private void AddSpikes(WorldBase wb) { // Adding spikes List <float> spike_x_locs = new List <float> { 40, 70, 180, 182, 220, 228, 236, 336, 342, 358, 362, 450, 462, 464, 500, 503, 516, 522, 528, 770, 785, 800, 830, 845, 860, 875, 890, 900, 910, 955, 965, 1040, 1050, 1060, 1070, 1080, 1116, 1120 }; List <float> spike_y_locs = new List <float> (); for (int i = 0; i < spike_x_locs.Count; i++) { spike_y_locs.Add(groundHeight / 2 + spikeHeight / 2); } wb.AddObjects(spike_x_locs, spike_y_locs, spike); // Adding tall spikes List <float> tall_spike_x_locs = new List <float> { 100, 194, 206, 246, 410, 480, 670, 685, 760, 814, 815, 945, 1005, 1016, 1090, 1104, 1180, 1195 }; List <float> tall_spike_y_locs = new List <float> (); for (int i = 0; i < tall_spike_x_locs.Count; i++) { tall_spike_y_locs.Add(groundHeight / 2 + tallSpikeHeight / 2); } wb.AddObjects(tall_spike_x_locs, tall_spike_y_locs, tall_spike); // Adding upside down spikes List <float> ud_spike_x_locs = new List <float> { 290, 300, 320, 382, 398, 418, 516, 522, 528, 585, 586, 596, 598, 608, 611, 621, 625, 635, 640 }; List <float> ud_spike_y_locs = new List <float> (); for (int i = 0; i < ud_spike_x_locs.Count; i++) { ud_spike_y_locs.Add(ceilingY - ceilingHeight / 2 - spikeHeight / 2); } wb.AddObjects(ud_spike_x_locs, ud_spike_y_locs, ud_spike); // Adding upside down tall spikes List <float> ud_tall_spike_x_locs = new List <float> { 310, 330, 350, 370 }; List <float> ud_tall_spike_y_locs = new List <float> (); for (int i = 0; i < ud_tall_spike_x_locs.Count; i++) { ud_tall_spike_y_locs.Add(ceilingY - ceilingHeight / 2 - tallSpikeHeight / 2); } wb.AddObjects(ud_tall_spike_x_locs, ud_tall_spike_y_locs, ud_tall_spike); // Adding unpassable spike wb.AddObject(65 * 2, groundHeight / 2 + tallSpikeHeight / 2, tall_spike); }
private void AddCoins(WorldBase wb) { // Adding coins Dictionary <float, float> coin_locs = new Dictionary <float, float> { { 20, ground_coin }, { 25, ground_coin }, { 30, ground_coin }, { 54, ground_coin }, { 88, ground_coin }, { 90, ground_coin }, { 92, ground_coin }, { 181, ground_coin + spikeHeight + 3 * coinHeight / 2 }, { 224, ground_coin }, { 232, ground_coin }, { 194, groundHeight / 2 + tallSpikeHeight + coinHeight * 3 / 2 }, { 280, ceiling_coin }, { 284, ceiling_coin }, { 350, ceilingY - ceilingWidth / 2 - tallSpikeHeight - coinHeight * 3 / 2 }, { 375, ceiling_coin }, { 390, ceiling_coin }, { 544, ground_coin + tallSpikeHeight + coinHeight }, { 546, ground_coin + tallSpikeHeight + coinHeight }, { 357, ceiling_coin }, { 360, ceiling_coin - 2 * coinHeight }, { 363, ceiling_coin }, { 413, ceiling_coin - coinHeight }, { 501.5f, ground_coin + tallSpikeHeight }, { 516, (ground_coin + ceiling_coin) / 2 }, { 522, (ground_coin + ceiling_coin) / 2 }, { 528, (ground_coin + ceiling_coin) / 2 }, { 585.5f, ceiling_coin - tallSpikeHeight - coinHeight }, { 597, ceiling_coin - tallSpikeHeight - coinHeight }, { 609.5f, ceiling_coin - tallSpikeHeight - coinHeight }, { 623, ceiling_coin - tallSpikeHeight - coinHeight }, { 637.5f, ceiling_coin - tallSpikeHeight - coinHeight }, { 660, ground_coin }, { 663, ground_coin }, { 666, ground_coin }, { 678, ground_coin }, { 705, ground_coin }, { 715, ground_coin }, { 725, ground_coin }, { 735, ground_coin }, { 777, ground_coin }, { 785, ground_coin + spikeHeight + 3 * coinHeight / 2 }, { 814.5f, ground_coin + spikeHeight + 3 * coinHeight / 2 }, { 837.5f, ground_coin }, { 867.5f, ground_coin }, { 882.5f, ground_coin }, { 905, ground_coin }, { 920, ground_coin + spikeHeight + 3 * coinHeight / 2 }, { 928, ground_coin }, { 940, ground_coin }, { 960, ground_coin }, { 970, ground_coin }, { 975, ground_coin + spikeHeight }, { 980, ground_coin }, { 985, ground_coin + spikeHeight }, { 990, ground_coin }, { 995, ground_coin + tallSpikeHeight }, { 1000, ground_coin }, { 1032, ground_coin }, { 1034, ground_coin }, { 1036, ground_coin }, { 1045, ground_coin }, { 1055, ground_coin }, { 1058, ground_coin }, { 1065, ground_coin }, { 1072, ground_coin }, { 1075, ground_coin }, { 1080, ground_coin + spikeHeight }, { 1138, ground_coin } }; wb.AddObjects(coin_locs, coin); wb.AddObject(428, ground_coin, super_coin); wb.AddObject(1005, groundHeight / 2 + tallSpikeHeight + coinHeight * 3 / 2, super_coin); }
private void AddMeteors(WorldBase wb) { List <float> meteor_x_locs = new List <float> { 700, 710, 716, 724, 726, 740, 742, 861, 874, 876, 890, 901, 908, 910, 912, 918, 920, 926, 931, 933, 964, 965, 1028, 1030, 1046, 1048, 1126, 1127, 1134, 1142, 1144, 1160, 1162 }; foreach (float x in meteor_x_locs) { wb.AddObject(x, fallingObjectY, meteor); } }
using System.Collections; using System.Collections.Generic; using UnityEngine; public class MonicaLevelScript : MonoBehaviour { // Script for the construction of the tutorial level // Will possibly include basic instructions for player, if necessary public GameObject background; public GameObject ground; public GameObject ceiling; public GameObject spike; public GameObject tall_spike; public GameObject too_tall_spike; public GameObject battery; public GameObject coin; public GameObject ud_spike; public GameObject ud_tall_spike; public GameObject up_gravity_pointer; public GameObject down_gravity_pointer; public GameObject enemy; // public GameObject end_level; // Number of unity units private int level_length = 720; private float groundWidth; private float groundHeight; private float ceilingWidth; private float ceilingHeight; private float ceilingY; private float ceilingStart; private float numCeil; private float spikeHeight; private float tallSpikeHeight; private float tooTallSpikeHeight; private float batteryHeight; private float ground_battery; private float ceiling_battery; private float coinHeight; private float ground_coin; private float ceiling_coin; private float bgWidth; private float numEnemies; // Use this for initialization void Start () { // Copy-paste these three lines at the beginning of your level's Start() function WorldBase wb = GetComponent<WorldBase> (); wb.levelObjects = new List<WorldBase.WorldEntry> (); wb.backgroundObjects = new List<WorldBase.WorldEntry> (); // Follow a similar format for your level designs. // Take a look at these functions to see how they call the world base InitConstants (); AddGroundBlocks (wb); AddCeilingBlocks (wb); AddSpikes (wb); AddBatteries (wb); //AddGravityChangers (wb); AddCoins (wb); AddEnemies (wb); // This one calls a different function, make sure to remember that when // writing your own! AddBackground (wb); // GameObject end_level = GameObject.FindGameObjectWithTag ("LevelEnd"); // wb.AddObject (680, 0, end_level); // And lastly, end