Exemplo n.º 1
0
    // Use this for initialization
    void Start()
    {
        platformWidths = new float[objectPools.Length];

        for (int i = 0; i < objectPools.Length; i++)
        {
            platformWidths[i] = objectPools[i].pooledObject.GetComponent <BoxCollider2D>().size.x;
        }

        minPlatformHeight = transform.position.y;
        maxPlatformHeight = maxPlatformHeightPoint.position.y;

        coinGenerator    = FindObjectOfType <CoinGenerator>();
        powerUpGenerator = FindObjectOfType <PowerUpGenerator>();

        if (PlayerPrefs.HasKey("PowerUpChanceUpgrade"))
        {
            powerUpThreshold = 1 + PlayerPrefs.GetInt("PowerUpChanceUpgrade");
        }
        else
        {
            powerUpThreshold = 1;
        }

        if (PlayerPrefs.HasKey("CarrotSpawnChanceUpgrade"))
        {
            randomCarrotThreshold = 35 + PlayerPrefs.GetInt("CarrotSpawnChanceUpgrade");
        }
        else
        {
            randomCarrotThreshold = 35;
        }

        aboveMidCounter = 0;
    }
        public void GeneratePowerUpTest()
        {
            // GameItem-Liste initialisieren
            GameItem.GameItemList = new System.Collections.Generic.LinkedList <IGameItem>();

            // Speedboost PowerUp in die Liste eintragen
            int           frequency = 1000;
            CreatePowerUp create    = delegate(Vector2 pos, Vector2 vel)
            {
                new Speedboost(pos, vel);
            };

            PowerUpGenerator.AddAvailablePowerUp(PowerUpEnum.Speedboost, frequency, create);

            // Passende Parameter initialisieren
            PowerUpEnum type     = PowerUpEnum.Speedboost;
            Vector2     position = Vector2.Zero;

            PowerUpGenerator.GeneratePowerUp(type, position);

            // Überprüfen, ob tatsächlich das gewünschte PowerUp erstellt wurde
            Assert.AreEqual(GameItem.GameItemList.Count, 1);
            Assert.AreEqual(GameItem.GameItemList.First.Value is Speedboost, true);

            // GameItem-Liste zurücksetzen
            GameItem.GameItemList = null;
        }
Exemplo n.º 3
0
    // Start is called before the first frame update


    private void Update()
    {
        if (GameManager.instance.gamePaused)
        {
            return;
        }
        var distance = Vector3.Distance(transform.position, PlayerController.Position);

        if (distance > 40f)
        {
            PowerUpGenerator.RemovePowerUp();
            Destroy(gameObject);
        }
        transform.Rotate(0f, 0f, Time.fixedDeltaTime * 50f, Space.Self);
    }
Exemplo n.º 4
0
    void Awake()
    {
        if (instance == null)
        {
            instance = this;
        }
        else if (instance != this)
        {
            Destroy(gameObject);
        }

        DontDestroyOnLoad(gameObject);

        powerUpGenerator = GetComponent <PowerUpGenerator>();
        fieldManager     = GetComponent <FieldManager>();
        uiManager        = GetComponent <UIManager>();
    }
Exemplo n.º 5
0
    void Start()
    {
        MapGenerator newMap = new MapGenerator(width, length, breakWallNumber);

        newMap.GenerateConcreteWalls();
        newMap.GenerateGround();
        if (method == GenerationMethod.Random)
        {
            newMap.RandomGenerateBreakWalls();
        }
        else
        {
            newMap.GenerateBreakWalls();
        }
        DynamicObjectGenerator dynamicOG = new DynamicObjectGenerator(newMap.GetMatrix(), width, length);

        dynamicOG.CreatePlayer();
        dynamicOG.CreateEnemy(enemyNumber);
        dynamicOG.CreateSmartEnemy(smartEnemyNumber);
        PowerUpGenerator powerUpGen = new PowerUpGenerator(newMap.GetMatrix(), width, length);

        powerUpGen.SetPowerUps();
        powerUpGen.SetExit();
    }
Exemplo n.º 6
0
    public void AddPowerUp(GameObject[] gameObject)
    {
        PowerUpGenerator powerUp = new PowerUpGenerator();

        powerUp.Generate(gameObject);
    }
Exemplo n.º 7
0
 private void Start()
 {
     status    = GetComponent <PlayerStatus>();
     style     = GetComponent <PlayerStyle>();
     generator = GameObject.FindObjectOfType <PowerUpGenerator>();
 }