示例#1
0
    private void AddGravityChangers(WorldBase wb)
    {
        // Adding gravity reversers
        List <float> gravity_up_x_locs = new List <float> {
            260, 262, 264, 266, 560, 562
        };
        List <float> gravity_up_y_locs = new List <float> ();

        for (int i = 1; i < 5; i++)
        {
            foreach (float val in gravity_up_x_locs)
            {
                gravity_up_y_locs.Add(groundHeight * (i - 0.2f));
            }
            wb.AddObjects(gravity_up_x_locs, gravity_up_y_locs, up_gravity_pointer);
            gravity_up_y_locs.Clear();
        }

        // Adding gravity normalizers
        List <float> gravity_down_x_locs = new List <float> {
            426, 428, 430, 432, 650, 652
        };
        List <float> gravity_down_y_locs = new List <float> ();

        for (int i = 1; i < 5; i++)
        {
            foreach (float val in gravity_down_x_locs)
            {
                gravity_down_y_locs.Add(groundHeight * (i - 0.2f));
            }
            wb.AddObjects(gravity_down_x_locs, gravity_down_y_locs, down_gravity_pointer);
            gravity_down_y_locs.Clear();
        }
    }
示例#2
0
    private void AddSpikes(WorldBase wb)
    {
        // Adding spikes
        List <float> spike_x_locs = new List <float> {
            40, 70, 180, 182, 220, 228, 236, 336, 342, 358, 362, 450, 462, 464, 500, 503, 516, 522, 528,
            770, 785, 800, 830, 845, 860, 875, 890, 900, 910, 955, 965, 1040, 1050, 1060, 1070, 1080, 1116, 1120
        };
        List <float> spike_y_locs = new List <float> ();

        for (int i = 0; i < spike_x_locs.Count; i++)
        {
            spike_y_locs.Add(groundHeight / 2 + spikeHeight / 2);
        }
        wb.AddObjects(spike_x_locs, spike_y_locs, spike);

        // Adding tall spikes
        List <float> tall_spike_x_locs = new List <float> {
            100, 194, 206, 246, 410, 480, 670, 685, 760, 814, 815, 945, 1005, 1016, 1090, 1104, 1180, 1195
        };
        List <float> tall_spike_y_locs = new List <float> ();

        for (int i = 0; i < tall_spike_x_locs.Count; i++)
        {
            tall_spike_y_locs.Add(groundHeight / 2 + tallSpikeHeight / 2);
        }
        wb.AddObjects(tall_spike_x_locs, tall_spike_y_locs, tall_spike);

        // Adding upside down spikes
        List <float> ud_spike_x_locs = new List <float> {
            290, 300, 320, 382, 398, 418, 516, 522, 528,
            585, 586, 596, 598, 608, 611, 621, 625, 635, 640
        };
        List <float> ud_spike_y_locs = new List <float> ();

        for (int i = 0; i < ud_spike_x_locs.Count; i++)
        {
            ud_spike_y_locs.Add(ceilingY - ceilingHeight / 2 - spikeHeight / 2);
        }
        wb.AddObjects(ud_spike_x_locs, ud_spike_y_locs, ud_spike);

        // Adding upside down tall spikes
        List <float> ud_tall_spike_x_locs = new List <float> {
            310, 330, 350, 370
        };
        List <float> ud_tall_spike_y_locs = new List <float> ();

        for (int i = 0; i < ud_tall_spike_x_locs.Count; i++)
        {
            ud_tall_spike_y_locs.Add(ceilingY - ceilingHeight / 2 - tallSpikeHeight / 2);
        }
        wb.AddObjects(ud_tall_spike_x_locs, ud_tall_spike_y_locs, ud_tall_spike);

