// Update is called once per frame void Update() { if (!initialized) { startLevel = false; initialScale = 17f; levelSpeed = GameObject.FindGameObjectWithTag("Level").GetComponent <LevelSpeed>(); levelDisplay = GameObject.FindGameObjectWithTag("Level").GetComponent <LevelDisplay>(); levelObject = levelDisplay.gameObject; levelObjects = new List <GameObject>(); initialAngles = new float[] { 45, -45, 90, -90, 135, -135, 180, -180 }; currentEnemy = 0; //Debug.Log(levelObjects); levelObject.SetActive(false); GameObject finishPanel = GameObject.Find("FinishPanel"); if (finishPanel != null) { finishPanel.SetActive(false); } //GameObject.Find("StartingPanel").transform.SetAsLastSibling(); initialized = true; GameObject.Find("CanvasLevelUI").GetComponent <Canvas>().enabled = false; } if (startLevel) { if (!enabledCanvas) { enabledCanvas = GameObject.Find("CanvasLevelUI").GetComponent <Canvas>().enabled = true; } ReleaseEnemies(); } }
void Start() { initialScale = 15f; levelSpeed = GameObject.FindGameObjectWithTag("Level").GetComponent <LevelSpeed>(); levelDisplay = GameObject.FindGameObjectWithTag("Level").GetComponent <LevelDisplay>(); initialAngles = new float[] { 45, -45, 90, -90, 135, -135, 180, -180 }; }
void StartCountdown() { //Show the district thing. gameObject.SetActive(true); //Define the level that will be used locally by checking the current level in the GameData. int levelToUse = GameData.GetLevel(); if (levelToUse + 1 <= levels.Length) { //Access game data and determine the correct LevelDisplay. LevelDisplay levelDisplayToUse = levels [levelToUse]; //Set the text or image. if (levelDisplayToUse.useImageInsteadOfText) { transform.FindChild("Image").gameObject.SetActive(true); transform.FindChild("Image").GetComponent <Image> ().sprite = levelDisplayToUse.image; } else { transform.FindChild("Text").gameObject.SetActive(true); transform.FindChild("Text").GetComponent <Text> ().text = levelDisplayToUse.text; } StartCoroutine(DistrictDisplayingTimer()); } else { Debug.LogError("No LevelDisplay fit the specified criteria"); } }
private void OnTriggerEnter2D(Collider2D other) { if (level == null) { level = GameObject.FindGameObjectWithTag("Level"); } if (other.gameObject.tag == "Enemy") { level.GetComponent <LevelDisplay>().FireHitDisplay(); level.GetComponent <LevelSpeed>().FireHitSpeed(); level.GetComponent <UserInterface>().score += 1f; level.GetComponent <AudioScript>().PlayHitSound(); playerLifes--; } else if (other.gameObject.tag == "Finish") { LevelDisplay levelDisplay = level.GetComponent <LevelDisplay>(); levelDisplay.Finish(); level.GetComponent <LevelSpeed>().Finish(); level.GetComponent <UserInterface>().Finish(); if (connector != null) { GameObject.Find("LevelUI").SetActive(false); levelDisplay.ShowFinishPanel("You won!"); connector.OnFinish(); } else { levelDisplay.ShowFinishPanel(); } } }
void HandleCompetitorFinished(object sender, ValueChangedEventArgs args) { if (handleListeners) { if (args.DatabaseError != null) { Debug.LogError(args.DatabaseError.Message); return; } bool finished = (bool)args.Snapshot.GetValue(false); if (finished) { GameObject levelTemp = GameObject.FindGameObjectWithTag("Level"); LevelDisplay levelDisplay = levelTemp.GetComponent <LevelDisplay>(); levelDisplay.Finish(); levelTemp.GetComponent <LevelSpeed>().Finish(); levelTemp.GetComponent <UserInterface>().Finish(); GameObject.Find("LevelUI").SetActive(false); levelDisplay.ShowFinishPanel("You lost!"); RemoveConnections(playerRole.Equals("creator") ? "guest" : "creator"); //reference.Child("Tournaments") //.Child(user.GetLoggedUser().UserId) //.SetRawJsonValueAsync(JsonUtility.ToJson(wrapper)); } } }
// Use this for initialization void Start() { //find the objects I will be timing timerText = timerTransform.GetComponent <Text>(); startTime = Time.time; levelDisplay = LevelDisplay.levelDisplay; }
void Start() { initialScale = 17f; levelSpeed = GameObject.FindGameObjectWithTag("Level").GetComponent <LevelSpeed>(); levelDisplay = GameObject.FindGameObjectWithTag("Level").GetComponent <LevelDisplay>(); levelObjects = new List <GameObject>(); initialAngles = new float[] { 45, -45, 90, -90, 135, -135, 180, -180 }; currentEnemy = 0; //Debug.Log(levelObjects); //levelObject.SetActive(false); }
