void MeterDatos() { for (int i = 0; i < foo.people.cont; i++) { Bomberman temp = foo.people.getData(i); PeopleEnemy.getData(i).pID = temp.pID; PeopleEnemy.getData(i).hide = temp.getHide(); PeopleEnemy.getData(i).putBomb = temp.getPutBomb(); PeopleEnemy.getData(i).findEnemy = temp.getFindEnemy(); PeopleEnemy.getData(i).findPowerUp = temp.getFindPowerUp(); } }
/// <summary> /// Metodo que agrega un bomberman a la lista /// </summary> /// <param name="jugador">Un bomberman</param> public void addData(Bomberman jugador) { Nodo temp = new Nodo(); temp.data = jugador; if (first == null) { first = temp; last = temp; } else { last.Next = temp; last = temp; } cont++; }
// Start is called before the first frame update void Start() { bomberman = FindObjectOfType <Bomberman>(); if (bomberman.CheakDetonator()) { CanTick = true; } else { CanTick = false; } Counter = Delay; CellsToBlowRight = new List <Vector2>(); CellsToBlowLeft = new List <Vector2>(); CellsToBlowUp = new List <Vector2>(); CellsToBlowDown = new List <Vector2>(); }
// Start is called before the first frame update void Start() { Counter = Delay; Bomber = FindObjectOfType <Bomberman>(); A_Player = FindObjectOfType <AudioPlayer>(); AutoDetonate = Bomber.CheckDetonator(); CellsToBlowR = new List <Vector2>(); CellsToBlowL = new List <Vector2>(); CellsToBlowU = new List <Vector2>(); CellsToBlowD = new List <Vector2>(); if (Bomber.CheckDetonator()) { Animate = false; } else { Animate = true; } var animator = GetComponent <Animator>(); animator.SetBool("Animate", Animate); }
public override void HandleInput(InputHelper inputHelper) { if (moving) { switch (direction)//moves the player { case 0: position.X += speed; break; case 1: position.X -= speed; break; case 2: position.Y += speed; break; case 3: position.Y -= speed; break; default: break; } } if (inputHelper.IsKeyDown(right) && canMove[2])//checks if there isn't a wall next to it and moves the player. { inputTimer++; if (inputTimer == 1) { if (!moving) { lastPosition = position; direction = 0; } moving = true; } } else if (inputHelper.IsKeyDown(left) && canMove[0]) {//checks if there isn't a wall next to it and moves the player. inputTimer++; if (inputTimer == 1) { if (!moving) { lastPosition = position; direction = 1; } moving = true; } } else if (inputHelper.IsKeyDown(down) && canMove[3])//checks if there isn't a wall next to it and moves the player. { inputTimer++; if (inputTimer == 1) { if (!moving) { lastPosition = position; direction = 2; } moving = true; } } else if (inputHelper.IsKeyDown(up) && canMove[1])//checks if there isn't a wall next to it and moves the player. { inputTimer++; if (inputTimer == 1) { if (!moving) { lastPosition = position; direction = 3; } moving = true; } } else { inputTimer = 0; } if (Bomberman.Distance(position, lastPosition) >= Bomberman.Screen.X / rows) //stops the player when it reached the next tile { moving = false; inputTimer = 0; } //stops the player moving out of bounds if (position.X < Bomberman.Screen.X / rows && !moving) { position.X = 0; moving = false; } if (position.Y < Bomberman.Screen.Y / columns && !moving) { position.Y = 0; moving = false; } if (position.X < 0) { position.X = 0f; moving = false; } if (position.X > Bomberman.Screen.X - Bomberman.Screen.X / rows) { position.X = Bomberman.Screen.X - Bomberman.Screen.X / rows; moving = false; } if (position.Y < 0) { moving = false; position.Y = 0; } if (position.Y > Bomberman.Screen.Y - Bomberman.Screen.Y / columns) { position.Y = Bomberman.Screen.Y - Bomberman.Screen.Y / columns; moving = false; } for (int i = 0; i < canMove.Length; i++)//resets the ability for the player to move, this will be determined again the next round { canMove[i] = true; } }
}/// <summary> /// Constructor de la clase nodo /// </summary> /// <param name="jugador">Un bomberman</param> public Nodo(Bomberman jugador) { data = jugador; Next = null; }
// Start is called before the first frame update void Start() { player = GetComponent <Bomberman>(); }