// Create all systems public void initializeSystems() { gravSystem = new GravitySystem(level); systems.Add(gravSystem); moveSystem = new MovementSystem(level); systems.Add(moveSystem); playerSystem = new PlayerMovementSystem(level); systems.Add(playerSystem); visSystem = new VisionOrbSystem(level); systems.Add(visSystem); colSystem = new CollisionDetectionSystem(level); systems.Add(colSystem); drawSystem = new DrawSystem(level.g, level); systems.Add(drawSystem); healthSystem = new HealthSystem(level); systems.Add(healthSystem); animSystem = new AnimationSystem(level); systems.Add(animSystem); timerSystem = new TimerSystem(level); systems.Add(timerSystem); timedShooterSystem = new TimedShooterSystem(level); systems.Add(timedShooterSystem); squishSystem = new SquishSystem(level); systems.Add(squishSystem); inputSystem = new InputSystem(level); systems.Add(inputSystem); scrEdgeSystem = new ScreenEdgeSystem(level); systems.Add(scrEdgeSystem); slSystem = new SwitchListenerSystem(level); systems.Add(slSystem); switchSystem = new SwitchSystem(level); systems.Add(switchSystem); spSystem = new SimplePowerUpSystem(level); systems.Add(spSystem); simpEnemySystem = new SimpleEnemyAISystem(level); systems.Add(simpEnemySystem); weapSystem = new PlayerWeaponSystem(level); systems.Add(weapSystem); bkgPosSystem = new BackgroundPositionSystem(level); systems.Add(bkgPosSystem); debugSystem = new DebugSystem(level); systems.Add(debugSystem); movPlatSystem = new MovingPlatformSystem(level); systems.Add(movPlatSystem); grapSystem = new GrappleSystem(level); systems.Add(grapSystem); pushSystem = new PushableSystem(level); systems.Add(pushSystem); velZeroSystem = new VelToZeroSystem(level); systems.Add(velZeroSystem); smushSystem = new SmushSystem(level); systems.Add(smushSystem); signSystem = new SignSystem(level); systems.Add(signSystem); }
void Awake() { rigidBody = GetComponent <Rigidbody2D>(); animator = GetComponent <Animator>(); grappleSystem = GetComponent <GrappleSystem>(); jump = false; airControl = true; // allows player to change directions in air facingLeft = true; inAirFromJump = false; }
//private Animator animator; // Start is called before the first frame update void Awake() { spriteRenderer = GetComponent <SpriteRenderer>(); normalColor = spriteRenderer.color; grapple = GetComponent <GrappleSystem>(); // animator = GetComponent<Animator>(); rb = GetComponent <Rigidbody2D>(); pistol = GetComponent <Pistol>(); shotgun = GetComponent <Shotgun>(); playerSound = GetComponent <AudioSource>(); Aim = gameObject.transform.Find("Arm").gameObject.GetComponent <PlayerAimWeapon>(); armSprite = gameObject.transform.Find("Arm").gameObject.GetComponent <SpriteRenderer>(); armSprite.sprite = RightArm; }