void OnCollisionEnter2D(Collision2D col) { if (col.gameObject.tag == tag) { Destroy(col.gameObject); feedback.GetComponent <ScoreFeedback>().correct(); Scorecounter.updateScore(1); } if (col.gameObject.tag != tag) { Destroy(col.gameObject); feedback.GetComponent <ScoreFeedback>().incorrect(); Scorecounter.updateScore(-1); } }
// Update is called once per frame void Update() { if (haltUpdate) { return; } timeElapsed += Time.deltaTime * 1000; GameObject.Find("Radial").GetComponent <Image>().fillAmount = 1 - timeElapsed / gameDuration; setTimerText("" + (int)(gameDuration - timeElapsed) / 1000); if (timeElapsed >= gameDuration) { // Terminate game haltUpdate = true; Time.timeScale = 0; //temp GameObject.Find("PauseButton").GetComponent <Button>().interactable = false; // Disable UI buttons Add_scene("ResultScene"); // Calculate score int rating = Scorecounter.getRating(); int score = Scorecounter.getScore(); GameObject[] goa = SceneManager.GetSceneByName("ResultScene").GetRootGameObjects(); foreach (GameObject go in goa) { print("test"); if (go.name == "ResultsCanvas") { print("HYPE"); go.GetComponent <ResultsRating>().setRating(score, rating); } } } }
public void Start() { setRating(Scorecounter.getScore(), Scorecounter.getRating()); }
public Gamestate(Texture2D gun_light, Texture2D shadow, Texture2D[] tele_anim, Action exit, SoundEffect footstep1, SoundEffect footstep2, SoundEffect footstep3, SoundEffect ka_ching, Song gunshop_song, Texture2D gunshop_img, Texture2D gunshop_bg, Song intro_music, Texture2D menu_bg, Texture2D settings, Song gunready, SoundEffect gunfire1, SoundEffect gunfire2, SoundEffect mp7a1_sound, Texture2D fire1, Texture2D fire2, Texture2D ammobox, Texture2D[] punchanim, Texture2D[] enemy_punchanim, Texture2D chrtr, Texture2D chrtrw1, Texture2D chrtrw2, Texture2D enemy_chrtr, Texture2D enemy_chrtrw1, Texture2D enemy_chrtrw2, Texture2D fiftyblack, Texture2D whitep, Texture2D pistol_gun_img, Texture2D rifle_gun_img, Texture2D hands_gun_img, Texture2D lantern, Texture2D pistol_icon, Texture2D rifle_icon, Texture2D hands_icon, Texture2D background1, Texture2D background2, Texture2D background3, Texture2D background4, Texture2D background5, Texture2D background6, Texture2D background7, Texture2D background8, Texture2D background9, Texture2D fence, Texture2D licht, Texture2D analogarea_img, Texture2D analogstick_img, Texture2D button_A, Texture2D button_B, Texture2D button_X, Texture2D mp7a1_icon, Texture2D mp7a1_gun, Texture2D big_enemy, Texture2D big_enemy_walk1, Texture2D big_enemy_Walk2, Texture2D bg2_1, Texture2D bg2_1_prop, Texture2D bg2_2, Texture2D bg2_3, Texture2D bg2_4) { this.GameHeight = Game1.GameHeight; this.GameWidth = Game1.GameWidth; this.StartScreen = new List <GuiElement>(); this.BackgroundList = new List <GuiElement>(); this.MidList = new List <GuiElement>(); this.ForegroundList = new List <GuiElement>(); this.UiList = new List <GuiElement>(); this.enemylist = new List <Enemy>(); this.big_enemylist = new List <Big_Enemy>(); MainList = new List <List <GuiElement> >(); MainList.Add(BackgroundList); MainList.Add(MidList); MainList.Add(ForegroundList); MainList.Add(UiList); this.paused = false; this.gamestarted = false; this.gunshop_active = false; this.game_over = false; this.Walkanim = new Texture2D[4]; this.Walkanim[0] = chrtr; this.Walkanim[1] = chrtrw1; this.Walkanim[2] = chrtr; this.Walkanim[3] = chrtrw2; this.enemy_Walkanim = new Texture2D[4]; this.enemy_Walkanim[0] = enemy_chrtr; this.enemy_Walkanim[1] = enemy_chrtrw1; this.enemy_Walkanim[2] = enemy_chrtr; this.enemy_Walkanim[3] = enemy_chrtrw2; this.big_enemy_Walkanim = new Texture2D[4]; this.big_enemy_Walkanim[0] = big_enemy; this.big_enemy_Walkanim[1] = big_enemy_walk1; this.big_enemy_Walkanim[2] = big_enemy; this.big_enemy_Walkanim[3] = big_enemy_Walk2; this.Ammobox = ammobox; this.mp7a1 = new Gun(gun_light, mp7a1_sound, whitep, 0.4f, 96, mp7a1_gun, mp7a1_icon, fire1, fire2, (int)(GameWidth / 7.407), (int)(GameWidth / 21.052), (int)(GameWidth / 110), 28, 1.67, 3, 7); this.pistol = new Gun(gun_light, gunfire2, whitep, 1, 99, pistol_gun_img, pistol_icon, fire1, fire2, (int)(GameWidth / 7.407), (int)(GameWidth / 21.052), (int)(GameWidth / 110), 42.105, 2, 3, 25); this.rifle = new Gun(gun_light, gunfire1, whitep, 0.8f, 98, rifle_gun_img, rifle_icon, fire1, fire2, (int)(GameWidth / 7.407), (int)(GameWidth / 21.052), 0, 17.02, 1.3, 3.5, 11); this.hands = new Gun(gun_light, gunfire1, whitep, 0f, 97, hands_gun_img, hands_icon, fire1, fire2, (int)(GameWidth / 7.407), (int)(GameWidth / 21.052), 0, 17.02, 1.3, 3.5, 11); this.lantern1 = new Image(121, lantern, (int)(GameWidth / 10), (int)(GameWidth / 25), (int)(GameWidth / 17), (int)(GameWidth / 4.444)); this.lantern2 = new Image(122, lantern, (int)(GameWidth / 2.285), (int)(GameWidth / 25), (int)(GameWidth / 17), (int)(GameWidth / 4.444)); this.lantern3 = new Image(123, lantern, (int)(GameWidth / 1.29), (int)(GameWidth / 25), (int)(GameWidth / 17), (int)(GameWidth / 4.444)); this.lantern4 = new Image(124, lantern, (int)(GameWidth / 3), (int)(GameWidth / 25), (int)(GameWidth / 17), (int)(GameWidth / 4.444)); this.lantern5 = new Image(125, lantern, (int)(GameWidth / 1.5), (int)(GameWidth / 25), (int)(GameWidth / 17), (int)(GameWidth / 4.444)); this.light1 = new Light(131, licht, 0, (int)(GameWidth / 25), (int)(GameWidth / 4.04), (int)(GameWidth / 2.72)); this.light2 = new Light(132, licht, (int)(GameWidth / 2.96), (int)(GameWidth / 25), (int)(GameWidth / 4.04), (int)(GameWidth / 2.72)); this.light3 = new Light(133, licht, (int)(GameWidth / 1.48), (int)(GameWidth / 25), (int)(GameWidth / 4.04), (int)(GameWidth / 2.72)); this.light4 = new Light(134, licht, (int)(GameWidth / 4.333), (int)(GameWidth / 25), (int)(GameWidth / 4.04), (int)(GameWidth / 2.72)); this.light5 = new Light(135, licht, (int)(GameWidth / 1.764), (int)(GameWidth / 25), (int)(GameWidth / 4.04), (int)(GameWidth / 2.72)); this.gunmanager = new GunManager(104, gunready, fiftyblack, this.hands, this.pistol, this.rifle, this.mp7a1); this.BG1 = new Image(1, background1, 0, 0, GameWidth, GameHeight); this.BG2 = new Image(1, background2, 0, 0, GameWidth, GameHeight); this.BG3 = new Image(1, background3, 0, 0, GameWidth, GameHeight); this.BG4 = new Image(1, background4, 0, 0, GameWidth, GameHeight); this.BG5 = new Image(1, background5, 0, 0, GameWidth, GameHeight); this.BG6 = new Image(1, background6, 0, 0, GameWidth, GameHeight); this.BG7 = new Image(1, background7, 0, 0, GameWidth, GameHeight); this.BG8 = new Image(1, background8, 0, 0, GameWidth, GameHeight); this.BG9 = new Image(1, background9, 0, 0, GameWidth, GameHeight); this.BG2_1 = new Image(0, bg2_1, 0, 0, GameWidth, GameHeight); this.BG2_1_prop = new Image(0, bg2_1_prop, (int)(Game1.GameWidth / 1.639), (int)(Game1.GameWidth / 10.3), (int)(Game1.GameWidth / 2.564), (int)(Game1.GameWidth / 3.125)); this.BG2_2 = new Image(0, bg2_2, 0, 0, GameWidth, GameHeight); this.BG2_3 = new Image(0, bg2_3, 0, 0, GameWidth, GameHeight); this.BG2_4 = new Image(0, bg2_4, 0, 0, GameWidth, GameHeight); this.Fence1 = new Image(1, fence, 0, (int)(Game1.GameWidth / 2.857), (int)(Game1.GameWidth / 2), (int)(Game1.GameWidth / 15.686)); this.Fence2 = new Image(1, fence, (int)(GameWidth / 2), (int)(Game1.GameWidth / 2.857), (int)(Game1.GameWidth / 2), (int)(Game1.GameWidth / 15.686)); this.analogarea = new Image(4, analogarea_img, (int)(GameWidth / 80), (int)(GameWidth / 2.6666), (int)(GameWidth / 5.333333), (int)(GameWidth / 5.333333)); this.analogstick = new TouchButton(5, analogstick_img, (int)(GameWidth / 13.33333), (int)(GameWidth / 2.2857), (int)(GameWidth / 16), (int)(GameWidth / 16)); this.player = new Player(6, shadow, footstep1, footstep2, footstep3, chrtr, this.Walkanim, punchanim, whitep, analogstick, gunmanager, (int)(GameWidth / 16), (int)(GameWidth / 3.2), (int)(GameWidth / 12.5), (int)(GameWidth / 10)); this.A_Button = new Button(20, "", button_A, (int)(GameWidth / 1.739), (int)(GameWidth / 2.2), (int)(GameWidth / 12.307), (int)(GameWidth / 12.307), () => { }); this.B_Button = new Button(21, "", button_B, (int)(GameWidth / 1.428), (int)(GameWidth / 2.329), (int)(GameWidth / 12.307), (int)(GameWidth / 12.307), () => { player.Attack(); }); this.X_Button = new Button(22, "", button_X, (int)(GameWidth / 1.212), (int)(GameWidth / 2.474), (int)(GameWidth / 12.307), (int)(GameWidth / 12.307), () => { player.jumpbool = true; }); this.moneycheat_button = new Button(0, "add 1000 score", fiftyblack, (int)(GameWidth / 2), (int)(GameWidth / 5.333), (int)(GameWidth / 4), (int)(GameWidth / 16), () => { if (!this.moneycheat_button.active) { player.score += 1000; } ; }); this.skipstage_button = new Button(0, "Skip stage", fiftyblack, (int)(GameWidth / 2), (int)(GameWidth / 4), (int)(GameWidth / 4), (int)(GameWidth / 16), () => { if (!this.skipstage_button.active && this.current_level.Next != null) { this.current_level = this.current_level.NextLevel(); this.current_level.OnEnter(); } ; }); this.enemy1 = new Enemy(0, shadow, enemy_chrtr, whitep, this.enemy_Walkanim, enemy_punchanim, (int)(GameWidth / 1.5), (int)(GameWidth / 3.1)); this.enemy2 = new Enemy(0, shadow, enemy_chrtr, whitep, this.enemy_Walkanim, enemy_punchanim, (int)(GameWidth / 1.2), (int)(GameWidth / 3.2)); this.enemy3 = new Enemy(0, shadow, enemy_chrtr, whitep, this.enemy_Walkanim, enemy_punchanim, (int)(GameWidth / 1.5), (int)(GameWidth / 3.3)); this.enemy4 = new Enemy(0, shadow, enemy_chrtr, whitep, this.enemy_Walkanim, enemy_punchanim, (int)(GameWidth / 1.35), (int)(GameWidth / 3.1)); this.enemy5 = new Enemy(0, shadow, enemy_chrtr, whitep, this.enemy_Walkanim, enemy_punchanim, (int)(GameWidth / 1.2), (int)(GameWidth / 3.2)); this.enemy6 = new Enemy(0, shadow, enemy_chrtr, whitep, this.enemy_Walkanim, enemy_punchanim, (int)(GameWidth / 1), (int)(GameWidth / 3.3)); this.enemy7 = new Enemy(0, shadow, enemy_chrtr, whitep, this.enemy_Walkanim, enemy_punchanim, (int)(GameWidth / 1.5), (int)(GameWidth / 3.2)); this.enemy8 = new Enemy(0, shadow, enemy_chrtr, whitep, this.enemy_Walkanim, enemy_punchanim, (int)(GameWidth / 1.2), (int)(GameWidth / 3.1)); this.enemy9 = new Enemy(0, shadow, enemy_chrtr, whitep, this.enemy_Walkanim, enemy_punchanim, (int)(GameWidth / 1.45), (int)(GameWidth / 3.2)); this.enemy10 = new Enemy(0, shadow, enemy_chrtr, whitep, this.enemy_Walkanim, enemy_punchanim, (int)(GameWidth / 1.3), (int)(GameWidth / 3.3)); this.enemy11 = new Enemy(0, shadow, enemy_chrtr, whitep, this.enemy_Walkanim, enemy_punchanim, (int)(GameWidth / 1.2), (int)(GameWidth / 3.1)); this.enemy12 = new Enemy(0, shadow, enemy_chrtr, whitep, this.enemy_Walkanim, enemy_punchanim, (int)(GameWidth / 1.1), (int)(GameWidth / 3.2)); this.enemy13 = new Enemy(0, shadow, enemy_chrtr, whitep, this.enemy_Walkanim, enemy_punchanim, (int)(GameWidth / 1.15), (int)(GameWidth / 3.3)); this.big_enemy1 = new Big_Enemy(0, shadow, big_enemy, whitep, this.big_enemy_Walkanim, (int)(GameWidth / 1.5), (int)(GameWidth / 3.2)); this.big_enemy2 = new Big_Enemy(0, shadow, big_enemy, whitep, this.big_enemy_Walkanim, (int)(GameWidth / 1.2), (int)(GameWidth / 3.2)); this.big_enemy3 = new Big_Enemy(0, shadow, big_enemy, whitep, this.big_enemy_Walkanim, (int)(GameWidth / 1.4), (int)(GameWidth / 3.2)); this.big_enemy4 = new Big_Enemy(0, shadow, big_enemy, whitep, this.big_enemy_Walkanim, (int)(GameWidth / 1.3), (int)(GameWidth / 3.2)); this.l1_1 = new Level(BG1, null, null, BackgroundList, MidList, ForegroundList, UiList, enemylist, big_enemylist, new List <Enemy> { }, new List <Big_Enemy> { }, () => { this.AddToFront(light1); this.AddToFront(light2); this.AddToFront(light3); }, () => { }, () => { this.AddToBack(lantern1); this.AddToBack(lantern2); this.AddToBack(lantern3); this.AddToBack(gunstore); }, () => {}); this.l1_2 = new