Exemple #1
0
 /// <summary>
 /// Maps control to state.  If we want to change the key controls, change them here,
 /// without changing anywhere else.
 /// </summary>
 void MapInputToState()
 {
     if (Input.GetKey (KeyCode.UpArrow) && Input.GetKey (KeyCode.LeftArrow)){
         lookingState = Looking.UpLeft;
     }
     else if (Input.GetKey (KeyCode.UpArrow) && Input.GetKey (KeyCode.RightArrow)){
         lookingState = Looking.UpRight;
     }
     else if (Input.GetKey (KeyCode.DownArrow) && Input.GetKey (KeyCode.LeftArrow)){
         lookingState = Looking.DownLeft;
     }
     else if (Input.GetKey (KeyCode.DownArrow) && Input.GetKey (KeyCode.RightArrow)){
         lookingState = Looking.DownRight;
     }
     else if (Input.GetKey(KeyCode.UpArrow)){
         lookingState = Looking.Up;
     }
     else if (Input.GetKey (KeyCode.DownArrow) ){
         lookingState = Looking.Down;
     }
     else if (Input.GetKey (KeyCode.LeftArrow)){
         lookingState = Looking.Left;
     }
     else if (Input.GetKey (KeyCode.RightArrow)){
         lookingState = Looking.Right;
     }
 }
Exemple #2
0
        public override void Draw(SpriteBatch sb)
        {
            base.Draw(sb);
            ShapeRenderer.Rect(sb, Color, GetDrawPosition(), BoundingBox * 2);
            ShapeRenderer.Rect(sb, Color, (int)Position.X, (int)Position.Y, (int)BoundingBox.X, (int)BoundingBox.Y);
            Looking = Looking.Forward;
            float rotation = 0;

            if (LookingDown)
            {
                rotation = (float)Math.PI;
            }

            if (LookingUp)
            {
            }

            if (Facing == Facing.Right)
            {
                ShapeRenderer.Rect(sb, Color.DarkBlue, GetDrawPosition() + new Vector2(BoundingBox.X * 2, 0), new Vector2(30, 10));
            }

            if (Facing == Facing.Left)
            {
                ShapeRenderer.Rect(sb, Color.DarkBlue, GetDrawPosition() - new Vector2(30, 0), new Vector2(30, 10));
            }

            //ShapeRenderer.Rect(sb, Color.DarkBlue, GetDrawPosition(), new Vector2(20, 8), rotation);

            TextRenderer.Print(sb, Health.ToString(), GetDrawPosition(), Color.Green);
        }
Exemple #3
0
    void SendLooking(GameObject go)
    {
        //Debug.Log("PlayerInteract.SendLooking");
        Looking looking = new Looking();

        looking.actor = interactorCamera.transform;
        FFMessageBoard <Looking> .SendToLocalToAllConnected(looking, go);
    }
Exemple #4
0
        private void ChangeDirection()
        {
            var randomValue     = new Random(DateTime.Now.Millisecond + DateTime.Now.Second).NextDouble();
            var movement        = (int)Math.Floor(randomValue * 4);
            var arrayOfMovement = new Looking[] { Looking.Left, Looking.Up, Looking.Down, Looking.Right };

