Exemplo n.º 1
0
    private void SpawnPlayer()
    {
        GameObject playerInstance = Instantiate(player);

        dungeonCamera.GetComponent <CameraFollow>().player = playerInstance;
        _clsPlayerSpriteManager = playerInstance.GetComponent <PlayerSpriteManager>();
        _clsPlayerController    = playerInstance.GetComponent <PlayerController>();
    }
 void Awake()
 {
     //Get All Classes
     if (playerSpriteManager == null)
     {
         playerSpriteManager = GetComponent <PlayerSpriteManager>();
     }
 }
Exemplo n.º 3
0
 public void Initialize(DungeonController dungeonController, int firstDirection, float speed, GameObject[,] tiles, Transform player, PlayerController playerController, PlayerSpriteManager playerSpriteManager)
 {
     _clsDungeonController   = dungeonController;
     _clsPlayerController    = playerController;
     _clsPlayerSpriteManager = playerSpriteManager;
     _tiles          = tiles;
     _firstDirection = firstDirection;
     _speed          = speed;
     _player         = player;
 }
    // Use this for initialization
    protected void Awake()
    {
        mainCamera = GameObject.FindGameObjectsWithTag("MainCamera")[0].GetComponent<CameraScript>();
        background = GameObject.FindGameObjectsWithTag("background")[0];

        playerColl = this.gameObject.GetComponent<Collider2D>();
        spriteManager = this.gameObject.GetComponent<PlayerSpriteManager>();
        movementManager = this.gameObject.GetComponent<PlayerMovementManager>();

        audioManager = AudioManager.GetInstance();

        interruptMeditationFrames = 0;

        /* Detect which playform the user is playing on
        string[] desktopPlatforms = {"OSXEditor", "OSXPlayer", "WindowsPlayer", "OSXWebPlayer",
        "OSXDashboardPlayer", "WindowsWebPlayer", "WindowsEditor"};
        if (System.Array.IndexOf(desktopPlatforms, Application.platform) == -1) {
            onMobile = false;
        }
        else{
            onMobile = true;
        }*/
    }
Exemplo n.º 5
0
        /// <summary>
        /// Load graphics content for the game
        /// </summary>
        public override void LoadContent()
        {
            if (content == null)
            {
                content = new ContentManager(ScreenManager.Game.Services, "Content");
            }

            // Define the fonts
            gameFont  = ScreenManager.Font;
            smallFont = content.Load <SpriteFont>("small");

            // Set the selected move to 0 and match over to false
            selectedMove = 0;
            matchOver    = false;
            playerTurn   = true;

            // Sort and reverse our move array
            Array.Sort(PlayerInfo.Moves);
            Array.Reverse(PlayerInfo.Moves);

            // Iterate over each of the moves
            foreach (int move in PlayerInfo.Moves)
            {
                // Because our array is now sorted by descending order, whenver we hit the first -1,
                // we know that the following elements are less than or equal to -1, meaning they are
                // unusuable. We can ignore the rest because they do not count as moves
                if (move == -1)
                {
                    break;
                }

                // Increment the maximum numer of moves
                maxMoves++;
            }

            // Load the background and move select foreground image
            backgroundImg = content.Load <Texture2D>("Images/Backgrounds/GameplayBackground");
            moveSelectImg = content.Load <Texture2D>("Images/Sprites/MoveSelectScreen");

            playerHealthBarImg = content.Load <Texture2D>("Images/Sprites/PlayerHealthBar");

            // Define the dimensions of the fullscreen rectangle
            fullScreenRec      = new Rectangle(0, 0, BufferWidth, BufferHeight);
            playerHealthBarRec = new Rectangle(85, 30, playerHealthBarImg.Width, playerHealthBarImg.Height);

            // Initialize the player, enemy and enemy match info
            player         = new Player(content);
            enemy          = new Enemy();
            enemyMatchInfo = new EnemyMatchInfo();

            // Initialize the enemy and player sprite managers
            enemySpriteManager  = new EnemySpriteManager(content, new Vector2(340, 60), enemyMatchInfo.FirstName);
            playerSpriteManager = new PlayerSpriteManager(content, new Vector2(360, 200));

            // Define and play the background track corresponding to the correct opponent
            track = content.Load <Song>($"Audio/Music/BattleThemes/{enemyMatchInfo.FirstName}");
            MediaPlayer.Play(track);

            // Use ResetElapsedTime to tell the game's timing mechanism that we have just finished a very long frame, and that it should not try to catch up.
            ScreenManager.Game.ResetElapsedTime();
        }
Exemplo n.º 6
0
    private void OnTriggerStay2D(Collider2D other)
    {
        PlayerSpriteManager player = other.GetComponent <PlayerSpriteManager>();

        if (player)
        {
            if (yPos < player.yPos)
            {
                if (rend.sortingOrder <= player.rend.sortingOrder)
                {
                    rend.sortingOrder = player.rend.sortingOrder + 1;
                }
            }

            else if (yPos >= player.yPos)
            {
                if (rend.sortingOrder >= player.rend.sortingOrder)
                {
                    rend.sortingOrder = player.rend.sortingOrder - 1;
                }
            }
        }

        PropSpriteManager prop = other.GetComponent <PropSpriteManager>();

        if (prop)
        {
            if (yPos < prop.yPos)
            {
                if (rend.sortingOrder <= prop.rend.sortingOrder)
                {
                    rend.sortingOrder = prop.rend.sortingOrder + 1;
                }
            }

            else if (yPos >= prop.yPos)
            {
                if (rend.sortingOrder >= prop.rend.sortingOrder)
                {
                    rend.sortingOrder = prop.rend.sortingOrder - 1;
                }
            }
        }

        EnemySpriteManager enemy = other.GetComponent <EnemySpriteManager>();

        if (enemy)
        {
            if (yPos < enemy.yPos)
            {
                if (rend.sortingOrder <= enemy.rend.sortingOrder)
                {
                    rend.sortingOrder = enemy.rend.sortingOrder + 1;
                }
            }

            else if (yPos >= enemy.yPos)
            {
                if (rend.sortingOrder >= enemy.rend.sortingOrder)
                {
                    rend.sortingOrder = enemy.rend.sortingOrder - 1;
                }
            }
        }
    }