Example #1
0
        static void Main(string[] args)
        {
            RenderEngine.SetScreenSize(20);

            Board          board          = new Board();
            Player         playerOne      = new Player();
            Player         playerTwo      = new Player();
            WinLose        winlose        = new WinLose();
            LoopController loopController = new LoopController();
            KeyHandler     keyHandler     = new KeyHandler();

            while (winlose.Check(board))
            {
                // Clear the screen
                Console.Clear();

                // Render the screen
                //RenderEngine.FillScreen();
                RenderEngine.Draw();

                // Get player Input
                keyHandler.Input();
                keyHandler.Update(board);


                // Slow GameLoop
                loopController.Wait(10);
            }
        }
Example #2
0
    public void Attacked(float attack, WinLose enemyWinLose, bool canonShot = false)
    {
        if (canonShot)
        {
            StartCoroutine("BecanonShot");
        }
        if (!beattack)
        {
            beattack = true;
            StartCoroutine("AnimationAttacked");
        }
        float damage = attack;

        if (enemyWinLose == WinLose.win)
        {
            damage *= 2;
        }
        else if ((enemyWinLose == WinLose.lose))
        {
            damage = damage / 2;
        }
        TakeDamage(damage);
        if (currentHp <= 0)
        {
            killed = true;
            _Die();
        }
    }
Example #3
0
 private void OnTriggerExit(Collider other)
 {
     if (other.gameObject.tag == "PlayArea")
     {
         gameObject.SetActive(false);
         WinLose.DisplayWinner(transform.parent.gameObject.name);
     }
 }
Example #4
0
    void Start()
    {
        EndMenu.SetActive(false);

        sequence = GameObject.FindGameObjectWithTag("Spawner").GetComponent <Sequence>();
        winLose  = GameObject.FindGameObjectWithTag("ResultManager").GetComponent <WinLose>();

        player1 = winLose.player1;
        player2 = winLose.player2;
    }
Example #5
0
 private void Awake()
 {
     if (instance != null && instance != this)
     {
         Destroy(gameObject);
     }
     else
     {
         instance = this;
     }
 }
Example #6
0
 public Bot(string name, Statuses status, Turns turn, Orders order)
 {
     this.name     = name;
     this.status   = status;
     this.turn     = turn;
     this.order    = order;
     strategue     = Strategues.WAITING;
     WinLose       = WinLose.LOSE;
     GameStrategue = Strategues.PASS;
     hand          = new List <Divide>();
     copyHand      = new List <Divide>();
     expectVzyatki = new int();
 }
 void GetComponents()
 {
     playerWave = GameObject.FindGameObjectWithTag("WavePlayer");
     sgp        = playerWave.GetComponent <SignalGeneratorPlayer>();
     ampMeter   = GameObject.FindGameObjectWithTag("AmpMeter");
     if (ampMeter != null)
     {
         print("Got amp found");
     }
     am     = ampMeter.GetComponent <AmpMeter>();
     global = GameObject.FindGameObjectWithTag("GlobalScripts");
     wl     = global.GetComponent <WinLose>();
 }
Example #8
0
 public void checkState()
 {
     if (healthScore == 0)
     {
         WinLose.ForeColor = Color.Red;
         WinLose.Text      = "You Lose";
         WinLose.Focus();
     }
     else if (pointScore == 10)
     {
         WinLose.ForeColor = Color.Yellow;
         WinLose.Text      = "You Won!";
         WinLose.Focus();
     }
 }
Example #9
0
    void Start()
    {
        board = FindObjectOfType <BoardManager>();

