private void CarSpawn_Tick(object sender, EventArgs e)
 {
     stage.addCar(rnd.Next(4), rnd.Next(8));
     if (stage.checkJam())
     {
         NextMove.Stop();
         CarSpawn.Stop();
         ManSpawn.Stop();
         GameOver go = new GameOver(defOptions, "TRAFFIC JAM");
         go.StartPosition = FormStartPosition.CenterScreen;
         go.ShowDialog();
         if (go.nova == true)
         {
             stage = new Stage(defOptions);
             NextMove.Start();
             CarSpawn.Start();
             ManSpawn.Start();
             Invalidate();
         }
         else
         {
             this.Close();
         }
     }
 }
 private void NextMove_Tick(object sender, EventArgs e)
 {
     lblScore.Text = Stage.score.ToString();
     pCars         = stage.checkCollisionCars();
     pMan          = stage.checkCollisionMan();
     if (!pCars.IsEmpty)
     {
         NextMove.Stop();
         CarSpawn.Stop();
         ManSpawn.Stop();
         Delay.Start();
         Graphics g = CreateGraphics();
         stage.drawBam(pCars, g);
     }
     else if (!pMan.IsEmpty)
     {
         NextMove.Stop();
         CarSpawn.Stop();
         ManSpawn.Stop();
         Delay.Start();
         if (defOptions.sound == true)
         {
             scream.Play();
         }
         Graphics g     = CreateGraphics();
         Image    blood = (Bitmap)Resources.tomato.Clone();
         g.DrawImage(blood, pMan.X - 10, pMan.Y - 10, blood.Width / 3, blood.Height / 3);
     }
     else
     {
         stage.move();
         stage.inCollisionArea();
         Invalidate();
     }
 }
Esempio n. 3
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    public void GetStatus()
    {
        CarSpawn spawn = GameManager.instance.spawner.carSpawns[index];

        carText.text    = spawn.type.ToString();
        carCost.text    = spawn.blocked ?  "Cost " + spawn.unblockCost : "Owned";
        carImage.sprite = spawn.carSprite;
        blockedIcon.SetActive(spawn.blocked);
        unblockButton.SetActive(spawn.blocked);
    }
Esempio n. 4
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    //================================================================ Car Spawn Setting ================================================================
    private CarSpawn CreateCarSpawn(Vector2 p_position, Vector2 p_direction)
    {
        GameObject carSpawnObject = GameObject.Instantiate(carSpawnPrefab);
        CarSpawn   carSpawnScript = carSpawnObject.GetComponent <CarSpawn>();

        Transform carSpawnHolder = transform.Find("CarSpawnList");

        carSpawnObject.transform.SetParent(carSpawnHolder);
        carSpawnObject.transform.position = p_position;

        carSpawnScript.SetUp(p_direction, _gameManager._roundSystemManager.GetVehecleJSON());
        return(carSpawnScript);
    }
Esempio n. 5
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        //method to spawn a car
        void SpawnCar()
        {
            CarMovement car = Instantiate(carPrefab, carParent).GetComponent <CarMovement>();

            CarSpawn startPoint = carSpawnPoints[Random.Range(0, carSpawnPoints.Count)];

            //Debug.Log("spawning car at " + startPoint);

            car.transform.position = startPoint.transform.position;
            car.Direction          = startPoint.direction;
            car.Speed = Random.Range(speedMin, speedMax);

            Cars.Add(car);
        }
        private void Delay_Tick(object sender, EventArgs e)
        {
            Delay.Stop();
            GameOver go = new GameOver(defOptions, "COLLISION");

            go.StartPosition = FormStartPosition.CenterScreen;
            go.ShowDialog();
            if (go.nova == true)
            {
                stage = new Stage(defOptions);
                NextMove.Start();
                CarSpawn.Start();
                ManSpawn.Start();
                bgSound.Play();
                Invalidate();
            }
            else
            {
                this.Close();
            }
        }
Esempio n. 7
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    public void Buy()
    {
        //TODO hacer el chequeo de recursos
        CarSpawn spawn = GameManager.instance.spawner.carSpawns[index];

        if (GameManager.instance.profile.points > spawn.unblockCost)
        {
            spawn.blocked = false;
            GameManager.instance.profile.blockedData[index] = false;
            blockedIcon.SetActive(spawn.blocked);
            unblockButton.SetActive(spawn.blocked);
            Debug.Log("Car buyed " + spawn.type);

