public SetPlayerInputEnabledCommand( BreakoutGameController breakoutGameController, bool inputEnabled) : base(breakoutGameController) { _inputEnabled = inputEnabled; }
public void AssignBreakoutGameController( BreakoutGameController breakoutGameController) { _breakoutGameController = breakoutGameController; _scoreUi.ScoreController = breakoutGameController.ScoreController; _breakoutGameController.ReachedGameOver += OnReachedGameOver; }
private void GenerateRow( BreakoutGameController breakoutGameController, RowConfig rowConfig, int rowIndex) { var unitSize = breakoutGameController.UnitSize; var numColumns = rowConfig.numColumns; var baseWidth = (breakoutGameController.PaddedGameBoardWidth / rowConfig.numColumns); var brickTopCenterPosition = new Vector3(0.0f, -breakoutGameController.PaddedGameBoardHeight * 0.5f * unitSize, 0.0f); var y = (rowIndex * unitSize + brickTopCenterPosition.y); var startX = -(breakoutGameController.PaddedGameBoardWidth * 0.5f + brickTopCenterPosition.x) * unitSize; for (var i = 0; i < numColumns; i++) { var x = startX + (i * baseWidth * unitSize) + (baseWidth * 0.5f * unitSize); var brickConfig = GetBrickConfigForCoords(rowConfig, i); brickConfig.width = baseWidth; brickConfig.unitSize = unitSize; var brick = _brickFactory.CreateBrick(brickConfig); brick.transform.localPosition = new Vector3(x, 0.0f, -y); breakoutGameController.AddBrick(brick); } }
private void CreateWalls( BreakoutGameController breakoutGameController, GameBoardConfig gameBoardConfig) { var gameBoardWidthHalf = gameBoardConfig.gameBoardWidth * 0.5f; var gameBoardHeightHalf = gameBoardConfig.gameBoardHeight * 0.5f; var leftWallConfig = new WallConfig { x = -gameBoardWidthHalf, angle = 90.0f, width = gameBoardConfig.gameBoardHeight, wallType = WallType.Left }; CreateWall(breakoutGameController, leftWallConfig); var rightWallConfig = new WallConfig { x = gameBoardWidthHalf, angle = -90.0f, width = gameBoardConfig.gameBoardHeight, wallType = WallType.Right }; CreateWall(breakoutGameController, rightWallConfig); var topWallConfig = new WallConfig { y = gameBoardHeightHalf, angle = 180.0f, width = gameBoardConfig.gameBoardWidth, wallType = WallType.Top }; CreateWall(breakoutGameController, topWallConfig); var leftCornerConfig = new CornerConfig { x = -gameBoardWidthHalf, y = gameBoardHeightHalf, angle = 180.0f, size = 1.0f }; CreateCorner(breakoutGameController, leftCornerConfig); var rightCornerConfig = new CornerConfig { x = gameBoardWidthHalf, y = gameBoardHeightHalf, angle = 270.0f, size = 1.0f }; CreateCorner(breakoutGameController, rightCornerConfig); }
public BallFailDetector( BreakoutGameController breakoutGameController, Ball ball, float ballFailY) { _breakoutGameController = breakoutGameController; _ball = ball; _ballFailY = ballFailY; }
public void GenerateBricks(BreakoutGameController breakoutGameController) { var numRows = _levelConfig.rowConfigs.Length; for (var i = 0; i < numRows; i++) { var rowConfig = _levelConfig.rowConfigs[i]; GenerateRow(breakoutGameController, rowConfig, i); } }
private void CreateCamera( BreakoutGameController breakoutGameController, CameraConfig cameraConfig) { var cameraRigGameObject = Instantiate(_cameraRigPrefab); cameraRigGameObject.name = _cameraRigPrefab.name; var cameraRig = cameraRigGameObject.GetComponent <CameraRigController>(); cameraRig.BaseCameraPosition = cameraConfig.baseCameraPosition; cameraRig.BaseCameraRotation = cameraConfig.baseCameraRotation; cameraRig.Camera.fieldOfView = cameraConfig.baseCameraFov; cameraRig.MovementSmoothTime = cameraConfig.movementSmoothTime; cameraRig.PaddleFollowCoefficient = cameraConfig.paddleFollowCoefficient; cameraRig.BallFollowCoefficient = cameraConfig.ballLookCoefficient; breakoutGameController.AssignCameraRig(cameraRig); }
private void CreateCorner( BreakoutGameController breakoutGameController, CornerConfig cornerConfig) { var wallGameObject = Instantiate(_cornerPiecePrefab); wallGameObject.name = _cornerPiecePrefab.name; var wall = wallGameObject.GetComponent <Wall>(); var unitSize = breakoutGameController.UnitSize; var wallTransform = wallGameObject.transform; wallTransform.localPosition = new Vector3(cornerConfig.x * unitSize, 0.0f, cornerConfig.y * unitSize); wallTransform.localRotation = Quaternion.Euler(0.0f, cornerConfig.angle, 0.0f); wallTransform.localScale = new Vector3(cornerConfig.size * unitSize, unitSize, cornerConfig.size * unitSize); breakoutGameController.AddWall(wall); }
