Exemple #1
0
    // Use this for initialization
    void Start()
    {
        m_cameraTransform = Camera.main.transform;              //Handle for camera transform
        WorldLimits worldLimits = Camera.main.GetComponent <WorldLimits>();

        m_worldHeight = worldLimits.WorldSpaceHeight;           //World space height of whats visible
    }
Exemple #2
0
    // Use this for initialization
    void Start()
    {
        m_mainCameraTransform = Camera.main.transform;
        WorldLimits worldLimits = Camera.main.GetComponent <WorldLimits>();

        transform.localScale = new Vector3(worldLimits.m_worldSpaceWidth, worldLimits.m_worldSpaceHeight, 1f);
        m_playerDeath        = GameObject.Find("Player").GetComponent <PlayerDeath>();
    }
 void Start()
 {
     rb                 = GetComponent <Rigidbody2D>();
     maxSpeed           = 10f;
     level              = GetComponent <Level>();
     soundEffectsPlayer = GameObject.Find("SoundEffectsPlayer");
     myAudio            = soundEffectsPlayer.GetComponent <AudioSource>();
     limits             = GameObject.Find("Background").GetComponent <WorldLimits>();
 }
Exemple #4
0
    public void SpawnClouds(Vector2 pos)
    {
        if (m_worldSpaceWidth == 0 || m_worldSpaceHeight == 0)
        {
            WorldLimits worldLimits = Camera.main.GetComponent <WorldLimits>();
            m_worldSpaceWidth  = worldLimits.WorldSpaceWidth;
            m_worldSpaceHeight = worldLimits.WorldSpaceHeight;
        }

        for (int i = 0; i < 3; ++i)
        {
            if (m_clouds.Count > 0 && m_clouds.First.Value.transform.position.y < m_player.position.y - m_worldSpaceHeight)
            {
                //Get the cloud to be moved
                GameObject cloud = m_clouds.First.Value;
                m_clouds.RemoveFirst();

                //Randomize and set new position
                Vector2 newCloudPos = pos;
                newCloudPos.x           += (Random.value - 0.5f) * 2f * m_worldSpaceWidth;
                newCloudPos.y           += (Random.value - 0.5f) * m_worldSpaceHeight;
                cloud.transform.position = newCloudPos;

                //Re-queue and activate the cloud
                m_clouds.AddLast(cloud);
                cloud.SetActive(true);
            }



            //GameObject newCloud = Instantiate(m_simpleSpritePrefab, newCloudPos, Quaternion.identity) as GameObject;

            //  m_clouds.Enqueue(newCloud);
            //  int spriteNumber = Random.Range(0,4);
            //newCloud.GetComponent<SpriteRenderer>().sprite = m_cloudSprites[spriteNumber];
            //float scale = Random.Range(0.6f, 1.3f);
            //newCloud.transform.localScale = new Vector2(scale, scale);
            //SimpleMovement simpleMovement = newCloud.GetComponent<SimpleMovement>();
            //simpleMovement.Velocity = new Vector2(scale*-1/1.65f, 0.0f);

            //Debug.Log(m_clouds.Count);
        }
    }
Exemple #5
0
 void Awake()
 {
     gravityCenter = transform.position;
     target        = new List <GameObject>();
     //gravityField = GameObject.Find("GravityField");
     pullRadius        = 2;
     pullForce         = 5f;
     rb                = GetComponentInParent <Rigidbody2D>();
     followSpeed       = .01f;
     beingDamaged      = false;
     hasStarted        = false;
     playerProjectiles = GameObject.Find("PlayerProjectiles");
     ballPrefab        = Resources.Load("Prefabs/Ball") as GameObject;
     limits            = GameObject.Find("Background").GetComponent <WorldLimits>();
     clampedPosition   = new Vector2();
     inv               = GameObject.Find("Inventory").GetComponent <Inventory>();
     targets           = GameObject.Find("Boxes").GetComponentsInChildren <Transform>();
     health            = GameObject.Find("Health").GetComponent <Health>();
     toggle            = GameObject.Find("Autoplay").GetComponent <Toggle>();
     MakeBall();
 }
Exemple #6
0
    // Use this for initialization
    void Start()
    {
        //m_clouds = new Queue<GameObject>();

        WorldLimits worldLimits = Camera.main.GetComponent <WorldLimits>();

        m_worldSpaceWidth  = worldLimits.WorldSpaceWidth;
        m_worldSpaceHeight = worldLimits.WorldSpaceHeight;

        m_player = GameObject.FindWithTag("Player").transform;
        Debug.Log("Player found at pos: " + m_player.position);

        m_windController = m_player.gameObject.GetComponent <WindController>();
        StartCoroutine("MoveCloudsHorizontal");

        LinkedListNode <GameObject> it;

        for (it = m_clouds.First; it != m_clouds.Last.Next; it = it.Next)
        {
            m_windController.registerCloud(it.Value);
        }

