Esempio n. 1
0
 public void EnemyDies(UnitDeathEvent deathEvent)
 {
     //Check if the destroyd object was in the enemy group
     deathEvent.UnitNode.IsInGroup("Enemies");
     {
         //Subtract from thte enemy list
         enemyCount--;
     }
     if (enemyCount == 0)
     {
         //Add to the wave level
         waveLevel++;
         //Start the new wave timer countdown
         waveTimer.Start();
     }
     //Check if the wave level is done
     if (waveLevel == 11)
     {
         //Create a new win event ad populate it
         WinEvent win = new WinEvent();
         win.won = true;
         win.FireEvent();
         UIEvent uiEvent = new UIEvent();
         uiEvent.winActive = true;
         uiEvent.FireEvent();
     }
     //Go through the list of enemies and remove them from the list and then check if the list is empty if the list is
     //empty then the next wave function is called
 }
Esempio n. 2
0
 // Called when the node enters the scene tree for the first time.
 public void BodyEntered(Node node)
 {
     if (node.IsInGroup("Player"))
     {
         WinEvent wei = new WinEvent();
         wei.FireEvent();
     }
 }
Esempio n. 3
0
 public void BodyEntered(Node body)
 {
     if (body.IsInGroup("Player"))
     {
         //Fire the win event if the area was collided with
         WinEvent wei = new WinEvent();
         wei.FireEvent();
     }
 }
Esempio n. 4
0
 private void CellConverted(CellConvertEvent ccei)
 {
     for (int i = 0; i < cellsLeftToConvert.Count; i++)
     {
         if (cellsLeftToConvert[i].GetInstanceId() == ccei.CovertedCell.GetInstanceId())
         {
             cellsLeftToConvert.RemoveAt(i);
             if (cellsLeftToConvert.Count == 0)
             {
                 StopGame();
                 WinEvent wei = new WinEvent();
                 wei.FireEvent();
             }
         }
     }
 }
Esempio n. 5
0
    // Called every frame. 'delta' is the elapsed time since the previous frame.
    public override void _Process(float delta)
    {
        switch (state)
        {
        case ORB_STATE.IDLE:
            //Looks at the player
            LookAt(player.GlobalTransform.origin, Vector3.Up);
            //Start the win timer and after 2 min the player will win the game if he doesn't exit the room
            winTimer.Start();
            if (winTimer.TimeLeft < 0.1)
            {
                //Send win message to winEvent
                WinEvent wei = new WinEvent();
                wei.win = true;
                wei.FireEvent();
            }
            break;

        case ORB_STATE.CHASE:
            //Stop the win timer, the game can never be won now
            winTimer.Stop();
            //Looks at the player
            LookAt(player.GlobalTransform.origin, Vector3.Up);
            //Check if the distance from the player is more than 4 units
            if (Transform.origin.DistanceTo(player.Transform.origin) > 3f)
            {
                //velocity = (player.GlobalTransform.origin - GlobalTransform.origin).Normalized() * speed * delta;
                Transform = new Transform(Transform.basis, Transform.origin.LinearInterpolate(player.Transform.origin, speed * delta));
            }
            //Check if the orb location is further than 20 units from the player
            if (Transform.origin.DistanceTo(player.Transform.origin) > 40f)
            {
                //Teleport the orb to the players location is it is further than 20 units, this stops the orb getting stuck problem
                //what can I say there is nothing like a good brute force solution to game jam games!
                Transform = new Transform(Transform.basis, player.Transform.origin + (Vector3.Up * 3));
            }
            if (Transform.origin.DistanceTo(player.Transform.origin) < 5)
            {
                if (teleportTimer.IsStopped())
                {
                    teleportTimer.Start();
                }
                if (teleportTimer.TimeLeft < 0.1)
                {
                    player.Transform = new Transform(player.Transform.basis, teleportPoint.Transform.origin);
                }
            }
            else
            {
                teleportTimer.Stop();
            }
            break;

        case ORB_STATE.SCAN:
            //just some eye candy I want to apply later if there is time, all I need is more time!
            break;

        case ORB_STATE.TELPORT:
            //We will just animate the orb shooting the player with a teleport lazer or something later
            break;
        }
    }