private void OnTriggerEnter2D(Collider2D other) { if (other.tag == "Player") { IPowerUp IPowerUp = other.GetComponent <IPowerUp>(); if (IPowerUp != null) { AudioSource.PlayClipAtPoint(_clip, transform.position); switch (powerupID) { case 0: IPowerUp.TripleLaserBoost(); break; case 1: IPowerUp.SpeedBoost(); break; case 2: IPowerUp.ShieldBoost(); break; default: break; } } Destroy(this.gameObject); } }
public void assign() { dic = new Dictionary <IPowerUp, int>(); track = new Dictionary <int, IPowerUp>(); pBlock = new PBlock(); pChangeNumber = new PChangeNumber(); pFreeze = new PFreeze(); pNone = new PNone(); pShow = new PShow(); pShuffle = new PShuffle(); pShuffleAll = new PShuffleAll(); dic.Add(pBlock, 2); dic.Add(pChangeNumber, 2); dic.Add(pFreeze, 2); dic.Add(pNone, 2); dic.Add(pShow, 2); dic.Add(pShuffle, 2); dic.Add(pShuffleAll, 2); track.Add(pBlock.getProbability(), pBlock); track.Add(pChangeNumber.getProbability(), pChangeNumber); track.Add(pFreeze.getProbability(), pFreeze); track.Add(pNone.getProbability(), pNone); track.Add(pShow.getProbability(), pShow); track.Add(pShuffle.getProbability(), pShuffle); track.Add(pShuffleAll.getProbability(), pShuffleAll); }
public void ActivateStoredPowerUp() { // If we don't have any stored PowerUps, then nothing to do if (storedPowerUps.Count == 0) { Debug.Log("No Stored PowerUps"); return; } // Check if any active PowerUps are blocking the // activation of the next PowerUp IPowerUp nextPwrUp = storedPowerUps.Peek(); bool isBlocked = false; activePowerUps.ForEach(delegate(IPowerUp pwrUp) { isBlocked |= pwrUp.IsBlockingPowerUpActivation(nextPwrUp); }); // If next PowerUp is not blocked, we can activate // it and remove it from the stored PowerUp queue if (!isBlocked) { storedPowerUps.Dequeue(); ActivatePowerUp(nextPwrUp); } }
// Use this for initialization public override void Start() { base.Start(); // Randomize color mainRenderer.color = IPowerUp.FromHSV(Random.value, IEnemy.saturation, IEnemy.brightness); if ((ShipController.Instance != null) && (IGameManager.Instance != null)) { // Check if we need to fling this enemy towards the player if (IGameManager.Instance is ObjectSpawner) { // Calculate where to aim for mSpawnPosition = ShipController.Instance.transform.position; mRandomOffset = Random.insideUnitCircle.normalized * spawnParams.aimRange; mSpawnPosition.x += mRandomOffset.x; mSpawnPosition.y += mRandomOffset.y; mSpawnPosition -= transform.position; mSpawnPosition.Normalize(); // Face the direction of velocity transform.rotation = ShipController.LookRotation2D(mSpawnPosition); // Randomize force mSpawnPosition *= Random.Range(spawnParams.speedRange.x, spawnParams.speedRange.y); rigidbody2D.velocity = mSpawnPosition; } // Setup detection detection.detectRange *= detection.detectRange; } }
private void Update() { if (Input.GetKeyDown(KeyCode.Minus)) { ChangeLifeAction(-1); } if (Input.GetKeyDown(KeyCode.Space)) { if (HeldPowerUp != null) { HeldPowerUp.Use(); HeldPowerUp = null; UIManager.UpdateUI_ClearPowerUp(); } } if (Input.GetKeyDown(KeyCode.Escape)) { if (!IsPaused) { IsPaused = true; Time.timeScale = 0f; } else if (IsPaused) { IsPaused = false; Time.timeScale = 1f; } } }
public SStarSpawning(IPowerUp powerup) { this.counter = 0; this.Powerup = powerup; Powerup.Velocity = Vector2.Zero; SoundPanel.PlaySoundEffect(Sound.powerupappearsEffect); }
