Example #1
0
    void GeneratePlanterBox(int numberOfTiles)
    {
        // Create seperate platform for them
        int plantIndex;

        if (gameManager.ShouldCreateNextPlantBox(out plantIndex))
        {
            var level = currentLevel + Random.Range(3, 4);

            var xPos = Random.Range(0, numberOfTiles) + generatorManager.LastBlockX;

            GameObject nextBlock = RunnerObject.GetRunnerObject(block.gameObject);
            nextBlock.transform.position = new Vector3(xPos, level - 1, 0);
            nextBlock.SetActive(true);

            var newBox = PlanterBox.GetPlanterObject(plantingBox);
            newBox.SetIndex(plantIndex);
            newBox.transform.position = new Vector3(xPos + 1, level, 0);
            newBox.gameObject.SetActive(true);

            nextBlock = RunnerObject.GetRunnerObject(block.gameObject);
            nextBlock.transform.position = new Vector3(xPos + 2, level - 1, 0);
            nextBlock.SetActive(true);

            nextBlock = RunnerObject.GetRunnerObject(block.gameObject);
            nextBlock.transform.position = new Vector3(xPos + 1, level - 1, 0);
            nextBlock.SetActive(true);
        }
    }
Example #2
0
    private void OnTriggerExit2D(Collider2D other)
    {
        RunnerObject obstacle = other.GetComponent <RunnerObject>();

        if (!obstacle)
        {
            return;
        }

        overlappingObjects.Remove(obstacle);
    }
    public void Generate()
    {
        foreach (var runner in FindObjectsOfType <RunnerObject>())
        {
            runner.Remove();
        }

        for (int i = -manager.ScreenAmountX; i < manager.ScreenAmountX / 2; i++)
        {
            GameObject nextBlock = RunnerObject.GetRunnerObject(startingBlock.gameObject);
            nextBlock.transform.position = new Vector3(i, 0, 0);
            nextBlock.SetActive(true);
        }
        generatorManager.LastBlockX = manager.ScreenAmountX / 2 - 1;
    }
Example #4
0
    void GenerateNextBlock()
    {
        int currentIntDifficulty = (int)gameManager.Difficulty;

        if (lastDifficulty != currentIntDifficulty)
        {
            lastDifficulty = currentIntDifficulty;
            float change = Random.Range(-1, 2);

            if (Mathf.Abs(change) != 0)
            {
                change      *= Random.Range(0.5f, 1.0f);
                currentLevel = Mathf.Clamp(currentLevel + change, minLevel, maxLevel);
            }
        }

        holes.Clear();
        rises.Clear();

        int amountToGenerate = (int)(generatorManager.ScreenAmountX * 2);

        int numberOfHoles = Random.Range(0, Mathf.Max(generatorManager.ScreenAmountX / 2, (int)(gameManager.Difficulty * 2)));

        int tries = 0;

        while (tries++ < maxTries && numberOfHoles > 0)
        {
            var index = Random.Range(1, amountToGenerate);

            if (canHaveDrop(index, amountToGenerate))
            {
                numberOfHoles--;
                holes.Add(index);
            }
        }

        int numberOfRises = Random.Range(1, Mathf.Min(generatorManager.ScreenAmountX, (int)(gameManager.Difficulty)));

        tries = 0;

        while (tries++ < maxTries && numberOfRises > 0)
        {
            var index = Random.Range(0, amountToGenerate);

            if (!holes.Contains(index))
            {
                numberOfRises--;
                rises.Add(index);
            }
        }

        GeneratePlanterBox(amountToGenerate);

        GenerateCoins(amountToGenerate);


        // Generate
        for (int i = 0; i < amountToGenerate; i++)
        {
            var xPosition = generatorManager.LastBlockX + 1;
            generatorManager.LastBlockX = xPosition;

            if (holes.Contains(i))
            {
                generatorManager.LastBlockX += 1;
                continue;
            }

            GameObject nextBlock = RunnerObject.GetRunnerObject(block.gameObject);

            if (rises.Contains(i))
            {
                int change = Random.Range(0, 1) == 1 ? 1 : -1;

                currentLevel = Mathf.Clamp(currentLevel + change, minLevel, maxLevel);
            }

            nextBlock.transform.position = new Vector3(xPosition, currentLevel, 0);
            nextBlock.SetActive(true);
        }
    }