Exemple #1
0
 // Start is called before the first frame update
 void Start()
 {
     open     = false;
     level    = GameObject.FindGameObjectWithTag("MapMaker").GetComponent <LevelGenerator>();
     enemy    = GameObject.FindGameObjectWithTag("MapMaker").GetComponent <EnemyMaker>();
     stepmana = GameObject.FindGameObjectWithTag("Maker").GetComponent <StepMana>();
 }
Exemple #2
0
    //Test ability to spawn an enemy when enough points are present
    public void EnemySpawnTest()
    {
        var        gameObject = new GameObject();
        EnemyMaker maker      = gameObject.AddComponent <EnemyMaker>();
        CrabEnemy  enemy      = gameObject.AddComponent <CrabEnemy>();

        maker.Start();
        enemy.Start();
        maker.setCurrentCost(0);
        maker.setMaxCost(10);
        Assert.IsTrue(maker.testIfEnemyMakeable(enemy));
    }
Exemple #3
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        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            UI.LoadContent(Content, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight);
            UIClass.LoadContent(Content);
            UpgradeSystem.LoadContent(Content, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight);

            WeaponList.LoadContent(Content);
            ChopperList.LoadContent(Content);
            EffectsList.LoadContent(Content);

            EnemyMaker.LoadContent(Content);

            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            Level level = new Level(500, 500);


            Player player = new Player(ChopperList.GetChopper(ChopperType.Training), new Vector2(500, 2000));

            //Player player = new Player(ChopperList.GetChopper(0), new Vector2(0, 0));
            hud    = new Hud(Content.Load <SpriteFont>("hudFont"));
            camera = new Camera();
            //camera.Position = player.PlayerSpriteCenter;
            camera.Position = player.PlayerCenter;
            gameManager     = new GameManager(level, player);

            List <Sprite> listOfEnemies = new List <Sprite>();

            listOfEnemies.Add(EnemyMaker.GetTurret(TurretType.MGun, new Vector2(0, 0), 0, 0));
            listOfEnemies.Add(EnemyMaker.GetTurret(TurretType.MGun, new Vector2(0, 700), 0, 0));
            listOfEnemies.Add(EnemyMaker.GetTurret(TurretType.MGun, new Vector2(700, 700), 0, 0));
            listOfEnemies.Add(EnemyMaker.GetTurret(TurretType.MGun, new Vector2(700, 0), 0, 0));
            listOfEnemies.Add(EnemyMaker.GetTurret(TurretType.Rocket, new Vector2(350, 350), 0, 0));
            listOfEnemies.Add(EnemyMaker.GetTurret(TurretType.RocketHoming, new Vector2(800, 800), 0, 0));
            listOfEnemies.Add(EnemyMaker.GetTurret(TurretType.ShotGun, new Vector2(500, 500), 3, 1));
            listOfEnemies.Add(EnemyMaker.GetTurret(TurretType.ShotGun, new Vector2(250, 450), 5, 0.5f));

            level.AddEntity(listOfEnemies, true, true, true);

            listOfEnemies.Clear();
            listOfEnemies.Add(new Building(Content.Load <Texture2D>("building"), new Vector2(1000, 1000)));
            List <Helipad> listOfHelipads = new List <Helipad>();

            listOfHelipads.Add(new Helipad(Content.Load <Texture2D>("Allies\\helipad"), new Vector2(500, 2000)));
            level.AddLandingPad(listOfHelipads);

            level.AddEntity(listOfEnemies, true, true, false);

            missionScreen      = new MissionScreen(1, "GameTest", "Yarrr mission is to blow up\nevery turret. Then return\nto the base\n\nWASD - Move \nLeft\\Right arrow - rotate\nSpace - fire \nX and L - land\\lift \nU - upgrade (on helipad)\nP- developer stats\n+ and - - zoom ", graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight, Color.SaddleBrown);
            GameData.menuState = MenuState.MissionMenu;
            // TODO: use this.Content to load your game content here
        }
Exemple #4
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    //Test for correct behavior (no spawn) when there are not enough points to spawn an enemy.
    public void EnemySpawnNoRoomTest()
    {
        var        gameObject = new GameObject();
        EnemyMaker maker      = gameObject.AddComponent <EnemyMaker>();
        CrabEnemy  enemy      = gameObject.AddComponent <CrabEnemy>();

        maker.Start();
        enemy.Start();
        //Need to force a platform to exist
        maker.setCurrentCost(10);
        maker.setMaxCost(5);
        Assert.IsFalse(maker.testIfEnemyMakeable(enemy));
    }
Exemple #5
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    void Start()
    {
        playerRigid = player.GetComponent <Rigidbody2D>();
        enemyMaker  = FindObjectOfType <EnemyMaker>();
        itemMaker   = FindObjectOfType <ItemMaker>();
        model       = new PlatformMakerModel(playerRigid.gravityScale * 9.81f, player.horizontalSpeed, player.jumpSpeed);

        //we'll start with the initial platform, and make 4 more
        makeRandomPlatformInRange();
        makeRandomPlatformInRange();
        makeRandomPlatformInRange();
        makeRandomPlatformInRange();
    }
 public virtual void Start()
 {
     base.Start();
     rigidEnemy     = GetComponent <Rigidbody2D>();
     maker          = FindObjectOfType <EnemyMaker>(); //finds and holds the enemy maker
     gameObject.tag = "Enemy";
     if (!shootsTowardsPlayer && bulletVelocity != 0)
     {
         bulletVector = new Vector2(Mathf.Cos(bulletAngle * Mathf.PI / 180f) / 6.28f * bulletVelocity,
                                    (float)Mathf.Sin(bulletAngle * Mathf.PI / 180f) / 6.28f * bulletVelocity);
     }
     player = FindObjectOfType <PlayerMovement>();
 }
Exemple #7
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 protected override ChallengeBeat[] CoalesceChallengeBeatEnemies(bool left, int difficulty)
 {
     //ship game needs to double the number of enemies
     EnemyMaker[] es = new EnemyMaker[difficulty * 2];
     for (int i = 0; i < difficulty*2; i+=2)
     {
         es[i] = MakeEnemy(left, 1);
         es[i+1] = MakeEnemy(left, 1);
         if (left) { ConsumeLeft(1); }
         else { ConsumeRight(1); }
     }
     return new ChallengeBeat[] { new ChallengeBeat(0, es) };
 }
Exemple #8
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 // Start is called before the first frame update
 void Start()
 {
     enemyMaker = GameObject.FindGameObjectWithTag("MapMaker").GetComponent <EnemyMaker>();
     target     = GameObject.FindGameObjectWithTag("Player").gameObject;
 }
Exemple #9
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 protected virtual ChallengeBeat[] CoalesceChallengeBeatEnemies(bool left, int difficulty)
 {
     EnemyMaker[] es = new EnemyMaker[difficulty];
     for (int i = 0; i < difficulty; i++)
     {
         es[i] = MakeEnemy(left, 1);
         if (left) { ConsumeLeft(1); }
         else { ConsumeRight(1); }
     }
     return new ChallengeBeat[] {new ChallengeBeat(0, es)};
 }