Esempio n. 1
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 void Start()
 {
     moving    = GetComponent <moving>();
     player    = GetComponent <CharacterController>();
     RobotAnim = GetComponent <Animator>();
     driller   = GetComponentInChildren <TerrainEditor>();
 }
Esempio n. 2
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    // Use this for initialization
    void Start()
    {
        Grid = new Transform[width, width];
        for (int x = 0; x < width; x++)
        {
            for (int y = 0; y < width; y++)
            {
                Transform item = Instantiate(bricks);

                SpriteRenderer sprite      = item.GetComponent <SpriteRenderer>();
                float          sizeX       = sprite.bounds.size.x;
                float          xCoordinate = bricks.localPosition.x + (sizeX * (x));

                float size = sprite.bounds.size.y;
                sprite.sprite = colors[Random.Range(0, colors.Length)];

                item.localPosition = new Vector3(xCoordinate, -(bricks.localPosition.y + (size * (y))), 1);
                moving movingClass = item.GetComponent <moving>();
                movingClass.type = sprite.sprite.name;
                movingClass.x    = x;
                movingClass.y    = y;
                item.name        = sprite.sprite.name + "-" + x + "-" + y;
                Grid [x, y]      = item;
            }
        }
        gridmanager.setGrid(Grid);
    }
Esempio n. 3
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 private bool hits_paddle(moving paddle, int nx, int ny, ref int vx, ref int vy)
 {
     return(hits_paddle0(paddle, nx - radius, ny - radius, ref vx, ref vy) ||
            hits_paddle0(paddle, nx + radius, ny - radius, ref vx, ref vy) ||
            hits_paddle0(paddle, nx - radius, ny + radius, ref vx, ref vy) ||
            hits_paddle0(paddle, nx + radius, ny + radius, ref vx, ref vy));
 }
Esempio n. 4
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    public void moveRight(Transform tile)
    {
        Transform tmp = tile;
        Vector3   tmpLocalPosition = tile.localPosition;
        moving    currentmoving    = tile.GetComponent <moving>( );

        Debug.Log(Grid);
        Debug.Log(Grid [currentmoving.x, currentmoving.y]);
        if (currentmoving.x < 4)
        {
            Debug.Log(Grid [currentmoving.x + 1, currentmoving.y].localPosition);
            Debug.Log(tmpLocalPosition);
            Grid [currentmoving.x, currentmoving.y].localPosition = Grid [currentmoving.x + 1, currentmoving.y].localPosition;
            Grid [currentmoving.x, currentmoving.y] = Grid [currentmoving.x + 1, currentmoving.y];

            Grid [currentmoving.x + 1, currentmoving.y].localPosition = tmpLocalPosition;
            Instantiate(Grid [currentmoving.x + 1, currentmoving.y]);
            Destroy(tile.GetComponent <GameObject>());
            // tmps is ref to tile.
            // We change tile and tmp. \
            // Need to clone game object and destruct previous one
            Grid [currentmoving.x + 1, currentmoving.y] = tmp;
            Debug.Log(Grid [currentmoving.x + 1, currentmoving.y].localPosition);
            Debug.Log(tmpLocalPosition);
        }
    }
Esempio n. 5
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 // Start is called before the first frame update
 void Start()
 {
     transform.localScale = new Vector3(Screen.width / 60 / 8, Screen.width / 60 / 8, 1.0f);
     transform.position   = new Vector3(Screen.width * 0.93f, Screen.height * 0.15f, 0.0f);
     joystickSc           = joystick.GetComponent <moving>();
     invSc = inventory.GetComponent <Inventory>();
     camSc = camera.GetComponent <movingCamera>();
 }
Esempio n. 6
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 // Start is called before the first frame update
 void OnTriggerEnter(Collider other)
 {
     if (other.CompareTag("Enemy"))
     {
         Tesla_tower l  = obj.GetComponent <Tesla_tower>();
         moving      l2 = other.GetComponent <moving>();
         l.addenemy(other.gameObject, l2.whalk_in);
     }
 }
Esempio n. 7
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    // Use this for initialization
    void Start()
    {
        //dashInputScript = GetComponent<get_input>();
        playerStateScript = GetComponent <player_state>();
        movingScript      = GetComponent <moving>();
        throwingScript    = GetComponent <throwing>();

        animator = transform.GetChild(1).gameObject.GetComponent <Animator> ();