// Update is called once per frame void Update() { if (playerLifes < 1) { LevelDisplay levelDisplay = level.GetComponent <LevelDisplay>(); levelDisplay.Finish(); level.GetComponent <LevelSpeed>().Finish(); level.GetComponent <UserInterface>().Finish(); levelDisplay.ShowFinishPanel(); } }
//private Vector3 moveDirection = Vector3.zero; // Start is called before the first frame update void Start() { levelUpdater = FindObjectOfType <LevelDisplay>(); livesUpdater = FindObjectOfType <LivesAmountDisplay>(); controller = GetComponent <CharacterController>(); animator = GetComponent <Animator>(); gameData = FindObjectOfType <GameController>(); expUpdater = FindObjectOfType <ExpAmountDisplay>(); LevelUp(lvl); }
// Use this for initialization void Start() { textAssets = Resources.LoadAll <TextAsset>("Levels"); foreach (TextAsset asset in textAssets) { GameObject obj = Instantiate(levelDisplayPrefab, transform); LevelDisplay d = obj.GetComponent <LevelDisplay>(); d.Initalize(asset); } }
void Awake() { //makes it a singleton if (levelDisplay == null) { //DontDestroyOnLoad(gameObject); levelDisplay = this; } else if (levelDisplay != this) { Destroy(gameObject); } }
/// <summary> /// Load graphics content for the game. /// </summary> public override void LoadContent() { if (content == null) { content = new ContentManager(ScreenManager.Game.Services, "Content"); } base.LoadContent(); // once the load has finished, we use ResetElapsedTime to tell the game's // timing mechanism that we have just finished a very long frame, and that // it should not try to catch up. ScreenManager.Game.ResetElapsedTime(); //create a new gameboard to use for 1p GameBoard gameBoard = new GameBoard(new Vector2(480, 55), TileSet.LoadAndGetDefaultTileset(content, difficulty), difficulty, 400, 564, (int)playerIndex1); gameBoard.SetScaleTiles(true); this.addGameplayScreenObject(gameBoard); //load all the background imagery DetailedSpriteObject infoPanels = new DetailedSpriteObject(content.Load <Texture2D>("Sprites\\BoardComponents\\info_panels_score_attack"), new Rectangle(90, 0, 350, 675)); this.addGameplayScreenObject(infoPanels); //define and load fonts SpriteFont weaponDisplayFont = content.Load <SpriteFont>("Fonts\\WeaponsDisplayFont"); SpriteFont messageBoxDisplayFont = content.Load <SpriteFont>("Fonts\\ScoreMessageBoxFont"); SpriteFont scoreFont = content.Load <SpriteFont>("Fonts\\PhillySansFont"); //define and load the displays LevelDisplay levelDisplay = new LevelDisplay(new Vector2(385, 106), scoreFont, gameBoard); ScoreDisplay scoreDisplay = new ScoreDisplay(new Vector2(200, 106), scoreFont, gameBoard); ComplexPowerMeterDisplay powerDisplay = new ComplexPowerMeterDisplay(new Vector2(920, 0), content, messageBoxDisplayFont, gameBoard, false); GameMessageBoxDisplay messageBoxDisplay = new GameMessageBoxDisplay(250, 300, new Vector2(105, 230), messageBoxDisplayFont, gameBoard, 16); this.addGameplayScreenObject(levelDisplay); this.addGameplayScreenObject(scoreDisplay); this.addGameplayScreenObject(powerDisplay); this.addGameplayScreenObject(messageBoxDisplay); }
//A start function void Start() { SpeedOfLight = GameControl.control.SpeedOfLight; SpeedOfLightY = GameControl.control.SpeedOfLightY; SpeedOfJump = GameControl.control.jumpSpeed; jennyTransform.GetComponent <Rigidbody2D>().gravityScale = GameControl.control.gravity; MaxNumbOfJumps = GameControl.control.maxNumberOfJumps; movement.maxFallSpeed = SpeedOfLightY; // get the distance to ground distToGround = jennyTransform.GetComponent <Collider2D>().bounds.extents.y; DeltaGamma = GameControl.control.deltaGamma; /////////// ////These are used for pick up ////////// holdingSomething = false; //DeltaXShift=1.0f; gammaX = 1.0f; gammaX0ld = 1.0f; riseTime = 0.5f; lorentzContractionForJenny = gameObject.GetComponent("LorentzContractionForJenny") as LorentzContractionForJenny; jennyShoot = gameObject.GetComponent("JennyShoot") as JennyShoot; levelDisplay = GameObject.FindGameObjectWithTag("Canvas").GetComponent("LevelDisplay") as LevelDisplay; jennyTime = 0.0f; //These are needed for the delay period between boosts timeBetweenBoosts = 0.5f; oneOverTimeBetweenBoosts = 1.0f / timeBetweenBoosts; small1OverTimeBetweenBoosts = 1.0f / smallTimeBetweenBoosts; timeOfBoost = 0.0f; ratioOfTimes = 0.0f; //boostDial= GameObject.Find("GreenCircle"); boostDial = GameObject.Find("BoostRecovery"); }
