示例#1
0
    // Use this for initialization
    void Start()
    {
        // Reference to this scene's world_base
        WorldBase wb = GetComponent <WorldBase> ();

        // Adding one column to level
        List <WorldBase.WorldEntry> thisLevel = new List <WorldBase.WorldEntry> ();

        WorldBase.WorldEntry blockentry = new WorldBase.WorldEntry();
        blockentry.loc = new Vector3(20, 0, 0);
        blockentry.obj = column;
        thisLevel.Add(blockentry);

        float blockWidth = ground.GetComponent <BoxCollider2D> ().size.x;        //   bounds.size.x;

        // Adding 80 brown_grounds to level
        for (int i = 0; i < 80; i++)
        {
            WorldBase.WorldEntry entry = new WorldBase.WorldEntry();

            entry.loc = new Vector3(i * blockWidth, 0, 0);
            entry.obj = ground;
            thisLevel.Add(entry);
        }

        for (int i = 0; i < 10; i++)
        {
            WorldBase.WorldEntry entry = new WorldBase.WorldEntry();

            if (i == 4)
            {
                entry.loc = new Vector3(i * 5, 3, 0);
            }
            else
            {
                entry.loc = new Vector3(i * 5, 1, 0);
            }

            entry.obj = coin;
            thisLevel.Add(entry);
        }

        // Sorting level by x position
        thisLevel.Sort((x, y) => x.loc.x.CompareTo(y.loc.x));

        wb.WorldStart();
    }
示例#2
0
    // 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();

//		wb.AddObject (20, ground_coin, super_coin);
//		wb.AddObject (22, 10, falling_obstacle);
//		wb.AddObject (32, fallingObjectY, falling_obstacle);
//		wb.AddObject (34, fallingObjectY, falling_obstacle);
//		wb.AddObject (242, 7, moving_obstacle);
//		wb.AddObject (282, 7, moving_obstacle);
//		wb.AddObject (292, 7, moving_obstacle);
//

        AddGroundBlocks(wb);
        AddCeilingBlocks(wb);
        AddSpikes(wb);
        AddMeteors(wb);
        AddBatteries(wb);
        AddGravityChangers(wb);
        AddCoins(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 (1200, 0, end_level);


        // And lastly, end your level's Start function with this last line
        wb.WorldStart();
    }
示例#3
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 () {

	}
}