protected virtual void Init() { Combination = GetComponent <CombinationHandler>(); WaveManager = GetComponent <WaveManager>(); powerUp = GetComponent <IPowerUp>(); cm = GetComponent <ComboManager>(); }
public IPowerUp Decorate(IPowerUp powerUp) { powerUp.Points += 300; powerUp.usePowerUp = null; powerUp.usePowerUp += powerUpEffect; return(powerUp); }
// Use this for initialization public override void Start() { base.Start(); // Randomize color mainRenderer.color = IPowerUp.FromHSV(Random.value, IEnemy.saturation, IEnemy.brightness); if ((ShipController.Instance != null) && (IGameManager.Instance != null)) { // Randomize torque rigidbody2D.angularVelocity = Random.Range(spawnParams.torqueRange.x, spawnParams.torqueRange.y); if (IGameManager.Instance is ObjectSpawner) { // Calculate where to aim for mSpawnPosition = ShipController.Instance.transform.position; mRandomOffset = Random.insideUnitCircle.normalized * spawnParams.aimRange; mSpawnPosition.x += mRandomOffset.x; mSpawnPosition.y += mRandomOffset.y; mSpawnPosition -= transform.position; mSpawnPosition.Normalize(); // Randomize force mSpawnPosition *= Random.Range(spawnParams.speedRange.x, spawnParams.speedRange.y); rigidbody2D.velocity = mSpawnPosition; } } }
public void ProcessObject(List <List <Object> > matrix) { for (int i = 0; i < width; i++) { for (int j = 0; j < height; j++) { IPowerUp[] p = GetContents(matrix, x + i, y + j); if (contains.Equals("multicoin")) { matrix[x + i].Add(new BlockMultiCoin(p, 16 * (x + i), 16 * (y + j))); } else { if (contains.Equals("vine")) { Vine v = new Vine(go, y + j + 1, 16 * (x + i), -1000); matrix[x + i].Add(v); VineSpawner spawner = new VineSpawner(v, 16 * (x + i), 16 * (y + j)); matrix[x + i].Add(spawner); p = new IPowerUp[] { spawner }; } matrix[x + i].Add(new BlockBrick(p, 16 * (x + i), 16 * (y + j))); } } } }
// Use this for initialization public override void Start() { base.Start(); // Update sprite renderer color mainRenderer.color = IPowerUp.FromHSV(Random.value, IEnemy.saturation, IEnemy.brightness); if ((ShipController.Instance != null) && (IGameManager.Instance != null)) { // Check if we need to fling this enemy to the player if (IGameManager.Instance is ObjectSpawner) { // Randomize torque rigidbody2D.angularVelocity = Random.Range(spawnParams.torqueRange.x, spawnParams.torqueRange.y); // Calculate where to aim for mSpawnPosition = ShipController.Instance.transform.position; mRandomOffset = Random.insideUnitCircle.normalized * spawnParams.aimRange; mSpawnPosition.x += mRandomOffset.x; mSpawnPosition.y += mRandomOffset.y; mSpawnPosition -= transform.position; mSpawnPosition.Normalize(); // Randomize force mSpawnPosition *= Random.Range(spawnParams.speedRange.x, spawnParams.speedRange.y); rigidbody2D.velocity = mSpawnPosition; } // Update when we last fired detection.detectRange *= detection.detectRange; lastFired = Time.time; } }
public Crate(int x, int y, IColor color, IMap map, IMapItems wrappee, IPowerUp powerUp) : base(wrappee) { this.x = x; this.y = y; this.color = color; this.map = map; this.powerUp = powerUp; }
public SFlagpoleFlagIdle(IPowerUp powerup) { this.Powerup = powerup; Powerup.Sprite = new Animation(Textures.flagpoleFlag); Powerup.Hitbox.Clear(); SetHitbox(); }
