Esempio n. 1
0
    // TODO:
    // World class will also be responsible for drawing and maintaining the tiles (tilemap tiles)
    // This should not be updated every step, but only when needed


    #region INTERFACE

    // Awake is always called first
    private void Awake()
    {
        InitGameFramerate();

        Level test = new Level02();  // Todo, later have a menu too choose a level

        LoadLevel(test);

        treeList = new GameObject("Trees");
        treeList.transform.SetParent(this.transform);

        stoneList = new GameObject("Stones");
        stoneList.transform.SetParent(this.transform);

        peepList = new GameObject("Peeps");
        peepList.transform.SetParent(this.transform);
    }
Esempio n. 2
0
        // This is updating the game
        public void Update(float deltaTime)
        {
            this.deltaTime = deltaTime;

            if (level.IsActive())
            {
                level.Update(deltaTime);
            }
            else
            {
                // Loading the new level when the last one finished

                switch (level.LoadLevel())
                {
                case "01":
                    level01 = new Level01();
                    level   = level01;
                    level.Active();
                    level.Init();
                    break;

                case "win":
                    winLevel = new WinLevel();
                    level    = winLevel;
                    level.Active();
                    level.Init();
                    break;

                case "lose":
                    loseLevel = new LoseLevel();
                    level     = loseLevel;
                    level.Active();
                    level.Init();
                    break;

                case "start":
                    startLevel = new StartLevel();
                    level      = startLevel;
                    level.Active();
                    level.Init();
                    break;

                case "02":
                    level02 = new Level02();
                    level   = level02;
                    level.Active();
                    level.Init();
                    break;

                case "load":
                    loadLevel = new LoadImagesLevel();
                    level     = loadLevel;
                    level.Active();
                    level.Init();
                    break;
                }
            }
            timer += deltaTime;
            if (timer >= 1)
            {
                fps    = frames;
                frames = 0;
                timer -= 1;
            }
            frames++;
        }