public string WeatherDataListing() { //Forms the weather data into a string separated by line feeds string wsList = ""; if (weaList.Count > 0) { { wsList += "WriteDate:\t" + ReportDate.ToString("hh:mm:ss"); wsList += "\r\n" + "TempScale:\t" + TempScale.ToString(); wsList += "\r\n" + "WindScale:\t" + WindScale.ToString(); wsList += "\r\n" + "SkyTemp:\t" + SkyTemp.ToString(); wsList += "\r\n" + "AmbTemp:\t" + AmbTemp.ToString(); wsList += "\r\n" + "SenTemp:\t" + SenTemp.ToString(); wsList += "\r\n" + "WindSpeed:\t" + WindSpeed.ToString(); wsList += "\r\n" + "Humidity:\t\t" + Humidity.ToString(); wsList += "\r\n" + "DewPoint:\t" + DewPoint.ToString(); wsList += "\r\n" + "DewHeat:\t" + DewHeat.ToString(); wsList += "\r\n" + "RainFlag:\t\t" + RainFlag.ToString(); wsList += "\r\n" + "WetFlag:\t\t" + WetFlag.ToString(); wsList += "\r\n" + "ElapsedTime:\t" + ElapsedSeconds.ToString(); wsList += "\r\n" + "LastDataWrite:\t" + LastDataWrite.ToString("hh:mm:ss"); wsList += "\r\n" + "Cloudiness:\t" + Cloudiness.ToString(); wsList += "\r\n" + "Windiness:\t" + Windiness.ToString(); wsList += "\r\n" + "Raininess:\t" + Raininess.ToString(); wsList += "\r\n" + "Darkness:\t" + Darkness.ToString(); wsList += "\r\n" + "RoofCloseFlag:\t" + RoofCloseFlag.ToString(); wsList += "\r\n" + "AlertFlag:\t\t" + AlertFlag.ToString(); } } return(wsList); }
protected override void Awake() { base.Awake(); Astral.onClick.AddListener(OnAstralClick); Darkness.onClick.AddListener(OnDarknessClick); Ice.onClick.AddListener(OnIceClick); Iron.onClick.AddListener(OnIronClick); Storm.onClick.AddListener(OnStormClick); Nature.onClick.AddListener(OnNatureClick); Fire.onClick.AddListener(OnFireClick); astralLevel = Astral.GetComponentInChildren <TextMeshProUGUI>(); darknessLevel = Darkness.GetComponentInChildren <TextMeshProUGUI>(); iceLevel = Ice.GetComponentInChildren <TextMeshProUGUI>(); ironLevel = Iron.GetComponentInChildren <TextMeshProUGUI>(); stormLevel = Storm.GetComponentInChildren <TextMeshProUGUI>(); natureLevel = Nature.GetComponentInChildren <TextMeshProUGUI>(); fireLevel = Fire.GetComponentInChildren <TextMeshProUGUI>(); void OnAstralClick() => Owner.ElementSystem.LearnElement((int)ElementType.Astral); void OnDarknessClick() => Owner.ElementSystem.LearnElement((int)ElementType.Darkness); void OnIceClick() => Owner.ElementSystem.LearnElement((int)ElementType.Ice); void OnIronClick() => Owner.ElementSystem.LearnElement((int)ElementType.Iron); void OnStormClick() => Owner.ElementSystem.LearnElement((int)ElementType.Storm); void OnNatureClick() => Owner.ElementSystem.LearnElement((int)ElementType.Nature); void OnFireClick() => Owner.ElementSystem.LearnElement((int)ElementType.Fire); Buttons = new Button[] { Astral, Darkness, Ice, Iron, Storm, Nature, Fire }; }
private void Awake() { if (instance == null) { instance = this; } }
public void BeginPathfind(Vector3 point) { navAgent.SetDestination(point); if (Vector3.Distance(transform.position, point) < 3) { Debug.Log("last click :" + Vector3.Distance(lastClick, point)); Darkness.expand(); } else { Debug.Log("moving"); Darkness.contract(); } lastClick = point; }