        // Adding unpassable spike
        wb.AddObject(65 * 2, groundHeight / 2 + tallSpikeHeight / 2, tall_spike);
    }
示例#3
0
    private void AddBatteries(WorldBase wb)
    {
        // Adding batteries
        List <float> battery_x_locs = new List <float> {
            150, 254, 336, 406, 545, 750, 852.5f, 936, 1038, 1118
        };
        List <float> battery_y_locs = new List <float> {
            ground_battery, ground_battery, ceiling_battery, ceiling_battery, ground_battery,
            ground_battery, ground_battery, ground_battery, ground_battery, ground_coin + tallSpikeHeight + coinHeight
        };

        wb.AddObjects(battery_x_locs, battery_y_locs, battery);
    }
示例#4
0
    private void AddCeilingBlocks(WorldBase wb)
    {
        // Adding ceiling
        List <float> ceiling_x_locs = new List <float> ();
        List <float> ceiling_y_locs = new List <float> ();

        for (float i = 0; i < numCeil; i++)
        {
            ceiling_x_locs.Add(ceilingStart + i * ceilingWidth);
            ceiling_y_locs.Add(ceilingY);
        }
        wb.AddObjects(ceiling_x_locs, ceiling_y_locs, ceiling);
    }
示例#5
0
    private void AddGroundBlocks(WorldBase wb)
    {
        // Adding ground

        float        numGround     = level_length / groundWidth;
        List <float> ground_x_locs = new List <float> ();
        List <float> ground_y_locs = new List <float> ();

        for (int i = -2; i < numGround; i++)
        {
            ground_x_locs.Add(i * groundWidth);
            ground_y_locs.Add(0);
        }
        wb.AddObjects(ground_x_locs, ground_y_locs, ground);
    }
示例#6
0
    private void AddCoins(WorldBase wb)
    {
        // Adding coins
        Dictionary <float, float> coin_locs = new Dictionary <float, float> {
            { 20, ground_coin }, { 25, ground_coin }, { 30, ground_coin }, { 54, ground_coin },
            { 88, ground_coin },
            { 90, ground_coin },
            { 92, ground_coin },
            { 181, ground_coin + spikeHeight + 3 * coinHeight / 2 },
            { 224, ground_coin },
            { 232, ground_coin },
            { 194, groundHeight / 2 + tallSpikeHeight + coinHeight * 3 / 2 },
            { 280, ceiling_coin }, { 284, ceiling_coin },
            { 350, ceilingY - ceilingWidth / 2 - tallSpikeHeight - coinHeight * 3 / 2 },
            { 375, ceiling_coin }, { 390, ceiling_coin },
            { 544, ground_coin + tallSpikeHeight + coinHeight },
            { 546, ground_coin + tallSpikeHeight + coinHeight },
            { 357, ceiling_coin }, { 360, ceiling_coin - 2 * coinHeight }, { 363, ceiling_coin },
            { 413, ceiling_coin - coinHeight },
            { 501.5f, ground_coin + tallSpikeHeight },
            { 516, (ground_coin + ceiling_coin) / 2 }, { 522, (ground_coin + ceiling_coin) / 2 }, { 528, (ground_coin + ceiling_coin) / 2 },
            { 585.5f, ceiling_coin - tallSpikeHeight - coinHeight },
            { 597, ceiling_coin - tallSpikeHeight - coinHeight },
            { 609.5f, ceiling_coin - tallSpikeHeight - coinHeight },
            { 623, ceiling_coin - tallSpikeHeight - coinHeight },
            { 637.5f, ceiling_coin - tallSpikeHeight - coinHeight },
            { 660, ground_coin }, { 663, ground_coin }, { 666, ground_coin }, { 678, ground_coin },
            { 705, ground_coin }, { 715, ground_coin }, { 725, ground_coin }, { 735, ground_coin },
            { 777, ground_coin }, { 785, ground_coin + spikeHeight + 3 * coinHeight / 2 }, { 814.5f, ground_coin + spikeHeight + 3 * coinHeight / 2 },
            { 837.5f, ground_coin }, { 867.5f, ground_coin }, { 882.5f, ground_coin },
            { 905, ground_coin }, { 920, ground_coin + spikeHeight + 3 * coinHeight / 2 }, { 928, ground_coin }, { 940, ground_coin }, { 960, ground_coin },
            { 970, ground_coin }, { 975, ground_coin + spikeHeight }, { 980, ground_coin }, { 985, ground_coin + spikeHeight }, { 990, ground_coin }, { 995, ground_coin + tallSpikeHeight },
            { 1000, ground_coin }, { 1032, ground_coin }, { 1034, ground_coin }, { 1036, ground_coin }, { 1045, ground_coin }, { 1055, ground_coin }, { 1058, ground_coin },
            { 1065, ground_coin }, { 1072, ground_coin }, { 1075, ground_coin }, { 1080, ground_coin + spikeHeight }, { 1138, ground_coin }
        };

