private void StartGame() { // showing interstitial if (lastAddsTime + gameSettings.interstitialShowingDelay < Time.realtimeSinceStartup) { AdsManager.ShowInterstitial(interstitialType); lastAddsTime = Time.realtimeSinceStartup; } reviveUsed = false; firstStageCompleted = false; currentItemsAbsorbed = 0; currentLevel = GameSettingsPrefs.Get <int>("current level"); levelState = LevelState.First; LevelController.instance.LoadLevel(currentLevel); UIController.instance.InitLevel(currentLevel); CameraController.instance.InitCameraOnFirstStage(); ColorsController.SetRandomPreset(); GroundGenerator.InitPlayground(); waitingForTap = true; // ads bannerType = AdsManager.GetBannerType(); interstitialType = AdsManager.GetInterstitialType(); rewardedVideoType = AdsManager.GetRewardedVideoType(); AdsManager.RequestInterstitial(interstitialType); AdsManager.RequestRewardBasedVideo(rewardedVideoType); AdsManager.ShowBanner(bannerType); }
void Start() { gg = GameObject.FindGameObjectWithTag("GroundGenerator").GetComponent <GroundGenerator>(); player = GameObject.FindGameObjectWithTag("Player"); enemies = GameObject.FindGameObjectsWithTag("Enemy").ToList(); random = new System.Random(); }
// Start is called before the first frame update void Start() { //return; Time.timeScale = 1f; DB = gameObject.GetComponent <DatabaseController>().LoadDB(); CanvasObj = GameObject.Find("Canvas"); NearInteractablePrompt = GameObject.Find("Canvas/PROMPT"); ShopMenu = GameObject.Find("Canvas/SHOPMENU"); ShopMenu.SetActive(false); GG = GameObject.Find("GroundGenerator").GetComponent <GroundGenerator>(); GG.NewMap(); Player = GameObject.Find("Player"); Shop = GameObject.FindObjectOfType <ShopBehaviour>().gameObject; Shop.GetComponent <ShopBehaviour>().ShuffleStock(); Clock = GameObject.Find("Canvas/CLOCK"); HelpMenu = GameObject.Find("Canvas/HELPMENU"); HelpMenu.SetActive(false); PauseMenu = GameObject.Find("Canvas/PAUSEMENU"); PauseMenu.SetActive(false); }
void AddGenerators(List <IGenerator> generators) { LevelInfo levelInfo = new LevelInfo(); levelInfo.columns = columns; levelInfo.rows = rows; levelInfo.playerHeight = playerHeight; levelInfo.maxJumpHeight = maxJumpHeight; levelInfo.maxJumpLength = maxJumpLength; levelInfo.minGroundHeight = minGroundHeight; levelInfo.minGroundLength = minGroundLength; levelInfo.maxGroundLength = maxGroundLength; levelInfo.gapProbability = gapProbability; levelInfo.steepProbability = steepProbability; levelInfo.blockProbability = blockProbability; GroundGenerator groundGenerator = new GroundGenerator(levelInfo); ObstacleGenerator obstacleGenerator = new ObstacleGenerator(levelInfo); BlockGenerator blockGenerator = new BlockGenerator(levelInfo); ItemGenerator itemGenerator = new ItemGenerator(levelInfo); generators.Add(groundGenerator); generators.Add(obstacleGenerator); generators.Add(blockGenerator); generators.Add(itemGenerator); }
void Start() { player = GameObject.FindGameObjectWithTag("Player"); gg = GameObject.FindGameObjectWithTag("GroundGenerator").GetComponent <GroundGenerator>(); newPosition = transform.position; playerX = player.transform.position.x; }
