Exemple #1
0
        void DetachEntitiesOnDeath(PTAMain world, PTAEntity entity)
        {
            // NOTE(SpectatorQL): I would really like to put these in a union and just loop through an array, but oh well.
            PTAEntity lTurret = Self.LTurretSlot;
            PTAEntity rTurret = Self.RTurretSlot;
            PTAEntity drive   = Self.DriveSlot;

            if (lTurret != null)
            {
                PTAEntity.DetachEntity(lTurret);
                Self.LTurretSlot = null;

                DetermineEntityFate(world, lTurret);
            }
            if (rTurret != null)
            {
                PTAEntity.DetachEntity(rTurret);
                Self.RTurretSlot = null;

                DetermineEntityFate(world, rTurret);
            }
            if (drive != null)
            {
                PTAEntity.DetachEntity(drive);
                Self.DriveSlot = null;

                DetermineEntityFate(world, drive);
            }
        }
Exemple #2
0
        public static void HostileThink(PTAMain world, PTAEntity entity, float dt)
        {
            float timeToSpawn       = entity.Data.TimeToSpawn;
            Color fadingEntityColor = entity.Renderer.material.color;

            if (timeToSpawn > 0)
            {
                if (fadingEntityColor.a < 0)
                {
                    fadingEntityColor.a = 1.0f;
                }
                fadingEntityColor.a           -= dt;
                entity.Renderer.material.color = fadingEntityColor;
                timeToSpawn            -= dt;
                entity.Data.TimeToSpawn = timeToSpawn;

                if (timeToSpawn > 0)
                {
                    return;
                }
            }
            else
            {
                fadingEntityColor.a            = 1.0f;
                entity.Renderer.material.color = fadingEntityColor;

                entity.Collider.BoxCollider.enabled = true;
                entity.HasSpawned = true;
            }
        }
        public static PTAEntity CreatePlayer(PTAMain world)
        {
            PTAEntity entity = GetFreeEntity(world);

            entity.GameObject.layer = PlayerLayer;

            entity.Transform.localScale = new Vector3(2.0f, 2.0f, 2.0f);
            entity.Transform.rotation   = Quaternion.identity;

            entity.Renderer.material.color = Color.white;
            entity.Renderer.sprite         = world.Sprites[(int)EntityType.Player];

            entity.Data = new EntityData
            {
                Health        = 1,
                AttackSpeed   = 1.5f,
                MovementSpeed = 0.1f
            };

            entity.Think = ThinkFunctions.PlayerThink;

            entity.EntityTypeID = EntityType.Player;
            entity.HasSpawned   = true;

            return(entity);
        }
        static PTAEntity CreateEntity(PTAMain world)
        {
            if (world.RunningEntityIndex >= PTAMain.ENTITY_COUNT)
            {
                Debug.LogError("PTAEntity limit reached!");
                return(null);
            }

            PTAEntity  entity       = world.Entities[world.RunningEntityIndex];
            GameObject entityObject = GameObject.Instantiate(world.EntityPrefab);

            entity.GameObject           = entityObject;
            entity.Transform            = entityObject.transform;
            entity.Rigidbody            = entityObject.GetComponent <Rigidbody2D>();
            entity.Renderer             = entityObject.GetComponent <SpriteRenderer>();
            entity.Collider             = entityObject.GetComponent <PTACollider>();
            entity.Collider.BoxCollider = entityObject.GetComponent <BoxCollider2D>();
            entity.Collider.Self        = entity;
            entity.Collider.World       = world;

            entity.Move  = MoveFunctions.MoveStub;
            entity.Think = ThinkFunctions.ThinkStub;

            entity.IsActive = true;

            entity.EntityID = (uint)world.RunningEntityIndex;
            ++world.RunningEntityIndex;

            return(entity);
        }
Exemple #5
0
        public static void SineMove(PTAEntity entity)
        {
            if (!entity.HasSpawned)
            {
                return;
            }

            entity.Rigidbody.velocity = Vector2.zero;

