Exemplo n.º 1
0
 public void checkValidBoundsTotalTest()
 {
     double[] bounds = new double[2];
     bounds[0] = 0;
     bounds[1] = 10;
     Assert.IsTrue(BoundsChecker.checkValidBoundsTotal(2, bounds));
 }
Exemplo n.º 2
0
        public void Initialize(Vector2 velocity, int size)
        {
            Size   = size;
            _sizes = transform.Find("Sizes");
            SetSize();

            var rb = GetComponent <Rigidbody2D>();

            rb.velocity        = velocity;
            rb.angularVelocity = BoundsChecker.GetRandomAngularVelocity();
        }
Exemplo n.º 3
0
    //When a message is received to apply the slow powerup
    public void OnReceiveSlowMessage(NetworkMessage networkMessage)
    {
        PowerupMessage slowMessage = networkMessage.ReadMessage <PowerupMessage> ();

        Debug.Log(slowMessage.x + " " + bounds[0] + "  " + bounds[1]);
        if (!BoundsChecker.checkValidBoundsTotal(slowMessage.x, bounds))
        {
            Debug.Log("Slow powerup in effect");
            activeVel = -0.2f;
            activeBlockControl.setVelocity(new Vector3(0, -0.2f, 0));
        }
    }
        private void Spawn()
        {
            if (_holder.childCount >= MaxAsteroidCount)
            {
                return;
            }

            var pos  = BoundsChecker.GetRandomPos();
            var vel  = BoundsChecker.GetRandomVelocity();
            int size = Random.Range(2, Asteroid.AsteroidTypes); // don't spawn tinies

            ForceSpawn(pos, vel, size);
        }
Exemplo n.º 5
0
    //When a message is received to end the game
    public void OnReceiveEndGameMessage(NetworkMessage networkMessage)
    {
        EndGameMessage endgame = networkMessage.ReadMessage <EndGameMessage> ();

        if (isLocalPlayer)
        {
            Debug.Log("IsLocalPlayer");
            if (BoundsChecker.checkValidBoundsTotal(endgame.x, bounds))
            {
                Instantiate(this.gameWinUI);
                this.CmdReceiveEndGameMessage(false);
            }
            else
            {
                Instantiate(this.gameOverUI);
                this.CmdReceiveEndGameMessage(true);
            }
        }
    }
Exemplo n.º 6
0
    // Update is called once per frame
    void Update()
    {
        //Only transform the local objects, othewise ignore
        if (isLocalPlayer)
        {
            if (fortuneWheelController.getState() == PowerupState.Refreshing)
            {
                powerUpPresent = false;
            }

            if (powerUpControl != null)
            {
                if (powerUpControl.getCollected())
                {
                    //Rotate according to powerup needs
                    powerUpControl.setClient(NetworkManager.singleton.client);
                    fortuneWheelController.HandlePowerup(powerUpControl);
                }
            }

            if (activeBlockControl != null)
            {
                activeBlockControl.setVelocity(new Vector3(0, activeVel, 0));

                if (BoundsChecker.checkValidBoundsLeft(activeBlock.transform, bounds[0]))
                {
                    if (moveLeft)
                    {
                        activeBlock.transform.position += new Vector3((float)-0.5, 0, 0);
                        moveLeft = false;
                    }
                }

                if (BoundsChecker.checkValidBoundsRight(activeBlock.transform, bounds[1]))
                {
                    if (moveRight)
                    {
                        activeBlock.transform.position += new Vector3((float)0.5, 0, 0);
                        moveRight = false;
                    }
                }

                if (rotate)
                {
                    if (BoundsChecker.checkValidBoundsLeft(activeBlock.transform, bounds[0]) && BoundsChecker.checkValidBoundsRight(activeBlock.transform, bounds[1]))
                    {
                        activeBlock.transform.Rotate(0, 0, -90);
                    }
                    rotate = false;
                }

                if (BoundsChecker.checkValidBoundsLeft(activeBlock.transform, bounds[0]))
                {
                    if (Input.GetKeyDown(KeyCode.LeftArrow))
                    {
                        activeBlock.transform.position += new Vector3((float)-0.5, 0, 0);
                    }
                }

                if (BoundsChecker.checkValidBoundsRight(activeBlock.transform, bounds[1]))
                {
                    if (Input.GetKeyDown(KeyCode.RightArrow))
                    {
                        activeBlock.transform.position += new Vector3((float)0.5, 0, 0);
                    }
                }

                if (Input.GetKeyDown(KeyCode.UpArrow))
                {
                    activeBlock.transform.Rotate(0, 0, -90);
                    if (!(BoundsChecker.checkValidBoundsLeft(activeBlock.transform, bounds[0]) && BoundsChecker.checkValidBoundsRight(activeBlock.transform, bounds[1])))
                    {
                        activeBlock.transform.Rotate(0, 0, 90);
                    }
                }

                if (Input.GetKeyDown(KeyCode.DownArrow) && this.activeVel != 0.2f)
                {
                    activeBlockControl.applyDownwardForce();
                }

                //Spawn block if necessary based on the status player
                if (activeBlockControl.GetSpawnNext())
                {
                    this.activeBlockControl = null;
                    this.SpawnBlock();
                }
            }
        }
    }