Example #1
0
    private void Update()
    {
        if (colliding)
        {
            if (this.gameObject.tag == "DownPipe")
            {
                if ((Input.GetKeyDown(KeyCode.S) || (Input.GetKeyDown(KeyCode.DownArrow))))
                {
                    sfx.PlaySoundEffect(pipeSound);
                    CameraControl cameraControl = player.gameObject.GetComponent <CameraControl>();

                    var players = GameObject.FindGameObjectsWithTag("Player");

                    Debug.Log(players.Length);

                    if (players.Length == 2)
                    {
                        Vector3 offsetPos = new Vector3 {
                            x = warpTarget.position.x, y = warpTarget.position.y + .50f, z = warpTarget.position.z
                        };
                        players[1].gameObject.transform.position = offsetPos;
                    }

                    players[0].gameObject.transform.position = warpTarget.position;
                }
            }
            else
            {
                sfx.PlaySoundEffect(pipeSound);
                CameraControl cameraControl = player.gameObject.GetComponent <CameraControl>();

                var players = GameObject.FindGameObjectsWithTag("Player");

                Debug.Log(players.Length);

                if (players.Length == 2)
                {
                    Vector3 offsetPos = new Vector3 {
                        x = warpTarget.position.x, y = warpTarget.position.y + .50f, z = warpTarget.position.z
                    };

                    players[1].gameObject.transform.position = offsetPos;
                }

                players[0].gameObject.transform.position = warpTarget.position;
            }
        }
    }
Example #2
0
    IEnumerator OnTriggerEnter2D(Collider2D coll)
    {
        if (coll.gameObject.tag == "Player")
        {
            if (canHit)
            {
                // Bounce the block up slightly
                transform.position += Vector3.up * Time.deltaTime;
                yield return(new WaitForSeconds(0.1f));

                transform.position = originalPos;

                // Play sound effect and change sprite to "after hit" sprite
                sfx.PlaySoundEffect(powerUpSound);
                ChangeSprite();
                canHit = false; // can't hit again

                // Animate our "fake star" to appear to come out of the block
                FakeStar.GetComponent <Animator>().Play("FakeStar");
                yield return(new WaitForSeconds(1.0f));

                // Destroy the "fake star" object and instantiate the real star
                Destroy(FakeStar);
                Instantiate(Star, Spawn.transform.position, Quaternion.identity);
            }
        }
    }
    IEnumerator OnTriggerEnter2D(Collider2D coll)
    {
        if (coll.gameObject.tag == "Player")
        {
            if (hitCount < 8)
            {
                // bounce block up and down
                transform.position += Vector3.up * Time.deltaTime;
                yield return(new WaitForSeconds(0.1f));

                transform.position = originalPos;

                // create coin, play sound effect, increment hit counter
                CreateCoin();
                sfx.PlaySoundEffect(coinSfx);
                hitCount++;

                // add scores
                ScoreKeeping.scoreValue += 200;
                CoinTracker.coinValue   += 1;
            }

            // if hit count has maxed out, change sprite to "after hit sprite"
            else if (hitCount >= 8)
            {
                ChangeSprite();
            }
        }
    }
Example #4
0
 void OnTriggerEnter2D(Collider2D coll)
 {
     if (coll.gameObject.tag == "Player")
     {
         sfx.PlaySoundEffect(pipeSound);
     }
 }
Example #5
0
    IEnumerator OnTriggerEnter2D(Collider2D coll)
    {
        if (coll.gameObject.tag == "Player")
        {
            if (canPlay)
            {
                // raise the flag from the castle
                anim.Play("FlagRaise");
                anim.Play("FlagRaise_Level2");
                canPlay = false;

                // animate the individual fireworks and play their sound effects
                sfx.PlaySoundEffect(fireworksSound);
                fireworks.Play("Fireworks");
                yield return(new WaitForSeconds(0.9f)); // wait a small bit to show animation

                fireworks.gameObject.SetActive(false);  // destroy object once done

                sfx.PlaySoundEffect(fireworksSound);
                fireworks2.Play("Fireworks");
                yield return(new WaitForSeconds(0.9f));

                fireworks2.gameObject.SetActive(false);

                sfx.PlaySoundEffect(fireworksSound);
                fireworks3.Play("Fireworks");
                yield return(new WaitForSeconds(0.9f));

                fireworks3.gameObject.SetActive(false);

                sfx.PlaySoundEffect(fireworksSound);
                fireworks4.Play("Fireworks");
                yield return(new WaitForSeconds(0.9f));

                fireworks4.gameObject.SetActive(false);

                sfx.PlaySoundEffect(fireworksSound);
                fireworks5.Play("Fireworks");
                yield return(new WaitForSeconds(0.9f));

                fireworks5.gameObject.SetActive(false);

