// Start is called before the first frame update void Start() { open = false; level = GameObject.FindGameObjectWithTag("MapMaker").GetComponent <LevelGenerator>(); enemy = GameObject.FindGameObjectWithTag("MapMaker").GetComponent <EnemyMaker>(); stepmana = GameObject.FindGameObjectWithTag("Maker").GetComponent <StepMana>(); }
//Test ability to spawn an enemy when enough points are present public void EnemySpawnTest() { var gameObject = new GameObject(); EnemyMaker maker = gameObject.AddComponent <EnemyMaker>(); CrabEnemy enemy = gameObject.AddComponent <CrabEnemy>(); maker.Start(); enemy.Start(); maker.setCurrentCost(0); maker.setMaxCost(10); Assert.IsTrue(maker.testIfEnemyMakeable(enemy)); }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { UI.LoadContent(Content, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight); UIClass.LoadContent(Content); UpgradeSystem.LoadContent(Content, graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight); WeaponList.LoadContent(Content); ChopperList.LoadContent(Content); EffectsList.LoadContent(Content); EnemyMaker.LoadContent(Content); // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); Level level = new Level(500, 500); Player player = new Player(ChopperList.GetChopper(ChopperType.Training), new Vector2(500, 2000)); //Player player = new Player(ChopperList.GetChopper(0), new Vector2(0, 0)); hud = new Hud(Content.Load <SpriteFont>("hudFont")); camera = new Camera(); //camera.Position = player.PlayerSpriteCenter; camera.Position = player.PlayerCenter; gameManager = new GameManager(level, player); List <Sprite> listOfEnemies = new List <Sprite>(); listOfEnemies.Add(EnemyMaker.GetTurret(TurretType.MGun, new Vector2(0, 0), 0, 0)); listOfEnemies.Add(EnemyMaker.GetTurret(TurretType.MGun, new Vector2(0, 700), 0, 0)); listOfEnemies.Add(EnemyMaker.GetTurret(TurretType.MGun, new Vector2(700, 700), 0, 0)); listOfEnemies.Add(EnemyMaker.GetTurret(TurretType.MGun, new Vector2(700, 0), 0, 0)); listOfEnemies.Add(EnemyMaker.GetTurret(TurretType.Rocket, new Vector2(350, 350), 0, 0)); listOfEnemies.Add(EnemyMaker.GetTurret(TurretType.RocketHoming, new Vector2(800, 800), 0, 0)); listOfEnemies.Add(EnemyMaker.GetTurret(TurretType.ShotGun, new Vector2(500, 500), 3, 1)); listOfEnemies.Add(EnemyMaker.GetTurret(TurretType.ShotGun, new Vector2(250, 450), 5, 0.5f)); level.AddEntity(listOfEnemies, true, true, true); listOfEnemies.Clear(); listOfEnemies.Add(new Building(Content.Load <Texture2D>("building"), new Vector2(1000, 1000))); List <Helipad> listOfHelipads = new List <Helipad>(); listOfHelipads.Add(new Helipad(Content.Load <Texture2D>("Allies\\helipad"), new Vector2(500, 2000))); level.AddLandingPad(listOfHelipads); level.AddEntity(listOfEnemies, true, true, false); missionScreen = new MissionScreen(1, "GameTest", "Yarrr mission is to blow up\nevery turret. Then return\nto the base\n\nWASD - Move \nLeft\\Right arrow - rotate\nSpace - fire \nX and L - land\\lift \nU - upgrade (on helipad)\nP- developer stats\n+ and - - zoom ", graphics.PreferredBackBufferWidth, graphics.PreferredBackBufferHeight, Color.SaddleBrown); GameData.menuState = MenuState.MissionMenu; // TODO: use this.Content to load your game content here }
//Test for correct behavior (no spawn) when there are not enough points to spawn an enemy. public void EnemySpawnNoRoomTest() { var gameObject = new GameObject(); EnemyMaker maker = gameObject.AddComponent <EnemyMaker>(); CrabEnemy enemy = gameObject.AddComponent <CrabEnemy>(); maker.Start(); enemy.Start(); //Need to force a platform to exist maker.setCurrentCost(10); maker.setMaxCost(5); Assert.IsFalse(maker.testIfEnemyMakeable(enemy)); }
void Start() { playerRigid = player.GetComponent <Rigidbody2D>(); enemyMaker = FindObjectOfType <EnemyMaker>(); itemMaker = FindObjectOfType <ItemMaker>(); model = new PlatformMakerModel(playerRigid.gravityScale * 9.81f, player.horizontalSpeed, player.jumpSpeed); //we'll start with the initial platform, and make 4 more makeRandomPlatformInRange(); makeRandomPlatformInRange(); makeRandomPlatformInRange(); makeRandomPlatformInRange(); }
public virtual void Start() { base.Start(); rigidEnemy = GetComponent <Rigidbody2D>(); maker = FindObjectOfType <EnemyMaker>(); //finds and holds the enemy maker gameObject.tag = "Enemy"; if (!shootsTowardsPlayer && bulletVelocity != 0) { bulletVector = new Vector2(Mathf.Cos(bulletAngle * Mathf.PI / 180f) / 6.28f * bulletVelocity, (float)Mathf.Sin(bulletAngle * Mathf.PI / 180f) / 6.28f * bulletVelocity); } player = FindObjectOfType <PlayerMovement>(); }
protected override ChallengeBeat[] CoalesceChallengeBeatEnemies(bool left, int difficulty) { //ship game needs to double the number of enemies EnemyMaker[] es = new EnemyMaker[difficulty * 2]; for (int i = 0; i < difficulty*2; i+=2) { es[i] = MakeEnemy(left, 1); es[i+1] = MakeEnemy(left, 1); if (left) { ConsumeLeft(1); } else { ConsumeRight(1); } } return new ChallengeBeat[] { new ChallengeBeat(0, es) }; }
// Start is called before the first frame update void Start() { enemyMaker = GameObject.FindGameObjectWithTag("MapMaker").GetComponent <EnemyMaker>(); target = GameObject.FindGameObjectWithTag("Player").gameObject; }
protected virtual ChallengeBeat[] CoalesceChallengeBeatEnemies(bool left, int difficulty) { EnemyMaker[] es = new EnemyMaker[difficulty]; for (int i = 0; i < difficulty; i++) { es[i] = MakeEnemy(left, 1); if (left) { ConsumeLeft(1); } else { ConsumeRight(1); } } return new ChallengeBeat[] {new ChallengeBeat(0, es)}; }