void Update()
    {
        if (isGameOver)
        {
            int LoadedIndexWithModifier = 9 - Application.loadedLevel;
            Time.timeScale = 0.5f;

            if (!instantiated)
            {
                GameObject ParcleInstance = Instantiate(parcle, Camera.main.ScreenToWorldPoint(new Vector3(-1, levelPositions[0].y, 1)), Quaternion.identity) as GameObject;

                /*ParcleInstance.transform.position = new Vector3 (Mathf.Lerp(ParcleInstance.transform.position.x, levelPositions[LoadedIndexWithModifier].x, 1),
                 *                                               ParcleInstance.transform.position.y,
                 *                                               ParcleInstance.transform.position.z);*/


                ParcleInstance.transform.position = levelPositions[LoadedIndexWithModifier];
                instantiated = true;
            }
            //GetComponentInChildren<Text>().text = "Level "+ currentlevel;
        }

        // replace <PillowAxis1> and <PillowAxis2> with actual pillow controlls
        if (PilloController.GetSensor(PilloID.Pillo1) > 0 && PilloController.GetSensor(PilloID.Pillo2) > 0)
        {
            isGameOver     = false;
            Time.timeScale = 1;
            Application.LoadLevel(0);
        }
    }
Exemple #2
0
 void SwitchToWaitingForSelection()
 {
     m_state = QuickCalibrationState.WaitingForSelection;
     PilloController.SaveCalibrationValues();
     timer         = 0.0f;
     infoText.text = "Press the Pillo you want to calibrate";
 }
Exemple #3
0
    float f_update(Pillo.PilloID pillo)
    {
        Vector3    acceleration = PilloController.GetAccelero(pillo);
        float      angleX       = Vector3.Angle(Vector3.right, acceleration) - 90;
        float      angleZ       = Vector3.Angle(Vector3.up, acceleration) - 90;
        Quaternion accelQ       = Quaternion.Euler(angleX, 0, angleZ);
        float      accelZ       = accelQ.eulerAngles.z;

        //Debug.Log (accelZ);
        //Debug.Log("Accelz" + acceleration);
        //Debug.Log (PilloController.GetSensor (pillo));
        PilloController.GetSensor(pillo);
        //if (PilloController.GetSensor (pillo) < 0.05f) {
        //	newSmooth [(int)pillo] = 0.05f;
        //	oldSmooth[(int)pillo] = 0.05f;
        //if (PilloController.GetSensor (pillo) > 0.95f) {
        //	newSmooth [(int)pillo] = 0.95f;
        //	oldSmooth[(int)pillo] = 0.95f;
        //} else {
        newSmooth[(int)pillo] = (PilloController.GetSensor(pillo) / 100) * 100;
        //}


        float tempFloat = newSmooth[(int)pillo] * smoothFactor + oldSmooth[(int)pillo] * (1 - smoothFactor);

        oldSmooth[(int)pillo] = tempFloat;

