示例#1
0
 private void OnCollisionEnter2D(Collision2D collision)
 {
     if (collision.gameObject.tag == "Ennemie")
     {
         End.GameOver();
     }
 }
        private string MakeATurn(int userXint)
        {
            //1. IF reached the top
            if (Settings.YCoordinate[userXint - 1] < 0)
            {
                //The column is full
                return("reload");
            }
            Settings.Board[Settings.YCoordinate[userXint - 1], userXint - 1] = Settings.IsPlayerOne ? CellState.X : CellState.O;
            Settings.NumTurns++;
            //IF win condition was fulfilled
            if (EndGame.GameOver(userXint, Settings))
            {
                GameOver = true;
                return("reload");
            }
            //IF board is full
            if (Settings.NumTurns == Settings.BoardHeight * Settings.BoardWidth)
            {
                FullBoard = true;
                return("reload");
            }
            // IF not change player, save state and let's continue

            Settings.YCoordinate[userXint - 1]--;
            Settings.IsPlayerOne = !Settings.IsPlayerOne;

            RuntimeData.GameSettings = Settings;
            return("OK");
        }
示例#3
0
 void Kill()
 {
     deathExplosion.Play();
     deathExplosionSound.Play();
     GetComponent <Collider2D>().enabled = false;
     GetComponentInChildren <SpriteRenderer>().gameObject.SetActive(false);
     enabled = false;
     projectile.gameObject.SetActive(false);
     EndGame.GameOver();
 }
示例#4
0
    private void GameOver(EndGame.GameResult result)
    {
        gameOver = true;
        endGameButton.GameOver(result);

        //clear unset tiles, in case player has hit one before this was called
        foreach (GameTile tile in tiles)
        {
            if (!tile.set)
            {
                tile.ClearTile();
            }
        }
    }
示例#5
0
    // Update is called once per frame
    void Update()
    {
        if (timerActive == true)
        {
            //-Time.deltaTime jer 60fps nekad zna biti varijabilan zbog rada CPU-a
            currentTime = currentTime - Time.deltaTime;
            if (currentTime <= 0)
            {
                StopTimer();
                EndGame endGameScript = GameObject.Find("FloorExit").GetComponent <EndGame>();
                endGameScript.GameOver("Time's Up!");
            }
        }
        TimeSpan time = TimeSpan.FromSeconds(currentTime);

        currentTimeText.text = time.Minutes.ToString() + ":" + time.Seconds.ToString();
    }