        soundPlayer = GameObject.FindGameObjectWithTag("Sound_Player").GetComponent <sound_player>();
    }
Esempio n. 8
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    // Use this for initialization
    void Start()
    {
        //dashInputScript = GetComponent<get_input>();
        playerStateScript = GetComponent<player_state>();
        movingScript = GetComponent<moving>();
        throwingScript = GetComponent<throwing>();

        animator = transform.GetChild(1).gameObject.GetComponent<Animator> ();

        soundPlayer = GameObject.FindGameObjectWithTag ("Sound_Player").GetComponent<sound_player>();
    }
Esempio n. 9
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    public void check_new_ball(int row, int col)
    {
        int  n  = 1;
        char ch = b.get_tile(row, col);

        if ((ch >= '0') && (ch <= '9'))
        {
            n = (int)(ch - '0');
            b.hit(row, col);
            ch = b.get_tile(row, col);
        }
        if (ch == 'o')
        {
            int x = (breakout_definitions.x_res * col) / breakout.max_col;
            int y = (breakout_definitions.y_res * row) / breakout.max_row;

            while (n > 0)
            {
                System.Console.WriteLine("new ball {0}, x = {1}, y = {2}", n, x, y);
                if (n > 0)
                {
                    moving m = new moving();

                    m.ball(x, y, -1, -1, 8);
                    move_list.Add(m);
                }
                if (n > 1)
                {
                    moving m = new moving();

                    m.ball(x + 10, y, 1, -1, 8);
                    move_list.Add(m);
                }
                if (n > 2)
                {
                    moving m = new moving();

                    m.ball(x, y + 10, -1, 1, 8);
                    move_list.Add(m);
                }
                if (n > 3)
                {
                    moving m = new moving();

                    m.ball(x + 10, y + 10, 1, 1, 8);
                    move_list.Add(m);
                }
                n -= 4;
            }
            b.hit(row, col);
        }
    }
Esempio n. 10
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    // Use this for initialization
    void Start()
    {
        inputScript = gameObject.GetComponent<get_input>();
        playerStateScript = gameObject.GetComponent<player_state>();
        movingScript = gameObject.GetComponent<moving>();
        pearlOffset = transform.GetChild(0).gameObject;

        pearlRenderer = pearlOffset.GetComponent<SpriteRenderer>();
        anim = pearlOffset.GetComponent<Animator> ();

        throwAngle = 0.0f;
        aimingThreshold = 0.001f; // if this value is too high the aiming tends to snap to the NSEW directions (0.2 was too high)
    }
Esempio n. 11
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    // Use this for initialization
    void Start()
    {
        inputScript       = gameObject.GetComponent <get_input>();
        playerStateScript = gameObject.GetComponent <player_state>();
        movingScript      = gameObject.GetComponent <moving>();
        pearlOffset       = transform.GetChild(0).gameObject;

        pearlRenderer = pearlOffset.GetComponent <SpriteRenderer>();
        anim          = pearlOffset.GetComponent <Animator> ();

        throwAngle      = 0.0f;
        aimingThreshold = 0.001f;         // if this value is too high the aiming tends to snap to the NSEW directions (0.2 was too high)
    }
Esempio n. 12
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    void Start()
    {
        //get the state script
        playerStateScript = GetComponent <player_state> ();

        //get the
        GameObject beaverSprite = transform.GetChild(1).gameObject;

        beaverMouth = transform.GetChild(1).gameObject;

        beaverPearlCollider = beaverSprite.transform.GetChild(0).gameObject;

        // get Player name form patent object
        Player_name = gameObject.transform.name;


        //gettign the scripts that will be disabled
        movingScript    = GetComponent <moving> ();
        dashScript      = GetComponent <dash> ();
        throwingScript  = GetComponent <throwing> ();
        colDetectScript = GetComponent <collision_detection> ();

        //get the scripts to animate the indicator

//		if (Player_name == "Beaver1") {
//			iconIndicator = GameObject.FindGameObjectWithTag ("iconP1").GetComponent<Animator>();
//
//		} else if (Player_name == "Beaver2") {
//			iconIndicator = GameObject.FindGameObjectWithTag ("iconP2").GetComponent<Animator>();
//		}

        //getting the particle system
        Bubbles = beaverMouth.GetComponentInChildren <ParticleSystem> ();