        // add different tiles to inventory list that the inventory counter will keep track of. TODO: refactor this to use variables instead of hard coding tile names
        TileInventory.Add("Red Tile", 0);
        TileInventory.Add("Pink Tile", 0);
        TileInventory.Add("Green Tile", 0);
        TileInventory.Add("Black Tile", 0);
        TileInventory.Add("Orange Tile", 0);
        TileInventory.Add("Blue Tile", 0);

        wlConditions = FindObjectOfType <WinLose>();
        _sc          = FindObjectOfType <SelectorController>();
        _ldh         = FindObjectOfType <LevelDataHolder>();
    }
Example #10
0
        public void GamePlayingMethod()
        {
            WinLose obj             = new WinLose();
            int     startChamber    = TestingObj.spinChamber();
            int     bulletChamber   = TestingObj.spinChamber();
            int     ChamberPosition = TestingObj.Playing(numPlayers, startChamber, bulletChamber);

            if (ChamberPosition == -1)
            {
                Assert.AreEqual(obj.WinGame, obj.WinGame);
                Assert.AreEqual(obj.LoseGame, obj.LoseGame);
            }
            else
            {
                Assert.AreEqual("NextRound", "NextRound");
            }
        }
 void Awake()
 {
     player = GameObject.Find("Player").GetComponent <WinLose>() as WinLose;
 }
Example #12
0
    // Player move is based on the movement in real world. So we basically transform
    // the gps coordinate to a local coordiante and share with other players.
    void Update()
    {
        // Setup the bool values for each player. Determine if the player is seeker or runner
        if (NetworkServer.connections.Count > 0)
        {
            latitudeO  = MapTools.getLatO();
            longitudeO = MapTools.getLonO();
            if (isLocalPlayer)
            {
                isSeeker = true;
            }
            else
            {
                isSeeker = false;
            }
            if (name != null)
            {
                SaveData.add(name);
            }
            if (SaveData.isDead(name))
            {
                isDead = true;
            }
        }

        // If "I am dead"
        if (isDead)
        {
            if (isLocalPlayer)
            {
                WinLose.lose();
            }
            this.gameObject.SetActive(false);
            return;
        }

        // If "I am a seeker", set my color to red
        if (isSeeker)
        {
            this.color = Color.red;
            ui.changeToSeek();
        }
        else
        {
            this.color = Color.white;
            ui.changeToHide();
        }
        player.GetComponent <SkinnedMeshRenderer>().materials[0].color = color;
        player.GetComponent <SkinnedMeshRenderer>().materials[1].color = color;

        if (!isLocalPlayer)
        {
            return;
        }
        if (!isSeeker && latitudeO != 0)
        {
            MapTools.setLatO(latitudeO);
            MapTools.setLonO(longitudeO);
        }

        // Syc the name and the location. Move the model
        CmdSetName(PlayerDataManager.s_Instance.playerName);
        CmdSetP(MapTools.getLat(), MapTools.getLon());
        latitude           = MapTools.getLat();
        longitude          = MapTools.getLon();
        name               = PlayerDataManager.s_Instance.playerName;
        transform.position = new Vector3(Camera.main.transform.position.x, 0, Camera.main.transform.position.z);
        transform.rotation = Camera.main.transform.rotation;
    }
Example #13
0
 //Get the needed components
 private void GetComponents()
 {
     global = GameObject.FindGameObjectWithTag("GlobalScripts");
     wl     = global.GetComponent <WinLose>();
 }
Example #14
0
 public void WinLoseHandler(WinLose winLose)
 {
     this.winLose += winLose;
 }
Example #15
0
 void Start()
 {
     player = GameObject.Find("Player").GetComponent<WinLose>() as WinLose;
     body.AddForce(this.transform.forward * strength * modifier * Time.deltaTime);
     timeAlive = Time.time;
 }
 // Use this for initialization
 void Start()
 {
     global = GameObject.FindGameObjectWithTag("GlobalScripts");
     wl     = global.GetComponent <WinLose>();
     sc     = global.GetComponent <SceneControl>();
 }
 void Awake()
 {
     player = GameObject.Find("Player").GetComponent<WinLose>() as WinLose;
 }
Example #18
0
 void Start()
 {
     player = GameObject.Find("Player").GetComponent <WinLose>() as WinLose;
     body.AddForce(this.transform.forward * strength * modifier * Time.deltaTime);
     timeAlive = Time.time;
 }