public void OnCollisionEnter2D(Collision2D collision) { if (collision.transform.tag == "Left" || collision.transform.tag == "Right") { MoveRacket other = collision.gameObject.GetComponent <MoveRacket>(); if (other.IsBlue != IsBlue) { timer = 5; isrun = false; // GetComponent<Rigidbody2D>().transform.position = new Vector2(0, 0); GetComponent <Rigidbody2D>().velocity = new Vector2(0, 0); if (collision.transform.tag == "Left") { score_right++; } else { score_left++; } InvokeRepeating("countdown", 1, 1); } } else if (collision.transform.tag == "door_left" || collision.transform.tag == "door_right") { timer = 5; isrun = false; // GetComponent<Rigidbody2D>().transform.position = new Vector2(0, 0); GetComponent <Rigidbody2D>().velocity = new Vector2(0, 0); if (collision.transform.tag == "door_left") { score_right++; } else { score_left++; } InvokeRepeating("countdown", 1, 1); } }
// Use this for initialization void Start() { GetComponent <Rigidbody2D>().velocity = new Vector2(1, 0) * speed; LRacket = LR.GetComponent <MoveRacket>(); RRacket = RR.GetComponent <MoveRacket>(); }
// Update is called once per frame void Update() { SlideL.value =PowerL; SlideR.value =PowerR; if (ScoreL >= 10 || ScoreR >= 10) { if (CHECK==false) { CHECK=true; StartTime = Time.time; } if (ScoreL >= 10) { GameOverText.GetComponent<Text> ().text ="Game Over\nPlayer 1 wins"; } if (ScoreR >= 10) { GameOverText.GetComponent<Text> ().text ="Game Over\nPlayer 2 wins"; } if (Time.time > StartTime+delay) { Application.LoadLevel ("StartScreen"); } } if (Input.GetKeyDown ("space") && BallInPlay == false && this.gameObject.name!="Ball(Clone)") { if (Server=="L"){GetComponent<Rigidbody2D>().velocity = Vector2.right * speed; } if (Server=="R"){GetComponent<Rigidbody2D>().velocity = Vector2.left * speed; } GetComponent<TrailRenderer>().enabled = true; BallInPlay=true; } if (Input.GetKey ("a")) { PowerL += Time.deltaTime; if (PowerL>= MaxPower){ PowerL=MaxPower; } racketLeft.speed=PowerUpspeedL; } if (Input.GetKeyUp ("a")) { PowerL = 1; racketLeft.speed=speed; } if (AI == false) { if (Input.GetKey ("right")) { PowerR += Time.deltaTime; if (PowerR >= MaxPower) { PowerR = MaxPower; } racketRight.speed = PowerUpspeedR; } if (Input.GetKeyUp ("right")) { PowerR = 1; racketRight.speed = speed; } } if (AI == true) { AI racketRight; RackRight = GameObject.Find("RacketRight"); racketRight = RackRight.GetComponent<AI>(); float distance = Mathf.Abs(RightRacket.transform.position.y- racketRight.ProjectedPos) ; //Debug.Log(racketRight.ProjectedPos); //Lets do the AI power stuff if (distance < PowerUpAIDist) { PowerR += Time.deltaTime; if (PowerR >= MaxPower) { PowerR = MaxPower; } racketRight.speed = PowerUpspeedR; } if (distance > PowerUpAIDist) { PowerR = 1; racketRight.speed = speed; } } }
// Use this for initialization void Start() { StartGame.Play (); StartingPosL = transform.position; StartingPosR = transform.position + new Vector3(240,0,0); RackLeft = GameObject.Find("RacketLeft"); racketLeft = RackLeft.GetComponent<MoveRacket>(); RackRight = GameObject.Find("RacketRight"); racketRight = RackRight.GetComponent<MoveRacket>(); }
private void Start() { moveRacket = gameObject.GetComponent <MoveRacket>(); bot = gameObject.GetComponent <Bot>(); }