        //setting the emmision to 0
        Bubbles.emissionRate = 0;

        //initially not suffocating
        //isSuffocating = false;
        playerStateScript.SetIsSuffocating(false);

        // gettign the ridgit body of the Player
        rBody = GetComponent <Rigidbody2D> ();


        // getting the animator.
        animator = transform.GetChild(1).gameObject.GetComponent <Animator> ();

        soundPlayer = GameObject.FindGameObjectWithTag("Sound_Player").GetComponent <sound_player>();
    }
Esempio n. 13
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    void Start()
    {
        r_body = GetComponent <Rigidbody2D>();

        dashInputScript   = GetComponent <get_input>();
        playerStateScript = GetComponent <player_state>();
        movingScript      = GetComponent <moving>();
        // throwingScript = GetComponent<throwing>();

        soundPlayer = GameObject.FindGameObjectWithTag("Sound_Player").GetComponent <sound_player>();

        //get reference to the animator located on the beaver_sprite child object
        beaverSprite = transform.GetChild(1).gameObject;
        animator     = beaverSprite.GetComponent <Animator>();
    }
Esempio n. 14
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 void Update()
 {
     money  = Robot.GetComponentInChildren <PickUp>();
     health = Robot.GetComponentInChildren <moving>();
     if (ui.picPickUp)
     {
         PicAxe1.SetActive(true);
         PicAxe2.SetActive(true);
         PicAxe3.SetActive(true);
     }
     if (ui.jetPickUp)
     {
         jet.SetActive(true);
     }
 }
Esempio n. 15
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    void init_board()
    {
        moving p = new moving();
        moving b = new moving();

        p.default_paddle();
        b.default_ball();

        move_list.Clear();
        move_list.Add(p); // first item in the list is always the paddle
        move_list.Add(b);

        redraw_screen();
        p.draw(context);
    }
Esempio n. 16
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 void OnTriggerEnter(Collider other)
 {
     if (other.CompareTag("Enemy"))
     {
         look_around l = obj.GetComponent <look_around>();
         if (other.GetComponent <moving>() != null)
         {
             moving l2 = other.GetComponent <moving>();
             l.addenemy(other.transform, l2.whalk_in);
         }
         else
         {
             l.addenemy(other.transform, 0);
         }
     }
 }
Esempio n. 17
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 private void attackE()
 {
     attackClose();
     //hide the attackPanel
     if (this.AttackPanel != null)
     {
         this.AttackPanel.SetActive(false);
     }
     //next stage
     this.currentStage = 2;
     this.mo           = new moving(this.currentPlayer, Global.map);
     //show the movekPanel
     if (this.MovePanel != null)
     {
         this.MovePanel.SetActive(true);
     }
 }
Esempio n. 18
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    /// <summary>
    /// define all the variables
    /// </summary>
    private void Start()
    {
        this.getInputCountry = int.MaxValue;
        this.currentPlayer   = 0;
        this.currentStage    = 3;

        this.forcesPanel = GameObject.Find("forcesPanel");
        //set the panels
        this.startPanel = GameObject.Find("StartPanel");
        if (this.startPanel != null)
        {
            this.startPanel.SetActive(false);
        }
        this.AttackPanel = GameObject.Find("AttackPanel");
        if (this.AttackPanel != null)
        {
            this.AttackPanel.SetActive(false);
        }
        this.ReiPanel = GameObject.Find("ReinforcementPanel");
        if (this.ReiPanel != null)
        {
            this.ReiPanel.SetActive(false);
        }
        this.MovePanel = GameObject.Find("MovingPanel");
        if (this.MovePanel != null)
        {
            this.MovePanel.SetActive(false);
        }
        this.WPanel = GameObject.Find("WinPanel");
        if (this.WPanel != null)
        {
            this.WPanel.SetActive(false);
        }
        this.st  = null;
        this.rei = null;
        this.sm  = null;
        this.at  = null;
        this.mo  = null;
        this.bot = null;
    }
Esempio n. 19
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    private bool hits_paddle0(moving paddle, int nx, int ny, ref int vx, ref int vy)
    {
        int paddle_boarder = 2;

        // hits top left corner
        if ((nx == paddle.x) && (ny == paddle.y + breakout_definitions.paddle_height))
        {
            vx = -vx;
            vy = -vy;
            return(true);
        }

