public Level1(Game game, GameplayScreen host) : base(game, host) { startingLocation = new Vector3(10f, 35f, 0f); //make a few planes CollisionLevelPiece currentPlane; currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 15; currentPlane.position += new Vector3(0f, 0f, 0); planes.Add(currentPlane); currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 15; currentPlane.position += new Vector3(0f, 0f, -360f); planes.Add(currentPlane); currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 15; currentPlane.position += new Vector3(0f, 0f, -720f); planes.Add(currentPlane); //goal goal = new GoalObject(game, host); goal.position += new Vector3(0, 20, -820); goal.scale = 10; //death bound for this level m_fDeathBound = -100f; }
// Use this for initialization void Start() { source = GetComponent <AudioSource>(); goal = FindObjectOfType <GoalObject>(); source.PlayOneShot(Music, 0.8f); startTime = Time.time; }
public Level1(Game game, GameplayScreen host) : base(game, host) { startingLocation = new Vector3(10f, 35f, 0f); //make a few planes CollisionLevelPiece currentPlane; currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 15; currentPlane.position += new Vector3(0f, 0f, 0); planes.Add(currentPlane); currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 15; currentPlane.position += new Vector3(0f, 0f, -360f); planes.Add(currentPlane); currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 15; currentPlane.position += new Vector3(0f, 0f, -720f); planes.Add(currentPlane); //goal goal = new GoalObject(game, host); goal.position += new Vector3(0, 20, -820); goal.scale = 10; //death bound for this level m_fDeathBound = -100f; }
public CollectableTest(Game game, GameplayScreen host) : base(game, host) { startingLocation = new Vector3(10f, 25f, 0f); //make a few planes CollisionLevelPiece currentPlane; currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 15; currentPlane.position += new Vector3(0f, -10f, 0); planes.Add(currentPlane); currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 10; currentPlane.position += new Vector3(200f, -10f, -300f); currentPlane.setLocalRotation(0, (float)Math.PI / 18); planes.Add(currentPlane); currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 10; currentPlane.position += new Vector3(-250f, -10f, -200f); currentPlane.setLocalRotation(0.123f, -(float)Math.PI / 18); planes.Add(currentPlane); currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 5; currentPlane.position += new Vector3(-220f, 10f, 80f); planes.Add(currentPlane); //moving level piece MovingLevelPiece movingPlane; //50 is a good movement speed movingPlane = new MovingLevelPiece(game, host, "checker_plane_3", new Vector3(0, 100f, 0f), 50); movingPlane.scale = 5; movingPlane.position += new Vector3(0f, 0f, -250f); planes.Add(movingPlane); goal = new GoalObject(game, host); goal.position += new Vector3(0, 10, -50); goal.scale = 5; //game.Components.Add(goal); //foreach (LevelPiece p in planes) //{ // game.Components.Add(p); //} Collectable collect1 = new Collectable(game, host); collect1.position = new Vector3(40, 10, 40); collectables.Add(collect1); //foreach (Collectable collect in collectables) //{ // game.Components.Add(collect); //} }
public CollectableTest(Game game, GameplayScreen host) : base(game, host) { startingLocation = new Vector3(10f, 25f, 0f); //make a few planes CollisionLevelPiece currentPlane; currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 15; currentPlane.position += new Vector3(0f, -10f, 0); planes.Add(currentPlane); currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 10; currentPlane.position += new Vector3(200f, -10f, -300f); currentPlane.setLocalRotation(0, (float)Math.PI / 18); planes.Add(currentPlane); currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 10; currentPlane.position += new Vector3(-250f, -10f, -200f); currentPlane.setLocalRotation(0.123f, -(float)Math.PI / 18); planes.Add(currentPlane); currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 5; currentPlane.position += new Vector3(-220f, 10f, 80f); planes.Add(currentPlane); //moving level piece MovingLevelPiece movingPlane; //50 is a good movement speed movingPlane = new MovingLevelPiece(game, host, "checker_plane_3", new Vector3(0, 100f, 0f), 50); movingPlane.scale = 5; movingPlane.position += new Vector3(0f, 0f, -250f); planes.Add(movingPlane); goal = new GoalObject(game, host); goal.position += new Vector3(0, 10, -50); goal.scale = 5; //game.Components.Add(goal); //foreach (LevelPiece p in planes) //{ // game.Components.Add(p); //} Collectable collect1 = new Collectable(game, host); collect1.position = new Vector3(40, 10, 40); collectables.Add(collect1); //foreach (Collectable collect in collectables) //{ // game.Components.Add(collect); //} }