            Vector2 entityPosition = entity.Transform.position;

            Vector2 newPosition = entity.Transform.position;

            newPosition.x += entity.Data.MovementSpeed;
            float sineValue = Mathf.Sin(entity.Data.TSine);
            float sineRange = 0.10f;

            sineValue      = Mathf.Clamp(sineValue, -sineRange, sineRange);
            newPosition.y += sineValue;

            entity.Rigidbody.MovePosition(newPosition);

            float   rotationAngle = Mathf.Atan2(newPosition.y - entityPosition.y, newPosition.x - entityPosition.x) * Mathf.Rad2Deg;
            Vector3 eulers        = entity.Transform.eulerAngles;

            eulers.z = rotationAngle;
            entity.Transform.eulerAngles = eulers;

            if (entity.Data.TSine > (2.0f * Mathf.PI))
            {
                entity.Data.TSine -= (2.0f * Mathf.PI);
            }
            entity.Data.TSine += 0.15f;
        }
        public static void AttachEntity(PTAEntity entity, PTAEntity newParent, Vector3 alignPoint)
        {
            entity.Collider.BoxCollider.enabled = false;

            entity.Transform.parent        = newParent.Transform;
            alignPoint.x                  /= newParent.Transform.localScale.x;
            alignPoint.y                  /= newParent.Transform.localScale.y;
            entity.Transform.localPosition = alignPoint;

            entity.Transform.localRotation = Quaternion.identity;
        }
        public static PTAEntity TurnIntoWildPowerup(PTAMain world, PTAEntity entity)
        {
            entity.Move  = MoveFunctions.MoveStub;
            entity.Think = ThinkFunctions.WildPowerupThink;

            entity.EntityTypeID       = EntityType.WildPowerup;
            entity.Data.Health        = 1;
            entity.Data.MovementSpeed = 0.08f;

            return(entity);
        }
        public static PTAEntity CreateDrivePowerup(PTAMain world)
        {
            PTAEntity entity = CreatePowerupInternal(world);

            PowerupType powerupType = PowerupType.Drive;

            entity.Renderer.sprite = world.PowerupSprites[(int)powerupType];
            entity.PowerupTypeID   = powerupType;

            return(entity);
        }
        public static PTAEntity CreateEnemy(PTAMain world)
        {
            PTAEntity entity = GetFreeEntity(world);

            entity.GameObject.layer     = ThingsLayer;
            entity.Transform.rotation   = Quaternion.identity;
            entity.Transform.localScale = new Vector3(2.0f, 2.0f, 2.0f);

            EntityData entityData = new EntityData();
            EnemyType  enemyType  = DetermineEnemyType(world);

            switch (enemyType)
            {
            case EnemyType.Weak:
            {
                entity.Renderer.material.color = Color.red;

                entityData.Health        = 1;
                entityData.MovementSpeed = 0.08f;
                entityData.TimeToSpawn   = 2.0f;
                break;
            }

            case EnemyType.Strong:
            {
                entity.Renderer.material.color = Color.yellow;

                entityData.Health        = 2;
                entityData.MovementSpeed = 0.08f;
                entityData.TimeToSpawn   = 2.0f;
                break;
            }

            case EnemyType.Uber:
            {
                entity.Renderer.material.color = Color.green;

                entityData.Health        = 3;
                entityData.MovementSpeed = 0.08f;
                entityData.TimeToSpawn   = 2.0f;
                break;
            }
            }
            entity.EnemyTypeID = enemyType;
            entity.Data        = entityData;

            entity.EntityTypeID = EntityType.Enemy;
            entity.HasSpawned   = true;

            entity.Renderer.sprite = world.Sprites[(int)EntityType.Enemy];