public void FindNewPowerUp() { do { this.powerUp = powerUpList[UnityEngine.Random.Range(0, this.powerUpList.Count)]; } while (!PowerUpRules(this.powerUp.type)); ritualHud.powerUpIcon.GetComponent <Image>().overrideSprite = Resources.Load <Sprite>(this.powerUp.icon); }
private bool HasPowerUp() { if (currentPowerUp == null) { currentPowerUp = GameObject.Find("PowerupManager").GetComponent <PowerupManager>().GetPowerUp(); } return(currentPowerUp != null); }
public void PowerUp(IPowerUp powerUp) { Damage += powerUp.DamageBuff; if (Damage < 1) { Damage = 1; } }
public void AddPower(IPowerUp power) { if (powerUp == null) { powerUp = power; SetTarget(this); StartEffect(); } }
public void OnSlotMachinePull() { if (scoreMgr.CanAffordSpending(slotMachineCost)) { IPowerUp powerUpPrize = GetRandomPowerUp(); storedPowerUps.Enqueue(powerUpPrize); scoreMgr.SpendScore(slotMachineCost); } }
public void setPowerUp(IPowerUp setPowerUp) { powerUp = setPowerUp; //notifies all game objects in power up listener list foreach (IPowerUpChangeListener listener in powerUpChangeListenerList) { listener.OnAvatarPowereUpChange(powerUp); } }
private IPowerUp[] GetContents(List <List <Object> > matrix, int x, int y) { switch (this.contains) { case "multicoin": { IPowerUp[] pups = new IPowerUp[HotDAMN.MULTICOIN_BLOCK_MAXIMUM]; for (int i = 0; i < pups.Length; i++) { pups[i] = new Coin(16 * x, 16 * y); pups[i].State = new SCoinInBlock(pups[i]); matrix[x].Add(pups[i]); } return(pups); } case "coin": { IPowerUp p = new Coin(16 * x, 16 * y); p.State = new SCoinInBlock(p); matrix[x].Add(p); return(new IPowerUp[] { p }); } case "powerup": { IPowerUp p1 = new Mushroom(16 * x, 16 * y); p1.State = new SMushroomInBlock(p1); IPowerUp p2 = new FireFlower(16 * x, 16 * y); p2.State = new SFireFlowerInBlock(p2); matrix[x].Add(p1); matrix[x].Add(p2); return(new IPowerUp[] { p1, p2 }); } case "star": { IPowerUp p = new Star(16 * x, 16 * y); p.State = new SStarInBlock(p); matrix[x].Add(p); return(new IPowerUp[] { p }); } case "1up": { IPowerUp p = new _1Up(16 * x, 16 * y); p.State = new S1UpInBlock(p); matrix[x].Add(p); return(new IPowerUp[] { p }); } default: { return(new IPowerUp[] {}); } } }
public SCoinIdle(IPowerUp powerup) { this.Powerup = powerup; Powerup.Sprite = new Animation(Textures.powerupCoin, 6, 10); Powerup.Hitbox.Clear(); SetHitbox(); Powerup.Velocity = Vector2.Zero; }
public SFireFlowerIdle(IPowerUp powerup) { this.Powerup = powerup; Powerup.Sprite = new Animation(Textures.powerupFireFlower, 4, 4); Powerup.Hitbox.Clear(); SetHitbox(); Powerup.Velocity = Vector2.Zero; }
// Use this for initialization public override void Start() { // Play animation animation.Play(); // Get a random hue hue = Random.value; IPowerUp.FromHSV(hue, saturation, brightness, ref spriteColor); label.color = spriteColor; }
public virtual void OnTriggerEnter2D(Collider2D other) { IPowerUp playerCollectPowerUp = other.gameObject.GetComponent <Player>(); if (playerCollectPowerUp != null) { playerCollectPowerUp.PowerUpCollected(PowerUpIndex); ReturnPowerUp(); } }
/// <summary> /// Disables a power-up for a board. /// </summary> /// <param name="powerUp">The power-up to disble.</param> /// <param name="ct">(Optional) A cancellation token for async processing.</param> public async Task DisablePowerUp(IPowerUp powerUp, CancellationToken ct = default(CancellationToken)) { var endpoint = EndpointFactory.Build(EntityRequestType.Board_Write_DisablePowerUp, new Dictionary <string, object> { { "_boardId", OwnerId }, { "_id", OwnerId } }); await JsonRepository.Execute(Auth, endpoint, ct, AdditionalParameters); }