private void Update() { if (!isTouchActive) { return; } if (Input.GetMouseButtonDown(0)) { prevPosition = Input.mousePosition; targetPosition = holeTransform.position; } if (Input.GetMouseButton(0)) { Vector3 touchDelta = Input.mousePosition - prevPosition; // screen touch delta Vector3 positionDelta = touchDelta * pixelToPlayground * touchSens; // world touch delta positionDelta = new Vector3(positionDelta.x, 0f, positionDelta.y * heightToWidthCoef); // normalized world delta targetPosition = targetPosition + positionDelta; // target position targetPosition = new Vector3(Mathf.Clamp(targetPosition.x, leftBound, rightBound), 0f, Mathf.Clamp(targetPosition.z, bottomBound + stageOffsetZ, topBound + stageOffsetZ)); // clamped to playground bounds holeTransform.position = Vector3.Lerp(holeTransform.position, targetPosition, 0.3f); // lerped position GroundGenerator.UpdateGround(); prevPosition = Input.mousePosition; } }
// Use this for initialization void Start() { me = this; box = GetComponent <BoxCollider2D>(); rb = GetComponent <Rigidbody2D>(); tex = new Texture2D(groundWidth, groundHeight); tiles = new int[groundWidth, groundHeight]; newTiles = new int[groundWidth, groundHeight]; tileObjects = new GameObject[groundWidth, groundHeight]; trickleCounters = new int[2]; generateMapData(); CA(); shrinePass(); cleanupTiles(); trickled = false; if (Master.me.numShrines == 0) { spawnShrine(Random.Range(6, groundWidth - 6), Random.Range(6, 20)); } wall1.transform.position = new Vector3(0, transform.position.y, transform.position.z); wall2.transform.position = new Vector3(groundWidth, transform.position.y, transform.position.z); wall3.transform.position = new Vector3(groundWidth / 2, 0, transform.position.z); setPlayerPos(); }
void Start() { em = this.GetComponent <EventsManager> (); msgBox = Instantiate <MessagesBox>(msgBox); map = ground.GetComponent <GroundGenerator> (); eggs = new List <Egg> (); teams = new List <Team> (); functions = new Dictionary <string, System.Action <string> > (); functions.Add("BIENVENUE", ft_bienvenue); functions.Add("msz", ft_mapsize); functions.Add("bct", ft_content_map); functions.Add("tna", ft_team_name); functions.Add("pnw", ft_new_player); functions.Add("ppo", ft_player_position); functions.Add("plv", ft_player_level); functions.Add("pin", ft_player_inventory); functions.Add("pex", ft_player_expulse); functions.Add("pbc", ft_player_broadcast); functions.Add("pic", ft_player_incantation); functions.Add("pie", ft_player_end_incantation); functions.Add("pfk", ft_player_lays); functions.Add("pdr", ft_player_vomit); functions.Add("pgt", ft_player_picks); functions.Add("pdi", ft_player_died); functions.Add("enw", ft_new_egg_pos); functions.Add("eht", ft_egg_born); functions.Add("edi", ft_egg_died); functions.Add("ebo", ft_player_replaces_egg); functions.Add("sgt", timeUnit); functions.Add("seg", ft_end); functions.Add("smg", recMessage); functions.Add("suc", unknownCommand); functions.Add("sbp", badArgs); }
private void Awake() { instance = this; holeHalf = HOLE_DIAMETER * 0.5f; instance.InitGroundMesh(); instance.IntitBackSea(); }
// Start is called before the first frame update void Start() { instance = this; Vector3 spawnPosition = startPoint.position; int tilesWithNoObstaclesTmp = tilesWithoutObstacles; for (int i = 0; i < tilesToPreSpawn; i++) { spawnPosition -= tilePrefab.startPoint.localPosition; Platform spawnedTile = Instantiate(tilePrefab, spawnPosition, Quaternion.identity) as Platform; if (tilesWithNoObstaclesTmp > 0) { spawnedTile.DeactivateAllObstacles(); tilesWithNoObstaclesTmp--; } else { spawnedTile.ActivateRandomObstacle(); } spawnPosition = spawnedTile.endPoint.position; spawnedTile.transform.SetParent(transform); spawnedTiles.Add(spawnedTile); } }
