Esempio n. 1
0
 // constructeur
 public Afficheur()
 {
     localplayer = new Player();
     enemy = new Enemy();
     affichemenu = new MainMenu();
     scrolling = new Scroll();
 }
Esempio n. 2
0
        /// <summary>
        /// 指定された名前のJsonファイルを読みに行って、その中身をステージ上に出す
        /// </summary>
        /// <param name="filename"></param>
        public static void Load(string filename)
        {
            TextAsset asset = Resources.Load("StageJson/" + filename) as TextAsset;
            if(asset == null)
            {
                Debug.Log("ステージ読み込めなかった(ステージ名:" + filename + ")");
                return;
            }

            JsonNode json = JsonNode.Parse(asset.text);

            Transform parent;

            parent = GameObject.Find("/Terrains").transform;
            foreach(var item in json["Terrains"])
            {
                GameObject g = new Terrain(item).Load();
                if (g != null) g.transform.SetParent(parent);
            }

            parent = GameObject.Find("/Enemies").transform;
            foreach(var item in json["Enemies"])
            {
                GameObject g = new Enemy(item).Load();
                if (g != null) g.transform.SetParent(parent);
            }

            parent = GameObject.Find("/Gimmicks").transform;
            foreach (var item in json["Gimmicks"])
            {
                GameObject g = new Gimmick(item).Load();
                if (g != null) g.transform.SetParent(parent);
            }

            parent = GameObject.Find("/Items").transform;
            foreach (var item in json["Items"])
            {
                GameObject g = new Item(item).Load();
                if (g != null) g.transform.SetParent(parent);
            }
        }
Esempio n. 3
0
        /// <summary>
        /// 現在シーン上に配置されているオブジェクトをいくつかのタグごとで別のJson用オブジェクトにして、Jsonファイルに書き込む
        /// </summary>
        /// <param name="filename">保存するステージの名前</param>
        /// <param name="limit">ステージの制限時間</param>
        /// <param name="slotcount">アイテムスロットの個数</param>
        /// <param name="region">ステージの(行動可能)範囲</param>
        public static void Save(string filename)
        {
            Stage stage = new Stage();

            foreach(var g in GameObject.FindGameObjectsWithTag("Terrain"))
            {
                if (g.transform.parent.name != "Terrains") continue;
                Terrain terrain = new Terrain(g);
                stage.Terrains.Add(terrain);
            }

            foreach(var g in GameObject.FindGameObjectsWithTag("Enemy"))
            {
                if (g.transform.parent.name != "Enemies") continue;
                Enemy enemy = new Enemy(g);
                stage.Enemies.Add(enemy);
            }

            foreach(var g in GameObject.FindGameObjectsWithTag("Gimmick"))
            {
                if (g.transform.parent.name != "Gimmicks") continue;
                Gimmick gimmick = new Gimmick(g);
                stage.Gimmicks.Add(gimmick);
            }

            foreach(var g in GameObject.FindGameObjectsWithTag("Item"))
            {
                if (g.transform.parent.name != "Items") continue;
                Item item = new Item(g);
                stage.Items.Add(item);
            }

            string jsontext = JsonMapper.ToJson(stage);

            StreamWriter writer = new StreamWriter(Application.dataPath + "/Resources/StageJson/" + filename + ".json");
            writer.Write(jsontext);
            writer.Close();

            Debug.Log("ステージ作った(ステージ名:" + filename + ")");
        }
Esempio n. 4
0
        public void startEnemies()
        {
            enemies = new List<Enemy>();

            // adds the AI objects
            for (int i = 0; i < NUM_OF_AI; i++)
            {
                Enemy enemy = new Enemy(random.Next(4), random);
                entities.Add(enemy);
            }

            enemies = entities.Where(i => i.GetType() == typeof(Enemy)).ToList().Cast<Enemy>().ToList();
        }
Esempio n. 5
0
        private void InitialiseTopdown()
        {
            GameState = GameState.PLAYINGTOPDOWN;