        wb.AddObjects(coin_locs, coin);

        wb.AddObject(428, ground_coin, super_coin);
        wb.AddObject(1005, groundHeight / 2 + tallSpikeHeight + coinHeight * 3 / 2, super_coin);
    }
示例#7
0
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class MonicaLevelScript : MonoBehaviour {

	// Script for the construction of the tutorial level
	// Will possibly include basic instructions for player, if necessary

	public GameObject background;
	public GameObject ground;
	public GameObject ceiling;
	public GameObject spike;
	public GameObject tall_spike;
	public GameObject too_tall_spike;
	public GameObject battery;
	public GameObject coin;
	public GameObject ud_spike;
	public GameObject ud_tall_spike;
	public GameObject up_gravity_pointer;
	public GameObject down_gravity_pointer;
	public GameObject enemy;
	//	public GameObject end_level;

	// Number of unity units 
	private int level_length = 720;

	private float groundWidth;
	private float groundHeight;
	private float ceilingWidth;
	private float ceilingHeight;
	private float ceilingY;
	private float ceilingStart;
	private float numCeil;
	private float spikeHeight;
	private float tallSpikeHeight;
	private float tooTallSpikeHeight;
	private float batteryHeight; 
	private float ground_battery;
	private float ceiling_battery;
	private float coinHeight;
	private float ground_coin;
	private float ceiling_coin;
	private float bgWidth;
	private float numEnemies;


	// Use this for initialization
	void Start () {
		// Copy-paste these three lines at the beginning of your level's Start() function
		WorldBase wb = GetComponent<WorldBase> ();
		wb.levelObjects = new List<WorldBase.WorldEntry> ();
		wb.backgroundObjects = new List<WorldBase.WorldEntry> ();

		// Follow a similar format for your level designs.
		// Take a look at these functions to see how they call the world base
		InitConstants ();

		AddGroundBlocks (wb);
		AddCeilingBlocks (wb);
		AddSpikes (wb);
		AddBatteries (wb);
		//AddGravityChangers (wb);
		AddCoins (wb);
		AddEnemies (wb);

		// This one calls a different function, make sure to remember that when
		// writing your own!
		AddBackground (wb);


//		GameObject end_level = GameObject.FindGameObjectWithTag ("LevelEnd");
//		wb.AddObject (680, 0, end_level);


		// And lastly, end your level's Start function with this last line
		wb.WorldStart ();
	}

	private void AddEnemies(WorldBase wb) {
		List<float> enemy_x_locs = new List<float> ();
		List<float> enemy_y_locs = new List<float> ();
		for (int i = 0; i < numEnemies; i++) {
			
		}
		wb.AddObjects (enemy_x_locs, enemy_y_locs, enemy);
	}

	// Note that this calls a different function, AddBackground
	private void AddBackground (WorldBase wb) {
		float numbg = level_length / bgWidth;
		for (int i = 0; i < numbg; i++) {
			wb.AddBackground (i*bgWidth, 5, background);
		}
	}

	private void AddGroundBlocks (WorldBase wb) {
		// Adding ground

		float numGround = level_length / groundWidth;
		List<float> ground_x_locs = new List<float> ();
		List<float> ground_y_locs = new List<float> ();
		for (int i = -2; i < numGround; i++) {
			ground_x_locs.Add(i * groundWidth);
			ground_y_locs.Add(0);
		}
		wb.AddObjects (ground_x_locs, ground_y_locs, ground);
	}

