// Start is called before the first frame update private void Start() { // setting the instance instance = this; // getting access to the leaderboard script leaderboard = this.gameObject.GetComponent <Leaderboard>(); // setting the leaderboard to be not visible LeaderboardCanvas.SetActive(false); // Set the image that is currently active on the audio button to be the audio on by default activeAudioSprite = audioOn; // Create our AStar Pathfinder object with a Grid Map that is 180 wide, 180 high and is located at the origin pathfinder = new AStar(180, 180, new Vector3(0, 0, 0)); // Get the Grid grid = AStar.instance.GetGrid(); //Set up the Event Listeners for the Buttons playButton.onClick.AddListener(StartGame); leaderboardButton.onClick.AddListener(ShowLeaderBoard); leaderboardReturnButton.onClick.AddListener(HideLeaderBoard); submitNameButton.onClick.AddListener(GetNameFromField); //hide the game over canvas GameOverCanvas.SetActive(false); // set the first game state to be menu SetGameState(GAMESTATES.MENU); //Used for testing - resetting the playerprefs //PlayerPrefs.DeleteAll(); }
public void GameOver() { //float savedGrav = PlayerPrefs.GetFloat("gravity", 5); //if (tmpGravity < savedGrav + 6 && savedGrav >= 8)//e lehteson gravitetin nese nuk e arrin gravitetin e fundit // PlayerPrefs.SetFloat("gravity", savedGrav - 2); //else if(tmpGravity > savedGrav + 6 && tmpGravity > 8 && savedGrav > 4) //{ // if(tmpGravity > 12)//sigurohet qe ne cdo loj graviteti maximal mu load osht 20 // PlayerPrefs.SetFloat("gravity", 12); // else PlayerPrefs.SetFloat("gravity", tmpGravity - 4); //} if (tmpGravity > 8) { PlayerPrefs.SetFloat("gravity", 8); } else { PlayerPrefs.SetFloat("gravity", 6); } rb.angularVelocity = 0; gameOver = true; PopBalloons(); GamePauser.enabled = false; GameOverCanvas.SetActive(true); GameObject.FindGameObjectWithTag("CamParent").GetComponent <CameraScript>().PauseCloudsMovement(); EnableOrDisableSmoke(2); PlayerPrefs.Save(); }
public void GameOver(bool didPlayerWon) { playerController = null; GameOverCanvas goCanvas = Instantiate(gameOverPopup); goCanvas.ShowGameOver(didPlayerWon, ScoreManager.Instance.GetScore()); }
// Start is called before the first frame update void Start() { StartCanvas.SetActive(true); PlayCanvas.SetActive(false); GameOverCanvas.SetActive(false); newRoom = false; currentRoom = new Vector2(0, 0); rooms = GameObject.FindGameObjectsWithTag("Room"); keyCollected = new bool[rooms.Length]; for (int i = 0; i < rooms.Length; i++) { keyCollected[i] = false; if (rooms[i].name != "Room00") { foreach (Transform game in rooms[i].transform) { if (game.GetComponent <SpriteRenderer>()) { game.GetComponent <SpriteRenderer>().color = new Color(game.GetComponent <SpriteRenderer>().color.r, game.GetComponent <SpriteRenderer>().color.g, game.GetComponent <SpriteRenderer>().color.b, 0); } } rooms[i].SetActive(false); } else { previousRoom = rooms[i]; } } moving = false; }
public void PreGame() { state = GameStates.PreGame; PregameCanvas.GetComponent <Canvas>().enabled = true; GameCanvas.GetComponent <Canvas>().enabled = false; GameOverCanvas.GetComponent <Canvas>().enabled = false; mainCamera.GetComponent <Camera>().enabled = true; //Show game through main camera ResetGame(); player.GetComponent <Player>().ResetPlayer(); }