            //We don't use gravity in this world as its topdown
            World.Gravity = new Vector2(0);
            //Set space friction, so this is how much an object will decelarate by, by default. Prevents permanent sliding
            World.SpaceFriction = 0.95f;
            Sprites             = new List <Sprite>();

            //Set up the scene controller with drop rate of powerups and new enemies
            SceneController.Game      = this;
            SceneController.DropRate  = 200;
            SceneController.EnemyRate = 200;

            //Configs for bullets and powerups
            //Change these numbers to customise the effects of them
            BulletConfig rpg    = new BulletConfig(BulletTypes.Rocket, 25, Rocket, new Rectangle(0, 0, 20, 20), 500, 0, new TimeSpan(0, 0, 0, 1));
            BulletConfig smg    = new BulletConfig(BulletTypes.Bullet, 40, Bullet, new Rectangle(0, 0, 20, 20), 50, 0, new TimeSpan(0, 0, 0, 0, 50));
            BulletConfig pistol = new BulletConfig(BulletTypes.Bullet, 40, Bullet, new Rectangle(0, 0, 20, 20), 60, 0, new TimeSpan(0, 0, 0, 0, 200));

            PowerupConfig rpgP    = new PowerupConfig(PowerupType.RPG, RPG, new Rectangle(8, 8, 32, 32), 20, 1, new TimeSpan(0, 0, 0, 6), 0);
            PowerupConfig smgP    = new PowerupConfig(PowerupType.SMG, SMG, new Rectangle(8, 8, 32, 32), 500, 1, new TimeSpan(0, 0, 0, 5), 0);
            PowerupConfig ammoP   = new PowerupConfig(PowerupType.Ammo, Pistol, new Rectangle(8, 8, 32, 32), 100, 1, new TimeSpan(0, 0, 0, 8), 0);
            PowerupConfig speedP  = new PowerupConfig(PowerupType.Speed, Speed, new Rectangle(8, 8, 32, 32), 0, 0.2f, new TimeSpan(0, 0, 0, 6), 0);
            PowerupConfig healthP = new PowerupConfig(PowerupType.Health, Health, new Rectangle(8, 8, 32, 32), 0, 1, new TimeSpan(0, 0, 0, 5), 50);

            BulletConfigs = new Dictionary <WeaponTypes, BulletConfig>
            {
                { WeaponTypes.RPG, rpg },
                { WeaponTypes.SMG, smg },
                { WeaponTypes.Pistol, pistol }
            };

            PowerupConfigs = new Dictionary <PowerupType, PowerupConfig>
            {
                { PowerupType.RPG, rpgP },
                { PowerupType.SMG, smgP },
                { PowerupType.Ammo, ammoP },
                { PowerupType.Speed, speedP },
                { PowerupType.Health, healthP }
            };

            TopdownHero = new TopdownHero(this, new Vector2(32, 415), new Vector2(32, 32), new Vector2(0.2f, 0.2f), 1)
            {
                Texture     = Player,
                TextureRect = Player.Bounds,
                Visible     = true
            };
            Sprites.Add(TopdownHero);

            //Add some starter enemies
            Enemy e  = new Enemy(this, Zombie, Zombie.Bounds, new Vector2(400, 780), new Vector2(30), new Vector2(0.1f), 1),
                  e2 = new Enemy(this, Zombie, Zombie.Bounds, new Vector2(500, 780), new Vector2(30), new Vector2(0.1f), 1),
                  e3 = new Enemy(this, Zombie, Zombie.Bounds, new Vector2(800, 780), new Vector2(30), new Vector2(0.1f), 1);

            Sprites.AddRange(new List <Enemy>()
            {
                e, e2, e3
            });

            //Add moving box obstacles
            Box b  = new Box(this, BoxTex, new Vector2(30), 16, new Vector2(0.2f), 0.2f);
            Box b2 = new Box(this, BoxTex, new Vector2(550, 600), 16, new Vector2(0.2f), 0.2f);
            Box b3 = new Box(this, BoxTex, new Vector2(770, 80), 16, new Vector2(0.2f), 0.2f);

            Sprites.AddRange(new List <Box>()
            {
                b, b2, b3
            });
            AStar.TileSize = 40;
        }