// Use this for initialization void Start() { Instance = this; manager = Manager.Instance; List <Vector2> voidCoords = new List <Vector2> (); List <Vector2> waterCoords = new List <Vector2> (); List <Vector2> grassCoords = new List <Vector2> (); Vector2[] patches = new Vector2[manager.Width * manager.Height]; for (int z = 0; z < manager.Height; z++) { for (int x = 0; x < manager.Width; x++) { patches [z * manager.Width + x] = new Vector2(x, z); } } patches = patches.OrderBy(item => manager.Randomizer.Next()).ToArray(); int voidCount = patches.Length * VoidPercentage / 100; int waterCount = (patches.Length - voidCount) * WaterPercentage / 100; for (int i = 0; i < voidCount; i++) { voidCoords.Add(patches [i]); } for (int i = voidCount, sz = voidCount + waterCount; i < sz; i++) { waterCoords.Add(patches [i]); } for (int i = voidCount + waterCount, sz = patches.Length; i < sz; i++) { grassCoords.Add(patches [i]); } for (int z = 0; z < manager.Height; z++) { for (int x = 0; x < manager.Width; x++) { GameObject tmp; if (voidCoords.Contains(new Vector2(x, z))) { tmp = Instantiate(VoidPrefab, new Vector3(x, 0, z), Quaternion.identity, transform); VoidList.Add(tmp); } else if (waterCoords.Contains(new Vector2(x, z))) { tmp = Instantiate(WaterPrefab, new Vector3(x, 0, z), Quaternion.identity, transform); WaterList.Add(tmp); } else { tmp = Instantiate(GrassPrefab, new Vector3(x, 0, z), Quaternion.identity, transform); GrassList.Add(tmp); } Manager.Instance.Patches [x, z] = tmp; } } time = Time.time; }
public override void Start() { gm = Object.FindObjectOfType <GameManager>(); ground = gm.GetComponent <GroundGenerator>(); aStar = gm.GetComponent <AStarPathfinding>(); wanderEditor = editorNode as WanderEditor; btree = go.GetComponent <BTreeExecutor>().btRuntime; btree.btRuntimeParams.boolParams["WanderingEnabled"] = true; }
public override void Start() { GameManager gm = Object.FindObjectOfType <GameManager>(); ground = gm.GetComponent <GroundGenerator>(); aStar = gm.GetComponent <AStarPathfinding>(); btree = go.GetComponent <BTreeExecutor>().btRuntime; }
public void GenerateNbackInGrid(Grid grid, TerrainChunk tc, GroundGenerator ggen) { int difficulty = navigationDifficulty; int scale = 10; // Generate beginning so character doesnt fall if (generateCount == 0) { for (int i = 0; i < 5; ++i) { ggen.GenerateGround (i, 0, grid, tc); ggen.GenerateGround (i, 7, grid, tc); } } ++generateCount; // Entry for prototype platforms generation if (platforms) { GenerateNbackInGridPlatforms(grid, tc, ggen); return; } // Generate Nback collectibles int x = lastGridOffset; for ( ; x < grid.numCellsX; x += rate) { int rand = Random.Range(0, 2); int y = rand == 0 ? 1 : 6; Transform h = GenerateNbackObjectInGrid(x, y, grid, tc); } // Generate ground and potholes for (int i = 0; i < grid.numCellsX; ++i) { // For floor // Generate ground (NOT pothole) by scale and difficulty if (grid.containsObject(i, 0)) { Debug.Log ("Grid Contains at: " + i); continue; } int cap = Mathf.Min (4, grid.numCellsX - i + 1); int roll = Random.Range (1, cap); while (!ggen.GenerateWideGround(i, 0, roll, grid, tc)) { roll = Random.Range (1, 4); } // int rand = Random.Range(0, 100); // if (rand > difficulty * scale) { // ggen.GenerateGround (i, 0, grid, tc); // } // // // For Ceiling // rand = Random.Range(0, 100); // if (rand > difficulty * scale) { // //ggen.GenerateGround (i, 7, grid, tc); // } } lastGridOffset = x - grid.numCellsX; }
public override void OnInspectorGUI() { DrawDefaultInspector(); if (GUILayout.Button("Generate")) { GroundGenerator theBigG = (GroundGenerator)target; theBigG.Generate(); } }
