Exemple #1
0
 // Update is called once per frame
 void Update()
 {
     inContact = false;
     if (collision == CollisionType.AABB)
     {
         for (int i = 1; i < collisionObjects.Length; i++)
         {
             if (CollisionDetection.AABBCollision(collisionObjects[0], collisionObjects[i]))
             {
                 inContact   = true;
                 indexNumber = i;
             }
         }
     }
     else
     {
         for (int i = 1; i < collisionObjects.Length; i++)
         {
             if (CollisionDetection.CircleCollision(collisionObjects[0], collisionObjects[i]))
             {
                 inContact   = true;
                 indexNumber = i;
             }
         }
     }
     if (inContact)
     {
         collisionObjects[indexNumber].color = Color.red;
         collisionObjects[0].color           = Color.red;
     }
     else
     {
         for (int i = 0; i < collisionObjects.Length; i++)
         {
             collisionObjects[i].color = Color.white;
         }
     }
     if (Input.GetKeyDown(KeyCode.Alpha1) && collision != CollisionType.AABB)
     {
         collision = CollisionType.AABB;
     }
     else if (Input.GetKeyDown(KeyCode.Alpha2) && collision != CollisionType.Circle)
     {
         collision = CollisionType.Circle;
     }
 }
    // Update is called once per frame
    void Update()
    {
        // Switches collision type on input
        if (Input.GetKeyDown(KeyCode.Alpha1))
        {
            collisionType = CollisionType.AABB;
        }
        else if (Input.GetKeyDown(KeyCode.Alpha2))
        {
            collisionType = CollisionType.Circle;
        }

        // Keeps track of all objects that are colliding this frame
        List <GameObject> collidingObjects = new List <GameObject>();

        switch (collisionType)
        {
        case (CollisionType.AABB):
            for (int i = 0; i < obsticles.Length; i++)
            {
                // If there's a collision, add the colliding objects to the list
                if (CollisionDetection.AABBCollision(player, obsticles[i]))
                {
                    // Makes sure the player object doesn't get added multiple times
                    if (!collidingObjects.Contains(player))
                    {
                        collidingObjects.Add(player);
                    }

                    collidingObjects.Add(obsticles[i]);
                }
            }
            break;

        case (CollisionType.Circle):
            for (int i = 0; i < obsticles.Length; i++)
            {
                // If there's a collision, add the colliding objects to the list
                if (CollisionDetection.CircleCollision(player, obsticles[i]))
                {
                    // Makes sure the player object doesn't get added multiple times
                    if (!collidingObjects.Contains(player))
                    {
                        collidingObjects.Add(player);
                    }

                    collidingObjects.Add(obsticles[i]);
                }
            }
            break;
        }

        if (collidingObjects.Contains(player))
        {
            player.GetComponent <SpriteRenderer>().color = Color.red;
        }
        else
        {
            player.GetComponent <SpriteRenderer>().color = Color.white;
        }

        for (int i = 0; i < obsticles.Length; i++)
        {
            if (collidingObjects.Contains(obsticles[i]))
            {
                obsticles[i].GetComponent <SpriteRenderer>().color = Color.red;
            }
            else
            {
                obsticles[i].GetComponent <SpriteRenderer>().color = Color.white;
            }
        }
    }
    // Update is called once per frame
    void Update()
    {
        // Bring player to Game Over screen if lives run out
        if (lives <= 0)
        {
            SceneManager.LoadScene(2);
        }

        // Only run collisions if player isn't currently invincible
        if (!isInvincible)
        {
            // Iterate through all asteroids
            for (int i = 0; i < asteroids.Count; i++)
            {
                // If a Collision is detected destroy the asteroid and remove a life
                if (detector.CircleCollision(player, asteroids[i]))
                {
                    Destroy(player);
                    lives--;
                    indices.Add(i);
                    Destroy(asteroids[i]);
                    player = Instantiate(ship, Vector3.zero, Quaternion.identity);
                    audio[0].Play();
                    GracePeriod(5);
                }

                // Go through each index of the destroyed items and remove it from asteroids
                foreach (int index in indices)
                {
                    asteroids.RemoveAt(index);
                }
                indices.Clear();
            }
        }

        // Check Collisions for Powerups
        if (activePowerup != null)
        {
            if (detector.CircleCollision(player, activePowerup))
            {
                Destroy(activePowerup);
                isPowerupActive = false;
                GracePeriod(5);
                audio[1].Play();
            }
        }