            this.Direction = arrayOfMovement[movement];
        }
 // Update is called once per frame
 void Update()
 {
     cLooking = camera.GetComponent<CameraMovement>().cLooking;
     float targetProfile = 1;
     float target3D = 1;
     float targetTop = 1;
     switch (cLooking) {
         case Looking.l3D:
             targetProfile = 1;
             target3D = 0;
             targetTop = 1;
             break;
         case Looking.lProfile:
             targetProfile = 0;
             target3D = 1;
             targetTop = 1;
             break;
         case Looking.lTop:
             targetProfile = 1;
             target3D = 1;
             targetTop = 0;
             break;
     }
     foreach (GameObject goProfile in profile) {
         Color colorAux = goProfile.GetComponent<MeshRenderer>().material.color;
         float finalAlpha = Mathf.SmoothDamp(goProfile.GetComponent<MeshRenderer>().material.color.a, targetProfile, ref alfaVelocityProfile, smoothTime);
         colorAux.a = finalAlpha;
         goProfile.GetComponent<MeshRenderer>().material.color = colorAux;
         if (finalAlpha > 0.8) {
             goProfile.GetComponent<BoxCollider>().enabled = true;
             goProfile.GetComponent<MeshRenderer>().enabled = true;
         }
         else if (finalAlpha < 0.2) {
             goProfile.GetComponent<BoxCollider>().enabled = false;
             goProfile.GetComponent<MeshRenderer>().enabled = false;
         }
     }
     foreach (GameObject go3D in vista3D) {
         Color colorAux = go3D.GetComponent<MeshRenderer>().material.color;
         float finalAlpha = Mathf.SmoothDamp(go3D.GetComponent<MeshRenderer>().material.color.a, target3D, ref alfaVelocity3D, smoothTime);
         colorAux.a = finalAlpha;
         go3D.GetComponent<MeshRenderer>().material.color = colorAux;
         if (finalAlpha > 0.8) {
             go3D.GetComponent<BoxCollider>().enabled = true;
             go3D.GetComponent<MeshRenderer>().enabled = true;
         }
         else if (finalAlpha < 0.2) {
             go3D.GetComponent<BoxCollider>().enabled = false;
             go3D.GetComponent<MeshRenderer>().enabled = false;
         }
     }
 }
Exemple #6
0
    protected override void Update()
    {
        base.Update();
        var input = GetMoveInput();
        if (Moving) Moving.MoveInDirection(input);
        if (Looking) Looking.LookInDirection(input);
        if (Picking)
        {
            if (IsButtonDown("Fire1")) Picking.PickUpOrRelease();
            if (enemySelecting) enemySelecting.SetEnabled(Picking.IsHolding);
        }

    }
        private void Rotate(ConsoleKey keyCode)
        {
            switch (keyCode)
            {
            case ConsoleKey.NumPad3:
            case ConsoleKey.RightArrow: this.interimDirection = Looking.Right; break;

            case ConsoleKey.NumPad1:
            case ConsoleKey.LeftArrow: this.interimDirection = Looking.Left; break;

            case ConsoleKey.NumPad5:
            case ConsoleKey.UpArrow: this.interimDirection = Looking.Up; break;

            default: this.interimDirection = Looking.Down; break;
            }
        }
Exemple #8
0
    void Update()
    {
        movement.x = Input.GetAxisRaw("Horizontal");
        movement.y = Input.GetAxisRaw("Vertical");

        if (movement.x == 0 && movement.y == 0)
        {
            isMoving = false;
        }
        else
        {
            isMoving = true;
        }

        mousePOS = cam.ScreenToWorldPoint(Input.mousePosition);

        if (lookDir.x > 0f && Mathf.Abs(lookDir.x) > Mathf.Abs(lookDir.y))
        {
            looking = Looking.Right;
        }
        if (lookDir.x < 0f && Mathf.Abs(lookDir.x) > Mathf.Abs(lookDir.y))
        {
            looking = Looking.Left;
        }
        if (lookDir.y > 0f && Mathf.Abs(lookDir.x) < Mathf.Abs(lookDir.y))
        {
            looking = Looking.Up;
        }
        if (lookDir.y < 0f && Mathf.Abs(lookDir.x) < Mathf.Abs(lookDir.y))
        {
            looking = Looking.Down;
        }


        // Visual for slowed effect
        if (isSlowed)
        {
            sr.color = Color.green;
        }
        else if (!isSlowed)
        {
            sr.color = Color.white;
        }
    }
Exemple #9
0
    public void DashAbility(Looking direction)
    {
        if (canDash)
        {
            canDash = false;
            StartCoroutine(ToggleIsDashingBool());

            switch (direction)
            {
            default: throw new System.Exception("invalid dash direction provided");

            case Looking.Up:
                rb.velocity = new Vector2(rb.velocity.x, rb.velocity.y + dashSpeed);
                anim.Play("Human_Dash_Up");
                // shaker.CombatShaker("Up");
                dashCoolDown = Time.time;
                break;