        //tempfloat = smoothed value
        return(tempFloat);
    }
Exemple #4
0
 void OnPilloDown()
 {
     if (!clicked && PilloController.GetSensor(ids) > 0.2f)
     {
         if (controller.guss == ColorName)
         {
             //dit is goed
             Debug.Log("goed");
             controller.index++;
             if (controller.index < 4)
             {
                 controller.guss = controller.colNameGuss [controller.index];
             }
             correct.Play();
             controller.newText.text = controller.guss;
             controller.score++;
             grav.isKinematic      = true;
             ballScr.gameObjectObj = null;
             ball.transform.SetParent(null);
             StartGame          = false;
             transform.position = new Vector3(transform.position.x, 0.15f, transform.position.z);
             clicked            = true;
         }
         else
         {
             //niet goed.
             Debug.Log("fout");
             controller.index++;
             if (controller.index < 4)
             {
                 controller.guss = controller.colNameGuss [controller.index];
             }
             worng.Play();
             controller.newText.text = controller.guss;
             grav.isKinematic        = true;
             ballScr.gameObjectObj   = null;
             ball.transform.SetParent(null);
             StartGame          = false;
             transform.position = new Vector3(transform.position.x, 0.15f, transform.position.z);
             clicked            = true;
         }
         if (controller.colNameGuss.Length == controller.index)
         {
             Debug.Log("newRound");
             if (controller.amountOfRounds > 0)
             {
                 controller.StartPlayer = false;
                 controller.startGame   = false;
                 controller.index       = 0;
                 controller.amountOfRounds--;
             }
             else
             {
                 Debug.Log("game done");
                 controller.newText.text = "FINISH";
             }
         }
     }
 }
Exemple #5
0
 // Use this for initialization
 void Start()
 {
     PilloController.ConfigureSensorRange(0x50, 0x6f);
     grav             = this.GetComponent <Rigidbody> ();
     controller       = GameControllerObj.GetComponent <gameControler> ();
     ballScr          = ball.GetComponent <collision> ();
     grav.isKinematic = true;
 }
 //This checks if the current PilloController is the first one.
 //If not it will dispose this PilloController.
 //If this is the first one it will make this the main PilloController.
 void Awake() {
     if(pc != null) {
         DestroyImmediate(this.gameObject);
     } else {
         pc = this;
         DontDestroyOnLoad(this.gameObject);
     }
 }
Exemple #7
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    // Use this for initialization
    void Start()
    {
        PilloController.ConfigureSensorRange(0x50, 0x6f);
        startmarkerL = basketPillo1.transform.position;
        toMarkerR    = transform.position = new Vector3(-1.2f, basketPillo1.transform.position.y, basketPillo1.transform.position.z);

        startMarkerR = basketPillo2.transform.position;
        toMarkerL    = transform.position = new Vector3(1.2f, basketPillo2.transform.position.y, basketPillo2.transform.position.z);
    }
Exemple #8
0
    private void UpdateCurrentSize()
    {
        //PlayerBody.transform.localScale = new Vector3(_currentSize.x * 10, _currentSize.y * 10,1f);
//		Debug.Log (Mathf.RoundToInt((PilloController.GetSensor (PilloID.Pillo1) * 10)) * 0.1f);
        PlayerBody.transform.localScale = new Vector3(_minSize.x + Mathf.RoundToInt((PilloController.GetSensor(PilloID.Pillo1)) * 10) * 0.1f * (_maxSize.x - _minSize.x),
                                                      _minSize.y + Mathf.RoundToInt((PilloController.GetSensor(PilloID.Pillo2)) * 10) * 0.1f * (_maxSize.y - _minSize.y), 1f);
        anim.SetFloat("X", _minSize.x + Mathf.RoundToInt((PilloController.GetSensor(PilloID.Pillo1)) * 10) * 0.1f * (_maxSize.x - _minSize.x) - 10);
        anim.SetFloat("Y", _minSize.y + Mathf.RoundToInt((PilloController.GetSensor(PilloID.Pillo2)) * 10) * 0.1f * (_maxSize.y - _minSize.y) - 10);
    }
Exemple #9
0
 void DoMaximumCalibration()
 {
     timer += Time.deltaTime;
     if (timer > 2.0f)
     {
         PilloController.SetCalibratedMaximum(PilloController.GetSensor((Pillo.PilloID)selectedPillo, false), (Pillo.PilloID)selectedPillo);
         SwitchToMinimumCalibration();
     }
 }
Exemple #10
0
 // Use this for initialization
 void Start()
 {
     PlayerFace = GameObject.FindGameObjectWithTag("FaceObject");
     anim       = GetComponentInChildren <Animator> ();
     PilloController.ConfigureSensorRange(0x50, 0x6f);
     _minSize = new Vector3(10, 10, 0);
     _maxSize = new Vector3(30, 30, 0);
     this.transform.localScale       = new Vector3(1, 1, 0);
     PlayerFace.transform.localScale = new Vector3(10, 10, 0);
 }
    // Update is called once per frame
    void Update()
    {
        float pillo1Shake = PilloController.GetAccelero(Pillo.PilloID.Pillo1).magnitude;
        float pillo2Shake = PilloController.GetAccelero(Pillo.PilloID.Pillo2).magnitude;

        if (pillo1Shake < 900 && pillo1Shake != 0 || pillo1Shake > 1100)
        {
            ChangeToTrueForm();
        }
    }
Exemple #12
0
    // Use this for initialization
    void Start()
    {
        PilloController.ConfigureSensorRange(0x40, 0x60);