public static void Unload() { Subtitle.Dispose(); Title.Dispose(); Splash.Dispose(); MapSheet.Dispose(); MiniHP.Dispose(); HPMenu.Dispose(); Buttons.Dispose(); Shadows.Dispose(); Darkness.Dispose(); BattleFactors.Dispose(); Strip.Dispose(); Cursor.Dispose(); Arrows.Dispose(); PicBorder.Dispose(); MenuBorder.Dispose(); MenuBG.Dispose(); tileCache.Clear(); objectCache.Clear(); bgCache.Clear(); itemCache.Clear(); iconCache.Clear(); vfxCache.Clear(); portraitCache.Clear(); spriteCache.Clear(); DivTex.Dispose(); EXPFont.Dispose(); HealFont.Dispose(); DamageFont.Dispose(); DungeonFont.Dispose(); TextFont.Dispose(); SysFont.Dispose(); Pixel.Dispose(); defaultTex.Dispose(); Loaded = false; //Notify script engine LuaEngine.Instance.OnGraphicsUnload(); }
void FixedUpdate() { currentPosition = transform.position; if (currentPosition == oldPosition) { Darkness.expand(); } switch (currentState) { case State.INCREASE: //vector3(x,y,z) if (transform.localScale.x < MAX.x) { transform.localScale += v; } break; case State.DECREASE: if (transform.localScale.x > MIN.x) { transform.localScale -= v; } break; case State.STABLE: break; } if (transform.localScale.x <= MIN.x) { ; } darkConsume = true; oldPosition = transform.position; scale = transform.localScale; }
public void Save(int rdungeonNum, int floorNum) { if (!Directory.Exists(Paths.DataPath + "RDungeon\\" + rdungeonNum)) { Directory.CreateDirectory(Paths.DataPath + "RDungeon\\" + rdungeonNum); } using (XmlWriter writer = XmlWriter.Create(Paths.DataPath + "RDungeon\\" + rdungeonNum + "\\" + floorNum + ".xml", Logger.XmlWriterSettings)) { writer.WriteStartDocument(); writer.WriteStartElement("FloorEntry"); #region Basic data writer.WriteStartElement("General"); writer.WriteElementString("Algorithm", Algorithm.ToString()); writer.WriteElementString("Darkness", Darkness.ToString()); writer.WriteElementString("Music", Music); writer.WriteElementString("NpcSpawnTime", NpcSpawnTime.ToString()); writer.WriteElementString("NpcMin", NpcMin.ToString()); writer.WriteElementString("NpcMax", NpcMax.ToString()); writer.WriteEndElement(); #endregion #region FloorSettings writer.WriteStartElement("FloorSettings"); for (int i = 0; i < FloorSettings.Count; i++) { string key = FloorSettings.Keys.ElementAt(i); writer.WriteElementString(key, FloorSettings[key].ToString()); } writer.WriteEndElement(); #endregion #region TileLayers writer.WriteStartElement("TileLayers"); for (int i = 0; i < TileLayers.Count; i++) { string key = TileLayers.Keys.ElementAt(i); List <Maps.TileAnim> layers = TileLayers[key]; writer.WriteStartElement(key); for (int j = 0; j < layers.Count; j++) { writer.WriteStartElement("Element"); writer.WriteElementString("TextureX", layers[j].Frames[0].Texture.X.ToString()); writer.WriteElementString("TextureY", layers[j].Frames[0].Texture.Y.ToString()); writer.WriteElementString("Sheet", layers[j].Frames[0].Sheet.ToString()); writer.WriteEndElement(); } writer.WriteEndElement(); } writer.WriteEndElement(); #endregion #region TileData writer.WriteStartElement("TileData"); for (int i = 0; i < TileData.Count; i++) { string key = TileData.Keys.ElementAt(i); List <Maps.TileData> data = TileData[key]; writer.WriteStartElement(key); for (int j = 0; j < data.Count; j++) { writer.WriteStartElement("Element"); writer.WriteElementString("Type", data[j].Type.ToString()); writer.WriteElementString("Data1", data[j].Data1.ToString()); writer.WriteElementString("Data2", data[j].Data2.ToString()); writer.WriteElementString("Data3", data[j].Data3.ToString()); writer.WriteElementString("String", data[j].String1); writer.WriteEndElement(); } writer.WriteEndElement(); } writer.WriteEndElement(); #endregion #region Weather writer.WriteStartElement("FloorWeather"); for (int i = 0; i < FloorWeather.Count; i++) { writer.WriteStartElement("Weather"); Enums.Weather key = FloorWeather.Keys.ElementAt(i); writer.WriteElementString(key.ToString(), FloorWeather[key].ToString()); writer.WriteEndElement(); } writer.WriteEndElement(); #endregion #region Items writer.WriteStartElement("Items"); for (int i = 0; i < Items.Count; i++) { string key = Items.Keys.ElementAt(i); List <Tuple <ItemPreset, int> > data = Items[key]; writer.WriteStartElement(key); for (int j = 0; j < data.Count; j++) { writer.WriteStartElement("Element"); writer.WriteElementString("ItemNum", data[j].Item1.ItemNum.ToString()); writer.WriteElementString("MinAmount", data[j].Item1.MinAmount.ToString()); writer.WriteElementString("MaxAmount", data[j].Item1.MaxAmount.ToString()); writer.WriteElementString("AppearanceRate", data[j].Item2.ToString()); writer.WriteElementString("StickyRate", data[j].Item1.StickyRate.ToString()); writer.WriteElementString("Tag", data[j].Item1.Tag); writer.WriteElementString("Hidden", data[j].Item1.Hidden.ToString()); writer.WriteElementString("Ground", data[j].Item1.OnGround.ToString()); writer.WriteElementString("Water", data[j].Item1.OnWater.ToString()); writer.WriteElementString("Wall", data[j].Item1.OnWall.ToString()); writer.WriteEndElement(); } writer.WriteEndElement(); } writer.WriteEndElement(); #endregion #region Npcs writer.WriteStartElement("Npcs"); for (int i = 0; i < Npcs.Count; i++) { string key = Npcs.Keys.ElementAt(i); List <Tuple <NpcPreset, int> > data = Npcs[key]; writer.WriteStartElement(key); for (int j = 0; j < data.Count; j++) { writer.WriteStartElement("Element"); writer.WriteElementString("NpcNum", data[j].Item1.NpcNum.ToString()); writer.WriteElementString("SpawnX", data[j].Item1.SpawnX.ToString()); writer.WriteElementString("SpawnY", data[j].Item1.SpawnY.ToString()); writer.WriteElementString("MinLevel", data[j].Item1.MinLevel.ToString()); writer.WriteElementString("MaxLevel", data[j].Item1.MaxLevel.ToString()); writer.WriteElementString("AppearanceRate", data[j].Item2.ToString()); writer.WriteEndElement(); } writer.WriteEndElement(); } writer.WriteEndElement(); #endregion #region Rooms writer.WriteStartElement("Rooms"); for (int i = 0; i < Rooms.Count; i++) { string key = Rooms.Keys.ElementAt(i); List <Tuple <int, int> > data = Rooms[key]; writer.WriteStartElement(key); for (int j = 0; j < data.Count; j++) { writer.WriteStartElement("Element"); writer.WriteElementString("RoomNum", data[j].Item1.ToString()); writer.WriteElementString("AppearanceRate", data[j].Item2.ToString()); writer.WriteEndElement(); } writer.WriteEndElement(); } writer.WriteEndElement(); #endregion writer.WriteEndElement(); writer.WriteEndDocument(); } }