            return(entity);
        }
Exemple #10
0
 // TODO(SpectatorQL): Is it necessary to split Move and Think?
 void FixedUpdate()
 {
     for (int i = 0;
          i < ENTITY_COUNT;
          ++i)
     {
         PTAEntity entity = Entities[i];
         if (entity.IsActive)
         {
             entity.Move(entity);
         }
     }
 }
        public static PTAEntity CreateFriendlyBullet(PTAMain world)
        {
            PTAEntity entity = CreateBulletInternal(world);

            entity.Move             = MoveFunctions.LinearMove;
            entity.Think            = ThinkFunctions.ThinkStub;
            entity.GameObject.layer = PlayerLayer;

            entity.Renderer.material.color = Color.white;

            entity.Data.MovementSpeed = 0.3f;

            return(entity);
        }
Exemple #12
0
        public PTAEntity GetNext()
        {
            PTAEntity result = null;

            if (Top != -1)
            {
                result = Entities[Top];
                result.GameObject.SetActive(true);
                result.IsActive = true;

                Entities[Top] = null;
                --Top;
            }

            return(result);
        }
Exemple #13
0
        public void Add(PTAEntity entity)
        {
            if (entity == null)
            {
                return;
            }
            if (!entity.IsActive)
            {
                return;
            }

            entity.GameObject.SetActive(false);
            entity.IsActive = false;
            ++Top;
            Entities[Top] = entity;
        }
        static PTAEntity CreateBulletInternal(PTAMain world)
        {
            PTAEntity entity = GetFreeEntity(world);

            entity.Transform.localScale = new Vector3(1.0f, 1.0f, 1.0f);
            entity.Transform.rotation   = Quaternion.identity;

            entity.Collider.BoxCollider.enabled = true;

            entity.EntityTypeID = EntityType.Bullet;
            entity.HasSpawned   = true;

            entity.Renderer.sprite = world.Sprites[(int)EntityType.Bullet];

            return(entity);
        }
Exemple #15
0
        public static void WildPowerupThink(PTAMain world, PTAEntity entity, float dt)
        {
            entity.Rigidbody.velocity = Vector2.zero;

            Vector2 entityPosition = entity.Transform.position;

            Vector2 direction   = (Vector2)world.PlayerEntity.Transform.position - entityPosition;
            Vector2 newPosition = entityPosition + direction.normalized * entity.Data.MovementSpeed;

            entity.Rigidbody.MovePosition(newPosition);

            float   rotationAngle = Mathf.Atan2(newPosition.y - entityPosition.y, newPosition.x - entityPosition.x) * Mathf.Rad2Deg;
            Vector3 eulers        = entity.Transform.eulerAngles;

            eulers.z = rotationAngle;
            entity.Transform.eulerAngles = eulers;
        }
        static PTAEntity GetFreeEntity(PTAMain world)
        {
            PTAEntity entity = world.FreeEntities.GetNext();

            if (entity == null)
            {
                entity = CreateEntity(world);
                if (entity == null)
                {
                    // TODO(SpectatorQL): Do _something_ when this happens.
                    Debug.Assert(false, "__PANIC__");
                    return(null);
                }
            }

            return(entity);
        }
        void OnCollisionEnter2D(Collision2D collision)
        {
            PTACollider collider = collision.gameObject.GetComponent <PTACollider>();

            if (collider != null)
            {
                PTAEntity entity = collider.Self;
                if (entity.EntityTypeID == EntityType.Bullet)
                {
                    World.FreeEntities.Add(entity);
                }
                else
                {
                    float   safetyNet   = 0.25f;
                    Vector2 oldPosition = collision.gameObject.transform.position;
                    Vector2 newPosition = new Vector2();
                    if (WallTypeID == WallType.XWall)
                    {
                        if (oldPosition.x > 0)
                        {
                            newPosition.x = -(oldPosition.x - safetyNet);
                        }
                        else
                        {
                            newPosition.x = -(oldPosition.x + safetyNet);
                        }
                        newPosition.y = oldPosition.y;
                    }
                    else if (WallTypeID == WallType.YWall)
                    {
                        newPosition.x = oldPosition.x;
                        if (transform.position.y > 0)
                        {
                            newPosition.y = -(oldPosition.y - safetyNet);
                        }
                        else
                        {
                            newPosition.y = -(oldPosition.y + safetyNet);
                        }
                    }