        //		setup our sliders for this demo
        m_slider[(int)PilloID.Pillo1] = GameObject.Find("Pillo1");
        m_slider[(int)PilloID.Pillo2] = GameObject.Find("Pillo2");
        m_slider[(int)PilloID.Pillo3] = GameObject.Find("Pillo3");
        m_slider[(int)PilloID.Pillo4] = GameObject.Find("Pillo4");
    }
    void Player2()
    {
        if (animState2.activeSelf == true)
        {
            if (pumpPressed)
            {
                animState3.SetActive(true);
            }
            else
            {
                animState1.SetActive(true);
            }

            animState2.SetActive(false);
        }

        //pump up
        if (PilloController.GetSensor(PilloID.Pillo2) == 0 && pumpPressed == true)
        {
            pumpPressed = false;

            animState3.SetActive(false);
            animState2.SetActive(true);
        }

        //pump down
        if (PilloController.GetSensor(PilloID.Pillo2) > 0 && pumpPressed == false)
        {
            pumpPressed = true;

            animState1.SetActive(false);
            animState2.SetActive(true);

            pumpPressure += addedPressure;

            if (pumpPressure > maxPressure)
            {
                pumpPressure = maxPressure;
            }
        }

        //pressure down
        if (pumpPressure > 0)
        {
            pumpPressure -= pressureLoss * Time.deltaTime;
        }

        turnHeight = pumpPressure - 100 * (water.transform.eulerAngles.x / maxHeight);

        water.transform.Rotate(new Vector3(turnHeight / (100 / maxHeight), 0, 0));

        //sounds
        sounds1.volume = (1 - (pumpPressure / maxPressure)) * audioVolume;
        sounds2.volume = (pumpPressure / maxPressure) * audioVolume;
    }
Exemple #14
0
 //This checks if the current PilloController is the first one.
 //If not it will dispose this PilloController.
 //If this is the first one it will make this the main PilloController.
 void Awake()
 {
     if (pc != null)
     {
         DestroyImmediate(this.gameObject);
     }
     else
     {
         pc = this;
         DontDestroyOnLoad(this.gameObject);
     }
 }
Exemple #15
0
    // Update is called once per frame
    void Update()
    {
        Pilloacc1 = PilloController.GetAccelero(PilloID.Pillo1);
        Pilloacc2 = PilloController.GetAccelero(PilloID.Pillo2);
        Pilloacc3 = PilloController.GetAccelero(PilloID.Pillo3);
        Pilloacc4 = PilloController.GetAccelero(PilloID.Pillo4);


        moveBall1();
        moveBall2();
        moveBall3();
        moveBall4();
    }
    void Player1()
    {
        turnDirection = (Mathf.Round(((PilloController.GetSensor(PilloID.Pillo1) - 0.5f) * turnSpeed * Time.deltaTime) * 10)) / 10;

        if ((this.transform.eulerAngles.y < maxTurnAngle || this.transform.eulerAngles.y > maxTurnAngle + 10.0f) && turnDirection > 0.0f)
        {
            this.transform.Rotate(new Vector3(0, turnDirection, 0));
        }

        if ((this.transform.eulerAngles.y > 360 - maxTurnAngle || this.transform.eulerAngles.y < 350 - maxTurnAngle) && turnDirection < 0.0f)
        {
            this.transform.Rotate(new Vector3(0, turnDirection, 0));
        }
    }
Exemple #17
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 // Update is called once per frame
 void Update()
 {
     PilloController.GetSensors(PilloID.Pillo1);
     try
     {
         _update(PilloID.Pillo1);
         _update(PilloID.Pillo2);
         _update(PilloID.Pillo3);
         _update(PilloID.Pillo4);
     } catch (Exception)
     {
         ;             // failsafe; notify user
     }
 }
Exemple #18
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    // Update is called once per frame
    void Update()
    {
        sensitivityPillowOne = PilloController.GetSensor(Pillo.PilloID.Pillo1);
        sensitivityPillowTwo = PilloController.GetSensor(Pillo.PilloID.Pillo2);
        if (sensitivityPillowOne >= 0.5f)
        {
            timerPillowOne += Time.deltaTime;
            print(timerPillowOne + "pilloOne");
        }
        if (sensitivityPillowTwo >= 0.5f)
        {
            timerPillowTwo += Time.deltaTime;
            print(timerPillowTwo + "pilloTwo");
        }