// Start is called before the first frame update private void Awake() { eventButton = GameObject.Find("EventButton").GetComponent <Button>(); textCanvas = GetComponentInChildren <TextCanvas>(true); buttonText = eventButton.GetComponentInChildren <Text>(true); naviCanvas = GetComponentInChildren <NaviCanvas>(true); gameOverCanvas = GetComponentInChildren <GameOverCanvas>(true); gameClearCanvas = GetComponentInChildren <GameClearCanvas>(true); enemy = GameObject.FindGameObjectWithTag("Enemy").GetComponent <Enemy>(); player = GameObject.FindGameObjectWithTag("Player").GetComponent <Player>(); eventCanvas = GetComponentInChildren <EventCanvas>(true); }
// Use this for initialization void Start() { // anasor e menu zaher shavand MenuCanvasOff.SetActive(true); GamePlayCanvas1Off.SetActive(false); GamePlayCanvas2Off.SetActive(false); GameOverCanvas.SetActive(false); // unity ads // video Monetization.Initialize(gameId, testMode); }
// Use this for initialization void Awake() { if (instance == null) { instance = this; } else if (instance != this) { Destroy(gameObject); } DontDestroyOnLoad(gameObject); }
/// <summary> ///Show gameover scence /// </summary> public void ShowGameOverCanvas() { if (score > hightScore) { SaveHightScore(score); hightScore = score; } gameState = GameState.GAMEOVER; GameplayCanvas.SetActive(false); GameOverText.SetActive(false); GameOverCanvas.SetActive(true); GOVscoreText.text = score.ToString(); }
public void GameOn() { Cursor.visible = false; Cursor.lockState = CursorLockMode.Locked; state = GameStates.GameOn; GameCanvas.GetComponent <Canvas>().enabled = true; PregameCanvas.GetComponent <Canvas>().enabled = false; GameOverCanvas.GetComponent <Canvas>().enabled = false; mainCamera.GetComponent <Camera>().enabled = false; //Show game through player camera InvokeRepeating("IncreaseDifficulty", secondsPerUpDifficulty, secondsPerUpDifficulty); InvokeRepeating("UpdateTime", 1, 1); //Update the time the game has been going on for once per second foreach (SpawnPoints point in FindObjectsOfType <SpawnPoints>()) { point.InvokeRepeating("SpawnEnemy", point.initialRoundSpawnDelay, point.timeBetweenSpawns); } }
// Start is called before the first frame update void Start() { fadeCanvas = GameManager.fadeCanvas.gameObject; textCanvas = FrontSceneManager.textCanvas.gameObject; gameOverCanvas = FrontSceneManager.gameOverCanvas; player = FrontSceneManager.player; visible = false; agent = GetComponent <NavMeshAgent>(); audioSource = GetComponent <AudioSource>(); agent.speed = walkSpeed; rooms = GameObject.FindGameObjectsWithTag("Room"); agent.destination = rooms[0].transform.position; animator = GetComponent <Animator>(); moveFinish = false; arriveBeforeCalmPoint = false; }
private void Start() { Camera mazeCamera = GameInstance.Instance.mazeCamera.GetComponent <Camera>(); createMazeCanvasPrefab.GetComponent <Canvas>().worldCamera = mazeCamera; createMazeCanvasPrefab.GetComponent <Canvas>().sortingLayerName = "UI"; createMazeCanvas = Instantiate(createMazeCanvasPrefab); createMazePanel = createMazeCanvas.transform.Find("CreateMazePanel"); gameOverCanvasPrefab.gameObject.SetActive(false); gameOverCanvasPrefab.GetComponent <Canvas>().worldCamera = mazeCamera; gameOverCanvasPrefab.GetComponent <Canvas>().sortingLayerName = "UI"; gameOverCanvas = Instantiate(gameOverCanvasPrefab); createNewMazeButtonPanel = createMazeCanvas.transform.Find("NewMazeButtonPanel"); createNewMazeButtonPanel.gameObject.SetActive(false); }