public override void OnInspectorGUI() { base.OnInspectorGUI(); GroundGenerator generator = (GroundGenerator)target; if (GUILayout.Button("Generate island")) { generator.GenerateIsland(); } if (GUILayout.Button("Randomize tiles")) { generator.EditorGenerate(10, 10); } }
// Use this for initialization void Start() { playerController = Player.GetComponent <PlayerController> (); groundGenerator = Ground.GetComponent <GroundGenerator> (); hiscore = loadHiScore(); createInitialStructure(); CheckpointText.enabled = false; GameOverText.enabled = false; PlayAgainButton.gameObject.SetActive(false); HiScoreImage.enabled = false; DifficultyText.text = "Difficulty: Easy"; DifficultyText.color = Color.green; }
private IEnumerator MoveHoleToNextStage(Transform holeTransform) { TouchController.instance.Deactivate(); DeactivateFirstStageObstacles(); OpenGates(); float playgroundCenter = GroundGenerator.PlaygroundCenter; WaitForFixedUpdate delay = new WaitForFixedUpdate(); while (Mathf.Abs(holeTransform.position.x - playgroundCenter) > 0.01f) { holeTransform.position = Vector3.MoveTowards(holeTransform.position, holeTransform.position.SetX(playgroundCenter), 2f * Time.fixedDeltaTime); GroundGenerator.UpdateGround(); yield return(delay); } HoleBehabiour.EnableAroundHoleMesh(); holeTransform.position = holeTransform.position.SetX(playgroundCenter); float nextStageStartZ = GroundGenerator.PLAYGROUND_HEIGHT + GroundGenerator.GROUNDS_OFFSET + GroundGenerator.HOLE_INITIAL_OFFSET_Z; CameraController.instance.MoveToSecondStage(); GroundGenerator.stopVerticalMeshGen = true; while (Mathf.Abs(holeTransform.position.z - nextStageStartZ) > 0.01f) { holeTransform.position = Vector3.MoveTowards(holeTransform.position, holeTransform.position.SetZ(nextStageStartZ), 4f * Time.fixedDeltaTime); GroundGenerator.UpdateGround(); GroundGenerator.UpdateConnectingPath(); yield return(delay); } ActivateFirstStageObstacles(); HoleBehabiour.DisableAroundHoleMesh(); GameController.OnSecondStageReached(); GroundGenerator.stopVerticalMeshGen = false; GroundGenerator.RecalculateNormals(); GroundGenerator.UpdateGround(); }
// Entry for prototype platforms generation public void GenerateNbackInGridPlatforms(Grid grid, TerrainChunk tc, GroundGenerator ggen) { int x = lastGridOffset; int topY = grid.numCellsY - 2; int midY = topY / 2; for ( ; x < grid.numCellsX; x += rate) { int roll = Random.Range (0, 4); int placement = roll == 0 ? 1 : (roll == 1 ? midY + 1: topY + 1); Transform h = GenerateNbackObjectInGrid(x, placement, grid, tc); } lastGridOffset = x - grid.numCellsX; for (int y = 0; y <= grid.numCellsY; ++y) { ggen.GenerateGround(y, topY, grid, tc); ggen.GenerateGround(y, midY, grid, tc); ggen.GenerateGround(y, 0, grid, tc); } return; }
private void Awake() { if (instance == null) { instance = this; } else { this.enabled = false; } gr = GetComponent <Ground>(); spawnPosTransform = transform.Find("SpawnPos"); prevChunk = Instantiate(chunkPref, Vector3.zero, Quaternion.identity, transform).transform; for (int i = 0; i < gr.chunksInScene - 1; i++) { GenerateNewChunk(); } }
public void GenerateNbackInGrid(Grid grid, TerrainChunk tc, GroundGenerator ggen) { int difficulty = navigationDifficulty; int scale = 10; // Generate beginning so character doesnt fall if (generateCount == 0) { for (int i = 0; i < 5; ++i) { //ggen.GenerateGround (i, 0, grid, tc); //ggen.GenerateGround (i, 7, grid, tc); } } ++generateCount; // Entry for prototype platforms generation if (platforms) { GenerateNbackInGridPlatforms(grid, tc, ggen); return; } // Generate Nback collectibles int x = lastGridOffset; for ( ; x < grid.numCellsX; x += rate) { int rand = Random.Range(0, 2); int y = rand == 0 ? 1 : 6; //int y = 1; Transform h = GenerateNbackObjectInGrid(x, y, grid, tc); } ggen.GenerateGrounds(grid, tc, 0, false, 60); ggen.GenerateGrounds(grid, tc, 7, true); lastGridOffset = x - grid.numCellsX; }
