Пример #1
0
 public bool is_grounded()
 {
     if (pos[1] == 0)
     {
         return(true);
     }
     else if (Block_Pos.is_occupy(pos[0], pos[1] - 1))
     {
         return(true);
     }
     else
     {
         return(false);
     }
 }
Пример #2
0
    void Generate_virus()
    {
        //Set random and send to virus
        GameObject hmm = (GameObject)Instantiate(virus);

        hmm.name = "BasicVirus";
        int x, y, z;

        x = Random.Range(0, 8);
        y = Random.Range(0, 8);
        while (Block_Pos.is_occupy(x, y))
        {
            x = Random.Range(0, 8);
            y = Random.Range(0, 8);
        }
        hmm.SendMessage("Set_x", x);
        hmm.SendMessage("Set_y", y);
        z = Random.Range(0, 3);
        hmm.SendMessage("Set_type", z);
        Block_Pos.make_occupy(x, y, hmm);
    }
Пример #3
0
 void control()
 {
     if (Input.GetKeyDown(KeyCode.LeftArrow))
     {
         //Need to check for avaible
         if (!Block_Pos.is_occupy(pos[0] - 1, pos[1]))
         {
             pos[0]             = pos[0] - 1;
             transform.position = Vector3.Lerp(transform.position, Block_Pos.get_pos(pos[0], pos[1]), 1);
         }
     }
     if (Input.GetKeyDown(KeyCode.RightArrow))
     {
         //Need to check for avaible
         if (!Block_Pos.is_occupy(pos[0] + 1, pos[1]))
         {
             pos[0]             = pos[0] + 1;
             transform.position = Vector3.Lerp(transform.position, Block_Pos.get_pos(pos[0], pos[1]), 1);
         }
     }
     if (Input.GetKeyDown(KeyCode.Space))
     {
         pos[1]             = Block_Pos.check_down(pos[0], pos[1]);
         transform.position = Vector3.Lerp(transform.position, Block_Pos.get_pos(pos[0], pos[1]), 2f);
         landing(pos[0], pos[1], gameObject);
     }
     if (Input.GetKeyDown(KeyCode.DownArrow))
     {
         if (!Block_Pos.is_occupy(pos[0], pos[1] - 1))
         {
             pos[1]             = pos[1] - 1;
             transform.position = Vector3.Lerp(transform.position, Block_Pos.get_pos(pos[0], pos[1]), 1);
         }
         if (Block_Pos.is_occupy(pos[0], pos[1] - 1))
         {
             landing(pos[0], pos[1], gameObject);
         }
     }
 }