// 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; }
void Start() { GameManager.Instance.WorldGenerator = this; lastChunkPosX = -1; readyForChunks = false; chunkWidth = 50; chunkHeight = 14; chunkShapes = new List <BaseChunkShape>(); biomes = new List <BaseBiome>(); chunkGenerator = new ChunkGenerator(); coinGenerator = new CoinGenerator(); powerupGenerator = new PowerupGenerator(); enemyGenerator = new EnemyGenerator(); worldChunkPrefab = Resources.Load("WorldChunkPrefab"); platformPrefab = Resources.Load("Platform_Prefab"); tilePrefab = Resources.Load("Tile_Prefab"); chunkShapes.Add(new FlatShape()); chunkShapes.Add(new FlatShape2()); chunkShapes.Add(new PowerupShape1()); chunkShapes.Add(new GapyShape1()); chunkShapes.Add(new GapyShape2()); chunkShapes.Add(new ChrisShape1()); biomes.Add(new GrassBiome()); biomes.Add(new CaveBiome()); biomes.Add(new StormyBiome()); biomes.Add(new LavaCaveBiome()); biomes.Add(new WesternBiome()); GameManager.Instance.ResetGame(); }
// Use this for initialization void Start() { platformWidths = new float[theObjectPools.Length]; platformHeights = new float[theObjectPools.Length]; for (int i = 0; i < theObjectPools.Length; i++) { platformWidths[i] = theObjectPools[i].pooledObject.GetComponent <BoxCollider2D>().size.x; platformHeights[i] = theObjectPools[i].pooledObject.GetComponent <BoxCollider2D>().size.y; } minHeight = transform.position.y; maxHeight = maxHeightPoint.position.y; platformByLevel = new List <int> [3]; //platformByLevel[0] = new List<int>{8}; //platformByLevel[1] = new List<int>{8}; //platformByLevel[2] = new List<int>{4, 5}; platformByLevel[0] = new List <int> { 6, 7, 8 }; platformByLevel[1] = new List <int> { 0, 1, 2, 3, 6 }; platformByLevel[2] = new List <int> { 0, 1, 2, 3, 4, 5 }; theCoinGenerator = FindObjectOfType <CoinGenerator> (); }
void Start() { gameOver = false; score_value = 0; CoinsController.coins_value = 0; score_multiplier = 1; CoinCatchScript.multiplier = 1; lastIterationUpdateTime = Time.time; lastMiniExploderSpawnTime = Time.time; lastPowerUpSpawnTime = Time.time; lastStaticObjectSpawnTime = Time.time; lastMachineGunSpawnTime = Time.time; lastAsteroidSpawnTime = Time.time; lastMiniExploderWaveSpawnTime = Time.time; lastLaserSpawnTime = -1 * lasersDeltaTime; asteroidGenerator = FindObjectOfType <AsteroidGenerator>(); coinGenerator = FindObjectOfType <CoinGenerator>(); //find the only1 coingenerator object miniExploderGenerator = FindObjectOfType <MiniExploderGenerator>(); //find the only1 Exploder object staticObjectsGenerator = FindObjectOfType <StaticObjectsGenerator>(); //find the only1 StaticObjectgenerator object machineGunGenerator = FindObjectOfType <MachineGunGenerator>(); bigLaserGenerator = FindObjectOfType <BigLaserGenerator>(); lastCoinSpawnTime = Time.time; gameInterface.SetActive(true); powerUp.SetActive(false); UpdateSound(); game_over_menu.SetActive(false); game_win_menu.SetActive(false); FindObjectOfType <AudioManager>().Play("Jungle"); }
// Start is called before the first frame update void Start() { minHeight = transform.position.y; maxHeight = maxHeightPoint.position.y; coinGenerator = FindObjectOfType <CoinGenerator>(); hazardGenerator = FindObjectOfType <HazardGenerator>(); itemGenerator = FindObjectOfType <ItemGenerator>(); }
private void Awake() { platformWidthArray = new float[objPoolerArray.Length]; coinGenerator = FindObjectOfType <CoinGenerator>(); for (int i = 0; i < objPoolerArray.Length; i++) { platformWidthArray[i] = objPoolerArray[i].pooledObject.GetComponent <BoxCollider2D>().size.x; } }
/* Initiates the Countdown for the game and finds all objects needed for the game */ public void StartGame() { // activated when play button is hit SetPageState(PageState.Countdown); theScoreManager = FindObjectOfType <ScoreManager>(); theLevel = FindObjectOfType <LevelGenerator>(); coinSpawn = FindObjectOfType <CoinGenerator>(); playmove = FindObjectOfType <PlayerMovement2>(); alienmove = FindObjectOfType <AlienMovement>(); }
