public void NewPowerUp(GameTime gameTime, POWERUP powerUp) { Reset(); Active = true; expireTime = gameTime.TotalGameTime + Settings.Intervals.Drop; // lasts for min time for a drop to appear type = powerUp; switch (type) { case POWERUP.YELLOW: Score = 2; break; case POWERUP.GREEN: Speed = 2; break; case POWERUP.BLUE: Projectile = 2; break; case POWERUP.RED: Damage = 2; break; } }
public BOBrick() { ent = null; x = y = width = height = 0; powerup = POWERUP.NONE; isBroken = false; }
public Unit_Drop_PowerUp(Game game, SpriteBatch spriteBatch, Unit_Enemy sourceEnemy, int type) : base(game, spriteBatch, sourceEnemy) { // type of powerup powerUp = (POWERUP)type; icon = content.Load <Texture2D>("P_" + type); // center on source enemy position.X = (sourceEnemy.Position.X + sourceEnemy.Width / 2) - Width / 2; position.Y = (sourceEnemy.Position.Y + sourceEnemy.Height / 2) - Height / 2; }
public Unit_Drop_PowerUp(Game game, SpriteBatch spriteBatch, Unit_Enemy sourceEnemy, int type) : base(game, spriteBatch, sourceEnemy) { // type of powerup powerUp = (POWERUP)type; icon = content.Load<Texture2D>("P_" + type); // center on source enemy position.X = (sourceEnemy.Position.X + sourceEnemy.Width / 2) - Width / 2; position.Y = (sourceEnemy.Position.Y + sourceEnemy.Height / 2) - Height / 2; }
public BOEntity(GameBustOutWindow game) { this.game = game; visible = true; materialName = ""; material = null; width = height = 8; color = colorWhite; powerup = POWERUP.NONE; position.Zero(); velocity.Zero(); removed = false; fadeOut = false; }
public BOBrick(BOEntity ent, float x, float y, float width, float height) { this.ent = ent; this.x = x; this.y = y; this.width = width; this.height = height; powerup = POWERUP.NONE; isBroken = false; ent.position.x = x; ent.position.y = y; ent.SetSize(width, height); ent.SetMaterial("game/bustout/brick"); ent.game.entities.Add(ent); }
//public AudioSource maleScreams; void Start() { GameObject Camera = GameObject.FindGameObjectWithTag("Camera"); gamemanager = GameObject.FindGameObjectWithTag("GameManager").GetComponent <GameManager>(); POWERUP powerup = new POWERUP(PlayerPrefs.GetInt("Char" + (InternalPlayerIndex + 1) + "Power")); int charint = PlayerPrefs.GetInt("Character" + (InternalPlayerIndex + 1)); if (charint < 0) { charint = 0; } else if (charint > 5) { charint = 5; } if (!DebugMode) { Character = (character)(charint); } CharacterStats stats = new CharacterStats(Character); Strength += (powerup.Strength + stats.Strength); SpeedLimiter = (stats.SpeedLimiter + powerup.Speed); Gender = stats.Gender; // SpeedLimiter -= powerup.Speed; RotationSnapRange += (powerup.Stability + stats.RotationSnapRange); SolidCharacters[(int)Character].SetActive(true); GetComponent <Rigidbody>().mass = Mass; GetComponent <Rigidbody>().centerOfMass = CenterofGravity; this.gameObject.transform.GetChild(1).GetComponent <Joust>().Strength = Strength;//The joust if (SpeedLimiter < 1) { SpeedLimiter = 1; } if (RotationSnapRange < 1) { RotationSnapRange = 1; } InitController(); }
private static string PowerUpToString(POWERUP power) { switch (power) { case POWERUP.NONE: return(string.Empty); case POWERUP.LINE: return("-"); case POWERUP.CROSS: return("+"); case POWERUP.COLOR: return("#"); default: throw new System.NotImplementedException(power + " not yet added"); } }
void RandomState() { int i = Random.Range(0, 4); switch (i) { case 0: state = POWERUP.ESCUDO; break; case 1: state = POWERUP.INVISIVEL; break; case 2: state = POWERUP.LENTO; break; case 3: state = POWERUP.TURBO; break; } }