        // If there are no asteroids left on screen spawn more but
        // add another asteroid every wave to increase difficulty
        if (asteroids.Count == 0)
        {
            asteroidCount++;
            for (int i = 0; i < asteroidCount; i++)
            {
                switch (Random.Range(0, 4))
                {
                case 0:
                    asteroid = asteroid1;
                    break;

                case 1:
                    asteroid = asteroid2;
                    break;

                case 2:
                    asteroid = asteroid3;
                    break;

                case 3:
                    asteroid = asteroid4;
                    break;
                }

                asteroids.Add(Instantiate(asteroid, new Vector3(Random.Range(0, totalCamWidth / 2), Random.Range(0, totalCamHeight / 2), 0), Quaternion.identity));
            }
            // Random Chance to bring in a Power Up
            if (Random.Range(0, 10) < 5 && !isPowerupActive && !isInvincible) // 50% chance, No other power ups on screen, player isn't already protected
            {
                activePowerup   = Instantiate(powerup, new Vector3(Random.Range(0, totalCamWidth / 2), Random.Range(0, totalCamHeight / 2), 0), Quaternion.identity);
                isPowerupActive = true;
            }
            GracePeriod(2);
        }

        // Timer for Player Invincibility
        if (isInvincible)
        {
            if (timer > 0)
            {
                timer -= Time.deltaTime;
            }
            else
            {
                isInvincible = false;
                player.GetComponent <SpriteRenderer>().color = new Color(255, 255, 255);
            }
        }
    }
Exemple #4
0
    // Update is called once per frame
    void Update()
    {
        // Loops through every asteroid and if the bullet hits an
        // asteroid the asteroid will break and then add it's index
        // into the destroyed item's list
        for (int i = 0; i < asteroids.Count; i++)
        {
            if (detector.CircleCollision(gameObject, asteroids[i]))
            {
                indices.Add(i);

                Destroy(asteroids[i]);
                CollisionManager.score += 20;
                Destroy(gameObject);
            }

            // Go through each index of the destroyed items and remove it from asteroids
            foreach (int index in indices)
            {
                // Get the Asteroid Variant
                Vector3 size = asteroids[index].transform.localScale;
                if (asteroids[index].name == asteroidObject1.name + "(Clone)")
                {
                    asteroidObject = asteroidObject1;
                }
                else if (asteroids[index].name == asteroidObject2.name + "(Clone)")
                {
                    asteroidObject = asteroidObject2;
                }
                else if (asteroids[index].name == asteroidObject3.name + "(Clone)")
                {
                    asteroidObject = asteroidObject3;
                }
                else if (asteroids[index].name == asteroidObject4.name + "(Clone)")
                {
                    asteroidObject = asteroidObject4;
                }

                // Remove the Asteroid from the list and then check if it's a stage 1 asteroid
                asteroids.RemoveAt(index);

                // When it's a stage 1 asteroid the asteroid should split into two more asteroids
                if (size == asteroidObject.transform.localScale)
                {
                    for (int x = 0; x < 4; x++)
                    {
                        GameObject newAsteroid = Instantiate(asteroidObject, transform.position, Quaternion.identity);
                        newAsteroid.transform.localScale /= 2;
                        asteroids.Add(newAsteroid);
                    }
                }
            }
            indices.Clear();
        }

        // Calculations for applying acceleration to the bullet
        acceleration = direction * accelerationRate;
        velocity    += acceleration;

        bulletPosition += velocity;


        // Conditionals for screen wrapping on the x-axis
        if (transform.position.x > totalCamWidth / 2 && !(transform.position.x > -totalCamWidth / 2 && transform.position.x < totalCamWidth / 2))
        {
            bulletPosition.x = -totalCamWidth / 2;
        }
        if (transform.position.x < -totalCamWidth / 2 && !(transform.position.x > -totalCamWidth / 2 && transform.position.x < totalCamWidth / 2))
        {
            bulletPosition.x = totalCamWidth / 2;
        }

        // Conditionals for screen wrapping on the y-axis
        if (transform.position.y > totalCamHeight / 2 && !(transform.position.y > -totalCamHeight / 2 && transform.position.y < totalCamHeight / 2))
        {
            bulletPosition.y = -totalCamHeight / 2;
        }
        if (transform.position.y < -totalCamHeight / 2 && !(transform.position.y > -totalCamHeight / 2 && transform.position.y < totalCamHeight / 2))
        {
            bulletPosition.y = totalCamHeight / 2;
        }

        transform.position = bulletPosition;
    }