/// <summary> /// Find the player and their friend if possible and assign them a position /// </summary> /// <param name="canv"> the canvas whose corner we want to place them on </param> protected void FindAndPlaceHuman(GameObject canv) { // Get a reference to the player if possible. if (GameObject.FindWithTag("Player") != null) { Components.Player player = GameObject.FindWithTag("Player").GetComponent <Components.Player>(); // Set position of player hardcoded, see below for how it might // work automatically Vector3 position = new Vector3(3.53f, -2.53f, 0.0f); PlaceAndStopHuman(position, player); } else { Debug.Log("No game object with name 'Player' found"); } // Get a reference to the friend if possible. if (GameObject.FindWithTag("Friend") != null) { Components.Friend friend = GameObject.FindWithTag("Friend").GetComponent <Components.Friend>(); Debug.Log("friend"); // Set position of friend hardcoded, see below for how it might // work automatically Vector3 position = new Vector3(-2.79f, -2.53f, 0.0f); PlaceAndStopHuman(position, friend); } else { Debug.Log("No game object with name 'Friend' found"); } // This is how we could get the corners of the panel // however the corners are not completely right if we use those //Vector3[] corners = new Vector3[4]; //GameObject Panel = canv.transform.Find("Panel").gameObject; ////If the child was found. //if (Panel != null) //{ // Panel.GetComponent<RectTransform>().GetWorldCorners(corners); // player.transform.position = new Vector3(Mathf.Abs(corners[0].x), -Mathf.Abs(corners[0].y), corners[0].z); // player.transform.localScale *= 2; //} //else Debug.Log("No child with the name 'Panel' attached to the canvas"); }
protected override void Update() { // Check if we collected all masks and returned them to the hospital. // If so, pause the game and show a screen telling us to get home. if (!LevelSettings.GetActiveEndLevelController().levelHasFinished&& ShowCanvasAllCollectedGetHome()) { // The player has collected all masks and brought them to the hospital. // Get a reference to the player. Components.Player player = GameObject.FindWithTag("Player").GetComponent <Components.Player>(); // Set the number of masks of the player to 0, // since he gave his masks to the hospital. player.addMasks(-player.getNumMasks()); // Pause the game PauseGame.Pause(); // Show the pause message that tells him to get home. // This canvas has a "space-to-continue"-script attached CanvasAllCollectedGetHome.SetActive(true); // Set internal bool that the player is now on its way home onWayHome = true; } base.Update(); }
public override void Initialize(List<Texture2D> charactersTexture, GraphicsDevice graphicsDevice, ConnectionTest con, Player player, int playerChar) { character = new Character(); character.Initialize(charactersTexture, playerChar, graphicsDevice); Position = new Vector2(graphicsDevice.Viewport.TitleSafeArea.X + character.Width / 2, graphicsDevice.Viewport.TitleSafeArea.Y + character.Height / 2 + graphicsDevice.Viewport.TitleSafeArea.Height / 2); previousPosition = Position; Active = true; shootDirection = 0; Health = character.Health; //Init projectile projectileTexture = charactersTexture.ElementAt(0); projectiles = new List<Projectile>(); this.player = player; oldState = Keyboard.GetState(); base.Initialize(charactersTexture, graphicsDevice, con, player, playerChar); }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here bgColor = new Color(0, 167, 254); //State of the game. GameState = STATE.InitialMenu; playerChar = 0; //Create the two players player = new Player(); enemy = new Enemy(); level = new Level(); //Create the menu initMenu = new InitialMenu(); charMenu = new CharacterSelection(); waitingMenu = new WaitingPlayersMenu(); //List for barriers; Helpers for spawning new barriers each .5 seconds barriers = new List<Barrier>(); previousBarrierSpawnTime = TimeSpan.Zero; barrierSpawnTime = TimeSpan.FromSeconds(.5f); //Barreir position bPo = new Vector2(8, 8); //Random number for the position of the new barriers (not using now) random = new Random(); //New camera object _camera = new Camera(GraphicsDevice.Viewport); //Create a connection with the server (actual: localhost) con = new ConnectionTest(); base.Initialize(); }
public void TryAddingPlayerToChampions(string name, int points) { Player newPlayer = new Player(name, this.Points); if (this.champions.Count < MinesweeperGame.ChampionsListSize) { this.champions.Add(newPlayer); } else { for (int i = 0; i < this.champions.Count; i++) { if (this.champions[i].Points < newPlayer.Points) { this.champions.Insert(i, newPlayer); this.champions.RemoveAt(this.champions.Count - 1); break; } } } }
// Initialize for Enemy public virtual void Initialize(List<Texture2D> charactersTexture, GraphicsDevice graphicsDevice, ConnectionTest con, Player player, int playerChar) { this.graphicsDevice = graphicsDevice; this.con = con; }