        if (timerPillowOne >= 3.0f && timerPillowTwo >= 3.0f)
        {
            DontDestroyOnLoad(GameObject.FindGameObjectWithTag("Settings"));
            //random
            float random = Random.Range(1, 10);
            if (random > 5)
            {
                Application.LoadLevel("level1");
                print("1.1");
                //playerOne
            }
            else
            {
                //playerTwo
                Application.LoadLevel("level1");
                print("2.1");
            }
        }
        else if (timerPillowOne >= 3.0f && timerPillowTwo <= 3.0f)
        {
            DontDestroyOnLoad(GameObject.FindGameObjectWithTag("Settings"));

            Application.LoadLevel("level1");
            //playertextures 1
            print("1");
        }
        else if (timerPillowTwo >= 3.0f && timerPillowOne <= 3.0f)
        {
            DontDestroyOnLoad(GameObject.FindGameObjectWithTag("Settings"));
            //playertextures 2
            Application.LoadLevel("level1");
            print("2");
        }
    }
 // Update is called once per frame
 void FixedUpdate()
 {
     gaugeFill.rectTransform.sizeDelta    = new Vector2(250 * PilloController.GetSensor((PilloID)m_pilloIndex, true), 24);        //use the calibrated value to scale to green bar
     gaugeFillRaw.rectTransform.sizeDelta = new Vector2(250 * PilloController.GetSensor((PilloID)m_pilloIndex, false), 10);       // use the raw value to scale the blue bar
     if (PilloController.IsPilloCalibrated((PilloID)m_pilloIndex))
     {
         calibratedText.text  = "IS CALIBRATED";
         calibratedText.color = Color.green;
     }
     else
     {
         calibratedText.text  = "IS NOT CALIBRATED";
         calibratedText.color = Color.red;
     }
 }
Exemple #20
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    /// <summary>
    /// Updates the text that display the calibration values
    /// </summary>
    public void UpdateText()
    {
        int i = 0;

        while (i < minimumText.Length)
        {
            minimumText[i].text = "current minimum = " + PilloController.GetCalibratedMinimum(i);
            i++;
        }

        i = 0;
        while (i < maximumText.Length)
        {
            maximumText[i].text = "current maximum = " + PilloController.GetCalibratedMaximum(i);
            i++;
        }
    }
Exemple #21
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    // Update is called once per frame
    void FixedUpdate()
    {
        int i = 0;

        while (i < rawText.Length)
        {
            rawText[i].text = "current raw value = " + PilloController.GetSensor((PilloID)i, false);
            i++;
        }

        i = 0;
        while (i < calibratedText.Length)
        {
            calibratedText[i].text = "current calibrated value = " + PilloController.GetSensor((PilloID)i, true);
            i++;
        }
    }
Exemple #22
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    void _update(Pillo.PilloID pillo)
    {
        // set height based on Pillo sensor, and use calibrated values if available
        Vector3 tmp = m_slider[(int)pillo].transform.position;

        tmp.y = 10 * PilloController.GetSensor(pillo, PilloController.IsPilloCalibrated(pillo));
        m_slider[(int)pillo].transform.position = tmp;
        // show Pillo orientation based on accelerometer
        Vector3 acceleration = PilloController.GetAccelero(pillo);
        float   angleX       = Vector3.Angle(Vector3.right, acceleration) - 90;
        float   angleZ       = Vector3.Angle(Vector3.up, acceleration) - 90;

        m_slider [(int)pillo].transform.rotation = Quaternion.Euler(angleX, 0, angleZ);
        Quaternion accelQ = Quaternion.Euler(angleX, 0, angleZ);
        float      accelZ = accelQ.eulerAngles.z;