// Start is called before the first frame update void Start() { moveright = true; movef = false; //Rigidbodyを取得 rb = GetComponent <Rigidbody2D>(); Player = GameObject.Find("MotionPlayer"); playerconroller = Player.GetComponent <PlayerController>(); Goalconroller = Goal.GetComponent <GoalObject>(); }
public Level3(Game game, GameplayScreen host) : base(game, host) { startingLocation = new Vector3(10f, 35f, 0f); //make a few planes CollisionLevelPiece currentPlane; currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 15; currentPlane.position += new Vector3(0f, 0f, 0); planes.Add(currentPlane); /* * currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); * currentPlane.scale = 15; * currentPlane.position += new Vector3(0f, 0f, -360f); * planes.Add(currentPlane); */ //moving level piece MovingLevelPiece movingPlane; movingPlane = new MovingLevelPiece(game, host, "checker_plane_3", new Vector3(0, -500f, 0), 80f); movingPlane.scale = 15; movingPlane.position += new Vector3(0f, 400f, -360f); planes.Add(movingPlane); //wall currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 15; currentPlane.position += new Vector3(0f, 160f, -550f); currentPlane.setLocalRotation((float)Math.PI / 2, 0); planes.Add(currentPlane); //cloud above wall currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 15; currentPlane.position += new Vector3(0f, 300f, -730f); planes.Add(currentPlane); //goal goal = new GoalObject(game, host); goal.position += new Vector3(0, 300, -830); goal.scale = 10; //death bound for this level m_fDeathBound = -250f; }
public SimpleLevel(Game game, GameplayScreen host) : base(game, host) { startingLocation = new Vector3(10f, 25f, 0f); //make a few planes CollisionLevelPiece currentPlane; currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 15; currentPlane.position += new Vector3(0f, -10f, 0); planes.Add(currentPlane); goal = new GoalObject(game, host); goal.position += new Vector3(40, 10, -20); goal.scale = 5; }
void OnTriggerExit(Collider other) { GoalObject go = other.gameObject.GetComponent <GoalObject>(); if (go != null) { // find it in original set of GoalObjects and set that it's not inside task space for (int i = 0; i < goalObjects.Length; i++) { if (goalObjects[i].gameObject.GetInstanceID() == go.gameObject.GetInstanceID()) { go.setInsideTaskSpace(false); } } } }
public Level3(Game game, GameplayScreen host) : base(game, host) { startingLocation = new Vector3(10f, 35f, 0f); //make a few planes CollisionLevelPiece currentPlane; currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 15; currentPlane.position += new Vector3(0f, 0f, 0); planes.Add(currentPlane); /* currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 15; currentPlane.position += new Vector3(0f, 0f, -360f); planes.Add(currentPlane); */ //moving level piece MovingLevelPiece movingPlane; movingPlane = new MovingLevelPiece(game, host, "checker_plane_3", new Vector3(0, -500f, 0), 80f); movingPlane.scale = 15; movingPlane.position += new Vector3(0f, 400f, -360f); planes.Add(movingPlane); //wall currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 15; currentPlane.position += new Vector3(0f, 160f, -550f); currentPlane.setLocalRotation((float)Math.PI / 2, 0); planes.Add(currentPlane); //cloud above wall currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 15; currentPlane.position += new Vector3(0f, 300f, -730f); planes.Add(currentPlane); //goal goal = new GoalObject(game, host); goal.position += new Vector3(0, 300, -830); goal.scale = 10; //death bound for this level m_fDeathBound = -250f; }