public void Enforce() { if (this.SeedType == SeedType.Random) { this.Seed = ""; var r = new Random(); for (int i = 0; i < 6; i++) { var val = r.Next(36); if (val < 10) { this.Seed += ((char)('0' + val)).ToString(); } else { this.Seed += ((char)('a' + val - 10)).ToString(); } } } switch (this.Rules) { case Ruleset.A: this.SetNormalMaps(); this.RepeatRooms = false; this.EnterUnknown = false; this.Algorithm = LogicType.Pathway; this.Length = MapLength.Short; this.Dashes = NumDashes.One; this.Difficulty = Difficulty.Normal; this.Lights = ShineLights.Hubs; this.Darkness = Darkness.Never; break; case Ruleset.B: this.SetNormalMaps(); this.RepeatRooms = false; this.EnterUnknown = false; this.Algorithm = LogicType.Pathway; this.Length = MapLength.Medium; this.Dashes = NumDashes.Two; this.Difficulty = Difficulty.Normal; this.Lights = ShineLights.Hubs; this.Darkness = Darkness.Never; break; case Ruleset.C: this.SetNormalMaps(); this.RepeatRooms = false; this.EnterUnknown = false; this.Algorithm = LogicType.Pathway; this.Length = MapLength.Medium; this.Dashes = NumDashes.One; this.Difficulty = Difficulty.Expert; this.Lights = ShineLights.Hubs; this.Darkness = Darkness.Vanilla; break; case Ruleset.D: this.SetNormalMaps(); this.RepeatRooms = false; this.EnterUnknown = false; this.Algorithm = LogicType.Pathway; this.Length = MapLength.Long; this.Dashes = NumDashes.Two; this.Difficulty = Difficulty.Expert; this.Lights = ShineLights.Hubs; this.Darkness = Darkness.Vanilla; break; } }
// Start is called before the first frame update void Start() { controls = GameObject.Find("Controls"); spriteRenderer = this.gameObject.GetComponent <SpriteRenderer>(); currentRoom = GameObject.Find("StartRoom"); currentRoom.GetComponent <RoomScript>().SetHomeStatus(true); djs = GameObject.Find("PlayerStatsObject").GetComponent <DungeonJuiceScript>(); rb = GetComponent <Rigidbody2D>(); home = GameObject.Find("StartRoom"); djs = GameObject.Find("PlayerStatsObject").GetComponent <DungeonJuiceScript>(); if (djs == null) { Debug.Log("Error: PlayerStatus could not find object \"DungeonJuiceScript\"."); } pentagram = GameObject.Find("Pentagram"); if (pentagram == null) { Debug.Log("Error: PlayerStatus could not find object \"Pentagram\"."); } ds = GameObject.Find("Darkness").GetComponent <Darkness>(); if (ds == null) { Debug.Log("Error: Darkness (script) could not find object \"Darkness\"."); } lightLevels = new GameObject[5]; lightLevels[0] = GameObject.Find("circle1"); if (lightLevels[0] == null) { Debug.Log("Error: PlayerStatus could not find object \"circle1\"."); } lightLevels[1] = GameObject.Find("circle2"); if (lightLevels[1] == null) { Debug.Log("Error: PlayerStatus could not find object \"circle2\"."); } lightLevels[2] = GameObject.Find("circle3"); if (lightLevels[2] == null) { Debug.Log("Error: PlayerStatus could not find object \"circle3\"."); } lightLevels[3] = GameObject.Find("circle4"); if (lightLevels[3] == null) { Debug.Log("Error: PlayerStatus could not find object \"circle4\"."); } lightLevels[4] = GameObject.Find("circle5"); if (lightLevels[4] == null) { Debug.Log("Error: PlayerStatus could not find object \"circle5\"."); } lightLevels[0].SetActive(false); lightLevels[1].SetActive(false); lightLevels[2].SetActive(false); lightLevels[3].SetActive(false); lightLevels[4].SetActive(false); }
