// Use this for initialization void Start() { BackgroundScroll.speed = 2f; for (int i = 0; i < 4; i++) { lastPos[i] = new Queue <Vector3>(); for (int j = 0; j < 30 * i; j++) { lastPos[i].Enqueue(new Vector3(-j * 0.03f, -j * 0.03f, 0)); } } for (int i = 0; i < 30; i++) { fansKilled[i] = 0; } shipRigid = this.GetComponent <Rigidbody> (); healthText = GameObject.Find("Health").GetComponent <Text>(); healthText.text = StartController.health.ToString(); invinMode = false; pow = powerLevel.None; speedupCount = 0; optionCount = 0; missileEnable = false; doubleEnable = false; laserEnable = false; shieldEnable = false; missileReload = true; Camera cam = GameObject.Find("Main Camera").GetComponent <Camera>(); camH = cam.orthographicSize * 2f; camW = camH * cam.aspect; }
public void PowerNone() { pow = powerLevel.None; Destroy(GameObject.FindWithTag("Shield")); powpanels[0].GetComponent<Text>().color = Color.white; powpanels[1].GetComponent<Text>().color = Color.white; }
public void PowerNone() { pow = powerLevel.None; Destroy(GameObject.FindWithTag("Shield")); powpanels[0].GetComponent <Text>().color = Color.white; powpanels[1].GetComponent <Text>().color = Color.white; }
void ToDouble() { pow = powerLevel.Double; lastPow = powerLevel.Double; powpanels[0].GetComponent <Text>().color = Color.yellow; powpanels[1].GetComponent <Text>().color = Color.white; }
void ResetShip() { //Reset the game if player health drops to 0 if (health <= 0) { Application.LoadLevel("Scene_Title"); } //reset the shield if custom level if (custom_shield) { GetComponentInChildren <ShieldToggling>().StartToggle(); } // reset the board - functionality is in scheduler // this replaces Checkpoint(); GameObject.FindGameObjectWithTag("MainCamera").GetComponent <Scheduler>().ResetBoard(); //Reset powerups this.resetPowers(); pow = powerLevel.none; //restart music bgMusic.Play((ulong)0.0); // enable the player ship this.transform.position = new Vector3(-6f, 0f, 0f); this.GetComponent <SpriteRenderer>().enabled = true; this.GetComponent <BoxCollider>().enabled = true; this.GetComponent <BoxCollider>().enabled = true; GetComponentInChildren <Player2DColl>().enableCollider(); dead = false; }
public void PowerNone() { pow = powerLevel.None; foreach (GameObject panel in powpanels){ panel.GetComponent<Text>().color = Color.white; } }
public void PowerNone() { pow = powerLevel.None; foreach (GameObject panel in powpanels) { panel.GetComponent <Text>().color = Color.white; } }
void ToShield() { Destroy(GameObject.FindWithTag("Shield")); pow = powerLevel.Shield; lastPow = powerLevel.Shield; GameObject shield; shield = Instantiate(shieldPrefab) as GameObject; powpanels[1].GetComponent <Text>().color = Color.yellow; powpanels[0].GetComponent <Text>().color = Color.white; }
public void UpGrade() { switch (pow) { case powerLevel.None: pow = powerLevel.Speedup; powpanels[0].GetComponent <Text>().color = Color.yellow; break; case powerLevel.Speedup: pow = powerLevel.Missile; powpanels[0].GetComponent <Text>().color = Color.white; powpanels[1].GetComponent <Text>().color = Color.yellow; break; case powerLevel.Missile: pow = powerLevel.Double; powpanels[1].GetComponent <Text>().color = Color.white; powpanels[2].GetComponent <Text>().color = Color.yellow; break; case powerLevel.Double: pow = powerLevel.Laser; powpanels[2].GetComponent <Text>().color = Color.white; powpanels[3].GetComponent <Text>().color = Color.yellow; break; case powerLevel.Laser: pow = powerLevel.Option; powpanels[3].GetComponent <Text>().color = Color.white; powpanels[4].GetComponent <Text>().color = Color.yellow; break; case powerLevel.Option: pow = powerLevel.Shield; powpanels[4].GetComponent <Text>().color = Color.white; powpanels[5].GetComponent <Text>().color = Color.yellow; break; case powerLevel.Shield: pow = powerLevel.Speedup; powpanels[5].GetComponent <Text>().color = Color.white; powpanels[0].GetComponent <Text>().color = Color.yellow; break; } }
// Use this for initialization void Start() { BackgroundScroll.speed = 2f; for (int i = 0; i < 30; i++) { fansKilled[i] = 0; } shipRigid = this.GetComponent <Rigidbody> (); healthText = GameObject.Find("Health").GetComponent <Text>(); healthText.text = StartController.health.ToString(); Camera cam = GameObject.Find("Main Camera").GetComponent <Camera>(); camH = cam.orthographicSize * 2f; camW = camH * cam.aspect; powerTime = 0; pow = powerLevel.None; lastPow = powerLevel.None; degree = 0; passRoad = false; invinMode = false; }