        // hits top right corner
        if ((nx == paddle.x + breakout_definitions.paddle_width) && (ny == paddle.y + breakout_definitions.paddle_height))
        {
            vx = -vx;
            vy = -vy;
            return(true);
        }

        // hits top
        if ((ny == paddle.y - paddle_boarder) &&
            ((nx >= paddle.x) && (nx <= paddle.x + breakout_definitions.paddle_width)))
        {
            vy = -vy;
            return(true);
        }

        // hits left or right
        if ((in_range(ny, paddle.y, paddle.y + breakout_definitions.paddle_height)) &&
            ((nx == paddle.x) || (nx == paddle.x + breakout_definitions.paddle_width)))
        {
            vx = -vx;
            vy = -vy;
            return(true);
        }
        return(false);
    }
Esempio n. 20
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    public void move(Context context, moving paddle, breakout b, gamewindow g)
    {
        if ((vx != 0) || (vy != 0))
        {
            int nx = Math.Min(Math.Max(x + vx, 0), breakout_definitions.x_res);
            int ny = Math.Min(Math.Max(y + vy, 0), breakout_definitions.y_res);

            if (moving_type == moving_types.ball_t)
            {
                if (hits_paddle(paddle, nx, ny, ref vx, ref vy))
                {
                    ;
                }
                else if (hits_brick(context, nx, ny, ref vx, ref vy, b, g))
                {
                    ;
                }
                else if (hits_wall(nx, ny, ref vx, ref vy))
                {
                    ;
                }
                else if (falls_below(context, ny))
                {
                    ;
                }
                else
                {
                    draw_if_moved(context, nx, ny);
                }
            }
            else
            {
                draw_if_moved(context, nx, ny);
            }
        }
    }
Esempio n. 21
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        public void update_ai_mover(long c_tm)
        {
            if (c_tm <= next_mov_tm)
                return;

            long now = DateTime.Now.ToBinary();

            if (this.mondata.patrol == null && this.mondata.moving == null && this.mondata.speed > 0)
            {
                bool ifmove = false;
                Point2D grid = new Point2D(this.mondata.init_x, this.mondata.init_y);
                int start_x = (int)grid.x - this.mondata.r_x;
                int start_y = (int)grid.y - this.mondata.r_y;

                if (start_x < 0)
                    start_x = 0;
                if (start_y < 0)
                    start_y = 0;

                int end_x = start_x + 2 * this.mondata.r_x;
                int end_y = start_y + 2 * this.mondata.r_y;

                Point2D cur_grid = new Point2D(this.mondata.x / StaticStuff.GRID_WIDTH, this.mondata.y / StaticStuff.GRID_WIDTH);

                if (start_x > cur_grid.x || start_y > cur_grid.y || end_x < cur_grid.x || end_y < cur_grid.y)
                    ifmove = true;
                else
                {
                    if (this.monconf.ai.mover > 0 && new Random().Next(0, 100) < monconf.ai.mover)
                    {
                        ifmove = true;
                    }
                }

                if (ifmove && this.mondata.speed > 0)
                {
                    int to_x = Utility.random(start_x, end_x + 1);
                    int to_y = Utility.random(start_y, end_y + 1);

                    List<Point2D> path = Utility.findPath(this.gmap.mapid, cur_grid, new Point2D(to_x, to_y));

                    if (null != path && path.Count > 0)
                    {
                        moving move = new moving();
                        this.mondata.moving = move;

                        move.start_tm = now;
                        move.pts = path;
                        move.to_x = to_x;
                        move.to_y = to_y;
                        move.float_x = this.mondata.x;
                        move.float_y = this.mondata.y;