// Use this for initialization void Start() { levelCount = 0; newLevelCount = 30.0f; timerLimit = 1.0f; //Assign object spawn variables counterLimitMin = 1.0f; counterLimitMax = counterLimitMin * 5.0f; counterLimit = Random.Range(counterLimitMin, counterLimitMax); minX = 100.0f; myTransform = transform; isDead = true; startMarker = false; score = GameObject.FindGameObjectWithTag("Score").GetComponent<RunnerScoring>(); sDetector = GameObject.FindGameObjectWithTag("Recognizer").GetComponent<TapDetector>(); rPlayer = GameObject.FindGameObjectWithTag("Player").GetComponent<RunnerScript>(); rCollision = GameObject.FindGameObjectWithTag("Player").GetComponent<RunnerCollision>(); marker = GameObject.FindGameObjectWithTag("marker").GetComponent<MoveProgressBar>(); markerStart = new Vector3(-500.0f, 355.0f, -80.0f); markerEnd = new Vector3(500.0f, 355.0f, -80.0f); numGates = 0; numGatesInLevel = 0; spawnedFinish = false; crossedFinish = false; finish = GameObject.FindGameObjectWithTag("lastObject").GetComponent<LevelFinishScroll>(); levelText = GameObject.FindGameObjectWithTag("LevelText").GetComponent<LevelDisplay>(); levelText.setTheLevelText(levelCount); //Pass speedVar objects bonusDown = GameObject.FindGameObjectWithTag("BonusDown"); backBackgroundObjects = GameObject.FindGameObjectsWithTag("BackBackground"); frontBackgroundObjects = GameObject.FindGameObjectsWithTag("FrontBackground"); if (m_prefabChoices == null || m_prefabChoices.Length == 0) { return; } //test rPlayer.setGravity((rPlayer.getGravity() + speedVar * -0.10f)); srslyCounterLimit = 10.0f; }
void Start() { display = LevelDisplay.instance; }
private void Awake() { instance = this; }
private void Awake() { LevelDisplay = GetComponent <LevelDisplay>(); }
/// <summary> /// Load graphics content for the game. /// </summary> public override void LoadContent() { if (content == null) { content = new ContentManager(ScreenManager.Game.Services, "Content"); } base.LoadContent(); // once the load has finished, we use ResetElapsedTime to tell the game's // timing mechanism that we have just finished a very long frame, and that // it should not try to catch up. ScreenManager.Game.ResetElapsedTime(); //define and load fonts SpriteFont weaponDisplayFont = content.Load <SpriteFont>("Fonts\\WeaponsDisplayFont"); SpriteFont messageBoxDisplayFont = content.Load <SpriteFont>("Fonts\\ScoreMessageBoxFont"); SpriteFont scoreFont = content.Load <SpriteFont>("Fonts\\PhillySansFont"); //create a new gameboard to use for 1p GameBoard gameBoard = new GameBoard(new Vector2(480, 55), TileSet.LoadAndGetDefaultTileset(content, challenge.GetDifficulty()), challenge.GetDifficulty(), 400, 564, (int)playerIndex1); gameBoard.SetScaleTiles(true); gameBoard.GetStats().power = this.challenge.StartingPower(); this.addGameplayScreenObject(gameBoard); //check to see if this challenge wants the board to speed up or stay constant speed int speedUpTime = challenge.IsSpeedUpEnabled(); if (speedUpTime > 0) { gameBoard.SetSpeedUpEnabled(true); gameBoard.SetSpeedUpTimer(speedUpTime); } else { gameBoard.SetSpeedUpEnabled(false); } //load all the background imagery DetailedSpriteObject infoPanels = new DetailedSpriteObject(content.Load <Texture2D>("Sprites\\BoardComponents\\info_panels_challenges"), new Rectangle(90, 0, 350, 675)); this.addGameplayScreenObject(infoPanels); //define and load the displays LevelDisplay levelDisplay = new LevelDisplay(new Vector2(385, 75), scoreFont, gameBoard); ChallengeStatusDisplay challengeStatusDisplay = new ChallengeStatusDisplay(new Vector2(115, 180), scoreFont, gameBoard, this.challenge); ScoreDisplay scoreDisplay = new ScoreDisplay(new Vector2(200, 75), scoreFont, gameBoard); ComplexPowerMeterDisplay powerDisplay = new ComplexPowerMeterDisplay(new Vector2(920, 0), content, messageBoxDisplayFont, gameBoard, false); GameMessageBoxDisplay messageBoxDisplay = new GameMessageBoxDisplay(250, 300, new Vector2(105, 338), messageBoxDisplayFont, gameBoard, 12); this.addGameplayScreenObject(levelDisplay); this.addGameplayScreenObject(challengeStatusDisplay); this.addGameplayScreenObject(scoreDisplay); this.addGameplayScreenObject(powerDisplay); this.addGameplayScreenObject(messageBoxDisplay); }