Esempio n. 1
0
    RenderedPlatform GenerateVariableHightPlatform(Rect cameraRect)
    {
        //determine width of platform from platform budget
        GameObject prefab = floatingPlatforms[(int)Mathf.Floor(Random.Range(0, floatingPlatforms.Count - 1))];

        //pick random height difference over interval (-inf, 0.5*v0^2/g)
        float yOffsetBound = 0.5f * Mathf.Pow(jumpVelocity, 2) / gravity;

        float yOffset = Random.Range(0, yOffsetBound);

        float xOffsetBound = (
            Mathf.Sqrt(jumpVelocity * jumpVelocity * xVelocity * xVelocity - (2 * gravity * xVelocity * xVelocity * yOffset))
            + jumpVelocity * xVelocity) / gravity;
        float budgetWeight = this.budgetWeight(MIN_SPACING, xOffsetBound);
        float xOffset      = Random.Range(MIN_SPACING + budgetWeight, xOffsetBound);

        if (platforms.Count > 0)
        {
            RenderedPlatform previous  = platforms[platforms.Count - 1];
            float            yPosition = Mathf.Clamp(previous.upperRight.y + yOffset,
                                                     cameraRect.yMin + xBufferDistance, cameraRect.yMax - yBufferDistance);
            return(RenderedPlatform.FromUpperLeft(prefab,
                                                  new Vector3(previous.upperRight.x + xOffset, yPosition, 0)));
        }
        else
        {
            return(RenderedPlatform.FromUpperLeft(prefab,
                                                  new Vector3(cameraRect.center.x + xOffset, cameraRect.center.y + yOffset, 0)));
        }
    }
Esempio n. 2
0
    RenderedPlatform GenerateStaticHeightPlatform(Rect cameraRect)
    {
        //determine width of platform from platform budget
        GameObject prefab = groundedPlatforms[(int)Mathf.Floor(Random.Range(0, groundedPlatforms.Count - 1))];

        //determine spacing
        float xOffsetBound = 2 * jumpVelocity * xVelocity / gravity;
        float budgetWeight = this.budgetWeight(MIN_SPACING, xOffsetBound);
        float xOffset      = Random.Range(MIN_SPACING + budgetWeight, xOffsetBound);

        //Debug.Log("Interval: " + (MIN_SPACING + budgetWeight) + " " + xOffsetBound);

        if (platforms.Count > 0)
        {
            RenderedPlatform previous = platforms[platforms.Count - 1];
            return(new RenderedPlatform(prefab, new Vector3(previous.upperRight.x + xOffset, waterHeight)));
        }
        else
        {
            return(new RenderedPlatform(prefab, new Vector3(cameraRect.center.x + xOffset, waterHeight)));
        }
    }
Esempio n. 3
0
    // Update is called once per frame
    void Update()
    {
        //get camera pose
        Rect cameraView = CameraMovement.CameraRect();

        //create batch of platforms whenever camera is within given distance of the end of the last run
        if (cameraView.xMax + LOOKAHEAD_DISTANCE > distanceGenerated)
        {
            //generate run of new platforms
            float targetDistance = distanceGenerated + RUN_LENGTH;
            while (distanceGenerated < targetDistance)
            {
                RenderedPlatform platform = (Random.value > 0.65) ? GenerateStaticHeightPlatform(cameraView) :
                                            (ClimateEvents.GetInstance().waterLevel ? GenerateStaticHeightPlatform(cameraView) : GenerateVariableHightPlatform(cameraView));
                distanceGenerated = platform.upperRight.x;
                platforms.Add(platform);
            }
        }


        //discard old platforms
        for (int i = 0; i < platforms.Count; i++)
        {
            if (platforms[i].obj == null)
            {
                platforms.RemoveAt(i);
                i--;
                continue;
            }

            if (platforms[i].obj.transform.position.x + (platforms[i].width / 2) < cameraView.xMin)
            {
                Destroy(platforms[i].obj);
                platforms.RemoveAt(i);
                i--;
            }
        }
    }