public void NewMap(Vector2 mapWorldOrigin, int level, int darknessLevel = 0, int mapWidth = 9, int mapHeight = 9) { cameraShaker = CameraShaker.instance; this.darknessLevel = darknessLevel; this.mapWidth = mapWidth; this.mapHeight = mapHeight; pool = ObjectPool.instance; if (tileHolder == null) { tileHolder = new GameObject(); tileHolder.name = "_TILES_"; } tileHolder.transform.position = mapWorldOrigin; // Generate the map if (Map != null) { Map.ResetMap(); } else { Map = new GameMap(mapWidth, mapHeight, mapWorldOrigin, OnTileChange); } // Make darness map darknessMap = new Darkness[mapWidth * mapHeight]; // Spawn GObjs TileGOs = new TileGOData[Map.Tiles.Length]; Vector2Int exitTilePos = Vector2Int.zero; Vector2Int entranceTilePos = Vector2Int.zero; for (int i = 0; i < Map.Tiles.Length; i++) { if (Map.Tiles[i].tileType == TileType.Empty) { continue; } // Spawn tile GO GameObject tileGO = pool.GetObjectForType("Tile", true, Map.Tiles[i].WorldPosition); if (tileGO == null) { // Make a new one? return; } tileGO.transform.SetParent(tileHolder.transform); TileGOData tileGOData = new TileGOData(); tileGOData.mainGO = tileGO; tileGOData.renderer = tileGO.GetComponentInChildren <SpriteRenderer>(); // Set Sprite RenderSystem.instance.Render(Map.Tiles[i].tileType.ToString(), tileGOData.renderer); darknessMap[i] = new Darkness(Map.Tiles[i].GridPosition.x, Map.Tiles[i].GridPosition.y, 0); // Set exit if (exitTilePos == Vector2Int.zero) { if (UnityEngine.Random.Range(1, 50) == 1) { exitTilePos = Map.Tiles[i].GridPosition; } // Set entrance for levels after level 0 else if (level > 0 && entranceTilePos == Vector2Int.zero) { if (UnityEngine.Random.Range(1, 12) == 1) { entranceTilePos = Map.Tiles[i].GridPosition; } } } TileGOs[i] = tileGOData; } // Clean up array TileGOs = TileGOs.Where(go => go.mainGO != null).ToArray(); // if we still have no exit tile, place it in the center of the room if (exitTilePos == Vector2Int.zero) { exitTilePos = new Vector2Int(mapWidth / 2, mapHeight / 2); } Map.SetTileType(exitTilePos.x, exitTilePos.y, TileType.Exit); if (level > 0) { Map.SetTileType(entranceTilePos.x, entranceTilePos.y, TileType.Entrance); } // chance to start with darnkess if (darknessLevel > 0) { SetDarkness(); } Global.OnMapCreated onMapCreated = new OnMapCreated(); onMapCreated.entranceWorldPosition = entranceTilePos; onMapCreated.exitWorldPosition = exitTilePos; onMapCreated.FireEvent(); }
// Create a list of every Area object public void InitializeAreas() { //Overworld Areas Area dismalSwamp = new DismalSwamp(this); areaList.Add(dismalSwamp); Area edgeOfBigHole = new EdgeOfBigHole(this); areaList.Add(edgeOfBigHole); Area forest = new Forest(this); areaList.Add(forest); Area hiddenGrove = new HiddenGrove(this); areaList.Add(hiddenGrove); Area lakeShore = new LakeShore(this); areaList.Add(lakeShore); Area ledge = new Ledge(this); areaList.Add(ledge); Area quicksand = new Quicksand(this); areaList.Add(quicksand); Area stump = new Stump(this); areaList.Add(stump); Area sunnyMeadow = new SunnyMeadow(this); areaList.Add(sunnyMeadow); Area topOfCypress = new TopOfCypress(this); areaList.Add(topOfCypress); Area topOfOak = new TopOfOak(this); areaList.Add(topOfOak); //Underworld Areas Area bottomOfChasm = new BottomOfChasm(this); areaList.Add(bottomOfChasm); Area largeCavern = new LargeCavern(this); areaList.Add(largeCavern); Area largeEightSidedRoom = new LargeEightSidedRoom(this); areaList.Add(largeEightSidedRoom); Area