                    collision.gameObject.transform.position = newPosition;
                }
            }
        }
        static PTAEntity CreatePowerupInternal(PTAMain world)
        {
            PTAEntity entity = GetFreeEntity(world);

            entity.Transform.localScale = new Vector3(1.0f, 1.0f, 1.0f);
            entity.Transform.rotation   = Quaternion.identity;

            entity.Renderer.material.color = Color.white;

            entity.Move  = MoveFunctions.MoveStub;
            entity.Think = ThinkFunctions.ThinkStub;

            entity.GameObject.layer = ThingsLayer;

            entity.EntityTypeID = EntityType.Powerup;
            entity.HasSpawned   = true;

            return(entity);
        }
Exemple #19
0
        public static void LinearMove(PTAEntity entity)
        {
            if (!entity.HasSpawned)
            {
                return;
            }

            entity.Rigidbody.velocity = Vector2.zero;

            Vector2 entityPosition = entity.Transform.position;

            Vector2 newPosition = entityPosition + entity.Data.MoveDirection.normalized * entity.Data.MovementSpeed;

            entity.Rigidbody.MovePosition(newPosition);

            float   rotationAngle = Mathf.Atan2(newPosition.y - entityPosition.y, newPosition.x - entityPosition.x) * Mathf.Rad2Deg;
            Vector3 eulers        = entity.Transform.eulerAngles;

            eulers.z = rotationAngle;
            entity.Transform.eulerAngles = eulers;
        }
Exemple #20
0
        void DetermineEntityFate(PTAMain world, PTAEntity entity)
        {
            float spawnChance = Random.value;

            if (spawnChance < World.WaveData.PowerupStayChance)
            {
                World.FreeEntities.Add(entity);
            }
            else
            {
                spawnChance = Random.value;
                if (spawnChance < World.WaveData.WildPowerupSpawnChance)
                {
                    World.FreeEntities.Add(entity);
                }
                else
                {
                    PTAEntity.TurnIntoWildPowerup(World, entity);
                    ++world.WaveData.WildPowerupCount;
                }
            }
        }
Exemple #21
0
        // NOTE(SpectatorQL): Some day I need to learn how to handle a mess like this...
        // Like, where does this code _actually_ belong? What should it _actually_ do?
        // Create messages for the world to process? Act immediately, like I do here?
        // Or maybe an entirely different approach is "the right thing to do"?
        void OnCollisionEnter2D(Collision2D collision)
        {
            PTACollider collider = collision.gameObject.GetComponent <PTACollider>();

            if (collider != null)
            {
                PTAEntity other = collider.Self;
                if (Self.EntityTypeID == EntityType.Player)
                {
                    if (other.EntityTypeID == EntityType.Powerup)
                    {
                        if (other.PowerupTypeID == PowerupType.Turret)
                        {
                            if (Self.LTurretSlot == null)
                            {
                                PTAEntity.AttachEntity(other, Self, World.EntityAlignment.Points.LTurretPosition);
                                Self.LTurretSlot = other;
                                --World.WaveData.PowerupCount;
                            }
                            else if (Self.RTurretSlot == null)
                            {
                                PTAEntity.AttachEntity(other, Self, World.EntityAlignment.Points.RTurretPosition);
                                Self.RTurretSlot = other;
                                --World.WaveData.PowerupCount;
                            }
                        }
                        else if (other.PowerupTypeID == PowerupType.Drive)
                        {
                            if (Self.DriveSlot == null)
                            {
                                PTAEntity.AttachEntity(other, Self, World.EntityAlignment.Points.DrivePosition);
                                Self.DriveSlot = other;
                                --World.WaveData.PowerupCount;
                            }
                        }
                    }

                    else if (other.EntityTypeID == EntityType.Bullet)
                    {
                        World.FreeEntities.Add(other);