                //     CameraControl.lockX = false;
            }
        }
        yield return(null);
    }
Example #6
0
 void HitInternal()
 {
     sfx.PlaySoundEffect(breakSound);
     spriteRenderer.enabled = false;
     particleSystem.Play();
     Destroy(gameObject, 0.3f);
     ScoreKeeping.scoreValue += 50;
 }
 void OnTriggerEnter2D(Collider2D coll)
 {
     if (coll.gameObject.tag == "Player")
     {
         sfx.PlaySoundEffect(coinSfx);
         Destroy(gameObject);
         ScoreKeeping.scoreValue += 200;
         CoinTracker.coinValue   += 1;
     }
 }
Example #8
0
 void HitInternal()
 {
     if (hitCount == 0)
     {
         MoveBlock();
         ChangeSprite();
         CreateCoin();
         sfx.PlaySoundEffect(coinSfx);
         ScoreKeeping.scoreValue += 200;
         CoinTracker.coinValue   += 1;
         hitCount++;
     }
 }
    public IEnumerator Fireballs()
    {
        float minWaitTime = 2f;
        float maxWaitTime = 4f;

        while (true)
        {
            yield return(new WaitForSeconds(Random.Range(minWaitTime, maxWaitTime)));

            sfx.PlaySoundEffect(fireBallSound);
            ShootFireball();
        }
    }
Example #10
0
    private IEnumerator DestroyBridge()
    {
        //  CameraControl.lockX = true;
        bowser.GetComponent <BowserController>().stoppedCoroutines = true;
        StopCoroutine(bowser.GetComponent <BowserController>().Fireballs());
        StopCoroutine(bowser.GetComponent <BowserController>().RandomMovement());
        StopCoroutine(bowser.GetComponent <BowserController>().JumpTimer());
        sfx.PlaySoundEffect(bowserDiesSound);

        for (int i = 0; i < bridgeBlocks.Length; i++)
        {
            Destroy(bridgeBlocks[i]);
            yield return(new WaitForSeconds(0.05f));
        }
        ScoreKeeping.scoreValue += 2000;
        //  CameraControl.lockX = false;
    }
Example #11
0
    IEnumerator OnTriggerEnter2D(Collider2D coll)
    {
        if (coll.gameObject.tag == "Player")
        {
            if (canPlay)
            {
                sfx.PlayEndMusic();
                sfx.PlaySoundEffect(flagSound);
                anim.Play("Flag_Fall");
                anim.Play("FlagFall_Level3");
                anim.Play("FlagFall_Level1");
                canPlay = false;
            }
        }

        yield return(null);
    }
Example #12
0
    void FinalScore()
    {
        int timeRemaining = (int)TimeKeeping.timeValue; // get timer value

        // for the amount of time remaining, add score value and take from time value
        // these are the bonus coins for time remaining on the clock
        if (timeRemaining > 0)
        {
            ScoreKeeping.scoreValue += 10;
            sfx.PlaySoundEffect(coinSfx);
            TimeKeeping.timeValue -= 10;
        }
        else
        {
            CancelInvoke(); // once 0 is hit, stop the Invoke function
            StartCoroutine(ChangeScene());
        }
    }
Example #13
0
    IEnumerator OnTriggerEnter2D(Collider2D coll)
    {
        if (coll.gameObject.tag == "Player")
        {
            if (canHit)
            {
                // Bounce the block up slightly
                transform.position += Vector3.up * Time.deltaTime;
                yield return(new WaitForSeconds(0.1f));

                transform.position = originalPos;

                // Play sound effect and change sprite to "after hit" sprite
                sfx.PlaySoundEffect(powerUpSound);
                ChangeSprite();
                canHit = false; // can't hit again

                // if the player is small, produce a red mushroom
                if (Player_Move.PlayerState == 0)
                {
                    // Animate our "fake mushroom" to appear to come out of the block
                    FakeMushroom.GetComponent <Animator>().Play("FakeMushroom");
                    yield return(new WaitForSeconds(1.0f));

                    // Destroy the "fake mushroom" object and instantiate the real mushroom
                    Destroy(FakeMushroom);
                    Instantiate(Mushroom, Spawn.transform.position, Quaternion.identity);
                }

                // if the palyer is big, produce a flower
                else if (Player_Move.PlayerState == 1)
                {
                    // Animate our "fake mushroom" to appear to come out of the block
                    FakeFlower.GetComponent <Animator>().Play("FakeMushroom");
                    yield return(new WaitForSeconds(1.0f));

                    // Instantiate Flower at spawn point
                    Destroy(FakeFlower);
                    Instantiate(Flower, Spawn.transform.position, Quaternion.identity);
                }
            }
        }
    }
Example #14
0
    IEnumerator OnTriggerEnter2D(Collider2D coll)
    {
        if (coll.gameObject.tag == "Player")
        {
            if (canHit)
            {
                // Bounce the block up slightly
                transform.position += Vector3.up * Time.deltaTime;
                yield return(new WaitForSeconds(0.1f));

                transform.position = originalPos;

                // Play sound effect and change sprite to "after hit" sprite
                sfx.PlaySoundEffect(powerUpSound);
                ChangeSprite();
                canHit = false; // can't hit again

                // Instantiate Flower at spawn point
                Instantiate(Flower, Spawn.transform.position, Quaternion.identity);
            }
        }
    }