public Level2(Game game, GameplayScreen host) : base(game, host) { startingLocation = new Vector3(1f, 35f, 1f); //make a few planes CollisionLevelPiece currentPlane; currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 15; currentPlane.position += new Vector3(0f, 0f, 0); planes.Add(currentPlane); MovingLevelPiece movingPlane; movingPlane = new MovingLevelPiece(game, host, "checker_plane_3", new Vector3(300, 0f, 0), 85f); movingPlane.scale = 15; movingPlane.position += new Vector3(-150f, 0f, -360f); planes.Add(movingPlane); movingPlane = new MovingLevelPiece(game, host, "checker_plane_3", new Vector3(300, 0f, 0), -85f); movingPlane.scale = 15; movingPlane.position += new Vector3(150f, 0f, -720f); planes.Add(movingPlane); movingPlane = new MovingLevelPiece(game, host, "checker_plane_3", new Vector3(300, 0f, 0), 85f); movingPlane.scale = 15; movingPlane.position += new Vector3(-150f, 0f, -1080f); planes.Add(movingPlane); movingPlane = new MovingLevelPiece(game, host, "checker_plane_3", new Vector3(300, 0f, 0), -85f); movingPlane.scale = 15; movingPlane.position += new Vector3(150f, 0f, -1440f); planes.Add(movingPlane); //goal goal = new GoalObject(game, host); goal.position += new Vector3(0, 20, -1540f); goal.scale = 10; //death bound for this level m_fDeathBound = -100f; }
public SimpleLevel(Game game, GameplayScreen host) : base(game, host) { startingLocation = new Vector3(10f, 25f, 0f); //make a few planes CollisionLevelPiece currentPlane; currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 15; currentPlane.position += new Vector3(0f, -10f, 0); planes.Add(currentPlane); goal = new GoalObject(game, host); goal.position += new Vector3(40, 10, -20); goal.scale = 5; }
public Level2(Game game, GameplayScreen host) : base(game, host) { startingLocation = new Vector3(1f, 35f, 1f); //make a few planes CollisionLevelPiece currentPlane; currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 15; currentPlane.position += new Vector3(0f, 0f, 0); planes.Add(currentPlane); MovingLevelPiece movingPlane; movingPlane = new MovingLevelPiece(game, host, "checker_plane_3", new Vector3(300, 0f, 0), 85f); movingPlane.scale = 15; movingPlane.position += new Vector3(-150f, 0f, -360f); planes.Add(movingPlane); movingPlane = new MovingLevelPiece(game, host, "checker_plane_3", new Vector3(300, 0f, 0), -85f); movingPlane.scale = 15; movingPlane.position += new Vector3(150f, 0f, -720f); planes.Add(movingPlane); movingPlane = new MovingLevelPiece(game, host, "checker_plane_3", new Vector3(300, 0f, 0), 85f); movingPlane.scale = 15; movingPlane.position += new Vector3(-150f, 0f, -1080f); planes.Add(movingPlane); movingPlane = new MovingLevelPiece(game, host, "checker_plane_3", new Vector3(300, 0f, 0), -85f); movingPlane.scale = 15; movingPlane.position += new Vector3(150f, 0f, -1440f); planes.Add(movingPlane); //goal goal = new GoalObject(game, host); goal.position += new Vector3(0, 20, -1540f); goal.scale = 10; //death bound for this level m_fDeathBound = -100f; }
public ObjectFacingDirection(GoalObject target) { this.target = target; side = RandomSide(); }
public ObjectByAnyWall(GoalObject target) { this.target = target; }
public ObjectByCorner(GoalObject target) { this.target = target; corner = RandomCorner(); }
public ObjectBySideWall(GoalObject target) { this.target = target; side = RandomSide(); }
public ObjectInMIddleOfRoom(GoalObject target) { this.target = target; }
public Level4(Game game, GameplayScreen host) : base(game, host) { startingLocation = new Vector3(1f, 35f, 100f); //make a few planes CollisionLevelPiece currentPlane; currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 15; currentPlane.position += new Vector3(0f, 0f, 0); planes.Add(currentPlane); //Left arm //large arm currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 9; currentPlane.position += new Vector3(-180f, 0f, -288); planes.Add(currentPlane); //smaller arms currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 3; currentPlane.position += new Vector3(-252f, 0f, -432); planes.Add(currentPlane); currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 3; currentPlane.position += new Vector3(-108f, 0f, -432); planes.Add(currentPlane); //tiny arm currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 1; currentPlane.position += new Vector3(-252f, 0f, -480); planes.Add(currentPlane); currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 1; currentPlane.position += new Vector3(-108f, 0f, -480); planes.Add(currentPlane); currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 1; currentPlane.position += new Vector3(-252f, 0f, -504); planes.Add(currentPlane); currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 1; currentPlane.position += new Vector3(-108f, 0f, -504); planes.Add(currentPlane); currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 