// Update is called once per frame void Update() { /*if(transform.position.x < screenBounds.x*2 ) * { * Destroy(obj); * }*/ //onclick destroy if (Input.touchCount > 0) { //Touch touch = Input.GetTouch(0); Vector3 objpos = obj.transform.position; //+25 -25 for (int i = 0; i < Input.touchCount; i++) { Vector3 touchPosition = Camera.main.ScreenToWorldPoint(Input.touches[i].position); if ((objpos.x - 25) <= touchPosition.x && touchPosition.x <= (objpos.x + 25) && (objpos.y - 25) <= touchPosition.y && (objpos.y + 25) <= touchPosition.y) { Destroy(obj); ScorePoints.Scoreplus1(); } //Debug.DrawLine(Vector3.zero, touchPosition, Color.red); } } //display score here }
static void Main() { Console.WriteLine("Enter a word to see the Scrabble points it is worth"); string userInput = Console.ReadLine(); ScorePoints ScorePoints = new ScorePoints(); Console.WriteLine(ScorePoints.GrabValues(userInput)); }
public void AddPoints_AddingPointsFromList_FinalPoints() { List <int> finalPoints = new List <int> { 2, 1, 2 }; ScorePoints testScorePoints = new ScorePoints(); Assert.AreEqual(5, testScorePoints.AddPoints(finalPoints)); }
public void GrabValue_LoopArrayToGetValue_totalPoints() { string userInput = "dog"; ScorePoints testScorePoints = new ScorePoints(); CollectionAssert.AreEqual(new List <int> { 2, 1, 2 }, testScorePoints.GrabValues(userInput)); }
public void NextLevel() { GameObject scoreDisplay = GameObject.Find("ScoreDisplay"); ScorePoints totalAllScores = scoreDisplay.GetComponent <ScorePoints> (); GrandScore += totalAllScores.TotalScore; GrandShots += totalAllScores.PlayerShotCount; GrandAndCount += totalAllScores.AndroidDeathCount; GrandDroCount += totalAllScores.DroneDeathCount; SceneManager.LoadScene(CurrentScene + 1); //Application.LoadLevel (CurrentScene + 1); }
//countdown till it deletes enemy gameobject IEnumerator deathTimer() { //Debug.Log ("Waitfor seconds"); yield return(new WaitForSeconds(1.5f)); //Add points to score and counter in ScorePoints.cs on GameObject scoreDisplay = GameObject.Find("ScoreDisplay"); ScorePoints addScore = scoreDisplay.GetComponent <ScorePoints> (); addScore.AddAndroidScore(); //Need to determine if android or drone and add apropriate score gameObject.SetActive(false); }
public void SetEndTimer() { //finds the reference GameObject Pathfinder = GameObject.Find("Pathfinder"); FlightPath flightPath = Pathfinder.GetComponent <FlightPath> (); //Stores the variable "TimeTillEnd" into EndTimer EndTimer = flightPath.TimeTillEnd; //Sets bool to TRUE so script can start the end timer StartEndTimer = true; GameObject scoreDisplay = GameObject.Find("ScoreDisplay"); ScorePoints scorePoints = scoreDisplay.GetComponent <ScorePoints> (); //Calls the final score function in ScorePoints.cs scorePoints.ScoreResult(); }
public Level2(DataBase db) { this.db = db; InitializeComponent(); InitializeMyComponenets(); this.FormBorderStyle = FormBorderStyle.None; timer1.Start(); ScorePoints.Text = db.Score.ToString(); HPBar.Increment(db.Life); ScorePoints.Text = db.Score.ToString(); ScorePoints.SendToBack(); ScoreLable.SendToBack(); HPBar.SendToBack(); HP.SendToBack(); ChangeHpColor(); if (Music.IsPlaying) { Music.Playlevel2(); } }
public Level3(DataBase db) { npo = new NonPlayer[25]; respawn = new Point(30, 550); this.db = db; letMe = true; right = false; left = false; playerIsMoving = false; InitializeMyComponenets(); InitializeComponent(); this.FormBorderStyle = System.Windows.Forms.FormBorderStyle.None; ScorePoints.Text = db.Score.ToString(); HPBar.Increment(db.Life); ScorePoints.Text = db.Score.ToString(); ScorePoints.SendToBack(); ScoreLable.SendToBack(); HPBar.SendToBack(); HP.SendToBack(); ChangeHpColor(); if (Music.IsPlaying) { Music.Playlevel3(); } }
void Awake() { points = GetComponent <ScorePoints>(); }
// Update is called once per frame void Update() { //Shoots and detects if it hit and returns info about what it hit on update RaycastHit hit; //Sets a point in the middle of the camera using x,y,z coordinates Vector3 rayOrigin = fpsCamera.ViewportToWorldPoint(new Vector3(0.5f, 0.5f, 0)); //checks left mouse button is down and checks if enough time has passed since last shot if (PlayerMovement.shipMovement.activateControls == true) { //MOUSE SUPPORT, AND DEBUGGING //if (Input.GetButtonDown ("Fire1") && Time.time > nextFireTime) { //XBox Controller support, if the right trigger is used at all, this condition is met if (Input.GetAxis("RightTrigger") > 0 && Time.time > nextFireTime) { //timer so player can't spam the fire button nextFireTime = Time.time + fireRate; //Counter in ScorePoints class to keep track of how many shots fired GameObject scoreDisplay = GameObject.Find("ScoreDisplay"); ScorePoints scorePoints = scoreDisplay.GetComponent <ScorePoints> (); scorePoints.AddPlayerShot(); //Rayorigin where we are casting from //fps.forwars where we are casting towards //Out to get additional info and store it. passes data as reference and stores it in variable //Range range till we are casting the raycast if (Physics.Raycast(rayOrigin, fpsCamera.transform.forward, out hit, range)) { //Uses hit to see what we hit and check for what action can be performed with that object IDamageable dmgScript = hit.collider.gameObject.GetComponent <EnemyHealth> (); //Checks for damage script if (dmgScript != null) { //Passes damage and where the damage happened dmgScript.Damage(damage, hit.point); } //Michael- I commented out the force on hit to protect the player's frame, //also idk if we want to push over the enemies // if (hit.rigidbody != null) { // //Adds force away from the face the the object was hit(if it has a rigidbody) // hit.rigidbody. AddForce (-hit.normal * 100f); // } //Start drawing of our line lineRenderer.SetPosition(0, gunEnd.position); //End of line lineRenderer.SetPosition(1, hit.point); //Creates particles at hit.point //Instantiate (hitParticles, hit.point, Quaternion.identity); } //When button pressed down it calls function StartCoroutine(ShotEffect()); } } }