// Kick off the Slot Machine and select the PowerUp that the player // will receive once the Reel stops. public void PlaySlotsForPowerUp() { Guid winningPowerUpGuid = slotPlanner.SelectWinningPowerUp(); GameObject powerUpPrefab = powerUpDataStore.GetPowerUpByGuid(winningPowerUpGuid); winningPowerUp = Instantiate(powerUpPrefab, Vector3.zero, Quaternion.identity).GetComponent <IPowerUp>(); gameState.SetSlotMachineState(SlotMachineState.START_SPINNING); fullRotationsToComplete = Random.Range((int)fullRotationsToCompleteRange.x, (int)fullRotationsToCompleteRange.y); }
public SStarBouncingLeft(IPowerUp powerup) { this.Powerup = powerup; Powerup.Sprite = new Animation(Textures.powerupStar, 4, 4); Powerup.Hitbox.Clear(); SetHitbox(); Powerup.Velocity = new Vector2(-1f, Powerup.Velocity.Y); Powerup.Acceleration = Physics.GRAVITY / 3; }
void AddOrUpdateDictionaryEntry(IPowerUp key, int value) { if (maxNumberOfSpawn.ContainsKey(key)) { maxNumberOfSpawn[key] = value; } else { maxNumberOfSpawn.Add(key, value); } }
public SStarInBlock(IPowerUp powerup) { this.Powerup = powerup; Powerup.Sprite = new Animation(Textures.blockHidden); Powerup.Hitbox.Clear(); SetHitbox(); Powerup.Acceleration = Vector2.Zero; Powerup.Velocity = Vector2.Zero; }
public SCoinSpawning(IPowerUp powerup) { this.counter = 0; this.Powerup = powerup; Powerup.Sprite = new Animation(Textures.powerupCoinSpinning, 4, 4); Powerup.Velocity = new Vector2(0, -7f); Powerup.Acceleration = Physics.GRAVITY / 2; SoundPanel.PlaySoundEffect(Sound.coinEffect); HUD.COINS[HUD.currentPlayer]++; HUD.SCORE[HUD.currentPlayer] += HotDAMN.SCORE_COLLECT_COIN; }
public S1UpMovingRight(IPowerUp powerup) { this.Powerup = powerup; Powerup.Sprite = new Animation(Textures.powerup1up); Powerup.Hitbox.Clear(); SetHitbox(); Powerup.Acceleration = Physics.GRAVITY; Powerup.Velocity = new Vector2(1f, 0); }
public void OnAvatarPowereUpChange(IPowerUp powerUp){ if (powerUp == null) { GetComponent<SpriteRenderer> ().sprite = empty; } else if (powerUp.GetType() == typeof(PowerBirdSpawn)) { GetComponent<SpriteRenderer> ().sprite = health; } else if (powerUp.GetType() == typeof(PowerSlowMotion)) { GetComponent<SpriteRenderer>().sprite = time; }else if (powerUp.GetType() == typeof(DoPowerBlast)) { GetComponent<SpriteRenderer>().sprite = blast; } }
void Awake() { characterController = GetComponent<CharacterController>(); anim = GetComponent<PlayerAnimator> (); xPower = gameObject.AddComponent<SpeedPower>(); yPower = gameObject.AddComponent<GiantHookPower>(); }
void IncreaseCount(IPowerUp key) { int newValue = maxNumberOfSpawn[key] + 1; AddOrUpdateDictionaryEntry(key, newValue); }
public void setPowerUp(IPowerUp setPowerUp) { powerUp = setPowerUp; //notifies all game objects in power up listener list foreach (IPowerUpChangeListener listener in powerUpChangeListenerList) { listener.OnAvatarPowereUpChange (powerUp); } }
/// <summary> /// Load the components required for this script. /// </summary> protected void Awake() { powerUp = GetComponent("IPowerUp") as IPowerUp; used = false; }