                        //TODO broadcast
                    }
                }
            }

            this.next_mov_tm = now + this.monconf.ai.thinktm;
        }
Esempio n. 22
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    /// <summary>
    /// one of the main functions, get the wanted territory from countryHnadler(the player) and play the game
    /// </summary>
    /// <param name="input">index of the country</param>
    public void getInput(int input)
    {
        //dont get input before the user declare the players
        if (this.forcesPanel != null)
        {
            if (this.forcesPanel.activeSelf == false)
            {
                bool flag_next_player = false;
                //the player lost already
                if (players[this.currentPlayer] == false)
                {
                    //move to next player
                    nextPlayer();
                }
                else
                {
                    if (this.counter == 0)
                    {
                        this.inputInexOfCou = input;
                        //in the choose teritories stage
                        if (this.currentStage == 3)
                        {
                            bool flag_to_attack = false;
                            flag_next_player = chooseTer(this.inputInexOfCou);
                            //still need to be deployed
                            if (this.st.num_of_players > 0)
                            {
                                //the player picked good
                                if (flag_next_player == true)
                                {
                                    nextPlayer();
                                    //already moved so no need to move it
                                    flag_next_player = false;
                                    //while the player is bot
                                    while (this.st.num_of_players > 0 && this.playerAi[this.currentPlayer] == true)
                                    {
                                        //make a move as ai
                                        this.bot = new Ai(this.currentPlayer);
                                        this.bot.makeMoveInStart(this.st);
                                        //all the soldiers werent deployed
                                        if (this.st.num_of_players > 0)
                                        {
                                            nextPlayer();
                                        }
                                        else
                                        {
                                            flag_to_attack = true;
                                        }
                                    }
                                }
                            }
                            //all the soldiers of all players were deployed
                            else
                            {
                                flag_to_attack = true;
                            }

                            if (flag_to_attack == true)
                            {
                                //hide the startPanel
                                if (this.startPanel != null)
                                {
                                    this.startPanel.SetActive(false);
                                }
                                this.currentStage = 1;
                                //move to next player
                                nextPlayer();
                                flag_next_player = false;
                                this.at          = new Attack(this.currentPlayer, Global.map);
                                if (this.AttackPanel != null)
                                {
                                    this.AttackPanel.SetActive(true);
                                }
                            }
                        }
                        //in the choose reinfoesment stage
                        else if (this.currentStage == 0)
                        {
                            //check if all the soldiers were deployed
                            if (this.rei.getNumberOfForces() <= 0)
                            {
                                //hide the reinforsment Panel
                                if (this.ReiPanel != null)
                                {
                                    this.ReiPanel.SetActive(false);
                                }
                                //next stage
                                this.currentStage = 1;
                                this.at           = new Attack(this.currentPlayer, Global.map);
                                //show the attackPanel
                                if (this.AttackPanel != null)
                                {
                                    this.AttackPanel.SetActive(true);
                                }
                            }
                            else
                            {
                                //allow  to reinforse
                                if (this.ReiPanel.transform.Find("conf") != null)
                                {
                                    this.ReiPanel.transform.Find("conf").gameObject.SetActive(true);
                                }
                                if (this.ReiPanel.transform.Find("SliderText") != null)
                                {
                                    this.ReiPanel.transform.Find("SliderText").gameObject.SetActive(true);
                                }
                                if (this.ReiPanel.transform.Find("Slider") != null)
                                {
                                    this.ReiPanel.transform.Find("Slider").gameObject.SetActive(true);
                                }
                                this.ReiPanel.transform.Find("Slider").GetComponent <Slider>().maxValue = this.rei.getNumberOfForces();
                                this.ReiPanel.transform.Find("Slider").GetComponent <Slider>().minValue = 1;
                            }
                        }
                        //on the attack stage
                        else if (this.currentStage == 1)
                        {
                            //create the list of possible location
                            at.possible_sources();
                            //can attack
                            if (at.possibleToAttack() == true)
                            {
                                //a possible location was selcted
                                if (at.in_possible_sources(this.inputInexOfCou))
                                {
                                    //show text
                                    if (this.AttackPanel.transform.Find("ataText") != null)
                                    {
                                        this.AttackPanel.transform.Find("ataText").gameObject.SetActive(true);
                                    }
                                    this.counter++;
                                }
                            }
                            else
                            {
                                //next stage
                                //hide the attackPanel
                                if (this.AttackPanel != null)
                                {
                                    this.AttackPanel.SetActive(false);
                                }
                                this.currentStage = 2;
                                this.mo           = new moving(this.currentPlayer, Global.map);
                                //show the movekPanel
                                if (this.MovePanel != null)
                                {
                                    this.MovePanel.SetActive(true);
                                }
                            }
                        }
                        // on the move forces
                        else
                        {
                            //create all the possble source
                            this.mo.possible_source();
                            //can move
                            if (this.mo.canMove() == true)
                            {
                                if (this.mo.canChooseSou(this.inputInexOfCou))
                                {
                                    this.mo.possible_des(this.inputInexOfCou);
                                    this.mo.removeSelf(this.inputInexOfCou);
                                    //show text
                                    if (this.MovePanel.transform.Find("first") != null)
                                    {
                                        this.MovePanel.transform.Find("first").gameObject.SetActive(true);
                                    }
                                    this.counter++;
                                }
                            }
                            else
                            {
                                moveNextStage();
                            }
                        }
                        //reinforsment
                        //attack
                        //check win
                        //move
                    }
                    //one teritory was already chosen
                    else if (this.counter == 1)
                    {
                        this.inputInexOfCou2 = input;
                        //on the attack stage
                        if (this.currentStage == 1)
                        {
                            //the selcted des can be attacked
                            if (at.destention_is_possible(this.inputInexOfCou2, this.inputInexOfCou))
                            {
                                //show text
                                if (this.AttackPanel.transform.Find("defText") != null)
                                {
                                    this.AttackPanel.transform.Find("defText").gameObject.SetActive(true);
                                }
                                //show buttons
                                if (this.AttackPanel.transform.Find("withdraw") != null)
                                {
                                    this.AttackPanel.transform.Find("withdraw").gameObject.SetActive(true);
                                }
                                if (this.AttackPanel.transform.Find("cont") != null)
                                {
                                    this.AttackPanel.transform.Find("cont").gameObject.SetActive(true);
                                }
                                this.counter++;
                            }
                        }
                        //the sourse location was chosen in the moving stage
                        else if (this.currentStage == 2)
                        {
                            if (this.mo.canChooseDes(this.inputInexOfCou2))
                            {
                                //show text
                                if (this.MovePanel.transform.Find("SliderText") != null)
                                {
                                    this.MovePanel.transform.Find("SliderText").gameObject.SetActive(true);
                                }
                                //show slider
                                if (this.MovePanel.transform.Find("Slider") != null)
                                {
                                    this.MovePanel.transform.Find("Slider").gameObject.SetActive(true);
                                }
                                //show button
                                if (this.MovePanel.transform.Find("Button") != null)
                                {
                                    this.MovePanel.transform.Find("Button").gameObject.SetActive(true);
                                }
                                this.counter++;
                                this.MovePanel.transform.Find("Slider").GetComponent <Slider>().maxValue = Global.map.map[this.inputInexOfCou].Info.Num_of_forces - 1;
                                this.MovePanel.transform.Find("Slider").GetComponent <Slider>().minValue = 1;
                            }
                        }
                    }
                    if (flag_next_player == true)
                    {
                        //move to next player
                        nextPlayer();
                    }
                }
            }
        }
    }
Esempio n. 23
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 public static void Unlock()
 {
     xrState = size.mutate;
     yrState = size.mutate;
     vState = moving.straight;
     hState = moving.straight;
 }
    void Start()
    {
        //get the state script
        playerStateScript = GetComponent<player_state> ();