                        --Self.Data.Health;
                        if (Self.Data.Health == 0)
                        {
                            DetachEntitiesOnDeath(World, Self);
                            World.FreeEntities.Add(Self);

                            if (Self.EntityTypeID == EntityType.Enemy)
                            {
                                --World.WaveData.EnemyCount;
                                --World.WaveData.EnemiesOnScreen;
                            }
                        }
                    }

                    else if (other.EntityTypeID == EntityType.Enemy)
                    {
                        if (!World.Cheats.Invincibility)
                        {
                            World.StartCoroutine(World.TemporaryInvincibility());

                            World.FreeEntities.Add(other);

                            --Self.Data.Health;
                            if (Self.Data.Health == 0)
                            {
                                World.FreeEntities.Add(Self.LTurretSlot);
                                World.FreeEntities.Add(Self.RTurretSlot);
                                World.FreeEntities.Add(Self.DriveSlot);
                                World.FreeEntities.Add(Self);
                                Debug.Log("Guess I'll die.");
                            }
                        }
                    }

                    else if (other.EntityTypeID == EntityType.WildPowerup)
                    {
                        if (!World.Cheats.Invincibility)
                        {
                            World.StartCoroutine(World.TemporaryInvincibility());

                            World.FreeEntities.Add(other);

                            --Self.Data.Health;
                            if (Self.Data.Health == 0)
                            {
                                World.FreeEntities.Add(Self.LTurretSlot);
                                World.FreeEntities.Add(Self.RTurretSlot);
                                World.FreeEntities.Add(Self.DriveSlot);
                                World.FreeEntities.Add(Self);
                                Debug.Log("Guess I'll die.");
                            }
                        }
                    }
                }

                else if (Self.EntityTypeID == EntityType.Enemy)
                {
                    if (other.EntityTypeID == EntityType.Powerup)
                    {
                        if (other.PowerupTypeID == PowerupType.Turret)
                        {
                            if (Self.LTurretSlot == null)
                            {
                                PTAEntity.AttachEntity(other, Self, World.EntityAlignment.Points.LTurretPosition);
                                Self.LTurretSlot = other;
                                --World.WaveData.PowerupCount;
                            }
                            else if (Self.RTurretSlot == null)
                            {
                                PTAEntity.AttachEntity(other, Self, World.EntityAlignment.Points.RTurretPosition);
                                Self.RTurretSlot = other;
                                --World.WaveData.PowerupCount;
                            }
                        }

                        else if (other.PowerupTypeID == PowerupType.Drive)
                        {
                            if (Self.DriveSlot == null)
                            {
                                PTAEntity.AttachEntity(other, Self, World.EntityAlignment.Points.DrivePosition);
                                Self.DriveSlot = other;
                                --World.WaveData.PowerupCount;
                            }
                        }
                    }

                    else if (other.EntityTypeID == EntityType.Bullet)
                    {
                        World.FreeEntities.Add(other);

                        --Self.Data.Health;
                        if (Self.Data.Health == 0)
                        {
                            DetachEntitiesOnDeath(World, Self);
                            World.FreeEntities.Add(Self);

                            if (Self.EntityTypeID == EntityType.Enemy)
                            {
                                --World.WaveData.EnemyCount;
                                --World.WaveData.EnemiesOnScreen;
                            }
                        }
                    }

                    else if (other.EntityTypeID == EntityType.Player)
                    {
                        --Self.Data.Health;
                        if (Self.Data.Health == 0)
                        {
                            DetachEntitiesOnDeath(World, Self);
                            World.FreeEntities.Add(Self);

                            --World.WaveData.EnemyCount;
                            --World.WaveData.EnemiesOnScreen;
                        }
                    }
                }

                else if (Self.EntityTypeID == EntityType.WildPowerup)
                {
                    if (other.EntityTypeID == EntityType.Bullet)
                    {
                        World.FreeEntities.Add(other);