Level(BG2, null, null, BackgroundList, MidList, ForegroundList, UiList, enemylist, big_enemylist, new List <Enemy> { enemy1 }, new List <Big_Enemy> { }, () => { this.AddToFront(light4); this.AddToFront(light5); }, () => { }, () => { this.AddToBack(lantern4); this.AddToBack(lantern5); }, () => {}); this.l1_3 = new Level(BG3, null, null, BackgroundList, MidList, ForegroundList, UiList, enemylist, big_enemylist, new List <Enemy> { enemy2, enemy3 }, new List <Big_Enemy> { }, () => { }, () => { }, () => { }, () => {}); this.l1_4 = new Level(BG4, null, null, BackgroundList, MidList, ForegroundList, UiList, enemylist, big_enemylist, new List <Enemy> { enemy4, enemy5, enemy6 }, new List <Big_Enemy> { }, () => { this.AddToFront(Fence2); }, () => { }, () => { this.AddToBack(gunstore); }, () => {}); this.l1_5 = new Level(BG5, null, null, BackgroundList, MidList, ForegroundList, UiList, enemylist, big_enemylist, new List <Enemy> { }, new List <Big_Enemy> { big_enemy1 }, () => { this.AddToFront(Fence1); this.AddToFront(Fence2); }, () => { }, () => { }, () => {}); this.l1_6 = new Level(BG6, null, null, BackgroundList, MidList, ForegroundList, UiList, enemylist, big_enemylist, new List <Enemy> { enemy7, enemy8, enemy9, enemy10 }, new List <Big_Enemy> { }, () => { this.AddToFront(Fence1); this.AddToFront(Fence2); }, () => { }, () => { }, () => {}); this.l1_7 = new Level(BG7, null, null, BackgroundList, MidList, ForegroundList, UiList, enemylist, big_enemylist, new List <Enemy> { enemy11, enemy12 }, new List <Big_Enemy> { big_enemy2 }, () => { }, () => { }, () => { this.AddToBack(gunstore); }, () => {}); this.l1_8 = new Level(BG8, null, null, BackgroundList, MidList, ForegroundList, UiList, enemylist, big_enemylist, new List <Enemy> { enemy13 }, new List <Big_Enemy> { big_enemy3, big_enemy4 }, () => { }, () => { }, () => { }, () => {}); this.l1_9 = new Level(BG9, null, null, BackgroundList, MidList, ForegroundList, UiList, enemylist, big_enemylist, new List <Enemy> { }, new List <Big_Enemy> { }, () => { }, () => { }, () => { }, () => { if (this.player.x > (int)(Game1.GameWidth / 2)) { this.game_over = true; } }); this.l2_1 = new Level(BG2_1, null, null, BackgroundList, MidList, ForegroundList, UiList, enemylist, big_enemylist, new List <Enemy> { }, new List <Big_Enemy> { }, () => { this.AddToFront(this.BG2_1_prop); this.AddToFront(light1); this.AddToFront(light2); }, () => { }, () => { this.AddToBack(lantern1); this.AddToBack(lantern2); }, () => {}); this.l2_2 = new Level(BG2_2, null, null, BackgroundList, MidList, ForegroundList, UiList, enemylist, big_enemylist, new List <Enemy> { }, new List <Big_Enemy> { }, () => { }, () => { }, () => { }, () => { }); this.l2_3 = new Level(BG2_3, null, null, BackgroundList, MidList, ForegroundList, UiList, enemylist, big_enemylist, new List <Enemy> { }, new List <Big_Enemy> { }, () => { }, () => { }, () => { }, () => { }); this.l2_4 = new Level(BG2_4, null, null, BackgroundList, MidList, ForegroundList, UiList, enemylist, big_enemylist, new