protected override void LoadContent(ContentManager theContentManager, GraphicsDevice theGraphicsDevice) { mPShipSprite = new PShip(); mProjectileSprite = new Projectile(); //Initialize and add the background images to the Scrolling background. You can change the //scroll area by passing in a different Viewport. The images will then scale and scroll within //that given Viewport. mScrollingBackground = new VerticallyScrollingBackground(theGraphicsDevice.Viewport); mScrollingBackground.AddBackground("Background1"); mScrollingBackground.AddBackground("Background2"); mScrollingBackground.AddBackground("Background3"); mScrollingBackground.AddBackground("Background4"); mScrollingBackground.AddBackground("Background5"); mScrollingBackground.AddBackground("Background6"); mScrollingBackground.AddBackground("Background7"); mScrollingBackground.AddBackground("Background8"); mScrollingBackground.AddBackground("Background9"); //Load the content for the Scrolling background mScrollingBackground.LoadContent(theContentManager); mProjectileSprite.LoadContent(theContentManager); mPShipSprite.LoadContent(theContentManager); }
//private Vector2 swipeDirection; private void Start() { player = GetComponent <PShip>(); lineRenderer = GetComponent <LineRenderer>(); playerGhostObj = GameObject.Instantiate(playerGhostObj, playerGhostObj.transform.position, playerGhostObj.transform.rotation); playerGhostObj.SetActive(false); }
//TODO: In an asteroid-asteroid collision, this function is being called from both asteroids, and should just be the one getting hit. private void OnCollisionEnter2D(Collision2D collision) { if (collision.gameObject.GetComponent <Asteroid>() is Asteroid) { Asteroid asteroidHit = collision.gameObject.GetComponent <Asteroid>(); asteroidHit.impactVelocity = impactVelocity; color = asteroidHit.color; asteroidHit.OnHit(); } else if (collision.gameObject.GetComponent <PShip>() is PShip) // TODO: These should take advantage of ShipBase polymorphism. { Debug.LogError("PLAYER COLLISION"); PShip _player = collision.gameObject.GetComponent <PShip>(); state = AsteroidState.Enemy; color = _player.renderer.material.color; rend.material.SetColor("_Color", color); } else if (collision.gameObject.GetComponent <EShip>() is EShip) { EShip _enemy = collision.gameObject.GetComponent <EShip>(); state = AsteroidState.Enemy; color = _enemy.renderer.material.color; rend.material.SetColor("_Color", color); } }
protected override void Start() { base.Start(); player = FindObjectOfType <PShip>(); moveSpeed = player.moveSpeed; moveLocations = new Vector2[] { new Vector2(0, -3), new Vector2(0, 3.1f), new Vector2(-6, 2.2f), new Vector2(-4.5f, -4), new Vector2(-1.8f, 0), new Vector2(1, -4) }; asteroids = GameObject.FindObjectsOfType <Asteroid>(); random = new System.Random(); }
private void Awake() { /* Enforce Singleton: */ if (_instance != null && _instance != this) { Destroy(this.gameObject); } else { _instance = this; } /* Additional intialization: */ player = FindObjectOfType <PShip>(); enemy = FindObjectOfType <EShip>(); UIManager = GetComponent <UIManager>(); turnOrder = new GameState[] { GameState.MoveTurn, GameState.BulletTurn }; asteroids = GameObject.FindObjectsOfType <Asteroid>(); }