your level's Start function with this last line wb.WorldStart (); } private void AddEnemies(WorldBase wb) { List<float> enemy_x_locs = new List<float> (); List<float> enemy_y_locs = new List<float> (); for (int i = 0; i < numEnemies; i++) { } wb.AddObjects (enemy_x_locs, enemy_y_locs, enemy); } // Note that this calls a different function, AddBackground private void AddBackground (WorldBase wb) { float numbg = level_length / bgWidth; for (int i = 0; i < numbg; i++) { wb.AddBackground (i*bgWidth, 5, background); } } private void AddGroundBlocks (WorldBase wb) { // Adding ground float numGround = level_length / groundWidth; List<float> ground_x_locs = new List<float> (); List<float> ground_y_locs = new List<float> (); for (int i = -2; i < numGround; i++) { ground_x_locs.Add(i * groundWidth); ground_y_locs.Add(0); } wb.AddObjects (ground_x_locs, ground_y_locs, ground); } private void AddCeilingBlocks (WorldBase wb) { // Adding ceiling List<float> ceiling_x_locs = new List<float> (); List<float> ceiling_y_locs = new List<float> (); for (float i = 0; i < numCeil; i++) { ceiling_x_locs.Add (ceilingStart + i * ceilingWidth); ceiling_y_locs.Add (ceilingY); } wb.AddObjects (ceiling_x_locs, ceiling_y_locs, ceiling); } private void AddSpikes (WorldBase wb) { // Adding spikes List<float> spike_x_locs = new List<float> {40, 70, 180, 182, 220, 228, 236, 336, 342, 358, 362, 450, 462, 464, 500, 503, 516, 522, 528} ; List<float> spike_y_locs = new List<float> (); for (int i = 0; i < spike_x_locs.Count; i++) { spike_y_locs.Add (groundHeight / 2 + spikeHeight / 2); } wb.AddObjects (spike_x_locs, spike_y_locs, spike); // Adding tall spikes List<float> tall_spike_x_locs = new List<float> { 100, 194, 206, 246, 410, 480} ; List<float> tall_spike_y_locs = new List<float> (); for (int i = 0; i < tall_spike_x_locs.Count; i++) { tall_spike_y_locs.Add (groundHeight / 2 + tallSpikeHeight / 2); } wb.AddObjects (tall_spike_x_locs, tall_spike_y_locs, tall_spike); // Adding upside down spikes List<float> ud_spike_x_locs = new List<float> { 290, 300, 320, 382, 398, 418, 516, 522, 528, 585, 586, 596, 598, 608, 611, 621, 625, 635, 640 }; List<float> ud_spike_y_locs = new List<float> (); for (int i = 0; i < ud_spike_x_locs.Count; i++) { ud_spike_y_locs.Add (ceilingY - ceilingHeight / 2 - spikeHeight / 2); } wb.AddObjects (ud_spike_x_locs, ud_spike_y_locs, ud_spike); // Adding upside down tall spikes List<float> ud_tall_spike_x_locs = new List<float> { 310, 330, 350, 370 }; List<float> ud_tall_spike_y_locs = new List<float> (); for (int i = 0; i < ud_tall_spike_x_locs.Count; i++) { ud_tall_spike_y_locs.Add (ceilingY - ceilingHeight / 2 - tallSpikeHeight / 2); } wb.AddObjects (ud_tall_spike_x_locs, ud_tall_spike_y_locs, ud_tall_spike); // Adding unpassable spike wb.AddObject (65 * 2, groundHeight / 2 + tooTallSpikeHeight / 2, too_tall_spike); } private void AddBatteries (WorldBase wb) { // Adding batteries List<float> battery_x_locs = new List<float> { 150, 254, 336, 406, 545 }; List<float> battery_y_locs = new List<float> { ground_battery, ground_battery, ceiling_battery, ceiling_battery, ground_battery}; wb.AddObjects (battery_x_locs, battery_y_locs, battery); } private void AddGravityChangers (WorldBase wb) { // Adding gravity reversers List<float> gravity_up_x_locs = new List<float> { 260, 