// Use this for initialization void Start() { gameMngr = FindObjectOfType(typeof(PopzGameManager)) as PopzGameManager; // Set up references to object generators and grid grid = GameObject.FindGameObjectWithTag("Grid").GetComponent <Grid> (); platformGen = GameObject.FindGameObjectWithTag("PlatformGen").GetComponent <PlatformGenerator> (); collectibleGen = GameObject.FindGameObjectWithTag("CollectibleGen").GetComponent <CollectibleGenerator> (); groundGen = GameObject.FindGameObjectWithTag("GroundGen").GetComponent <GroundGenerator> (); nbackGen = FindObjectOfType(typeof(NbackGenerator)) as NbackGenerator; player = GameObject.FindGameObjectWithTag("Player").GetComponent <Player> (); // Position generator and box collider Vector3 bottomLeft = Camera.main.ScreenToWorldPoint(new Vector3(0f, 0f, 0f)); Vector3 topRight = Camera.main.ScreenToWorldPoint(new Vector3(Camera.main.pixelWidth, Camera.main.pixelHeight, 0f)); bottomLeft.y = Camera.main.GetComponent <FixedHeight> ().height - (topRight.y - bottomLeft.y) / 2f; BoxCollider2D boxCol = gameObject.GetComponent <BoxCollider2D> (); float boxHeight = topRight.y - bottomLeft.y; float boxWidth = 1f; boxCol.size = new Vector2(boxWidth, boxHeight); boxCol.offset = new Vector2(-boxWidth, boxHeight / 2f); transform.position = new Vector3(bottomLeft.x, bottomLeft.y, 0f); BoxCollider2D chunkBoxCol = terrainChunk.GetComponent <BoxCollider2D> (); float chunkBoxWidth = 2f * ((float)grid.numCellsX) * grid.cellSizeX; float chunkBoxHeight = topRight.y - bottomLeft.y; chunkBoxCol.size = new Vector2(chunkBoxWidth, chunkBoxHeight); chunkBoxCol.offset = new Vector2(chunkBoxWidth / 2f, chunkBoxHeight / 2f); chunkBoxCol.isTrigger = true; genPlants = false; genPlatforms = false; //Debug.Log (transform.position); GenerateTerrain(transform.position); }
private void OnTriggerEnter(Collider other) { if (other.gameObject.CompareTag("Obstacle")) { if (!invincibleMode) { GroundGenerator ground = GameObject.Find("GroundGenerator").GetComponent <GroundGenerator>(); effectSource.PlayOneShot(bumpEffect); ground.lostTheGame(); } else { other.gameObject.SetActive(false); } } if (other.gameObject.CompareTag("Star")) { GroundGenerator ground = GameObject.Find("GroundGenerator").GetComponent <GroundGenerator>(); ground.invincibleMode = true; invincibleMode = true; rend.material = speedMat; effectSource.PlayOneShot(starEffect); if (!speedMusic.isPlaying) { speedMusic.volume = 1; speedMusic.Play(); mainMusic.volume = 0; } other.gameObject.SetActive(false); invincibleStart = Time.time; } if (other.gameObject.CompareTag("Food")) { GroundGenerator ground = GameObject.Find("GroundGenerator").GetComponent <GroundGenerator>(); ground.score++; effectSource.PlayOneShot(feedEffect); other.gameObject.SetActive(false); } }
// Entry for prototype platforms generation public void GenerateNbackInGridPlatforms(Grid grid, TerrainChunk tc, GroundGenerator ggen) { int x = lastGridOffset; int topY = grid.numCellsY - 2; int midY = topY / 2; for ( ; x < grid.numCellsX; x += rate) { int roll = Random.Range(0, 4); int placement = roll == 0 ? 1 : (roll == 1 ? midY + 1: topY + 1); Transform h = GenerateNbackObjectInGrid(x, placement, grid, tc); } lastGridOffset = x - grid.numCellsX; for (int y = 0; y <= grid.numCellsY; ++y) { ggen.GenerateGround(y, topY, grid, tc); ggen.GenerateGround(y, midY, grid, tc); ggen.GenerateGround(y, 0, grid, tc); } return; }