1; currentPlane.position += new Vector3(-252f, 0f, -528); planes.Add(currentPlane); currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 1; currentPlane.position += new Vector3(-108f, 0f, -528); planes.Add(currentPlane); //small arm currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 3; currentPlane.position += new Vector3(-252f, 0f, -576); planes.Add(currentPlane); currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 3; currentPlane.position += new Vector3(-108f, 0f, -576); planes.Add(currentPlane); //large arm currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 9; currentPlane.position += new Vector3(-180f, 0f, -720); planes.Add(currentPlane); //Right arm //large arm currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 9; currentPlane.position += new Vector3(180f, 0f, -288); planes.Add(currentPlane); //smaller arms currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 3; currentPlane.position += new Vector3(252f, 0f, -432); planes.Add(currentPlane); currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 3; currentPlane.position += new Vector3(108f, 0f, -432); planes.Add(currentPlane); //tiny arms currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 1; currentPlane.position += new Vector3(252f, 0f, -480); planes.Add(currentPlane); currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 1; currentPlane.position += new Vector3(108f, 0f, -480); planes.Add(currentPlane); currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 1; currentPlane.position += new Vector3(252f, 0f, -504); planes.Add(currentPlane); currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 1; currentPlane.position += new Vector3(108f, 0f, -504); planes.Add(currentPlane); currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 1; currentPlane.position += new Vector3(252f, 0f, -528); planes.Add(currentPlane); currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 1; currentPlane.position += new Vector3(108f, 0f, -528); planes.Add(currentPlane); //small arms currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 3; currentPlane.position += new Vector3(252f, 0f, -576); planes.Add(currentPlane); currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 3; currentPlane.position += new Vector3(108f, 0f, -576); planes.Add(currentPlane); //large arm currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 9; currentPlane.position += new Vector3(180f, 0f, -720); planes.Add(currentPlane); //connecting bar currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 2; currentPlane.position += new Vector3(48f, 0f, -804); planes.Add(currentPlane); currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 2; currentPlane.position += new Vector3(-48f, 0f, -804); planes.Add(currentPlane); currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 2; currentPlane.position += new Vector3(0f, 0f, -804); planes.Add(currentPlane); currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 2; currentPlane.position += new Vector3(0f, 0f, -852); planes.Add(currentPlane); currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 2; currentPlane.position += new Vector3(0f, 0f, -900); planes.Add(currentPlane); //goal goal = new GoalObject(game, host); goal.position += new Vector3(0, 10, -1000); goal.scale = 10; //collectables //death bound for this level m_fDeathBound = -250f; }
public Level5(Game game, GameplayScreen host) : base(game, host) { startingLocation = new Vector3(1f, 605f, 1f); //make a few planes CollisionLevelPiece currentPlane; currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.ScaleX = 30f; currentPlane.ScaleY = 15f; currentPlane.ScaleZ = 45f; currentPlane.position += new Vector3(0f, 40f, -200f); //currentPlane.setLocalRotation(MathHelper.ToRadians(-30), 0); planes.Add(currentPlane); currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.ScaleX = 10f; currentPlane.ScaleY = 10f; currentPlane.ScaleZ = 10f; currentPlane.position += new Vector3(-400f, 40f, -800f); currentPlane.setLocalRotation(0, MathHelper.ToRadians(-20)); planes.Add(currentPlane); currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.ScaleX = 10f; currentPlane.ScaleY = 10f; currentPlane.ScaleZ = 30f; currentPlane.position += new Vector3(400f, 40f, -1100f); currentPlane.setLocalRotation(0, MathHelper.ToRadians(20)); planes.Add(currentPlane); MovingLevelPiece movingPlane; movingPlane = new