darkness = new Darkness(this); areaList.Add(darkness); Area longDownslopingHallway = new LongDownslopingHallway(this); areaList.Add(longDownslopingHallway); Area longTunnel = new LongTunnel(this); areaList.Add(longTunnel); Area memoryChip = new MemoryChip(this); areaList.Add(memoryChip); Area narrowLedgeByChasm = new NarrowLedgeByChasm(this); areaList.Add(narrowLedgeByChasm); Area narrowLedgeByThroneRoom = new NarrowLedgeByThroneRoom(this); areaList.Add(narrowLedgeByThroneRoom); Area rootChamber = new RootChamber(this); areaList.Add(rootChamber); Area royalAnteroom = new RoyalAnteroom(this); areaList.Add(royalAnteroom); Area royalChamber = new RoyalChamber(this); areaList.Add(royalChamber); Area semiDarkHole = new SemiDarkHole(this); areaList.Add(semiDarkHole); Area throneRoom = new ThroneRoom(this); areaList.Add(throneRoom); //Purgatory areas Area endlessCorridor = new EndlessCorridor(this); areaList.Add(endlessCorridor); Area hell = new Hell(this); areaList.Add(hell); Area largeMistyRoom = new LargeMistyRoom(this); areaList.Add(largeMistyRoom); //Maze areas Area eastOne = new EastOne(this); areaList.Add(eastOne); Area eastTwo = new EastTwo(this); areaList.Add(eastTwo); Area entrance = new Entrance(this); areaList.Add(entrance); Area northEastOne = new NorthEastOne(this); areaList.Add(northEastOne); Area northEastTwo = new NorthEastTwo(this); areaList.Add(northEastTwo); Area northOne = new NorthOne(this); areaList.Add(northOne); Area northTwo = new NorthTwo(this); areaList.Add(northTwo); Area northWestOne = new NorthWestOne(this); areaList.Add(northWestOne); Area northWestTwo = new NorthWestTwo(this); areaList.Add(northWestTwo); Area southEastOne = new SouthEastOne(this); areaList.Add(southEastOne); Area southEastTwo = new SouthEastTwo(this); areaList.Add(southEastTwo); Area southOne = new SouthOne(this); areaList.Add(southOne); Area southTwo = new SouthTwo(this); areaList.Add(southTwo); Area southWestOne = new SouthWestOne(this); areaList.Add(southWestOne); Area southWestTwo = new SouthWestTwo(this); areaList.Add(southWestTwo); Area westOne = new WestOne(this); areaList.Add(westOne); Area westTwo = new WestTwo(this); areaList.Add(westTwo); }
private void Awake() { instance = this; }
//Draws timer protected override void OnPaint(PaintEventArgs p) { base.OnPaint(p); Graphics g = p.Graphics; if (minutes < 10) { if (seconds < 10) { g.DrawString("0" + minutes + ":" + "0" + seconds, new Font(FontFamily.GenericMonospace, 14F), new SolidBrush(Color.White), clockation); } else { g.DrawString("0" + minutes + ":" + seconds, new Font(FontFamily.GenericMonospace, 14F), new SolidBrush(Color.White), clockation); } } else { if (seconds < 10) { g.DrawString(minutes + ":" + "0" + seconds, new Font(FontFamily.GenericMonospace, 14F), new SolidBrush(Color.White), clockation); } else { g.DrawString(minutes + ":" + seconds, new Font(FontFamily.GenericMonospace, 14F), new SolidBrush(Color.White), clockation); } } foreach (Draw d in drawables) { if (Darkness.CalculateSize(player, d)) { if (!