List <Enemy> { }, new List <Big_Enemy> { }, () => { }, () => { }, () => { }, () => { }); this.current_level = l1_1; this.l1_1.Next = l1_2; this.l1_2.Prev = l1_1; this.l1_2.Next = l1_3; this.l1_3.Prev = l1_2; this.l1_3.Next = l1_4; this.l1_4.Prev = l1_3; this.l1_4.Next = l1_5; this.l1_5.Prev = l1_4; this.l1_5.Next = l1_6; this.l1_6.Prev = l1_5; this.l1_6.Next = l1_7; this.l1_7.Prev = l1_6; this.l1_7.Next = l1_8; this.l1_8.Prev = l1_7; this.l1_8.Next = l1_9; this.l1_9.Prev = l1_8; this.l2_1.Next = l2_2; this.l2_2.Prev = l2_1; this.l2_2.Next = l2_3; this.l2_3.Prev = l2_2; this.l2_3.Next = l2_4; this.l2_4.Prev = l2_3; this.player1score = new Scorecounter((int)(Game1.GameWidth / 80), (int)(Game1.GameWidth / 16), player); this.keyboard = new VirtKeyBoard(fiftyblack, "enter name", player, () => { this.StartScreen.Add(this.start_button); this.StartScreen.Add(this.name_change); this.StartScreen.Remove(keyboard); }); this.settingsbutton = new Button(1, "", settings, 0, 0, (int)(GameWidth / 16), (int)(GameWidth / 16), () => { this.paused = true; }); this.contbg = new Image(1, fiftyblack, 0, (int)(GameWidth / 16), GameWidth, (int)(GameWidth / 2.105)); this.Menu_bg = new Image(1, menu_bg, 0, 0, Game1.GameWidth, Game1.GameHeight); this.start_button = new Button(1, "START", fiftyblack, GameWidth / 2 - (int)(GameWidth / 6.5), GameHeight / 2, (int)(GameWidth / 3.8), (int)(GameWidth / 13), () => { this.gamestarted = true; this.paused = false; this.gunshop_active = false; MediaPlayer.Stop(); }); this.name_change = new Button(1, "CHANGE NAME", fiftyblack, GameWidth / 2 - (int)(GameWidth / 6.5), GameHeight / 2 + (int)(GameWidth / 9), (int)(GameWidth / 3.8), (int)(GameWidth / 13), () => { this.StartScreen.Remove(this.start_button); this.StartScreen.Remove(this.name_change); this.StartScreen.Add(keyboard); Thread.Sleep(120); }); this.gunstore = new Gunstore(gunshop_img, ka_ching, gunshop_song, fiftyblack, gunshop_bg, mp7a1_gun, rifle_gun_img, pistol_gun_img, whitep, (int)(Game1.GameWidth / 4), (int)(Game1.GameWidth / 8), player, A_Button, () => { this.gunshop_active = true; this.gunmanager.currentgun = this.gunmanager.Gun1; this.player1score.y = (int)(Game1.GameWidth / 1.95); }, () => { this.gunshop_active = false; this.player1score.y = (int)(Game1.GameWidth / 16); }); this.fps_switch = new ONOFFswitch("Draw FPS", (int)(GameWidth / 16), (int)(GameWidth / 5.333), whitep, analogstick_img); this.op2 = new ONOFFswitch("GodMode", (int)(GameWidth / 16), (int)(GameWidth / 4), whitep, analogstick_img); this.op3 = new ONOFFswitch("Skip Stage", (int)(GameWidth / 16), (int)(GameWidth / 3.2), whitep, analogstick_img); this.op4 = new ONOFFswitch("Option", (int)(GameWidth / 16), (int)(GameWidth / 2.666), whitep, analogstick_img); this.retry_button = new Button(1, "Retry", fiftyblack, GameWidth / 2 - (int)(GameWidth / 6.5), GameHeight / 2 + (int)(GameWidth / 12), (int)(GameWidth / 3.8), (int)(GameWidth / 13), () => { this.current_level = l1_1; this.MidList.Remove(enemy1); this.enemylist.Remove(enemy1); this.MidList.Remove(enemy2); this.enemylist.Remove(enemy2); this.MidList.Remove(enemy3); this.enemylist.Remove(enemy3); this.MidList.Remove(enemy4); this.enemylist.Remove(enemy4); this.MidList.Remove(enemy5); this.enemylist.Remove(enemy5); this.MidList.Remove(enemy6); this.enemylist.Remove(enemy6); this.MidList.Remove(enemy7); this.enemylist.Remove(enemy7); this.MidList.Remove(enemy8); this.enemylist.Remove(enemy8); this.MidList.Remove(enemy9); this.enemylist.Remove(enemy9); this.MidList.Remove(enemy10); this.enemylist.Remove(enemy10); this.MidList.Remove(enemy11); this.enemylist.Remove(enemy11); this.MidList.Remove(enemy12); this.enemylist.Remove(enemy12); this.MidList.Remove(enemy13); this.enemylist.Remove(enemy13); this.MidList.Remove(big_enemy1); this.big_enemylist.Remove(big_enemy1); this.MidList.Remove(big_enemy2); this.big_enemylist.Remove(big_enemy2); this.MidList.Remove(big_enemy3); this.big_enemylist.Remove(big_enemy3); this.MidList.Remove(big_enemy4); this.big_enemylist.Remove(big_enemy4); this.BackgroundList.RemoveRange(0, BackgroundList.Count); this.MidList.RemoveRange(0, MidList.Count); this.UiList.RemoveRange(0, UiList.Count); this.ForegroundList.RemoveRange(0, ForegroundList.Count); this.AddToBack(BG1); this.AddToBack(lantern1); this.AddToBack(lantern2); this.AddToBack(lantern3); this.AddToFront(light1); this.AddToFront(light2); this.AddToFront(light3); this.AddToBack(gunstore); this.AddToUI(player1score); this.AddToUI(analogarea); this.AddToUI(analogstick); this.AddToMid(player); this.AddToUI(A_Button); this.AddToUI(B_Button); this.AddToUI(X_Button); this.AddToMid(gunmanager); this.AddToUI(settingsbutton); this.enemy1 = new Enemy(0, shadow, enemy_chrtr, whitep, this.enemy_Walkanim, enemy_punchanim, (int)(GameWidth / 1.5), (int)(GameWidth / 3.1)); this.enemy2 = new Enemy(0, shadow, enemy_chrtr, whitep, this.enemy_Walkanim, enemy_punchanim, (int)(GameWidth / 1.2), (int)(GameWidth / 3.2)); this.enemy3 = new Enemy(0, shadow, enemy_chrtr, whitep, this.enemy_Walkanim, enemy_punchanim, (int)(GameWidth / 1.5), (int)(GameWidth / 3.3)); this.enemy4 = new Enemy(0, shadow, enemy_chrtr, whitep, this.enemy_Walkanim, enemy_punchanim, (int)(GameWidth / 1.35), (int)(GameWidth / 3.1)); this.enemy5 = new Enemy(0, shadow, enemy_chrtr, whitep, this.enemy_Walkanim, enemy_punchanim, (int)(GameWidth / 1.2), (int)(GameWidth / 3.2)); this.enemy6 = new Enemy(0, shadow, enemy_chrtr, whitep, this.enemy_Walkanim, enemy_punchanim, (int)(GameWidth / 1), (int)(GameWidth / 3.3)); this.enemy7 = new Enemy(0, shadow, enemy_chrtr, whitep, this.enemy_Walkanim, enemy_punchanim, (int)(GameWidth / 1.5), (int)(GameWidth / 3.2)); this.enemy8 = new Enemy(0, shadow, enemy_chrtr, whitep, this.enemy_Walkanim, enemy_punchanim, (int)(GameWidth / 1.2), (int)(GameWidth / 3.1)); this.enemy9 = new