private void CreateWall( BreakoutGameController breakoutGameController, WallConfig wallConfig) { var wallGameObject = Instantiate(_wallPrefab); wallGameObject.name = _wallPrefab.name; var wall = wallGameObject.GetComponent <Wall>(); wall.WallType = wallConfig.wallType; var unitSize = breakoutGameController.UnitSize; var wallTransform = wallGameObject.transform; wallTransform.localPosition = new Vector3(wallConfig.x * unitSize, 0.0f, wallConfig.y * unitSize); wallTransform.localRotation = Quaternion.Euler(0.0f, wallConfig.angle, 0.0f); wallTransform.localScale = new Vector3(wallConfig.width * unitSize, unitSize, unitSize); breakoutGameController.AddWall(wall); }
private void CreatePaddle( BreakoutGameController breakoutGameController, PaddleConfig paddleConfig) { var paddleGameObject = Instantiate(_paddlePrefab); paddleGameObject.name = _paddlePrefab.name; var paddle = paddleGameObject.GetComponent <Paddle>(); var unitSize = breakoutGameController.UnitSize; paddle.XExtents = new Vector2( -breakoutGameController.GameBoardWidth * 0.5f * unitSize, breakoutGameController.GameBoardWidth * 0.5f * unitSize); paddle.SetWidth(unitSize, paddleConfig.paddleWidth); paddle.SetMaximumSpeed(paddleConfig.maximumSpeed); paddle.SetAcceleration(paddleConfig.acceleration); paddle.SetDecceleration(paddleConfig.decceleration); paddle.MaxBallReflectionAngle = paddleConfig.maxBallReflectionAngle; breakoutGameController.AssignPaddle(paddle); }
public AdvanceLevelCommand(BreakoutGameController breakoutGameController) : base(breakoutGameController) { }
public FadeInCommand(BreakoutGameController breakoutGameController) : base(breakoutGameController) { }
public void AssignBreakoutGameController(BreakoutGameController breakoutGameController) { _breakoutGameController = breakoutGameController; _breakoutGameController.DesiredHudEnter += OnDesireEnter; _breakoutGameController.DesiredHudExit += OnDesireExit; }
public void AssignBreakoutGameController (BreakoutGameController breakoutGameController) { _breakoutGameController = breakoutGameController; _breakoutGameController.DesiredStartGameScreen += OnRestartGame; }
public DispatchReachedGameOverCommand(BreakoutGameController breakoutGameController) : base(breakoutGameController) { }
public BreakoutGameCommand( BreakoutGameController breakoutGameController ) : base() { _breakoutGameController = breakoutGameController; }
public DispatchDesireStartGameCommand(BreakoutGameController breakoutGameController) : base(breakoutGameController) { }
public DispatchBeatCurrentLevelCommand(BreakoutGameController breakoutGameController) : base(breakoutGameController) { }
public ResetGameCommand(BreakoutGameController breakoutGameController) : base(breakoutGameController) { }
public LaunchBallCommand(BreakoutGameController breakoutGameController) : base(breakoutGameController) { }
public GotoNextLifeCommand(BreakoutGameController breakoutGameController) : base(breakoutGameController) { }
public StartBallLaunchSequenceCommand(BreakoutGameController breakoutGameController) : base(breakoutGameController) { }
public void AssignBreakoutGameController(BreakoutGameController breakoutGameController) { _breakoutGameController = breakoutGameController; _breakoutGameController.BeatCurrentLevel += OnBeatCurrentLevel; _levelUi.LevelController = _breakoutGameController.LevelController; }
public CreateBallCommand(BreakoutGameController breakoutGameController) : base(breakoutGameController) { }
public RemoveLifeCommand(BreakoutGameController breakoutGameController) : base(breakoutGameController) { }
public DispatchDesireHudEnterCommand(BreakoutGameController breakoutGameController) : base(breakoutGameController) { }
public DestroyBallCommand(BreakoutGameController breakoutGameController) : base(breakoutGameController) { }