(d.source == null)) { if (d is Wall wall) { wall.checkErrors(drawables); } else if (d is Door door) { door.checkErrors(drawables); } ColorMatrix colorizer = new ColorMatrix(); colorizer.Matrix33 = Darkness.DarkLevel(player, d); ImageAttributes attr = new ImageAttributes(); attr.SetColorMatrix(colorizer, ColorMatrixFlag.Default); Rectangle rect = new Rectangle((int)d.location.x * tileSize, (int)d.location.y * tileSize, (int)d.width * tileSize, (int)d.height * tileSize); g.DrawImage(d.source, rect, 0, 0, tileSize, tileSize, GraphicsUnit.Pixel, attr); } else { //Troubleshooting g.FillRectangle(d.brush, d.location.x * tileSize, d.location.y * tileSize, d.width * tileSize, d.height * tileSize); } } } //Player Rectangle player_sprite = new Rectangle((int)player.location.x * tileSize, (int)player.location.y * tileSize, (int)player.width * tileSize, (int)player.height * tileSize); g.DrawImage(player.source, player_sprite); int times = 0; if (refreshBar) { times++; Debug.WriteLine("Bar refreshed: " + times + "times"); Graphics g2 = panel1.CreateGraphics(); g2.DrawImage(Properties.Resources.inventory, new PointF(494, 0)); int n = 1; foreach (Draw d in player.inventory.inventory_items) { Image texture = d.source; PointF point = new PointF(0, 0); switch (n) { case 1: point = Inventory.inventory_slot1; n += 1; break; case 2: point = Inventory.inventory_slot2; n += 1; break; case 3: point = Inventory.inventory_slot3; n += 1; break; case 4: point = Inventory.inventory_slot4; n += 1; break; case 5: point = Inventory.inventory_slot5; break; } Rectangle rect_location = new Rectangle((int)point.X + 7, (int)point.Y + 7, 32, 32); Debug.WriteLine("Location: " + rect_location); g2.DrawImage(texture, rect_location); if (d is Key key) { g2.DrawString(key.door.door_name, new Font(FontFamily.GenericMonospace, 7.0F), new SolidBrush(Color.White), new PointF(point.X + 2, 32)); } } //Empty hearts under full heart for (int lives = player.max_hitpoints; lives > 0; lives--) { Rectangle hp_position = new Rectangle(15 + lives * 35 - 35, 5, 32, 32); g2.DrawImage(Properties.Resources.hpEmpty, hp_position); } //Full hearts on top for (int lives = 0; lives < player.hitpoints; lives++) { Rectangle hp_position = new Rectangle(15 + lives * 35, 5, 32, 32); g2.DrawImage(Properties.Resources.hpFull, hp_position); } refreshBar = false; } UI.DisplayMessage(g); }
// Update is called once per frame void FixedUpdate() { myState = Darkness.currentState; GetComponent <Light>().range = Darkness.getScale().x; if (timeSinceLastBeat >= currentRateDelay && myState == State.INCREASE) { // Debug.Log ("THA-THUMP!!!!"); Pulse(true); timeSinceLastBeat = 0.0f; } else { Pulse(false); timeSinceLastBeat += 0.1f; } if (timeSinceLastBeat >= currentRateDelay && myState == State.DECREASE) { // Debug.Log ("THA-THUMP!!!!"); Pulse(true); timeSinceLastBeat = 0.0f; } else { Pulse(false); timeSinceLastBeat += 0.1f; } switch (myState) { case State.INCREASE: currentRateDelay -= 0.1f; // Debug.Log("In Increase: " + currentRateDelay); break; // if player is moving slower case State.DECREASE: // Debug.Log("In Decrease: " + currentRateDelay); currentRateDelay += 0.1f; break; // if player is moving at a constant speed case State.STABLE: break; } if (currentRateDelay > SLOWEST_RATE_DELAY) { currentRateDelay = SLOWEST_RATE_DELAY; } if (currentRateDelay < FASTEST_RATE_DELAY) { currentRateDelay = FASTEST_RATE_DELAY; } /* if ( blah == 0 ) { * Pulse(true); * blah = 30; * } * else { * blah--; * Pulse (false); * }*/ }