262, 264, 266, 560, 562 }; List<float> gravity_up_y_locs = new List<float> (); for (int i = 1; i < 5; i++) { foreach (float val in gravity_up_x_locs) { gravity_up_y_locs.Add (groundHeight * (i-0.2f)); } wb.AddObjects (gravity_up_x_locs, gravity_up_y_locs, up_gravity_pointer); gravity_up_y_locs.Clear (); } // Adding gravity normalizers List<float> gravity_down_x_locs = new List<float> { 426, 428, 430, 432, 650, 652 }; List<float> gravity_down_y_locs = new List<float> (); for (int i = 1; i < 5; i++) { foreach (float val in gravity_down_x_locs) { gravity_down_y_locs.Add (groundHeight * (i-0.2f)); } wb.AddObjects (gravity_down_x_locs, gravity_down_y_locs, down_gravity_pointer); gravity_down_y_locs.Clear (); } } private void AddCoins (WorldBase wb) { // Adding coins Dictionary<float, float> coin_locs = new Dictionary<float, float> { { 54, ground_coin }, { 88, ground_coin }, { 90, ground_coin }, { 92, ground_coin }, { 181, ground_coin + spikeHeight + 3 * coinHeight / 2 }, { 224, ground_coin }, { 232, ground_coin }, { 194, groundHeight / 2 + tallSpikeHeight + coinHeight * 3 / 2 }, { 350, ceilingY - ceilingWidth / 2 - tallSpikeHeight - coinHeight * 3 / 2 }, { 428, ground_coin }, { 544, ground_coin + tallSpikeHeight + coinHeight }, { 546, ground_coin + tallSpikeHeight + coinHeight }, { 357, ceiling_coin}, {360, ceiling_coin - 2*coinHeight}, {363, ceiling_coin}, { 501.5f, ground_coin + tallSpikeHeight}, {516, (ground_coin + ceiling_coin) / 2} , {522, (ground_coin + ceiling_coin) / 2} , {528, (ground_coin + ceiling_coin) / 2} , { 585.5f, ceiling_coin - tallSpikeHeight - coinHeight}, { 597, ceiling_coin - tallSpikeHeight - coinHeight}, { 609.5f, ceiling_coin - tallSpikeHeight - coinHeight}, { 623, ceiling_coin - tallSpikeHeight - coinHeight}, { 637.5f, ceiling_coin - tallSpikeHeight - coinHeight}, } ; wb.AddObjects (coin_locs, coin); } private void InitConstants() { groundWidth = ground.GetComponent<BoxCollider2D> ().size.x; groundHeight = ground.GetComponent<BoxCollider2D> ().size.y; ceilingWidth = ceiling.GetComponent<BoxCollider2D> ().size.x * ceiling.transform.localScale.y; ceilingHeight = ceilingWidth; ceilingY = ceilingWidth * 8.7f; // ceilingWidth == ceilingHeight here ceilingStart = groundWidth * 120; numCeil = (level_length - 240) / ceilingWidth; Vector2[] spoints = spike.GetComponent<PolygonCollider2D> ().points; spikeHeight = (spoints [2].y - spoints [0].y) * spike.transform.localScale.y * 2/3; Vector2[] tspoints = tall_spike.GetComponent<PolygonCollider2D> ().points; tallSpikeHeight = (tspoints [2].y - tspoints [0].y) * tall_spike.transform.localScale.y * 2/3; Vector2[] ttspoints = too_tall_spike.GetComponent<PolygonCollider2D> ().points; tooTallSpikeHeight = (ttspoints [2].y - ttspoints [0].y) * too_tall_spike.transform.localScale.y * 2/3; batteryHeight = battery.GetComponent<BoxCollider2D> ().size.y * battery.transform.localScale.y; ground_battery = groundHeight / 2 + batteryHeight / 2; ceiling_battery = ceilingY - ceilingWidth / 2 - batteryHeight / 2; coinHeight = coin.GetComponent<BoxCollider2D> ().size.y * coin.transform.localScale.y; ground_coin = groundHeight / 2 + coinHeight; ceiling_coin = ceilingY - ceilingHeight / 2 - coinHeight; bgWidth = background.GetComponent<BoxCollider2D> ().size.x; } // Update is called once per frame void Update () { } }