void Start() { minY = minHeight.transform.position.y; maxY = maxHeight.transform.position.y; groundWidths = new float[groundPoolers.Length]; for (int i = 0; i < groundPoolers.Length; i++) { groundWidths[i] = groundPoolers[i].pooledObject.GetComponent <BoxCollider2D>().size.x; } coinGenerator = FindObjectOfType <CoinGenerator>(); }
void Start() { platformWidths = new float[theObjectPools.Length]; for (int i = 0; i < theObjectPools.Length; i++) { platformWidths[i] = theObjectPools[i].pooledObject.GetComponent <BoxCollider2D>().size.x; } theCoinGenerator = FindObjectOfType <CoinGenerator> (); }
public static void CollectCoin(Player player, CoinGenerator coinGenerator) { Coin coin = coinGenerator.Coins.FirstOrDefault(c => c.Position.Equals(player.Position)); if (coin != null) { player.Points += coin.Value; player.CoinsCollected.Push(coin); coinGenerator.Coins.Remove(coin); } }
// Use this for initialization void Start() { platformWidths = new float[theObjectPools.Length]; for (int i = 0; i < theObjectPools.Length; i++) { platformWidths[i] = theObjectPools[i].pooledObject.GetComponent <BoxCollider2D>().size.x; } minHeight = transform.position.y; maxHeight = maxHeightPoint.position.y; theCoinGenerator = FindObjectOfType <CoinGenerator>(); }
// Start is called before the first frame update void Start() { MinY = minHieghtpt.position.y; MaxY = maxHieghtpt.position.y; groundWidths = new float[grndpooler.Length]; for (int i = 0; i < grndpooler.Length; i++) { groundWidths[i] = grndpooler[i].poolObj.GetComponent <BoxCollider2D>().size.x; } coingenerator = FindObjectOfType <CoinGenerator>(); }
private void CreateCoinGenerator() { CoinGenerator.Ctx coinCtx = new CoinGenerator.Ctx { lineCount = _rootView.LevelConfig.LineCount, spawnTime = _rootView.LevelConfig.SpawnTime, parent = _rootView.gameObject, positionFinder = _positionFinder, }; _coinGenerator = new CoinGenerator(coinCtx); }
// Use this for initialization void Start () { //platformWidth = thePlatform.GetComponent<BoxCollider2D> ().size.x; thePlatformsWidths = new float[theObjectPools.Length]; for(int i =0; i<theObjectPools.Length; i++) { thePlatformsWidths[i] = theObjectPools[i].pooledObject.GetComponent<BoxCollider2D> ().size.x; } theCoinGenerator = FindObjectOfType<CoinGenerator> (); //theKillBoxGenerator = FindObjectOfType<CoinGenerator> (); }
public float exitHeight = 3.5f; //user passes in this value to specify how high the exit should be spawned void Start() { generationPoint = GameObject.Find("GenerationPoint").transform; //get our reference to the generation point for future use theCoinGenerator = FindObjectOfType <CoinGenerator> (); //get reference to the coin generator ResetLevelExit(); //sets coordinates of levelexit //getting an array of all the lengths of objects to use. <<BETTER IF ALL OBJECTS HAVE CLASS THAT EXPRESSES WIDTH // sectionWidths = new float[sectionPools.pooledObjects.Count]; //create an array that's going to store the legnths of each of the map sections in the sectionPools array // for (int i = 0; i < sectionPools.pooledObjects.Count; i++) { //a loop in order to set up our array of sections widths // sectionWidths[i] = sectionPools[i].pooledObjects[0].GetComponent<BoxCollider2D>().size.x; //we want the box collider of the objects in the pool, so have to access the .pooledObject // } }
private void Start() { LoadGameData(); Game.IsTransitioning = false; Game.GameManager = this; InitializeTrack(); InitializePlayer(); InitializeIntroduction(); _coinGenerator = gameObject.AddComponent <CoinGenerator>(); _bulletGenerator = gameObject.AddComponent <BulletGenerator>(); _monsterGenerator = gameObject.AddComponent <MonsterGenerator>(); }
// Use this for initialization void Start() { randPlatformWidth = new float[op.Length]; for (int i = 0; i < randPlatformWidth.Length; i++) { randPlatformWidth[i] = op[i].pooledObject.GetComponent <BoxCollider2D>().size.x; } minHeight = transform.position.y; maxHeight = maxHeightPt.position.y; cg = FindObjectOfType <CoinGenerator>(); }