                        --Self.Data.Health;
                        if (Self.Data.Health == 0)
                        {
                            DetachEntitiesOnDeath(World, Self);
                            --World.WaveData.WildPowerupCount;
                            World.FreeEntities.Add(Self);
                        }
                    }

                    else if (other.EntityTypeID == EntityType.Player)
                    {
                        --Self.Data.Health;
                        if (Self.Data.Health == 0)
                        {
                            DetachEntitiesOnDeath(World, Self);
                            --World.WaveData.WildPowerupCount;
                            World.FreeEntities.Add(Self);
                        }
                    }
                }
            }
        }
Exemple #22
0
 public static void ThinkStub(PTAMain world, PTAEntity entity, float dt)
 {
 }
 public static void DetachEntity(PTAEntity entity)
 {
     entity.Transform.parent             = null;
     entity.Collider.BoxCollider.enabled = true;
 }
Exemple #24
0
        public static void PlayerThink(PTAMain world, PTAEntity entity, float dt)
        {
            // TODO(SpectatorQL): Android controls will be _very_ different from this.
            // TODO(SpectatorQL): Move input management out of here.
            float   speed       = entity.Data.MovementSpeed;
            Vector2 newPosition = entity.Transform.position;

            if (Input.GetKey(KeyCode.W))
            {
                newPosition.y += speed;
            }
            if (Input.GetKey(KeyCode.S))
            {
                newPosition.y -= speed;
            }
            if (Input.GetKey(KeyCode.A))
            {
                newPosition.x -= speed;
            }
            if (Input.GetKey(KeyCode.D))
            {
                newPosition.x += speed;
            }

            bool firing = false;

            if (Input.GetMouseButton(0))
            {
                firing = true;
            }

            Vector3 mousePosition = Input.mousePosition;

            mousePosition.z = 10.0f;
            Vector3 worldMousePosition = Camera.main.ScreenToWorldPoint(mousePosition);
            float   angle = Mathf.Atan2(worldMousePosition.y - newPosition.y, worldMousePosition.x - newPosition.x);

            angle = Mathf.Rad2Deg * angle;


            entity.Transform.position = newPosition;
            Quaternion newRotation = entity.Transform.rotation;

            newRotation.eulerAngles   = new Vector3(0.0f, 0.0f, angle);
            entity.Transform.rotation = newRotation;

            float runningAttackSpeed = entity.Data.RunningAttackSpeed;

            if (firing)
            {
                if (runningAttackSpeed <= 0)
                {
                    Vector2   fireDirection = worldMousePosition - entity.Transform.position;
                    PTAEntity newBullet     = PTAEntity.CreateFriendlyBullet(world);
                    if (newBullet != null)
                    {
                        newBullet.Transform.position = entity.Transform.position;
                        newBullet.Data.MoveDirection = fireDirection.normalized;
                    }

                    runningAttackSpeed = entity.Data.AttackSpeed;
                }
            }

            if (runningAttackSpeed > 0)
            {
                runningAttackSpeed -= dt;
            }
            entity.Data.RunningAttackSpeed = runningAttackSpeed;
        }
Exemple #25
0
 public static void MoveStub(PTAEntity entity)
 {
     entity.Rigidbody.velocity = Vector2.zero;
 }
Exemple #26
0
        void Start()
        {
            PTAEntity.PlayerLayer = LayerMask.NameToLayer("Player");
            PTAEntity.ThingsLayer = LayerMask.NameToLayer("Things");
            if (PTAEntity.PlayerLayer == -1 ||
                PTAEntity.ThingsLayer == -1)
            {
                Debug.LogError("Layers are missing! Check the layers settings in Edit/Project Settings/Tags and Layers !");
            }


            Vector2 bottomLeft      = Camera.main.ScreenToWorldPoint(new Vector3(0, 0, 10));
            Vector2 topRight        = Camera.main.ScreenToWorldPoint(new Vector3(Screen.width, Screen.height, 10));
            float   offscreenOffset = 1.0f;

