Пример #1
0
 public void GravityOff()
 {
     GameData.gravityTimer = 100;
     gravityOff            = true;
     for (int y = 0; y < rows; y++)
     {
         for (int x = 0; x < cols; x++)
         {
             if (resources.GetPropByTag(getTagXY(x, y), "gResponds") == "yes")
             {
                 SetAttrXY(x, y, false);
             }
         }
     }
 }
Пример #2
0
    bool TryToMove(Vector2 moveVector)
    {
        bool result;

        result = false;
        pos.x += moveVector.x;
        pos.y += moveVector.y;
        if (pos.x < 0)
        {
            pos.x = 0;
        }
        if (pos.x > 29)
        {
            pos.x = 29;
        }
        if (pos.y < 0)
        {
            pos.y = 0;
        }
        if (pos.y > 19)
        {
            pos.y = 19;
        }

        int X = (int)Mathf.Round(pos.x);
        int Y = (int)Mathf.Round(pos.y);

        string otherTag = boardManager.getTagXY(X, Y);

        if (resources.GetPropByTag(otherTag, "pushable") == "no" && actionButton)
        {
            // don't push unpushable
            pos      = transform.position;
            otherTag = null;
        }

        switch (otherTag)
        {
        case "door": {
            if (boardManager.GetAttrXY(X, Y))
            {
                FinishLevel();
                result = true;
            }
            else
            {
                pos = transform.position;
            }
        }
        break;

        case "boulder": {
            int A = X + (int)moveVector.x;
            int B = Y;                    //+(int)moveAttempt.y;
            if (!boardManager.PushAsBoulder(X, Y, A, B))
            {
                pos = transform.position;
            }
            else
            {
                SFX.PlaySFX("push");
                result = true;
            }
        }
        break;

        case "jellybean": {
            boardManager.destroyXY(X, Y);
            EnergyRefill();
            result = true;
        }
        break;

        case "forcefield": {
            pos = transform.position;
            break;
        }

        case "trigger": {
            pos = transform.position;
        }
        break;

        case "gravity": {
            boardManager.destroyXY(X, Y);
            SFX.PlaySFX("gravity");
            if (boardManager.gravityOff == false)
            {
                boardManager.setGravityImageDirection(180f);
            }
            boardManager.GravityOff();
            result = true;
        }
        break;

        case "elixir": {
            SFX.PlaySFX("elixir");
            boardManager.destroyXY(X, Y);
            GameData.lives++;
            result = true;
        }
        break;

        case "teleport": {
            SFX.PlaySFX("teleport");
            boardManager.destroyXY(X, Y);                     //destroy current teleport
            Vector2 newPos = boardManager.GetTeleport();      //get coordinates of new teleport
            X = (int)newPos.x;
            Y = (int)newPos.y;
            boardManager.destroyXY(X, Y);                     //destroy new teleport
            pos.x  = newPos.x;
            pos.y  = newPos.y;
            result = true;
        }
        break;

        case "earth": {
            SFX.PlaySFX("earth");
            boardManager.destroyXY(X, Y);
            result = true;
        }
        break;

        case "wethellsoil": {
            boardManager.destroyXY(X, Y);
            result = true;
        }
        break;

        case "diamond": {
            boardManager.destroyXY(X, Y);
            SFX.PlaySFX("diamond");
            GameData.diamondsCollected++;
            GameData.score += GameData.pointsPerDiamond;
            if (GameData.diamondsCollected >= GameData.diamondRequired)
            {
                boardManager.DoorActivate();
            }
            result = true;
        }
        break;

        case "wall": {
            pos = transform.position;
        }
        break;

        case "bubble": {
            int A = X + (int)moveVector.x;
            int B = Y + (int)moveVector.y;
            if (!boardManager.PushAsBubble(X, Y, A, B))            //can we push the bubble from XY to AB ?
            {
                pos = transform.position;                          //if can't - don't move
            }
            else
            {
                result = true;
            }
        }
        break;

        case "fire": {
            boardManager.destroyXY(X, Y);
            Die();
            result = true;
        }
        break;
        }

        if (actionButton)
        {
            pos = transform.position;
        }
        transform.position = pos;
        cameraManager.FollowPlayer();

        return(result);
    }