            GameManager.instance.profile.points -= spawn.unblockCost;
            moneyText.text = "Points " + GameManager.instance.profile.points;
            if (onCarBuyed != null)
            {
                onCarBuyed();
            }
            GameManager.instance.SaveData();
        }
    }
Esempio n. 8
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    private void SetCarSpawnGenerator(float p_streetBottomPosition, int p_carSlot)
    {
        float centerAxisX = streetObject.transform.position.x,
              halfWidth   = (streetObject.size.x / 2),
              xLeftPos    = centerAxisX - halfWidth,
              xRightPos   = centerAxisX + halfWidth;

        for (int i = 0; i < p_carSlot; i++)
        {
            bool isFaceLeft = UtilityColl.FlipCoin(0.5f);

            float   carSpawnYPos = p_streetBottomPosition + (slotheight * i) + (slotheight / 2f);
            Vector2 carSpawnPos  = new Vector2((isFaceLeft) ?  xLeftPos : xRightPos,
                                               carSpawnYPos);
            Vector2 carDirection = (isFaceLeft) ?  Vector2.right :Vector2.left;

            CarSpawn gCarSpawn = CreateCarSpawn(carSpawnPos, carDirection);
            // Vector2 carSpawnPosition,
            // spawnDir = ;
            carSpawnPointList.Add(gCarSpawn);
        }
    }
Esempio n. 9
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 void Awake()
 {
     manage = this;
 }
 private void NewGame_FormClosing(object sender, FormClosingEventArgs e)
 {
     NextMove.Stop();
     CarSpawn.Stop();
     ManSpawn.Stop();
 }
Esempio n. 11
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 public void AddSpawner(CarSpawn spawner)
 {
     _spawners.Add(spawner);
 }
Esempio n. 12
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    void Spawn()
    {
        GameObject prefab;

        dir = Directions.NONE;
        CarSpawn carSpawn = GetCar();
        CarType  ct       = carSpawn.type;

        if (hasQueue)
        {
            prefab   = queuePrefab;
            dir      = queueDirection;
            hasQueue = false;
            ct       = queueType;
        }
        else
        {
            prefab = carSpawn.prefab;

            if (nextDir == Directions.NONE)
            {
                int pos = Random.Range(0, 4);
                dir     = (Directions)pos;
                nextDir = dir;
            }
            else
            {
                dir = nextDir;
                int pos = Random.Range(0, 4);
                nextDir = (Directions)pos;
            }
        }

        Transform spawner = GetSpawner(dir);
        Vector3   carDir  = GetDirection(dir);

        Car car = null;

        if (usesPool)
        {
            car = pool.GetCar(ct);
        }
        else
        {
            GameObject carGo = GameObject.Instantiate(prefab, spawner.transform.position, Quaternion.identity);
            car = carGo.GetComponent <Car>();
        }

        car.Init();
        car.GetComponent <Rigidbody>().angularVelocity = Vector3.zero;
        car.GetComponent <Rigidbody>().velocity        = Vector3.zero;
        car.transform.eulerAngles = Vector3.zero;

        car.transform.position = spawner.transform.position;
        car.SetDirection(carDir, dir);
        car.spawner = this;

        Color c = possibleColors[Random.Range(0, possibleColors.Count)];

        car.SetColor(c);

        currentCars.Add(car.gameObject);

        CalculateFrequency();

        Invoke("Spawn", frequency);
    }