        //get the
        GameObject beaverSprite = transform.GetChild (1).gameObject;
        beaverMouth = transform.GetChild (1).gameObject;

        beaverPearlCollider = beaverSprite.transform.GetChild (0).gameObject;

        // get Player name form patent object
        Player_name = gameObject.transform.name;

        //gettign the scripts that will be disabled
        movingScript = GetComponent<moving> ();
        dashScript = GetComponent<dash> ();
        throwingScript = GetComponent<throwing> ();
        colDetectScript = GetComponent<collision_detection> ();

        //get the scripts to animate the indicator

        //		if (Player_name == "Beaver1") {
        //			iconIndicator = GameObject.FindGameObjectWithTag ("iconP1").GetComponent<Animator>();
        //
        //		} else if (Player_name == "Beaver2") {
        //			iconIndicator = GameObject.FindGameObjectWithTag ("iconP2").GetComponent<Animator>();
        //		}

        //getting the particle system
        Bubbles = beaverMouth.GetComponentInChildren<ParticleSystem> ();

        //setting the emmision to 0
        Bubbles.emissionRate = 0;

        //initially not suffocating
        //isSuffocating = false;
        playerStateScript.SetIsSuffocating (false);

        // gettign the ridgit body of the Player
        rBody = GetComponent<Rigidbody2D> ();