MovingLevelPiece(game, host, "checker_plane_3", new Vector3(300, 485f, 0), 85f); movingPlane.scale = 15; movingPlane.position += new Vector3(-350f, -150f, -1260f); planes.Add(movingPlane); /* * MovingLevelPiece movingPlane; * movingPlane = new MovingLevelPiece(game, host, "checker_plane_3", new Vector3(300, 0f, 0), 85f); * movingPlane.scale = 15; * movingPlane.position += new Vector3(-150f, 0f, -360f); * planes.Add(movingPlane); * * movingPlane = new MovingLevelPiece(game, host, "checker_plane_3", new Vector3(300, 0f, 0), -85f); * movingPlane.scale = 15; * movingPlane.position += new Vector3(150f, 0f, -720f); * planes.Add(movingPlane); * * movingPlane = new MovingLevelPiece(game, host, "checker_plane_3", new Vector3(300, 0f, 0), 85f); * movingPlane.scale = 15; * movingPlane.position += new Vector3(-150f, 0f, -1080f); * planes.Add(movingPlane); * * movingPlane = new MovingLevelPiece(game, host, "checker_plane_3", new Vector3(300, 0f, 0), -85f); * movingPlane.scale = 15; * movingPlane.position += new Vector3(150f, 0f, -1440f); * planes.Add(movingPlane); */ //goal goal = new GoalObject(game, host); goal.position += new Vector3(150, -100, -1540); goal.scale = 10; //collectables //death bound for this level m_fDeathBound = -250f; }
public Level4(Game game, GameplayScreen host) : base(game, host) { startingLocation = new Vector3(1f, 35f, 100f); //make a few planes CollisionLevelPiece currentPlane; currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 15; currentPlane.position += new Vector3(0f, 0f, 0); planes.Add(currentPlane); //Left arm //large arm currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 9; currentPlane.position += new Vector3(-180f, 0f, -288); planes.Add(currentPlane); //smaller arms currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 3; currentPlane.position += new Vector3(-252f, 0f, -432); planes.Add(currentPlane); currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 3; currentPlane.position += new Vector3(-108f, 0f, -432); planes.Add(currentPlane); //tiny arm currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 1; currentPlane.position += new Vector3(-252f, 0f, -480); planes.Add(currentPlane); currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 1; currentPlane.position += new Vector3(-108f, 0f, -480); planes.Add(currentPlane); currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 1; currentPlane.position += new Vector3(-252f, 0f, -504); planes.Add(currentPlane); currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 1; currentPlane.position += new Vector3(-108f, 0f, -504); planes.Add(currentPlane); currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 1; currentPlane.position += new Vector3(-252f, 0f, -528); planes.Add(currentPlane); currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 1; currentPlane.position += new Vector3(-108f, 0f, -528); planes.Add(currentPlane); //small arm currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 3; currentPlane.position += new Vector3(-252f, 0f, -576); planes.Add(currentPlane); currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 3; currentPlane.position += new Vector3(-108f, 0f, -576); planes.Add(currentPlane); //large arm currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 9; currentPlane.position += new Vector3(-180f, 0f, -720); planes.Add(currentPlane); //Right arm //large arm currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 9; currentPlane.position += new Vector3(180f, 0f, -288); planes.Add(currentPlane); //smaller arms currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 3; currentPlane.position += new Vector3(252f, 0f, -432); planes.Add(currentPlane); currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 3; currentPlane.position += new Vector3(108f, 0f, -432); planes.Add(currentPlane); //tiny arms currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 1; currentPlane.position += new Vector3(252f, 0f, -480); planes.Add(currentPlane); currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 1; currentPlane.position += new Vector3(108f, 0f, -480); planes.Add(currentPlane); currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 1; currentPlane.position += new Vector3(252f, 0f, -504); planes.Add(currentPlane); currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 1; currentPlane.position += new Vector3(108f, 0f, -504); planes.Add(currentPlane); currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 