// Update is called once per frame
    void Update()
    {
        GameObject    PlayerScore = GameObject.Find("InvPlayer");
        backendScores ScoreCount  = PlayerScore.GetComponent <backendScores>();

        if ((ScoreCount.isGameover == 1 && rb.useGravity == true) || (ScoreCount.isGameover == 2))
        {
            rb.useGravity = false;
            //  rb.AddForce(new Vector3(0, -2f, 0));
            rb.velocity = new Vector3(0, 0, 0); //stop moving completly
            rb.position = new Vector3(rb.position.x, 190, rb.position.z);
        }
        else if (ScoreCount.isGameover == 0 && rb.useGravity == false)
        {
            rb.useGravity = true;
        }
        scoreTabber = ScoreCount.playerScore;
        if (scoreTabber > 10000) //spawn a challenge
        {
            scoreTabber = 0;
            dificultyIncreaser++;
        }
        if (ScoreCount.FleetHull <= 0) //reset because player died...
        {
            scoreTabber        = 0;
            dificultyIncreaser = 0;
        }
    }
    // Update is called once per frame
    void Update()
    {
        GameObject    PlayerScore = GameObject.Find("InvPlayer");
        backendScores ScoreCount  = PlayerScore.GetComponent <backendScores>();

        if ((ScoreCount.isGameover == 1 && rb.useGravity == true) || (ScoreCount.isGameover == 2))
        {
            rb.useGravity = false;
            //  rb.AddForce(new Vector3(0, -2f, 0));
            rb.velocity = new Vector3(0, 0, 0); //stop moving completly
            rb.position = new Vector3(rb.position.x, 190, rb.position.z);
        }
        else if (ScoreCount.isGameover == 0 && rb.useGravity == false)
        {
            rb.useGravity = true;
        }


        /* below old idea that needs work on if used in future projects..
         * scoreTabber = ScoreCount.playerScore-subScoreTab; //keep the ratio mantained
         * if ((scoreTabber>200)&&(nutSpawn==0)) //spawn a challenge
         * {
         *  subScoreTab = ScoreCount.playerScore;
         *  nutSpawn=1;//the nut has been spawned
         *  GameObject sirNutiful = GameObject.Find("SirNut");
         * sirNutiful.gameObject.transform.position = new Vector3(0, 130, 0);
         *  scoreTabber = 0;
         * //  AudioSource.PlayClipAtPoint(nut, new Vector3(rb.position.x, rb.position.y, rb.position.z));
         *  dificultyIncreaser++;
         *
         * }
         * else if (scoreTabber>100&&nutSpawn==1)
         * {
         *  subScoreTab = ScoreCount.playerScore;
         *  scoreTabber = 0;
         *  GameObject sirNutiful = GameObject.Find("SirNut");
         * //  sirNutiful.gameObject.transform.position = new Vector3(0, 777, 0);
         *  nutSpawn = 0;
         * }
         * */
        if (ScoreCount.FleetHull <= 0)  //reset because player died...
        {
            //  scoreTabber = 0;
            //  dificultyIncreaser = 0;
        }
    }
Exemplo n.º 3
0
    void FixedUpdate()
    {
        GameObject    PlayerDead  = GameObject.Find("InvPlayer");
        backendScores CheckPlayer = PlayerDead.GetComponent <backendScores>();

        if (CheckPlayer.isGameover == 0)
        {
            if (Input.GetButton("Fire1") && isShot == false)
            {
                //HOW TO FIND INFORMATION FROM OTHER SCRIPTS
                GameObject     PlayerLocation = GameObject.Find("InvPlayer");
                movementPlayer enemyHealth    = PlayerLocation.GetComponent <movementPlayer>();

                float beamX;
                float beamZ;

                beamX = enemyHealth.PlayerLocationX;
                beamZ = enemyHealth.PlayerLocationZ;

                rb.position = new Vector3(beamX, 0, beamZ + .5f);
                rb.AddForce(new Vector3(0.0f, 777.777f, 0.0f) * 44);
                isShot = true;
                AudioSource.PlayClipAtPoint(shot, new Vector3(rb.position.x, 0, rb.position.z), volume: .20f);
            }