	private void AddCeilingBlocks (WorldBase wb) {
		// Adding ceiling
		List<float> ceiling_x_locs = new List<float> ();
		List<float> ceiling_y_locs = new List<float> ();
		for (float i = 0; i < numCeil; i++) {
			ceiling_x_locs.Add (ceilingStart + i * ceilingWidth);
			ceiling_y_locs.Add (ceilingY);
		}
		wb.AddObjects (ceiling_x_locs, ceiling_y_locs, ceiling);
	}

	private void AddSpikes (WorldBase wb) {
		// Adding spikes
		List<float> spike_x_locs = new List<float> {40, 70, 180, 182, 220, 228, 236, 336, 342, 358, 362, 450, 462, 464, 500, 503, 516, 522, 528} ;
		List<float> spike_y_locs = new List<float> ();
		for (int i = 0; i < spike_x_locs.Count; i++) {
			spike_y_locs.Add (groundHeight / 2 + spikeHeight / 2);
		}
		wb.AddObjects (spike_x_locs, spike_y_locs, spike);

		// Adding tall spikes
		List<float> tall_spike_x_locs = new List<float> { 100, 194, 206, 246, 410, 480} ;
		List<float> tall_spike_y_locs = new List<float> ();
		for (int i = 0; i < tall_spike_x_locs.Count; i++) {
			tall_spike_y_locs.Add (groundHeight / 2 + tallSpikeHeight / 2);
		}
		wb.AddObjects (tall_spike_x_locs, tall_spike_y_locs, tall_spike);

		// Adding upside down spikes
		List<float> ud_spike_x_locs = new List<float> { 290, 300, 320, 382, 398, 418, 516, 522, 528, 
			585, 586, 596, 598, 608, 611, 621, 625, 635, 640 }; 
		List<float> ud_spike_y_locs = new List<float> ();
		for (int i = 0; i < ud_spike_x_locs.Count; i++) {
			ud_spike_y_locs.Add (ceilingY - ceilingHeight / 2 - spikeHeight / 2);
		}
		wb.AddObjects (ud_spike_x_locs, ud_spike_y_locs, ud_spike);

		// Adding upside down tall spikes
		List<float> ud_tall_spike_x_locs = new List<float> { 310, 330, 350, 370 };
		List<float> ud_tall_spike_y_locs = new List<float> ();
		for (int i = 0; i < ud_tall_spike_x_locs.Count; i++) {
			ud_tall_spike_y_locs.Add (ceilingY - ceilingHeight / 2 - tallSpikeHeight / 2);
		}
		wb.AddObjects (ud_tall_spike_x_locs, ud_tall_spike_y_locs, ud_tall_spike);

		// Adding unpassable spike
		wb.AddObject (65 * 2, groundHeight / 2 + tooTallSpikeHeight / 2, too_tall_spike);
	}

	private void AddBatteries (WorldBase wb) {
		// Adding batteries
		List<float> battery_x_locs = new List<float> { 150, 254, 336, 406, 545 };
		List<float> battery_y_locs = new List<float> { ground_battery, ground_battery, ceiling_battery, ceiling_battery, ground_battery};
		wb.AddObjects (battery_x_locs, battery_y_locs, battery);
	}

	private void AddGravityChangers (WorldBase wb) {
		// Adding gravity reversers
		List<float> gravity_up_x_locs = new List<float> { 260, 262, 264, 266, 560, 562 };
		List<float> gravity_up_y_locs = new List<float> ();
		for (int i = 1; i < 5; i++) {
			foreach (float val in gravity_up_x_locs) {
				gravity_up_y_locs.Add (groundHeight * (i-0.2f));
			}
			wb.AddObjects (gravity_up_x_locs, gravity_up_y_locs, up_gravity_pointer);
			gravity_up_y_locs.Clear ();
		}