        // getting the animator.
        animator = transform.GetChild (1).gameObject.GetComponent<Animator> ();

        soundPlayer = GameObject.FindGameObjectWithTag ("Sound_Player").GetComponent<sound_player>();
    }
Esempio n. 25
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 public static void LockPosition()
 {
     // push position states outside the markov chain state machine
     vState = moving.locked;	// position cannot change
     hState = moving.locked;
 }
Esempio n. 26
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 public static void Reset()
 {
     currentPosition = Vector3.zero;
     vState = moving.straight;
     hState = moving.straight;
     xRadius = radiusMax;
     yRadius = radiusMax;
 }
Esempio n. 27
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    void Start()
    {
        r_body = GetComponent<Rigidbody2D>();

        dashInputScript = GetComponent<get_input>();
        playerStateScript = GetComponent<player_state>();
        movingScript = GetComponent<moving>();
           // throwingScript = GetComponent<throwing>();

        soundPlayer = GameObject.FindGameObjectWithTag ("Sound_Player").GetComponent<sound_player>();

        //get reference to the animator located on the beaver_sprite child object
        beaverSprite = transform.GetChild(1).gameObject;
        animator = beaverSprite.GetComponent<Animator>();
    }
Esempio n. 28
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    private static void NextPosition()
    {
        ticker++;

        // Next positions are calculated using a Markov Chain style state machine
        // http://en.wikipedia.org/wiki/Markov_chain
        //

        float roll = Random.value; // random float between 0 and 1

        /* Determine new state
        */
        switch (vState)
        {
        case moving.positive2:
            if      (roll > 0.75f) vState = moving.positive;		// 25% chance
            else                   vState = moving.positive2;	// 75% chance
            break;

        case moving.positive:
            if      (roll > 0.75f) vState = moving.positive2;	// 25%
            else if (roll > 0.25f) vState = moving.positive;      	// 50%
            else                   vState = moving.straight; // 25%
            break;

        case moving.straight:
            if      (roll > 0.50f) vState = moving.straight;	// 50%
            else if (roll > 0.25f) vState = moving.positive;		// 25%
            else                   vState = moving.negative;		// 25%
            break;

        case moving.negative:
            if      (roll > 0.75f) vState = moving.negative2;
            else if (roll > 0.25f) vState = moving.negative;
            else                   vState = moving.straight;
            break;

        case moving.negative2:
            if      (roll > 0.75f) vState = moving.negative;
            else                   vState = moving.negative2;
            break;
        }

        switch (hState)
        {
        case moving.positive2:
            if      (roll > 0.75f) hState = moving.positive;		// 25% chance
            else                   hState = moving.positive2;	// 75% chance
            break;

        case moving.positive:
            if      (roll > 0.75f) hState = moving.positive2;	// 25%
            else if (roll > 0.50f) hState = moving.positive;      	// 25%
            else                   hState = moving.straight; // 50%
            break;

        case moving.straight:
            if      (roll > 0.25f) hState = moving.straight;	// 75%
            else if (roll > 0.125f) hState = moving.positive;		// 12.5%
            else                   hState = moving.negative;		// 12.5%
            break;

        case moving.negative:
            if      (roll > 0.75f) hState = moving.negative2;
            else if (roll > 0.50f) hState = moving.negative;
            else                   hState = moving.straight;
            break;

        case moving.negative2:
            if      (roll > 0.75f) hState = moving.negative;
            else                   hState = moving.negative2;
            break;
        }

        /* Determine new position based on new state
        */
        switch (vState)
        {
        case moving.positive2:
            currentPosition += Vector3.up * 1.25f;
            break;

        case moving.positive:
            currentPosition += Vector3.up * 0.75f;
            break;

        case moving.negative:
            currentPosition += Vector3.down * 0.75f;
            break;

        case moving.negative2:
            currentPosition += Vector3.down * 1.25f;
            break;
        }

        switch (hState)
        {
        case moving.positive2:
            currentPosition += Vector3.right * 1.25f;
            break;

        case moving.positive:
            currentPosition += Vector3.right * 0.75f;
            break;

        case moving.negative:
            currentPosition += Vector3.left * 0.75f;
            break;

        case moving.negative2:
            currentPosition += Vector3.left * 1.25f;
            break;
        }
    }
Esempio n. 29
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 public static void Reset(Vector3 startPosition)
 {
     currentPosition = startPosition;
     currentPosition.z = 0f;
     vState = moving.straight;
     hState = moving.straight;
     xRadius = radiusMax;
     yRadius = radiusMax;
 }