void Start() { groundGen = GameObject.Find("GAME_MANAGER").GetComponent<GroundGenerator>(); }
void Awake() { groundGenerator = GetComponent <GroundGenerator>(); groundGenerator.GenerateLevel(); }
// Update is called once per frame void Update() { if (invincibleMode) { if (Time.time - invincibleStart >= invicibleTimeMax) { invincibleMode = false; rend.material = normalMat; speedMusic.Stop(); speedMusic.volume = 0; mainMusic.volume = 0.5f; GroundGenerator ground = GameObject.Find("GroundGenerator").GetComponent <GroundGenerator>(); ground.invincibleMode = false; } } if (Input.touchCount > 0) { Touch t = Input.GetTouch(0); if (t.phase == TouchPhase.Began) { isSwipping = true; touchOriginPos = t.position; } if (t.phase == TouchPhase.Ended || t.phase == TouchPhase.Canceled) { isSwipping = false; } //Vector2 deltaPos = new Vector2(t.deltaPosition.x / 1000000000, 0); //slideSnake(deltaPos); } if (isSwipping && Input.touchCount > 0) { Vector2 currentPos = Input.touches[0].position; Vector2 deltaPos = new Vector2(currentPos.x - touchOriginPos.x, 0); slideSnake(deltaPos); touchOriginPos = currentPos; } if (Input.GetMouseButtonDown(0)) { isTouching = true; touchOriginPos = Input.mousePosition; } if (Input.GetMouseButtonUp(0)) { isTouching = false; } if (isTouching) { Vector2 currentPos = Input.mousePosition; Vector2 deltaPos = new Vector2(currentPos.x - touchOriginPos.x, 0); slideSnake(deltaPos); touchOriginPos = currentPos; } if (GetComponent <Transform>().position.y <= -2) { GroundGenerator ground = GameObject.Find("GroundGenerator").GetComponent <GroundGenerator>(); ground.lostTheGame(); } }
// Start is called before the first frame update void Start() { player = FindObjectOfType <PlayerControls>(); groundGenerator = FindObjectOfType <GroundGenerator>(); }
void Awake() { generator = FindObjectOfType <GroundGenerator>(); }
public void AddGround(GameObject gameObject) { GroundGenerator ground = new GroundGenerator(); ground.Generate(gameObject); }
void Start() { groundGen = GameObject.FindGameObjectWithTag("GroundGenerator").GetComponent <GroundGenerator>(); }
public void Regenerate() { if (generatorInstance) { generatorInstance.Clear(); DestroyImmediate(generatorInstance); } generatorInstance = Instantiate(generator); Vector2Int worldSize = generatorInstance.GetWorldSize(); generatorSpec = new HoleGroundGenerator(stoneTile, new List <Rect> { new Rect(16, worldSize.y - 32, 32, 32), new Rect(15, worldSize.y - 31, 34, 32), new Rect(14, worldSize.y - 30, 36, 32), new Rect(14, worldSize.y - 30, 36, 32), InvertRectY(new Rect(42, 32, 5, 6)), InvertRectY(new Rect(26, 36, 18, 2)), InvertRectY(new Rect(12, 38, 18, 4)), InvertRectY(new Rect(12, 38, 2, 10)), InvertRectY(new Rect(12, 48, 30, 10)), InvertRectY(new Rect(42, 48, 10, 2)), InvertRectY(new Rect(52, 48, 2, 14)), InvertRectY(new Rect(42, 60, 10, 2)), InvertRectY(new Rect(26, 60, 16, 2)), InvertRectY(new Rect(12, 60, 16, 8)), InvertRectY(new Rect(10, 60, 2, 20)), InvertRectY(new Rect(12, 79, 2, 1)), InvertRectY(new Rect(14, 79, 20, 10)), InvertRectY(new Rect(34, 79, 4, 2)), InvertRectY(new Rect(36, 81, 2, 30)), InvertRectY(new Rect(10, 93, worldSize.x - 20, 29)), }, new Vector2Int(18, worldSize.y - 29), new List <HoleGroundGenerator.CustomGenerator> { (seed, position) => { Rect[] boulders = new Rect[] { new Rect(14, 40, 2, 2), new Rect(20, 40, 2, 2), new Rect(26, 40, 2, 2), new Rect(12, 50, 2, 8), new Rect(14, 52, 2, 6), new Rect(16, 54, 2, 4), new Rect(18, 56, 2, 2), new Rect(22, 52, 2, 2), new Rect(26, 52, 2, 2), new Rect(30, 52, 2, 2), new Rect(34, 52, 2, 2), new Rect(38, 52, 2, 2), new Rect(42, 52, 2, 2), new Rect(26, 64, 2, 4), new Rect(24, 66, 2, 2), new Rect(20, 67, 2, 1), new Rect(16, 67, 2, 1), new Rect(12, 67, 2, 1), new Rect(14, 82, 2, 7), new Rect(24, 85, 2, 2), new Rect(28, 83, 2, 2), }; foreach (Rect boulder in boulders) { if (InvertRectY(boulder).Contains(position)) { return(stoneTile); } } Rect[] lavaSpots = new Rect[] { new Rect(31, 32, 10, 3), new Rect(50, 62, 2, 2), new Rect(46, 62, 2, 2), new Rect(42, 62, 2, 2), new Rect(38, 62, 2, 2), new Rect(34, 62, 2, 2), new Rect(30, 62, 2, 2), new Rect(22, 68, 2, 2), new Rect(18, 68, 2, 2), new Rect(14, 68, 2, 2), new Rect(16, 89, 18, 2) }; foreach (Rect lava in lavaSpots) { if (InvertRectY(lava).Contains(position)) { return(lavaTile); } } if ((position.x == 17 || position.x == 18) && (position.y == worldSize.y - 32 || position.y == worldSize.y - 31)) { return(moveInstructionTile); } if ((position.x == 21 || position.x == 22) && (position.y == worldSize.y - 32 || position.y == worldSize.y - 31)) { return(jumpInstructionTile); } if ((position.x == 25 || position.x == 26) && (position.y == worldSize.y - 32 || position.y == worldSize.y - 31)) { return(shootInstructionTile); } if ((position.x >= 29 && position.x <= 30) && (position.y >= (worldSize.y - 32) && position.y <= (worldSize.y - 31))) { return(stoneTile); } return(null); } }); generatorInstance.Generate(0, generatorSpec); }
public void GenerateNbackInGrid(Grid grid, TerrainChunk tc, GroundGenerator ggen) { //Called from Terrainen int difficulty = navigationDifficulty; int scale = 10; // Generate beginning so character doesnt fall if (generateCount == 0) { for (int i = 0; i < 5; ++i) { //ggen.GenerateGround (i, 0, grid, tc); //ggen.GenerateGround (i, 7, grid, tc); } } ++generateCount; //Entry for prototype platforms generation /*if (platforms) { GenerateNbackInGridPlatforms(grid, tc, ggen); return; }*/ // Generate Nback collectibles on floor,ceiling, and random int x = lastGridOffset; int y = 3; for ( ; x < grid.numCellsX; x += rate) { int rand = Random.Range(0, 2); //int y = rand == 0 ? 1 : 6; if(timer >= 0f && timer < 40f){ y = 3; } else if (timer >= 40f && timer < 80f) { y = 5; } else if (timer >= 80f && timer < 120f) { y = 6; } else if (timer >= 120f && timer < 240f) { y = 1; } else if (timer >= 240f && timer < 280) { y = rand == 0 ? 1 : 5; } else if ((timer >= 280f && timer < 320f) || (timer >= 360f && timer < 480f)) { y = rand == 0 ? 1 : 6; } else if ((timer >= 320f && timer < 360f) || timer >= 480f) { y = rand == 0 ? 1 : 4; } // Used to create empty space between levels and updates current level int emptyspace = 0; if(timer >= 120 && timer < 125){ currentLevel = 2; emptyspace = 1; }else if(timer >= 240 && timer < 245){ currentLevel = 3; emptyspace = 1; }else if(timer >= 360 && timer < 365){ currentLevel = 4; emptyspace = 1; }else if(timer >= 480 && timer < 485){ currentLevel = 5; emptyspace = 1; }else if(timer >= 0 && timer < 120){ currentLevel = 1; emptyspace = 0; }else{ emptyspace = 0; } if(emptyspace == 0){ Transform h = GenerateNbackObjectInGrid(x, y, grid, tc); } } //GenerateGround ggen.GenerateGrounds (grid, tc, 0, false); //Generate Ceilings depending on timer if ((timer >= 0 && timer < 40) || (timer >= 200f && timer < 240f) || (timer >= 320f && timer < 360f) || timer >= 480f) { ggen.GenerateGrounds (grid, tc, 5, true); } else if ((timer >= 40f && timer < 80f) || (timer >= 160f && timer < 200f) || (timer >= 240f && timer < 280f)) { ggen.GenerateGrounds (grid, tc, 6, true); } else if ((timer >= 80f && timer < 160f) || (timer >= 280f && timer < 320f) || (timer >= 360f && timer < 480f)) { ggen.GenerateGrounds (grid, tc, 7, true); } lastGridOffset = x - grid.numCellsX; }