1; currentPlane.position += new Vector3(252f, 0f, -528); planes.Add(currentPlane); currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 1; currentPlane.position += new Vector3(108f, 0f, -528); planes.Add(currentPlane); //small arms currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 3; currentPlane.position += new Vector3(252f, 0f, -576); planes.Add(currentPlane); currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 3; currentPlane.position += new Vector3(108f, 0f, -576); planes.Add(currentPlane); //large arm currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 9; currentPlane.position += new Vector3(180f, 0f, -720); planes.Add(currentPlane); //connecting bar currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 2; currentPlane.position += new Vector3(48f, 0f, -804); planes.Add(currentPlane); currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 2; currentPlane.position += new Vector3(-48f, 0f, -804); planes.Add(currentPlane); currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 2; currentPlane.position += new Vector3(0f, 0f, -804); planes.Add(currentPlane); currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 2; currentPlane.position += new Vector3(0f, 0f, -852); planes.Add(currentPlane); currentPlane = new CollisionLevelPiece(game, host, "checker_plane_3"); currentPlane.scale = 2; currentPlane.position += new Vector3(0f, 0f, -900); planes.Add(currentPlane); //goal goal = new GoalObject(game, host); goal.position += new Vector3(0, 10, -1000); goal.scale = 10; //collectables //death bound for this level m_fDeathBound = -250f; }
public ObjectNearObject(GoalObject targetA, GoalObject targetB) { this.targetA = targetA; this.targetB = targetB; }
public ObjectFacingObject(GoalObject targetA, GoalObject targetB) { this.targetA = targetA; this.targetB = targetB; }
public void Update(GameTime gameTime, GoalObject goal) { const int deg = 45; // ゴールとプレイヤーの角度を求める double playerDeg = MathHelper.ToDegrees((float)Math.Atan2(goal.Position2.Y - player.Position2.Y, goal.Position2.X - player.Position2.X)); // ゴールとプレイヤーの角度を求める double playerDistance = Math.Sqrt((goal.Position2.X - player.Position2.X) * (goal.Position2.X - player.Position2.X) + (goal.Position2.Y - player.Position2.Y) * (goal.Position2.Y - player.Position2.Y)); foreach (Enemy enemy in enemies) { #region 後ろにいる敵はテレポート // ゴールとエネミーの角度を求める double enemyDeg = MathHelper.ToDegrees((float)Math.Atan2(goal.Position2.Y - enemy.Position2.Y, goal.Position2.X - enemy.Position2.X)); // ゴールとプレイヤーの角度、ゴールとエネミーの角度がだいたい等しければフラグを立てる bool flag1 = Math.Abs(playerDeg - enemyDeg) < deg || Math.Abs((playerDeg + 180) % 360 - (enemyDeg + 180) % 360) < deg; // ゴールとエネミーの角度を求める double enemyDistance = Math.Sqrt((goal.Position2.X - enemy.Position2.X) * (goal.Position2.X - enemy.Position2.X) + (goal.Position2.Y - enemy.Position2.Y) * (goal.Position2.Y - enemy.Position2.Y)); // プレイヤーよりエネミーのほうがゴールより遠ければフラグを立てる bool flag2 = playerDistance < enemyDistance; // エネミーがプレイヤーから見えていなければフラグを立てる bool flag3 = Math.Sqrt((player.Position2.X - enemy.Position2.X) * (player.Position2.X - enemy.Position2.X) + (player.Position2.Y - enemy.Position2.Y) * (player.Position2.Y - enemy.Position2.Y)) > 16; // ゴールがプレイヤーから見えていなければフラグを立てる bool flag4 = playerDistance > 16; // 全条件が揃ったらテレポートさせる if (flag1 && flag2 && flag3 && flag4) { enemy.Teleport(goal.Position2); } //const int distance = 10; //bool ushiro = false; //if (player.DirecState == Collidable.Orientation.North) //{ // if (enemy.Position2.Y - player.Position2.Y > distance) // { // ushiro = true; // } //} //else if (player.DirecState == Collidable.Orientation.South) //{ // if (player.Position2.Y - enemy.Position2.Y > distance) // { // ushiro = true; // } //} //else if (player.DirecState == Collidable.Orientation.West) //{ // if (enemy.Position2.X - player.Position2.X > distance) // { // ushiro = true; // } //} //else if (player.DirecState == Collidable.Orientation.East) //{ // if (player.Position2.X - enemy.Position2.X > distance) // { // ushiro = true; // } //} //if (ushiro) //{ // enemy.Teleport(goal.Position2); //} #endregion enemy.Update(gameTime, maze); } }
public ObjectOnSideOfRoom(GoalObject target) { this.target = target; side = RandomSide(); }
public void StartGame() { _goalObject = Instantiate(goalPrefab); goal = _goalObject.GetComponent <GoalObject>(); GameStarted = true; }