            case Looking.Down:
                rb.velocity = new Vector2(rb.velocity.x, rb.velocity.y - dashSpeed);
                anim.Play("Human_Dash_Down");
                // shaker.CombatShaker("Down");
                dashCoolDown = Time.time;
                break;

            case Looking.Left:
                rb.velocity = new Vector2(rb.velocity.x - dashSpeed, rb.velocity.y);
                anim.Play("Human_Dash_Left");
                dashCoolDown = Time.time;
                break;

            case Looking.Right:
                rb.velocity = new Vector2(rb.velocity.x + dashSpeed, rb.velocity.y);
                anim.Play("Human_Dash_Right");
                // shaker.CombatShaker("Right");
                dashCoolDown = Time.time;
                break;
            }
        }
    }
Exemple #10
0
        public virtual async void Move(Position coordinates, Looking direction)
        {
            var currentLeft = coordinates.Left;
            var currentTop  = coordinates.Top;

            if (direction == Looking.Left)
            {
                coordinates.Top  = currentTop;
                coordinates.Left = Math.Max(currentLeft - this.Velocity, 0);
            }
            else
            {
                if (direction == Looking.Up)
                {
                    coordinates.Top  = Math.Max(currentTop - this.Velocity, this.TopScoreBoard);
                    coordinates.Left = currentLeft;
                }
                else
                {
                    BrowserDimension window = await GetBrowserDimensionAsync();

                    if (direction == Looking.Right)
                    {
                        coordinates.Top  = currentTop;
                        coordinates.Left = Math.Min(currentLeft + this.Velocity, window.Width - this.Size - this.Border);
                    }
                    else
                    {
                        coordinates.Top  = Math.Min(currentTop + this.Velocity, window.Height - this.Size - this.Border);
                        coordinates.Left = currentLeft;
                    }
                }
            }

            StateHasChanging();
        }
Exemple #11
0
        public override void Update(float delta)
        {
            base.Update(delta);

            //Console.WriteLine(Position);

            if (MovingLeft)
            {
                Facing = Facing.Left;
            }
            if (MovingRight)
            {
                Facing = Facing.Right;
            }

            if (LookingDown)
            {
                Looking = Looking.Down;
            }
            if (LookingUp)
            {
                Looking = Looking.Up;
            }
        }
    // Update is called once per frame
    void Update()
    {
        lastMovement += Time.deltaTime;

        if(Input.GetKeyDown(KeyCode.Space)){
            if(cLooking != Looking.l3D){
                cLooking = Looking.l3D;
                moving = true;
                rotating = true;
                lastMovement = 0;
                this.GetComponent<Camera>().orthographic = false;
            }
            else {
                cLooking = Looking.lProfile;
                moving = true;
                rotating = true;
                lastMovement = 0;
                this.GetComponent<Camera>().orthographic = true;
                this.GetComponent<Camera>().orthographicSize = 5.5f;
            }
        }
           //if ( Input.GetKeyDown( KeyCode.Alpha1 ) || Mathf.Abs( Input.acceleration.x ) < 0.3 ) {
        if ( Input.GetKeyDown( KeyCode.Alpha1 ) ) {
            if ( cLooking != Looking.l3D ) lastMovement = 0;
            cLooking = Looking.l3D;
            moving = true;
            rotating = true;
            this.GetComponent<Camera>().orthographic = false;
        } else
         if (Input.GetKeyDown(KeyCode.Alpha2)) {
        // if ( Input.GetKeyDown( KeyCode.Alpha2 ) || Mathf.Abs( Input.acceleration.x ) > 0.7 ) {
            if ( cLooking != Looking.lProfile ) lastMovement = 0;
            cLooking = Looking.lProfile;
            moving = true;
            rotating = true;
            this.GetComponent<Camera>().orthographic = true;
            this.GetComponent<Camera>().orthographicSize = 5.5f;
        }
        /*		else if (Input.GetKeyDown(KeyCode.Alpha3)) {
            cLooking = Looking.lTop;
            moving = true;
            rotating = true;
            lastMovement = 0;
            this.GetComponent<Camera>().orthographic = false;
        }*/
        if (!moving && !rotating) return;
        // MOVING
        targetPosition = Vector3.zero;
        Vector3 targetRotation = Vector3.zero;
        switch (cLooking) {
            case Looking.l3D:
                targetPosition = t3D;
                targetRotation = r3D;
                canvasLand.SetActive(false);
                canvasPort.SetActive(true);
         			    break;
            case Looking.lProfile:
                targetPosition = tProfile;
                targetRotation = rProfile;
                if (transform.localEulerAngles.y > targetRotation.y + 360) targetRotation.y += 360;
                canvasLand.SetActive(true);
                canvasPort.SetActive(false);
                break;
            case Looking.lTop:
                targetPosition = tTop;
                targetRotation = rTop;
                break;
        }
        if (moving) {
            transform.localPosition = Vector3.SmoothDamp (transform.localPosition, targetPosition, ref velocity, smoothTime);
            if (Vector3.Distance (transform.localPosition, targetPosition) < 0.0001) {
                moving = false;
                velocity = Vector3.zero;
            }
        }
        if (rotating) {
            Vector3 auxTargetRotation = targetRotation;
            if (Mathf.Abs(targetRotation.y - transform.localEulerAngles.y) > 180) {
                if (transform.localEulerAngles.y > targetRotation.y) auxTargetRotation.y += 360;
                else auxTargetRotation.y -= 360;
            }
            Vector3 rotation = Vector3.SmoothDamp (transform.localEulerAngles, auxTargetRotation, ref angularVelocity, smoothTime);
            transform.localEulerAngles = rotation;