// Use this for initialization void Start() { gameMngr = FindObjectOfType (typeof(PopzGameManager)) as PopzGameManager; // Set up references to object generators and grid grid = GameObject.FindGameObjectWithTag ("Grid").GetComponent<Grid> (); platformGen = GameObject.FindGameObjectWithTag ("PlatformGen").GetComponent<PlatformGenerator> (); collectibleGen = GameObject.FindGameObjectWithTag ("CollectibleGen").GetComponent<CollectibleGenerator> (); groundGen = GameObject.FindGameObjectWithTag ("GroundGen").GetComponent<GroundGenerator> (); nbackGen = FindObjectOfType (typeof(NbackGenerator)) as NbackGenerator; player = GameObject.FindGameObjectWithTag ("Player").GetComponent<Player> (); // Position generator and box collider Vector3 bottomLeft = Camera.main.ScreenToWorldPoint (new Vector3 (0f, 0f, 0f)); Vector3 topRight = Camera.main.ScreenToWorldPoint (new Vector3 (Camera.main.pixelWidth, Camera.main.pixelHeight, 0f)); bottomLeft.y = Camera.main.GetComponent<FixedHeight> ().height - (topRight.y - bottomLeft.y)/2f; BoxCollider2D boxCol = gameObject.GetComponent<BoxCollider2D> (); float boxHeight = topRight.y - bottomLeft.y; float boxWidth = 1f; boxCol.size = new Vector2 (boxWidth, boxHeight); boxCol.offset = new Vector2 (-boxWidth, boxHeight / 2f); transform.position = new Vector3(bottomLeft.x, bottomLeft.y, 0f); BoxCollider2D chunkBoxCol = terrainChunk.GetComponent<BoxCollider2D> (); float chunkBoxWidth = 2f * ((float) grid.numCellsX) * grid.cellSizeX; float chunkBoxHeight = topRight.y - bottomLeft.y; chunkBoxCol.size = new Vector2 (chunkBoxWidth, chunkBoxHeight); chunkBoxCol.offset = new Vector2 (chunkBoxWidth/2f, chunkBoxHeight/2f); chunkBoxCol.isTrigger = true; genPlants = false; genPlatforms = false; GenerateTerrain (transform.position); }
public void Awake() { instance = this; }
void Start() { em = this.GetComponent<EventsManager> (); msgBox = Instantiate<MessagesBox>(msgBox); map = ground.GetComponent<GroundGenerator> (); eggs = new List<Egg> (); teams = new List<Team> (); functions = new Dictionary<string, System.Action<string>> (); functions.Add ("BIENVENUE", ft_bienvenue); functions.Add("msz", ft_mapsize); functions.Add("bct", ft_content_map); functions.Add("tna", ft_team_name); functions.Add("pnw", ft_new_player); functions.Add("ppo", ft_player_position); functions.Add("plv", ft_player_level); functions.Add("pin", ft_player_inventory); functions.Add("pex", ft_player_expulse); functions.Add("pbc", ft_player_broadcast); functions.Add("pic", ft_player_incantation); functions.Add("pie", ft_player_end_incantation); functions.Add("pfk", ft_player_lays); functions.Add("pdr", ft_player_vomit); functions.Add("pgt", ft_player_picks); functions.Add("pdi", ft_player_died); functions.Add("enw", ft_new_egg_pos); functions.Add("eht", ft_egg_born); functions.Add("edi", ft_egg_died); functions.Add("ebo", ft_player_replaces_egg); functions.Add("sgt", timeUnit); functions.Add("seg", ft_end); functions.Add("smg", recMessage); functions.Add("suc", unknownCommand); functions.Add("sbp", badArgs); }