public void GameOver() { Cursor.visible = true; Cursor.lockState = CursorLockMode.None; state = GameStates.GameOver; CheckHighScore(playerScore); CheckHighTime((minutes * 60) + seconds); GameOverCanvas.transform.Find("Score").GetComponent <Text>().text = playerScore.ToString(); GameOverCanvas.GetComponent <Canvas>().enabled = true; PregameCanvas.GetComponent <Canvas>().enabled = false; GameCanvas.GetComponent <Canvas>().enabled = false; mainCamera.GetComponent <Camera>().enabled = true; //Show game through main camera foreach (Enemy enemy in FindObjectsOfType <Enemy>()) { Destroy(enemy.gameObject); } foreach (SpawnPoints point in FindObjectsOfType <SpawnPoints>()) { point.CancelInvoke("SpawnEnemy"); } CancelInvoke("UpdateTime"); CancelInvoke("IncreaseDifficulty"); GameOverCanvas.transform.Find("Time Survived").GetComponent <Text>().text = time.text; }
// Start is called before the first frame update void Start() { gameOverCanvasScript = GameOverCanvas.GetComponent <GameOverCanvas>(); }
public void Restart() { GameOverCanvas.SetActive(false); StartGame(); }
public void GameOver() { status = StatusMap.overed; score.SavaToHistories(); gameOverCanvas = new GameOverCanvas(Instantiate(GameOverCanvas.GetPrefab()), Retry); }
void Awake() { S = this; }
// Update is called once per frame void Update() { //if reaches goal, turn on game over canvas if (!goal || PlayerController.LP <= 0) { GameOverCanvas.SetActive(true); } //Enter the game #region Canvas Transition if (StartCanvas && Input.anyKeyDown) { StartCanvas.SetActive(false); PlayCanvas.SetActive(true); } if (StartCanvas && Input.touchCount > 0) { StartCanvas.SetActive(false); PlayCanvas.SetActive(true); } #endregion for (int i = 0; i < keyCollected.Length; i++) { if (keyCollected[i]) { foreach (Transform go in rooms[i].transform) { if (go.tag == "Door") { go.GetComponent <SpriteRenderer>().enabled = false; go.GetComponent <Collider2D>().isTrigger = true; go.GetComponent <Collider2D>().offset = doorColliderOffset; } } } } if (newRoom) { //check which room to fade in and move camera to float xdiff = player.transform.position.x - cam.transform.position.x; float ydiff = player.transform.position.y - cam.transform.position.y; if (Mathf.Abs(xdiff) < Mathf.Abs(ydiff)) { currentRoom += new Vector2(1 * Mathf.Sign(ydiff), 0); for (int i = 0; i < rooms.Length; i++) { if (rooms[i].name == "Room" + currentRoom.x + currentRoom.y) { rooms[i].SetActive(true); //previousRoom.SetActive(false); //previousRoom = rooms[i]; } } moving = true; newRoom = false; } else { currentRoom += new Vector2(0, 1 * Mathf.Sign(xdiff)); for (int i = 0; i < rooms.Length; i++) { if (rooms[i].name == "Room" + currentRoom.x + currentRoom.y) { rooms[i].SetActive(true); //previousRoom.SetActive(false); //previousRoom = rooms[i]; } } moving = true; newRoom = false; } } if (moving) { for (int i = 0; i < rooms.Length; i++) { if (rooms[i].name == "Room" + currentRoom.x + currentRoom.y) { foreach (Transform go in rooms[i].transform) { if (go.CompareTag("Door")) { go.GetComponent <SpriteRenderer>().enabled = false; go.GetComponent <Collider2D>().isTrigger = true; } } foreach (Transform game in rooms[i].transform) { if (game.GetComponent <SpriteRenderer>()) { if (game.GetComponent <SpriteRenderer>().color.a < 1) { game.GetComponent <SpriteRenderer>().color += new Color(0, 0, 0, Time.deltaTime * fadeSpeed); } } } } } //move camera to the center of the new room //currentRoom.x and currentRoom.y are put in the opposite position because for me it's easier to read if the first number represents y index instead of x index of a room Vector3 targetPos = new Vector3(currentRoom.y * xOffset, currentRoom.x * yOffset, cam.transform.position.z); cam.transform.position = Vector3.MoveTowards(cam.transform.position, targetPos, 10f * Time.deltaTime); if (cam.transform.position == targetPos) { for (int i = 0; i < rooms.Length; i++) { if (rooms[i].name == "Room" + currentRoom.x + currentRoom.y) { previousRoom.SetActive(false); previousRoom = rooms[i]; } } moving = false; } } else { for (int i = 0; i < rooms.Length; i++) { if (rooms[i].name == "Room" + currentRoom.x + currentRoom.y) { foreach (Transform go in rooms[i].transform) { if (go.CompareTag("Door") && !keyCollected[i]) { go.GetComponent <SpriteRenderer>().enabled = true; go.GetComponent <Collider2D>().isTrigger = false; go.GetComponent <Collider2D>().offset = new Vector2(0, 0); } } } } } }