void Start() { platformWidths = new int[theObjectPools.Length]; for (int i = 0; i < theObjectPools.Length; i++) { platformWidths [i] = (int)theObjectPools[i].pooledObject.GetComponent <BoxCollider2D>().size.x; } minHeight = (int)transform.position.y; maxHeight = (int)maxHeightPoint.position.y; theCoinGenerator = FindObjectOfType <CoinGenerator> (); theEnemyGenerator = FindObjectOfType <EnemyGenerator> (); occupied = false; }
// Use this for initialization void Start() { platformWidth = new float[objPool.Length]; for (int a = 0; a < objPool.Length; a++) { platformWidth[a] = objPool[a].pooledObject.GetComponent <BoxCollider2D>().size.x; } coinGenerator = FindObjectOfType <CoinGenerator>(); minHeight = transform.position.y; maxHeight = maxHeightPoint.position.y; }
// Use this for initialization void Start() { platformWidths = new float[reusePlatforms.Length]; for (int i = 0; i < reusePlatforms.Length; i++) { platformWidths [i] = reusePlatforms [i].platform.GetComponent <BoxCollider2D> ().size.x; //gets the widths of the different platforms } //end for minHeight = transform.position.y; maxHeight = maxHeightPoint.position.y; myCoinGenerator = FindObjectOfType <CoinGenerator> (); }
// Start is called before the first frame update private void Awake() { pooler = poolerObject.GetComponent <Pooler>(); platformWidth = getWidthofPlatform(LastDefaultplatform); startPoint = transform.position; debuffGenerator = FindObjectOfType <DebuffGenerator>(); TheCoinGenerator = FindObjectOfType <CoinGenerator>(); startPoint.x += platformWidth / 2 + Random.Range(minDistance, maxDistance); transform.position = startPoint; gameStartPosition = transform.position; enemyGeneration = GameObject.Find("EnemyGenerator").GetComponent <EnemyGeneration>(); }
// Use this for initialization void Start() { //platformWidth = thePlatform.GetComponent<BoxCollider2D>().size.x; platformWidths = new float[theObjectPool.Length]; for (int i = 0; i < theObjectPool.Length; i++) { platformWidths[i] = theObjectPool[i].pooledObject.GetComponent <BoxCollider2D>().size.x; Debug.Log("Platform width is: " + platformWidths[i]); } coinGenerator = FindObjectOfType <CoinGenerator>(); minHeight = transform.position.y; maxHeight = maxHeightPoint.position.y; }
// Use this for initialization void Start() { minHeight = transform.position.y; heightChange= transform.position.y; maxHeight = maxHeightPoint.transform.position.y; maxHeightChange = 2.5f; platformWidths = new float[theObjectPools.Length]; for (int i=0; i<theObjectPools.Length; i++) { platformWidths[i]=theObjectPools[i].pooledObject.GetComponent<BoxCollider2D>().size.x; } theCoinGenerator = FindObjectOfType<CoinGenerator> (); theSpikeGenerator = FindObjectOfType<SpikeGenerator> (); }
public float randomCoinThreshold; //set in inspector, the random number generated in coin generation is checked against this number to see how many coins to generate. // Use this for initialization void Start() { //platformWidth = thePlatform.GetComponent<BoxCollider2D>().size.x; //the game will automatically grab the length of whatever item we dragged onto "Platform" in inspector platformWidths = new float[theObjectPools.Length]; //there should be the same number of random widths as there are platform types- we have created an array called platformWidths[] and set its size equal to objectPools[].length for (int i = 0; i < theObjectPools.Length; i++) { platformWidths[i] = theObjectPools[i].pooledObject.GetComponent <BoxCollider2D>().size.x; //whatever platform is spawned, platformWidth's int will be equal to the x length of that platform. } minHeight = transform.position.y; maxHeight = maxHeightPoint.position.y; theCoinGenerator = FindObjectOfType <CoinGenerator> (); //finds the object that has the CoinGenerator script attached to it. }