        Debug.Log(accelZ);
        //Debug.Log ("y" + (Vector3.Angle (Vector3.forward, acceleration) - 90));
    }
Exemple #23
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 // Update is called once per frame
 void Update()
 {
     move1 = PilloController.GetAccelero(Con1); move2 = PilloController.GetAccelero(Con2);
     usePillo();
     checkShake();
     ShakeTree();
     timer1 += Time.deltaTime;
     timer2 += Time.deltaTime;
     if (appelCon.totalApples <= 0)
     {
         timer += Time.deltaTime;
         if (timer > 3 && !once)
         {
             FinishText.text = "fINISH!!!";
             stopShaking     = true;
             endSound.Play();
             once = true;
         }
     }
 }
Exemple #24
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 // Update is called once per frame
 void Update()
 {
     speed = 1.2f * Time.deltaTime;
     if (PilloController.GetSensor(move1) > 0.2f)
     {
         basketPillo1.transform.position = Vector3.Lerp(basketPillo1.transform.position, toMarkerR, speed);
     }
     else
     {
         basketPillo1.transform.position = Vector3.Lerp(basketPillo1.transform.position, startmarkerL, speed);
     }
     if (PilloController.GetSensor(move2) > 0.2f)
     {
         basketPillo2.transform.position = Vector3.Lerp(basketPillo2.transform.position, toMarkerL, speed);
     }
     else
     {
         basketPillo2.transform.position = Vector3.Lerp(basketPillo2.transform.position, startMarkerR, speed);
     }
 }
Exemple #25
0
 void CheckForSelection()
 {
     if (PilloController.GetSensor(Pillo.PilloID.Pillo1, false) > PilloController.GetCalibratedMinimum(Pillo.PilloID.Pillo1))
     {
         selectedPillo = 0;
         timer        += Time.deltaTime;
     }
     else
     if (PilloController.GetSensor(Pillo.PilloID.Pillo2, false) > PilloController.GetCalibratedMinimum(Pillo.PilloID.Pillo2))
     {
         selectedPillo = 1;
         timer        += Time.deltaTime;
     }
     else
     {
         timer = 0.0f;
     }
     if (timer >= 2.0f)
     {
         StartCountdown();
     }
 }
Exemple #26
0
    // Update is called once per frame
    void Update()
    {
        float additionRaw = PilloController.GetAccelero(Pillo.PilloID.Pillo1).magnitude - 1000;        // we subtract 1000, since the magnitude will always be around 1000 when the pillo is not moving

        shakerAmount += additionRaw * 0.002f * Time.deltaTime;                                         // use the raw addition to add up to the color lerp value
        shakerAmount -= Time.deltaTime * 0.2f;                                                         // make it decrease over time again
        shakerAmount  = Mathf.Clamp(shakerAmount, 0.0f, 1.0f);                                         // clamp the lerp value
        GetComponent <Renderer> ().material.color = Color.Lerp(Color.grey, Color.green, shakerAmount); //apply the color


        soundcooldown -= Time.deltaTime;
        if (Mathf.Abs(additionRaw) > 100)
        {
            if (soundcooldown <= 0.0f)
            {
                AudioSource.PlayClipAtPoint(shakerSound, transform.position, additionRaw * 0.001f);
                soundcooldown = 0.1f;
            }
        }

        transform.position = PilloController.GetAccelero(Pillo.PilloID.Pillo1) * 0.0001f;          // add some movement to the cube for effect
    }
Exemple #27
0
 public void Start()
 {
     PilloController.ConfigureSensorRange(0x50, 0x6f);
 }
Exemple #28
0
 /// <summary>
 /// Deletes the saved calibration values.
 /// </summary>
 public void DeleteSavedCalibrationValues()
 {
     PilloController.DeleteSavedCalibrationValues();
 }
Exemple #29
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 /// <summary>
 /// Loads the calibration values.
 /// </summary>
 public void LoadCalibrationValues()
 {
     PilloController.LoadSavedCalibrationValues();
     UpdateText();
 }
Exemple #30
0
 /// <summary>
 /// Saves the calibration values.
 /// </summary>
 public void SaveCalibrationValues()
 {
     PilloController.SaveCalibrationValues();
 }
Exemple #31
0
 /// <summary>
 /// Sets the maximum calibration value of the specified Pillo as the current valu of that pillo
 /// </summary>
 /// <param name="pilloIndex">Pillo index.</param>
 public void SetMaximumPilloValue(int pilloIndex)
 {
     PilloController.SetCalibratedMaximum(PilloController.GetSensor((PilloID)pilloIndex), pilloIndex);
     UpdateText();
 }