            PlayArea.MinX   = bottomLeft.x - offscreenOffset;
            PlayArea.MinY   = bottomLeft.y - offscreenOffset;
            PlayArea.MaxX   = topRight.x + offscreenOffset;
            PlayArea.MaxY   = topRight.y + offscreenOffset;
            PlayArea.Center = Camera.main.ScreenToWorldPoint(new Vector3(Screen.width / 2, Screen.height / 2, 10));

            Vector2 xWallSize = new Vector2(1.0f, PlayArea.MaxY - PlayArea.MinY);
            Vector2 yWallSize = new Vector2(PlayArea.MaxX - PlayArea.MinX, 1.0f);

            const int WALL_COUNT = 2;

            for (WallType i = 0;
                 i < WallType.Count;
                 ++i)
            {
                for (int j = 0;
                     j < WALL_COUNT;
                     ++j)
                {
                    PTAWall wall = Instantiate(WallPrefab).GetComponent <PTAWall>();
                    wall.World       = this;
                    wall.BoxCollider = wall.gameObject.GetComponent <BoxCollider2D>();
                    wall.WallTypeID  = i;
                    if (wall.WallTypeID == WallType.XWall)
                    {
                        wall.BoxCollider.size = xWallSize;
                    }
                    else if (wall.WallTypeID == WallType.YWall)
                    {
                        wall.BoxCollider.size = yWallSize;
                    }

                    if (j == 0)
                    {
                        if (wall.WallTypeID == WallType.XWall)
                        {
                            wall.transform.position = new Vector2(PlayArea.MinX, PlayArea.Center.y);
                        }
                        else if (wall.WallTypeID == WallType.YWall)
                        {
                            wall.transform.position = new Vector2(PlayArea.Center.x, PlayArea.MinY);
                        }
                    }
                    else if (j == 1)
                    {
                        if (wall.WallTypeID == WallType.XWall)
                        {
                            wall.transform.position = new Vector2(PlayArea.MaxX, PlayArea.Center.y);
                        }
                        else if (wall.WallTypeID == WallType.YWall)
                        {
                            wall.transform.position = new Vector2(PlayArea.Center.x, PlayArea.MaxY);
                        }
                    }
                    else
                    {
                        Debug.LogError($"Error! Too many walls of type {i} have been spawned!");
                    }
                }
            }


            Entities = new PTAEntity[ENTITY_COUNT];
            for (int i = 0;
                 i < ENTITY_COUNT;
                 ++i)
            {
                Entities[i] = new PTAEntity();
            }

            PlayerEntity = PTAEntity.CreatePlayer(this);

#if UNITY_EDITOR
            PTAEntity turretL = PTAEntity.CreateTurretPowerup(this);
            turretL.Transform.position = GenerateEntityPosition();
            ++WaveData.PowerupCount;

            PTAEntity turretR = PTAEntity.CreateTurretPowerup(this);
            turretR.Transform.position = GenerateEntityPosition();
            ++WaveData.PowerupCount;

            PTAEntity freeTurret = PTAEntity.CreateTurretPowerup(this);
            freeTurret.Transform.position = GenerateEntityPosition();
            ++WaveData.PowerupCount;

            PTAEntity drive = PTAEntity.CreateDrivePowerup(this);
            drive.Transform.position = GenerateEntityPosition();
            ++WaveData.PowerupCount;
#else
            Cheats.Invincibility = false;
            Cheats.RapidFire     = false;
#endif

            UI = FindObjectOfType <PTAUI>();
        }
Exemple #27
0
        void Update()
        {
            float dt = Time.deltaTime;