// Use this for initialization void Start() { //platformWidth = thePlatform.GetComponent<BoxCollider2D>().size.x; platformHeight = thePlatform.GetComponent <BoxCollider2D>().size.y; platformWidths = new float[theObjectPools.Length]; for (int i = 0; i < theObjectPools.Length; i++) { platformWidths[i] = theObjectPools[i].pooledObject.GetComponent <BoxCollider2D>().size.x; } minHeight = transform.position.y; maxHeight = maxHeightPoint.position.y; theCoinGenerator = FindObjectOfType <CoinGenerator>(); // locates the only thing with the coingenerator name and places it as a callable object }
// Use this for initialization void Start() { coinGenerator = FindObjectOfType<CoinGenerator>(); generationPoint = GameObject.FindGameObjectWithTag("PlatformGenerationPoint").transform; platformWidths = new float[objectPools.Length]; for (int i = 0; i < objectPools.Length; i++) { platformWidths[i] = objectPools[i].pooledObject.GetComponent<BoxCollider2D>().size.x; } minHeight = transform.position.y; maxHeight = maxHeightPoint.position.y; }
public static void CollectCoin(Player player, CoinGenerator coinGenerator) { Coin coin = coinGenerator.Coins.FirstOrDefault(c => c.Position.Equals(player.Position)); if (coin != null) { player.Points += coin.Value; Console.Beep(1000, 100); player.CoinsCollected.Push(coin); coinGenerator.Coins.Remove(coin); if (player.CoinsCollected.Count % 3 == 0) { player.Lives++; } } }
void Start() { coinGenerator = FindObjectOfType <CoinGenerator>(); plaformWidths = new float[ObjectPools.Length]; for (int i = 0; i < ObjectPools.Length; i++) { plaformWidths[i] = ObjectPools[i].PoolObject.GetComponent <BoxCollider2D>().size.x; } minPlatformHeight = transform.position.y; maxPlatformHeight = maxHeightPoint.position.y; ShouldCreateSpikes = true; }
// Use this for initialization void Start() { //platformWidth = thePlatform.GetComponent<BoxCollider2D>().size.x; // Gets us the width of the platform. platformWidths = new float[theObjectPools.Length]; for (int i = 0; i < theObjectPools.Length; i++) { // theObjectPools has no BoxCollider2D so here we must call the specific pooledObject and get the BoxCollider2D of that object. platformWidths[i] = theObjectPools[i].pooledObject.GetComponent <BoxCollider2D>().size.x; } minHeight = transform.position.y; maxHeight = maxHeightPoint.position.y; theCoinGenerator = FindObjectOfType <CoinGenerator>(); }
public float PowerUpThreshold; // chance of spawning a powerup // Use this for initialization void Start() { // assigning the length based on how many objects in the pools platformWidths = new float[theObjectPool.Length]; // for every object in the object pool for (int i = 0; i < theObjectPool.Length; i++) { // assigning the widths platformWidths[i] = theObjectPool[i].pooledObject.transform.localScale.x; } // assigning more stuff... heightMin = transform.position.y; heightMax = heightMaxPoint.position.y; theCoinGenerator = FindObjectOfType <CoinGenerator>(); // finding the coin generator }
void Start() { //platformWidth = pool.GetPooledObject().GetComponent<BoxCollider2D>().size.x; platformWidths = new float[pools.Length]; for (int i = 0; i < platformWidths.Length; ++i) { platformWidths[i] = pools[i].pooledObject.GetComponent <BoxCollider2D>().size.x; } minHeight = transform.position.y; maxHeight = maxHeightPoint.position.y; coinGen = FindObjectOfType <CoinGenerator>(); }
// Use this for initialization void Start() { //platformWidth = platform.GetComponent<BoxCollider2D>().size.x; platformArrayWidth = new float[objectPool.Length]; for (int i = 0; i < objectPool.Length; i++) { platformArrayWidth[i] = objectPool[i].pooledObject.GetComponent <BoxCollider2D>().size.x; } minHeight = transform.position.y; maxHeight = maxHeightPoint.position.y; coinGenerator = FindObjectOfType <CoinGenerator>(); }
// Use this for initialization void Awake() { current = this; currentCoinIndex = 0; coins = new Coin[coinCount]; notShowingCoins = new Queue <Coin>(); for (int a = 0; a != coinCount; ++a) { GameObject coinObject = (GameObject)Instantiate <GameObject>(coinPrefab); coinObject.transform.position = Vector3.zero; coins[a] = coinObject.GetComponent <Coin>(); coins[a].index = a; coins[a].disableCoin(); notShowingCoins.Enqueue(coins[a]); coinObject.transform.parent = transform; } }