Enemy(0, shadow, enemy_chrtr, whitep, this.enemy_Walkanim, enemy_punchanim, (int)(GameWidth / 1.45), (int)(GameWidth / 3.2)); this.enemy10 = new Enemy(0, shadow, enemy_chrtr, whitep, this.enemy_Walkanim, enemy_punchanim, (int)(GameWidth / 1.3), (int)(GameWidth / 3.3)); this.enemy11 = new Enemy(0, shadow, enemy_chrtr, whitep, this.enemy_Walkanim, enemy_punchanim, (int)(GameWidth / 1.2), (int)(GameWidth / 3.1)); this.enemy12 = new Enemy(0, shadow, enemy_chrtr, whitep, this.enemy_Walkanim, enemy_punchanim, (int)(GameWidth / 1.1), (int)(GameWidth / 3.2)); this.enemy13 = new Enemy(0, shadow, enemy_chrtr, whitep, this.enemy_Walkanim, enemy_punchanim, (int)(GameWidth / 1.15), (int)(GameWidth / 3.3)); this.big_enemy1 = new Big_Enemy(0, shadow, big_enemy, whitep, this.big_enemy_Walkanim, (int)(GameWidth / 1.5), (int)(GameWidth / 3.2)); this.big_enemy2 = new Big_Enemy(0, shadow, big_enemy, whitep, this.big_enemy_Walkanim, (int)(GameWidth / 1.2), (int)(GameWidth / 3.2)); this.big_enemy3 = new Big_Enemy(0, shadow, big_enemy, whitep, this.big_enemy_Walkanim, (int)(GameWidth / 1.4), (int)(GameWidth / 3.2)); this.big_enemy4 = new Big_Enemy(0, shadow, big_enemy, whitep, this.big_enemy_Walkanim, (int)(GameWidth / 1.3), (int)(GameWidth / 3.2)); this.player.x = (int)(Game1.GameWidth / 40); this.player.score = 500; this.player.health = 100; this.gunmanager.gunlist.RemoveAll(gun => gun == gun); this.gunmanager.gunlist.Add(this.gunmanager.Gun1); this.gunmanager.currentgun = this.gunmanager.Gun1; this.endscreen.reset(); this.gamestarted = false; this.game_over = false; }); this.next_level = new Button(1, "Next Level", fiftyblack, GameWidth / 2 - (int)(GameWidth / 6.5), GameHeight / 2 + (int)(GameWidth / 12), (int)(GameWidth / 3.8), (int)(GameWidth / 13), () => { }); this.exit_button = new Button(1, "Exit Game", fiftyblack, GameWidth / 2 - (int)(GameWidth / 6.5), GameHeight / 2 + (int)(GameWidth / 6), (int)(GameWidth / 3.8), (int)(GameWidth / 13), () => { exit(); }); this.endscreen = new GameOver(player, exit_button, next_level, fiftyblack, tele_anim, () => { this.player.x = (int)(Game1.GameWidth / 8); this.player.y = (int)(Game1.GameHeight / 2); this.game_over = false; this.current_level = l2_1; this.current_level.OnEnter(); }); this.cont = new Button(1, "BACK", fiftyblack, (int)(GameWidth / 80), (int)(GameWidth / 13.333), (int)(GameWidth / 4.444), (int)(GameWidth / 16), () => { this.paused = false; }); this.Intro_Music = intro_music; this.StartScreen.Add(Menu_bg); this.StartScreen.Add(start_button); this.StartScreen.Add(name_change); this.current_level.OnEnter(); this.AddToUI(player1score); this.AddToUI(analogarea); this.AddToUI(analogstick); this.AddToMid(player); this.AddToUI(A_Button); this.AddToUI(B_Button); this.AddToUI(X_Button); this.AddToUI(settingsbutton); }
// Use this for initialization void Start() { timeElapsed = 0; Time.timeScale = 1; Scorecounter.reset(); }
public void Start() { Scorecounter.setRatingRequirements(rating1, rating2, rating3); }