Example #1
0
    // Start is called before the first frame update
    void Start()
    {
        instance = this;

        Vector3 spawnPosition           = startPoint.position;
        int     tilesWithNoObstaclesTmp = tilesWithoutObstacles;

        for (int i = 0; i < tilesToPreSpawn; i++)
        {
            spawnPosition -= tilePrefab.startPoint.localPosition;
            SC_PlatformTile spawnedTile = Instantiate(tilePrefab, spawnPosition, Quaternion.identity) as SC_PlatformTile;
            if (tilesWithNoObstaclesTmp > 0)
            {
                spawnedTile.DeactivateAllObstacles();
                tilesWithNoObstaclesTmp--;
            }
            else
            {
                spawnedTile.ActivateRandomObstacle();
            }

            spawnPosition = spawnedTile.endPoint.position;
            spawnedTile.transform.SetParent(transform);
            spawnedTiles.Add(spawnedTile);
        }
    }
    // Update is called once per frame
    void Update()
    {
        //end the game when the song ends
        if (!AS.isPlaying)
        {
            gameOver = true;
        }


        // Move the object upward in world space x unit/second.
        //Increase speed the higher score we get
        if (!gameOver && gameStarted)
        {
            transform.Translate(-spawnedTiles[0].transform.right * Time.deltaTime * (movingSpeed + (score / 500)), Space.World);
            score     += (Time.deltaTime * movingSpeed);
            realScore += (Time.deltaTime * (movingSpeed * bh.multiplier));
        }

        if (mainCamera.WorldToViewportPoint(spawnedTiles[0].endPoint.position).z < 0)
        {
            //Move the tile to the front if it's behind the Camera
            SC_PlatformTile tileTmp = spawnedTiles[0];
            spawnedTiles.RemoveAt(0);
            tileTmp.transform.position = spawnedTiles[spawnedTiles.Count - 1].endPoint.position - tileTmp.startPoint.localPosition;
            tileTmp.ActivateRandomObstacle();
            spawnedTiles.Add(tileTmp);
        }

        if (gameOver || !gameStarted)
        {
            //Start the game
            gameStarted = true;

            if (Input.GetKeyDown(KeyCode.Space))
            {
                if (gameOver)
                {
                    //Restart current scene
                    Scene scene = SceneManager.GetActiveScene();
                    SceneManager.LoadScene(scene.name);
                }
                else
                {
                }
            }

            if (Input.GetKeyDown(KeyCode.Q))
            {
                SceneManager.LoadScene(0);
            }
        }
    }
Example #3
0
    // Start is called before the first frame update
    void Start()
    {
        instance = this;

        Vector3 spawnPosition = startPoint.position;

        for (int i = 0; i < tilesToPreSpawn; i++)
        {
            int rand = Random.Range(0, tilePrefabs.Length);
            spawnPosition -= tilePrefabs[rand].startPoint.localPosition;
            SC_PlatformTile spawnedTile = Instantiate(tilePrefabs[rand], spawnPosition, Quaternion.identity) as SC_PlatformTile;

            spawnPosition = spawnedTile.endPoint.position;
            spawnedTile.transform.SetParent(transform);
            spawnedTiles.Add(spawnedTile);
        }
    }
Example #4
0
    // Update is called once per frame
    void Update()
    {
        // Move the object upward in world space x unit/second.
        //Increase speed the higher score we get
        //if (!GameManager.Instance.isGameOver && GameManager.Instance.isGameStarted)
        //{
        transform.Translate(-spawnedTiles[0].transform.forward * Time.deltaTime * movingSpeed, Space.World);
        //}

        if (mainCamera.WorldToViewportPoint(spawnedTiles[0].endPoint.position).z < 0)
        {
            //Move the tile to the front if it's behind the Camera
            SC_PlatformTile tileTmp = spawnedTiles[0];
            spawnedTiles.RemoveAt(0);
            tileTmp.transform.position = spawnedTiles[spawnedTiles.Count - 1].endPoint.position - tileTmp.startPoint.localPosition;
            spawnedTiles.Add(tileTmp);
        }
    }
    // Update is called once per frame
    void Update()
    {
        // Move the object upward in world space x unit/second.
        //Increase speed the higher score we get
        if (!gameOver && gameStarted)
        {
            transform.Translate(-spawnedTiles[0].transform.forward * Time.deltaTime * (movingSpeed + (score / 500)), Space.World);
            score += Time.deltaTime * movingSpeed;
        }

        if (mainCamera.WorldToViewportPoint(spawnedTiles[0].endPoint.position).z < 0)
        {
            //Move the tile to the front if it's behind the Camera
            SC_PlatformTile tileTmp = spawnedTiles[0];
            spawnedTiles.RemoveAt(0);
            tileTmp.transform.position = spawnedTiles[spawnedTiles.Count - 1].endPoint.position - tileTmp.startPoint.localPosition;
            tileTmp.ActivateRandomObstacle();
            spawnedTiles.Add(tileTmp);
        }

        // if (gameOver || !gameStarted)
        // {
        //     if (Input.GetKeyDown(KeyCode.Space))
        //     {
        //         if (gameOver)
        //         {
        //             //Restart current scene
        //             Scene scene = SceneManager.GetActiveScene();
        //             SceneManager.LoadScene(scene.name);
        //         }
        //         else
        //         {
        //             //Start the game
        //             gameStarted = true;
        //         }
        //     }
        // }
    }