// tabe marboot be dokme play ke agar bezanim bazi aghaz mishad // tabe marboot be dokme instagram ke agar bezanim mara be safe insta monkey jack (insta sherkat) mibarad // tabe marboot be dokme facebook ke agar bezanim mara be safe facebook monkey jack (facebook sherkat) mibarad // tabe marboot be dokme googleplay ke mara be panel googleplay sherkat mibarad // tabe marboot be dokme blog ke mara be blog e monkeyjack mibarad private void TapTouchControl() { if (Input.touchCount > 0) { // be ezaye aghaz e faz ( avalin touch ke anjam shod) if (Input.GetTouch(0).phase == TouchPhase.Began) { // position jayi ke angosht ma roo screen zade shod ra tabdil be Ray bokon va be moteghayer beriz raypos = Camera.main.ScreenPointToRay(Input.GetTouch(0).position); // serfan khat farzi dar kharej bazi dar safe scene mikeshad ta amalkard ra bebinim Debug.DrawRay(raypos.origin, raypos.direction * 2000, Color.red); // agar barkhordi soorat gereft tavasot raypos etelaat ra be dakhel HitInformation beriz dar baze bi nahayat if (Physics.Raycast(raypos, out HitInformation, Mathf.Infinity)) { // hal ke be etelaat jesm barkhord shode dastresi darim name ash ra be string marboote beriz string NameGO = HitInformation.collider.gameObject.name; // play button if (NameGO == "PlayButton") { // anasor e menu mahv shavad va gamplay aghaz shavad shavad va game over ghat bashad MenuCanvasOff.SetActive(false); GamePlayCanvas1Off.SetActive(true); GamePlayCanvas2Off.SetActive(true); GameOverCanvas.SetActive(false); // dastoor ejra sound click FindObjectOfType <AudioManager>().Play("ClickSound"); // character bazi ra khalgh kon CharacterRespawn = Instantiate(Resources.Load("Huma"), new Vector3(-1.4f, 1, 0), Quaternion.identity) as GameObject; // key marboote be start game faal shavad FindObjectOfType <GameControl>().KeyToStartGame = 1; } // leaderboard button if (NameGO == "LeaderboardButton") { // dastoor ejra sound click FindObjectOfType <AudioManager>().Play("ClickSound"); // leaderboard command FindObjectOfType <ScoreScript>().ShowLeaderboardsUI(); } // instagram button if (NameGO == "InstagramButton") { // dastoor ejra sound click FindObjectOfType <AudioManager>().Play("ClickSound"); // mara be link instagram sherkat mibarad Application.OpenURL("https://www.instagram.com/monkey.jack/"); } // facebook button if (NameGO == "FacebookButton") { // dastoor ejra sound click FindObjectOfType <AudioManager>().Play("ClickSound"); // mara be safe facebook company mibarad Application.OpenURL("https://www.facebook.com/MonkeyJack.group"); } // google play button if (NameGO == "GoogleplayButton") { // dastoor ejra sound click FindObjectOfType <AudioManager>().Play("ClickSound"); // googleplay command } // blog button if (NameGO == "BlogButton") { // dastoor ejra sound click FindObjectOfType <AudioManager>().Play("ClickSound"); // mara be blog e monkey bebar Application.OpenURL("http://monkeyjackgroup.blogspot.com/2019/01/flappy-huma.html"); } } } } }
public void RestartButtonClicked() { GameOverCanvas.SetActive(false); PlayManager.Instance.GameStart(); //SettingManager.Init_Setting(); }