		// Adding gravity normalizers
		List<float> gravity_down_x_locs = new List<float> { 426, 428, 430, 432, 650, 652 };
		List<float> gravity_down_y_locs = new List<float> ();
		for (int i = 1; i < 5; i++) {
			foreach (float val in gravity_down_x_locs) {
				gravity_down_y_locs.Add (groundHeight * (i-0.2f));
			}
			wb.AddObjects (gravity_down_x_locs, gravity_down_y_locs, down_gravity_pointer);
			gravity_down_y_locs.Clear ();
		}
	}

	private void AddCoins (WorldBase wb) {
		// Adding coins
		Dictionary<float, float> coin_locs = new Dictionary<float, float> {
			{  54, ground_coin },
			{  88, ground_coin },
			{  90, ground_coin },
			{  92, ground_coin },
			{  181, ground_coin + spikeHeight + 3 * coinHeight / 2 },
			{  224, ground_coin },
			{  232, ground_coin },
			{  194, groundHeight / 2 + tallSpikeHeight + coinHeight * 3 / 2 },
			{  350, ceilingY - ceilingWidth / 2 - tallSpikeHeight - coinHeight * 3 / 2 },
			{  428, ground_coin },
			{  544, ground_coin + tallSpikeHeight + coinHeight },
			{  546, ground_coin + tallSpikeHeight + coinHeight },
			{  357, ceiling_coin}, {360, ceiling_coin - 2*coinHeight}, {363, ceiling_coin},
			{  501.5f, ground_coin + tallSpikeHeight},
			{516, (ground_coin + ceiling_coin) / 2} , {522, (ground_coin + ceiling_coin) / 2} , {528, (ground_coin + ceiling_coin) / 2} ,
			{  585.5f, ceiling_coin - tallSpikeHeight - coinHeight},
			{  597, ceiling_coin - tallSpikeHeight - coinHeight},
			{  609.5f, ceiling_coin - tallSpikeHeight - coinHeight},
			{  623, ceiling_coin - tallSpikeHeight - coinHeight},
			{  637.5f, ceiling_coin - tallSpikeHeight - coinHeight},
		} ;
		wb.AddObjects (coin_locs, coin);
	}

	private void InitConstants() {
		groundWidth = ground.GetComponent<BoxCollider2D> ().size.x; 
		groundHeight = ground.GetComponent<BoxCollider2D> ().size.y;
		ceilingWidth = ceiling.GetComponent<BoxCollider2D> ().size.x * ceiling.transform.localScale.y; 
		ceilingHeight = ceilingWidth;
		ceilingY = ceilingWidth * 8.7f; // ceilingWidth == ceilingHeight here
		ceilingStart = groundWidth * 120;
		numCeil = (level_length - 240) / ceilingWidth;
		Vector2[] spoints = spike.GetComponent<PolygonCollider2D> ().points;
		spikeHeight = (spoints [2].y - spoints [0].y) * spike.transform.localScale.y * 2/3;
		Vector2[] tspoints = tall_spike.GetComponent<PolygonCollider2D> ().points;
		tallSpikeHeight = (tspoints [2].y - tspoints [0].y) * tall_spike.transform.localScale.y * 2/3;
		Vector2[] ttspoints = too_tall_spike.GetComponent<PolygonCollider2D> ().points;
		tooTallSpikeHeight = (ttspoints [2].y - ttspoints [0].y) * too_tall_spike.transform.localScale.y * 2/3;
		batteryHeight = battery.GetComponent<BoxCollider2D> ().size.y * battery.transform.localScale.y;
		ground_battery = groundHeight / 2 + batteryHeight / 2;
		ceiling_battery = ceilingY - ceilingWidth / 2 - batteryHeight / 2;
		coinHeight = coin.GetComponent<BoxCollider2D> ().size.y * coin.transform.localScale.y;
		ground_coin = groundHeight / 2 + coinHeight;
		ceiling_coin = ceilingY - ceilingHeight / 2 - coinHeight;
		bgWidth = background.GetComponent<BoxCollider2D> ().size.x; 
	}

	// Update is called once per frame
	void Update () {

	}
}