance.
    // Again this is used so I can call certain methods from those classes and get property information of Ball from Tiled.
    public Ball(TiledObject _obj, PlayerArkanoid _playerInst) : base("ArkanoidSprites/ball.png", addCollider: true)
    {
        // Scales the sprite of Ball to 25% of its original width and height.
        this.scale = 0.25f;

        // Sets the X and Y pos of ball to X and Y values defined in Tiled.
        xPos = _obj.X;
        yPos = _obj.Y;
        SetXY(xPos, yPos);


        _moveSpeedX = 0;
        _moveSpeedY = 0;

        _ballSpeedX = -_obj.GetIntProperty("speedX");
        _ballSpeedY = -_obj.GetIntProperty("speedY");

        _player = _playerInst;
    }
Example #4
0
    // Checks which object is being loaded from Tiled and creates the appropriate instance for it.
    private void ObjectCheck(ObjectGroup objectGroup)
    {
        foreach (TiledObject obj in objectGroup.Objects)
        {
            switch (obj.Name)
            {
            case "Player":
                // Creating the player
                _player = new PlayerArkanoid(obj, this, _game);
                //Console.WriteLine(_player);
                AddChild(_player);
                break;

            case "Block":
                _block = new Block(this, obj);
                _blocks.Add(_block);
                AddChild(_block);
                break;

            case "Ball":
                // Creating the ball
                _ball = new Ball(obj, _player);
                AddChild(_ball);
                _overlay = new Overlay();
                AddChild(_overlay);
                break;

            case "Score":
                // Creating the HUD element: Score
                Score score = new Score(_player, obj);
                AddChild(score);
                break;

            case "Lives":
                // Creating the HUD element: Lives
                Lives playerLives = new Lives(_player, obj);
                AddChild(playerLives);
                break;
            }
        }
    }