public void UpGrade() { switch(pow){ case powerLevel.None: pow = powerLevel.Speedup; powpanels[0].GetComponent<Text>().color = Color.yellow; break; case powerLevel.Speedup: pow = powerLevel.Missile; powpanels[0].GetComponent<Text>().color = Color.white; powpanels[1].GetComponent<Text>().color = Color.yellow; break; case powerLevel.Missile: pow = powerLevel.Double; powpanels[1].GetComponent<Text>().color = Color.white; powpanels[2].GetComponent<Text>().color = Color.yellow; break; case powerLevel.Double: pow = powerLevel.Laser; powpanels[2].GetComponent<Text>().color = Color.white; powpanels[3].GetComponent<Text>().color = Color.yellow; break; case powerLevel.Laser: pow = powerLevel.Option; powpanels[3].GetComponent<Text>().color = Color.white; powpanels[4].GetComponent<Text>().color = Color.yellow; break; case powerLevel.Option: pow = powerLevel.Shield; powpanels[4].GetComponent<Text>().color = Color.white; powpanels[5].GetComponent<Text>().color = Color.yellow; break; case powerLevel.Shield: pow = powerLevel.Speedup; powpanels[5].GetComponent<Text>().color = Color.white; powpanels[0].GetComponent<Text>().color = Color.yellow; break; } }
// Use this for initialization void Start() { BackgroundScroll.speed = 2f; for (int i=0; i<30; i++) { fansKilled[i] = 0; } shipRigid = this.GetComponent<Rigidbody> (); healthText = GameObject.Find ("Health").GetComponent<Text>(); healthText.text = StartController.health.ToString(); Camera cam = GameObject.Find("Main Camera").GetComponent<Camera>(); camH = cam.orthographicSize * 2f; camW = camH * cam.aspect; powerTime = 0; pow = powerLevel.None; lastPow = powerLevel.None; degree = 0; passRoad = false; invinMode = false; }
void ToShield() { Destroy(GameObject.FindWithTag("Shield")); pow = powerLevel.Shield; lastPow = powerLevel.Shield; GameObject shield; shield = Instantiate(shieldPrefab) as GameObject; powpanels[1].GetComponent<Text>().color = Color.yellow; powpanels[0].GetComponent<Text>().color = Color.white; }
void ToDouble() { pow = powerLevel.Double; lastPow = powerLevel.Double; powpanels[0].GetComponent<Text>().color = Color.yellow; powpanels[1].GetComponent<Text>().color = Color.white; }
// Update is called once per frame void Update() { Vector3 speed = Vector3.zero, camPos = Vector3.zero; // get current camera data to keep ship on screen Camera cam = GameObject.Find("Main Camera").GetComponent <Camera>(); // get camera position to keep player on camera camPos = cam.transform.position; float camX = camPos.x; float camY = camPos.y; //Reload/Firing timing if (currReload < Time.deltaTime) { currReload = 0f; } else { currReload -= Time.deltaTime; } if (missile_currReload < Time.deltaTime) { missile_currReload = 0f; } else { missile_currReload -= Time.deltaTime; } //Player movement, includes screen edge bounding if (Input.GetKey(KeyCode.W) && (this.gameObject.transform.position.y + this.gameObject.transform.lossyScale.y / 8 < (camH / 2 + camY + 0.5f))) { speed.y += maxSpeed.y + 2 * powers[0]; } if (Input.GetKey(KeyCode.S) && (this.gameObject.transform.position.y - this.gameObject.transform.lossyScale.y / 8 > (-camH / 2 + camY + 2.5f))) { speed.y -= maxSpeed.y + 2 * powers[0]; } if (Input.GetKey(KeyCode.A) && (this.gameObject.transform.position.x - this.gameObject.transform.lossyScale.x / 7 > (-camW / 2 + camX))) { speed.x -= maxSpeed.x + 2 * powers[0]; } if (Input.GetKey(KeyCode.D) && (this.gameObject.transform.position.x + this.gameObject.transform.lossyScale.x / 7 < (camW / 2 + camX))) { speed.x += maxSpeed.x + 2 * powers[0]; } // toggle invincibility if (Input.GetKeyUp(KeyCode.I)) { if (invincible) { invincible = false; invincibleToggle.text = ""; } else { invincible = true; invincibleToggle.text = "INVINCIBLE"; } } // if ship is off screen (-x) add an offset to keep us on screen float offset = this.transform.position.x - (camX - camW / 2); if (offset < 0) { shipRigid.position -= new Vector3(offset, 0, 0); } else { shipRigid.velocity = speed; anim.SetFloat("speed", shipRigid.velocity.y); } // // TWO TYPES of shooting protocol follow // // Shooting on rapid-button press if (Input.GetKeyDown(KeyCode.N) && !dead) { //Check for reload and Power Level GameObject bullet = null; if (powers[1] == 1 && missile_currReload <= 0) { missile_currReload = missile_reload; GameObject missile = Instantiate(missilePrefab) as GameObject; missile.GetComponent <Rigidbody>().transform.position = this.transform.position; GameObject[] buds = GameObject.FindGameObjectsWithTag("Option"); for (int i = 0; i < buds.Length; i++) { buds[i].GetComponent <OptionBehaviour>().Fire(missilePrefab, Vector3.zero); } } if (powers[3] == 0) { if (powers[2] == 1) { GameObject doubleshot = Instantiate(doubleshotPrefab) as GameObject; doubleshot.GetComponent <Rigidbody>().MovePosition(this.transform.position + shotspawn); GameObject[] buds2 = GameObject.FindGameObjectsWithTag("Option"); for (int i = 0; i < buds2.Length; i++) { buds2[i].GetComponent <OptionBehaviour>().Fire(doubleshotPrefab, shotspawn); } } //Create bullet and move it to the player position GameObject shot = Instantiate(shotPrefab) as GameObject; shot.GetComponent <Rigidbody>().MovePosition(this.transform.position + shotspawn); //AudioSource shot = this.GetComponent<AudioSource>(); bullet = shotPrefab; shotFX.Play((ulong)0.0); } if (powers[3] == 1) { GameObject shot = Instantiate(laserPrefab) as GameObject; shot.GetComponent <Rigidbody>().MovePosition(this.transform.position + shotspawn); bullet = laserPrefab; laserFX.Play((ulong)0.0); } GameObject[] options = GameObject.FindGameObjectsWithTag("Option"); for (int i = 0; i < options.Length; i++) { options[i].GetComponent <OptionBehaviour>().Fire(bullet, shotspawn); } } // Shooting on button hold if (Input.GetKey(KeyCode.N) && currReload <= 0 && !dead) { //Check for reload and Power Level GameObject bullet = null; if (powers[1] == 1 && missile_currReload <= 0) { missile_currReload = missile_reload; GameObject missile = Instantiate(missilePrefab) as GameObject; missile.GetComponent <Rigidbody>().transform.position = this.transform.position; GameObject[] buds = GameObject.FindGameObjectsWithTag("Option"); for (int i = 0; i < buds.Length; i++) { buds[i].GetComponent <OptionBehaviour>().Fire(missilePrefab, Vector3.zero); } } currReload = reload; if (powers[3] == 0) { if (powers[2] == 1) { GameObject doubleshot = Instantiate(doubleshotPrefab) as GameObject; doubleshot.GetComponent <Rigidbody>().MovePosition(this.transform.position + shotspawn); GameObject[] buds2 = GameObject.FindGameObjectsWithTag("Option"); for (int i = 0; i < buds2.Length; i++) { buds2[i].GetComponent <OptionBehaviour>().Fire(doubleshotPrefab, shotspawn); } } //Create bullet and move it to the player position GameObject shot = Instantiate(shotPrefab) as GameObject; shot.GetComponent <Rigidbody>().MovePosition(this.transform.position + shotspawn); bullet = shotPrefab; shotFX.Play((ulong)0.0); } if (powers[3] == 1) { GameObject shot = Instantiate(laserPrefab) as GameObject; shot.GetComponent <Rigidbody>().MovePosition(this.transform.position + shotspawn); bullet = laserPrefab; laserFX.Play((ulong)0.0); } GameObject[] options = GameObject.FindGameObjectsWithTag("Option"); for (int i = 0; i < options.Length; i++) { options[i].GetComponent <OptionBehaviour>().Fire(bullet, shotspawn); } } //Using PowerUp if (Input.GetKey(KeyCode.M) && pow != powerLevel.none) { // play SFX optionFX.Play((ulong)0.0); if (pow == powerLevel.first) { powers[(int)pow - 1]++; pow_Img[(int)pow - 1].color = Color.blue; //pow_Lbl[(int)pow-1].enabled = false; pow = powerLevel.none; } else if (pow == powerLevel.fifth && powers[4] < 2) { GameObject option = Instantiate(optionPrefab) as GameObject; option.GetComponent <Rigidbody>().position = this.transform.position; powers[(int)pow - 1]++; pow_Img[(int)pow - 1].color = Color.blue; if (powers[4] == 2) { pow_Lbl[4].enabled = false; } pow = powerLevel.none; } else if (powers[(int)pow - 1] == 0) { powers[(int)pow - 1]++; pow_Img[(int)pow - 1].color = Color.blue; pow_Lbl[(int)pow - 1].enabled = false; pow = powerLevel.none; } if (powers[5] == 1) { ShieldViz.SetActive(true); } } }
// Use this for initialization void Start() { BackgroundScroll.speed = 2f; for (int i=0; i<4; i++) { lastPos[i] = new Queue<Vector3>(); for (int j=0; j<30*i; j++) lastPos[i].Enqueue(new Vector3(-j*0.03f,-j*0.03f,0)); } for (int i=0; i<30; i++) { fansKilled[i] = 0; } shipRigid = this.GetComponent<Rigidbody> (); healthText = GameObject.Find ("Health").GetComponent<Text>(); healthText.text = StartController.health.ToString(); invinMode = false; pow = powerLevel.None; speedupCount = 0; optionCount = 0; missileEnable = false; doubleEnable = false; laserEnable = false; shieldEnable = false; missileReload = true; Camera cam = GameObject.Find("Main Camera").GetComponent<Camera>(); camH = cam.orthographicSize * 2f; camW = camH * cam.aspect; }