            Debug.Assert(WaveData.EnemyCount >= 0);
            Debug.Assert(WaveData.EnemiesOnScreen >= 0);
            if (WaveData.EnemyCount > 0)
            {
                Debug.Assert(WaveData.EnemiesOnScreen <= WaveData.EnemyCount &&
                             WaveData.EnemiesOnScreen >= 0);
                while (WaveData.EnemiesOnScreen < WaveData.MaxSpawnedEnemiesOnScreen &&
                       WaveData.EnemiesOnScreen < WaveData.EnemyCount)
                {
                    PTAEntity enemyEntity = PTAEntity.CreateEnemy(this);
                    if (enemyEntity != null)
                    {
                        enemyEntity.HasSpawned = false;

                        enemyEntity.Move = MoveFunctions.SineMove;
                        enemyEntity.Data.MoveDirection = UnityEngine.Random.insideUnitCircle;
                        enemyEntity.Think = ThinkFunctions.HostileThink;

                        enemyEntity.Transform.position = GenerateEntityPosition();

                        enemyEntity.Collider.BoxCollider.enabled = false;
                    }

                    ++WaveData.EnemiesOnScreen;
                    Debug.Assert(WaveData.EnemiesOnScreen <= WaveData.EnemyCount);
                    Debug.Assert(WaveData.EnemiesOnScreen <= WaveData.MaxSpawnedEnemiesOnScreen);
                    Debug.Assert(WaveData.EnemiesOnScreen == Entities.Count(ent =>
                    {
                        return(ent.EntityTypeID == EntityType.Enemy && ent.IsActive);
                    }));
                }
            }
            else
            {
                Debug.Assert(WaveData.WildPowerupCount >= 0);
                if (WaveData.WildPowerupCount == 0)
                {
                    int nextWave = WaveData.CurrentWave + 1;
                    if (nextWave < WaveData.MaxWave)
                    {
                        int newEnemyCount = nextWave;
                        WaveData.EnemyCount = newEnemyCount;

                        if (nextWave % 5 == 0 &&
                            WaveData.PowerupWaitTime > WaveData.MinPowerupWaitTime)
                        {
                            WaveData.PowerupWaitTime -= 0.5f;
                        }

                        UI.WaveText.text = $"Wave: {nextWave}";

                        WaveData.CurrentWave = nextWave;
                    }
                    else
                    {
                        // TODO(SpectatorQL): End screen.
                        WaveData.EnemyCount = 0;
                        Debug.Log("YOU WIN!!!");
                    }
                }
            }


            if (WaveData.PowerupCount < WaveData.MaxPowerupsOnScreen)
            {
                if (WaveData.RunningPowerupTime <= 0)
                {
                    // NOTE(SpectatorQL): Oh, so this thing is _exclusive_ but the float version is _inclusive_. Gotta love Unity...
                    PowerupType powerupType = (PowerupType)UnityEngine.Random.Range(0, (int)PowerupType.Count);
                    Debug.Assert(powerupType < PowerupType.Count);

                    PTAEntity powerupEntity = null;
                    switch (powerupType)
                    {
                    case PowerupType.Turret:
                    {
                        powerupEntity = PTAEntity.CreateTurretPowerup(this);
                        break;
                    }

                    case PowerupType.Drive:
                    {
                        powerupEntity = PTAEntity.CreateDrivePowerup(this);
                        break;
                    }
                    }

                    if (powerupEntity != null)
                    {
                        powerupEntity.Transform.position = GenerateEntityPosition();
                    }

                    WaveData.RunningPowerupTime = WaveData.PowerupWaitTime;
                    ++WaveData.PowerupCount;
                }
            }
            if (WaveData.RunningPowerupTime > 0)
            {
                WaveData.RunningPowerupTime -= dt;
            }


            if (Cheats.RapidFire)
            {
                PlayerEntity.Data.AttackSpeed = Cheats.RapidFireSpeed;
            }


            for (int i = 0;
                 i < ENTITY_COUNT;
                 ++i)
            {
                PTAEntity entity = Entities[i];
                if (entity.IsActive)
                {
                    entity.Think(this, entity, dt);
                }
            }
        }