            /*if (Vector3.Distance (transform.localEulerAngles, auxTargetRotation) < 0.00001) {
                rotating = false;
                angularVelocity = Vector3.zero;
            }*/
        }
        if (Input.GetKeyDown(KeyCode.Z)) shake();
    }
Exemple #13
0
 void Point()
 {
     switch(lookingState){
     case Looking.Up:
         if (lookingState != previousLookingState){
             ResetState();
         }
         rigidbody2D.velocity = new Vector2(0, speed);
         previousLookingState = lookingState;
         break;
     case Looking.Down:
         if (lookingState != previousLookingState){
             ResetState();
             transform.Rotate(Vector3.forward*-180);
         }
         rigidbody2D.velocity = new Vector2(0, -speed);
         previousLookingState = lookingState;
         break;
     case Looking.Left:
         if (lookingState != previousLookingState){
             ResetState();
             transform.Rotate(Vector3.forward*90);
         }
         rigidbody2D.velocity = new Vector2(-speed, 0);
         previousLookingState = lookingState;
         break;
     case Looking.Right:
         if (lookingState != previousLookingState){
             ResetState();
             transform.Rotate(Vector3.forward*-90);
         }
         rigidbody2D.velocity = new Vector2(speed, 0);
         previousLookingState = lookingState;
         break;
     case Looking.UpLeft:
         if (lookingState != previousLookingState){
             ResetState();
             transform.Rotate(Vector3.forward*45);
         }
         rigidbody2D.velocity = new Vector2(-speed, speed);
         previousLookingState = lookingState;
         break;
     case Looking.UpRight:
         if (lookingState != previousLookingState){
             ResetState();
             transform.Rotate(Vector3.forward*-45);
         }
         rigidbody2D.velocity = new Vector2(speed, speed);
         previousLookingState = lookingState;
         break;
     case Looking.DownLeft:
         if (lookingState != previousLookingState){
             ResetState();
             transform.Rotate(Vector3.forward*-225);
         }
         rigidbody2D.velocity = new Vector2(-speed, -speed);
         previousLookingState = lookingState;
         break;
     case Looking.DownRight:
         if (lookingState != previousLookingState){
             ResetState();
             transform.Rotate(Vector3.forward*-135);
         }
         rigidbody2D.velocity = new Vector2(speed, -speed);
         previousLookingState = lookingState;
         break;
     default :
         //lookingState = Looking.Up;
         break;
     }
 }