            /*
             * else
             * {
             * rb.position = new Vector3(0f, 75f, -55.5f);
             * }
             * */

            if (isShot == true)
            {
                if (rb.position.y > 175.7f)
                {
                    rb.AddForce(new Vector3(0.0f, -777.777f, 0.0f) * 44);
                    rb.position = new Vector3(0.0f, -500.0f, 0.0f);
                    isShot      = false;
                }
            }
        }
    }
Exemplo n.º 4
0
    void LateUpdate()
    {
        //turnVal += Time.deltaTime;
        turnVal            = .03125f; //orginal value  .03125f;
        rotationValue      = new Vector3(Camera.main.transform.rotation.eulerAngles.x, Camera.main.transform.rotation.eulerAngles.y + turnVal, Camera.main.transform.rotation.eulerAngles.z);
        transform.rotation = Quaternion.Euler(rotationValue);
        GameObject    checkStats = GameObject.Find("InvPlayer");
        backendScores reallyStat = checkStats.GetComponent <backendScores>();

        if (reallyStat.FleetHull < 0) //the game is over
        {
            Camera.main.fieldOfView = Mathf.Lerp(Camera.main.fieldOfView, 60, .75f * Time.deltaTime);
            reallyStat.isGameover   = 1;
        }
        else if (reallyStat.FleetHull >= 0 && reallyStat.FleetHull <= 100) //reset everything back into place
        {
            Camera.main.fieldOfView = Mathf.Lerp(Camera.main.fieldOfView, 170, .75f * Time.deltaTime);
            reallyStat.isGameover   = 0;
        }
        //could change when game over and go back, possibly change fov at start and end?
        //  Camera.main.fieldOfView = Mathf.Lerp(Camera.main.fieldOfView, 60, 1 * Time.deltaTime);
    }
    void OnTriggerEnter(Collider other)
    {
        //for backend scores and calculating of perchents
        GameObject    PlayerScore = GameObject.Find("InvPlayer");
        backendScores ScoreCount  = PlayerScore.GetComponent <backendScores>();

        if (ScoreCount.isGameover == 1 && rb.useGravity == true)
        {
            rb.useGravity = false;
            rb.AddForce(new Vector3(0, -2, 0));
        }
        else if (ScoreCount.isGameover == 0 && rb.useGravity == false)
        {
            rb.useGravity = true;
        }
        if (other.gameObject.CompareTag("Player"))
        {
            Debug.Log("ff");
            ScoreCount.FleetHull = ScoreCount.FleetHull - 9999;
        }
        if (other.gameObject.CompareTag("BottomCollision"))
        {
            int tempHit = Random.Range(0, ScoreCount.FleetHull); //as more objects are let through, the smaller the more likely the hits will continue
            if (tempHit < 50 + hp * 5)
            {
                if (ScoreCount.FleetHull != 1001)
                {
                    ScoreCount.FleetHull = ScoreCount.FleetHull - Random.Range(0, hp);
                    AudioSource.PlayClipAtPoint(hit, new Vector3(rb.position.x, rb.position.y, rb.position.z));
                }
            }
            count++;
            float arg  = Random.Range(-49, 49);            //player space is really 100, though this is for extra space to help avoid clipping
            float darg = Random.Range(-49, 49);
            Debug.Log(count);
            rb.position = new Vector3(arg, 175.7f, darg);
            rb.AddForce(0, 1000, 0);
            hp = ogHp;
            hp = Random.Range(ogHp, ogHp + 5);

            rb.mass = Random.Range(6, 12) + (dificultyIncreaser * 2);

            ScoreCount.itemsLetThrough++; //increase the items let through count



            //   175.7
        }

        if (other.gameObject.CompareTag("PlayerBeam"))
        {
            //fancy explosion mabye?!

            //HOW TO FIND INFORMATION FROM OTHER SCRIPTS
            GameObject     PlayerLocation = GameObject.Find("Kapow_Explosion");
            KapowExplosion ExplosionWhere = PlayerLocation.GetComponent <KapowExplosion>();



            ExplosionWhere.powX = rb.position.x;
            ExplosionWhere.powY = rb.position.y;
            ExplosionWhere.powZ = rb.position.z;


            AudioSource.PlayClipAtPoint(asteroidHit, new Vector3(rb.position.x, rb.position.y, rb.position.z));


            hp--;
            if (hp < 1)
            {
                AudioSource.PlayClipAtPoint(asteroidDef, new Vector3(rb.position.x, rb.position.y, rb.position.z));
                int tempMass = (int)rb.mass; //how to cast from float to int <---- yay :)
                ScoreCount.totItemsHit++;    //increase the items hit to dipslay
                hp = ogHp;
                hp = Random.Range(ogHp, ogHp + 5);
                ScoreCount.playerScore = ScoreCount.playerScore + (ogHp * 7) * tempMass;
                float arg  = Random.Range(-49, 49);                        //player space is really 100, though this is for extra space to help avoid clipping
                float darg = Random.Range(-49, 49);
                rb.position = new Vector3(arg, 175.7f, darg);
                rb.AddForce(0, 1000, 0);


                ScoreCount.FleetHull = ScoreCount.FleetHull + Random.Range(ogHp, ogHp + 10 * (tempMass)); //fleet gets health back for destroyed asteroids, the faster the asteroid the more health that is returned
                //  rb.mass = Random.Range(1,5);
                rb.mass = Random.Range(6, 12) + (dificultyIncreaser * 2);
            }
            else
            {
                ScoreCount.playerScore = ScoreCount.playerScore + hp * 7;
            }
        }
    }