        //m_mainCameraTransform = Camera.main.transform;

        //m_platformSpawner = GameObject.Find("Spawner").GetComponent<SpawnJumperPlatforms>();

        /*for(ushort i = 0; i < 10; ++i)
        *       {
        *               Vector2 newCloudPos = m_platformSpawner.NewestPlatPos;
        *               newCloudPos.x += (Random.value - 0.5f) * 2f * m_worldSpaceWidth;
        *               newCloudPos.y += (Random.value - 0.5f) * 2f * m_worldSpaceHeight;
        *               GameObject newCloud = Instantiate(m_cloudPrefabs[Random.Range(0, 2)], newCloudPos, Quaternion.identity) as GameObject;
        *               m_clouds.AddLast(newCloud.transform);
        *       }
        *
        *       StartCoroutine("SpawnClouds");*/
    }
Exemple #7
0
    // Use this for initialization
    void Start()
    {
        m_cosmeticsSpawner = GameObject.Find("BackgroundGFX").GetComponent <SpawnCosmetics>();
        m_enemySpawner     = GetComponent <SpawnEnemies>();

        //m_worldVisible = (Vector2)(Camera.main.ScreenToWorldPoint(new Vector2(Screen.width, Screen.height)) - Camera.main.transform.position);
        WorldLimits worldLimits = Camera.main.GetComponent <WorldLimits>();

        m_worldSpaceVisibleSize.x = worldLimits.WorldSpaceWidth;
        m_worldSpaceVisibleSize.y = worldLimits.WorldSpaceHeight;
        m_nextId = 1;
        m_xMin   = 5;
        m_xMax   = worldLimits.WorldSpaceWidth;

//		Debug.Log("MIN ALLOWED X = " + m_xMin);
//		Debug.Log("MAX ALLOWED X = " + m_xMax);
        //m_xMax = 10;
        m_yMin = 2;
//		m_yMax = (int)(m_worldVisible.y * 1.5f);
        m_yMax = 8;

        //List of spawned platforms with jumpers
        m_jumperPlatforms       = new LinkedList <GameObject>();
        m_movingJumperPlatforms = new Queue <GameObject>();
        m_platformsInUse        = new Queue <GameObject>();

        //Instantiate a first jumper platform in origo
        GameObject temp = Instantiate(m_largePlat, Vector2.zero, Quaternion.identity) as GameObject;

        temp.GetComponentInChildren <JumperData>().ID = m_nextId;
        m_jumperPlatforms.AddLast(temp);
        ++m_nextId;
        m_platformsInUse.Enqueue(temp);
        //Instantiate the rest of the platforms
        for (short i = 0; i < m_numberOfPlatforms - 1; ++i)
        {
            float newPosX, newPosY;
            do
            {
                newPosX = m_jumperPlatforms.Last.Value.transform.position.x + (Random.value - 0.5f) * m_xMax;
            }while(Mathf.Abs(newPosX - m_jumperPlatforms.Last.Value.transform.position.x) < m_xMin);                    //Maybe revert this to last platform width instead of static 4.0f
            //			Debug.Log("NEW PLATFORM X_DIF = " + Mathf.Abs(newPosX - lastPlatPos.x));
            newPosY = m_jumperPlatforms.Last.Value.transform.position.y + Random.Range(m_yMin, m_yMax);

            Vector2 newPlatPos = new Vector2(newPosX, newPosY);
            m_newestPlatPos = newPlatPos;
            //GameObject newPlat;
            if (m_nextId < 5)
            {
                temp = Instantiate(m_largePlat, newPlatPos, Quaternion.identity) as GameObject;
                m_cosmeticsSpawner.SpawnClouds(newPlatPos);
            }
            else
            {
                float spawnValue = Random.value;
                if (spawnValue > 0.8f)
                {
                    temp = Instantiate(m_smallPlat, newPlatPos, Quaternion.identity) as GameObject;
                }
                else
                {
                    temp = Instantiate(m_largePlat, newPlatPos, Quaternion.identity) as GameObject;
                }

                m_cosmeticsSpawner.SpawnClouds(newPlatPos);
            }
            temp.GetComponentInChildren <JumperData>().ID = m_nextId;
            m_jumperPlatforms.AddLast(temp);
            m_platformsInUse.Enqueue(temp);
            ++m_nextId;
        }

        Vector2 invisiblePos = new Vector2(0f, -20f);

        //Instantiate a few moving platforms as well
        for (int i = 0; i < m_numberOfPlatforms; ++i)
        {
            temp = Instantiate(m_movingPlat, invisiblePos * (i + 1), Quaternion.identity) as GameObject;
            temp.GetComponent <MoveAtoB>().initialize(1, 2, 2, 1.5f);
            m_movingJumperPlatforms.Enqueue(temp);
        }

        //Get player transform
        m_player = GameObject.FindWithTag("Player").transform;          //Position used to determine when to move platforms
    }