示例#1
0
 void Start()
 {
     gameOvermenu.SetActive(false);
     rlm           = GameObject.Find("GameController").GetComponent <randomLevelMaker_cfd> ();
     starsPickedUp = 0;
     bsae          = GameObject.Find("GameController").GetComponent <BombSpawnAndExplode_cfd>();
     pc            = GetComponent <PlayerController> ();
     sc            = GameObject.Find("GameController").GetComponent <score_counter> ();
 }
示例#2
0
 void Start()
 {
     player.GetComponent <power_pick_up> ().enabled    = true;
     player.GetComponent <PlayerController> ().enabled = true;
     ar_camera.GetComponent <player_control_direction_predictor> ().enabled = true;
     isDead        = false;
     lastSpawnTime = nextSpawnTime = 0.0f;
     om            = GameObject.Find("GameController").GetComponent <ObjectMatrix>();
     om.getObjectMatrix();
     rows    = om.rows;
     columns = om.columns;
     rlm     = GameObject.Find("GameController").GetComponent <randomLevelMaker_cfd>();
     rlm.generateLevel();
     //rlm.set_count_canvas ();
     fire_button_pressed = false;
     bombs_spawned       = 0;
     sc = GameObject.Find("GameController").GetComponent <score_counter> ();
 }
示例#3
0
    void FixedUpdate()
    {
        rlm = GameObject.Find("GameController").GetComponent <randomLevelMaker_cfd>();

        Debug.Log("powerCount: " + rlm.power_ups_count);
        if (player == null)
        {
            isDead = true;
            return;
        }
        else
        {
            //position of bomb
            bombSpawn = new Vector3(Mathf.Round(player.transform.position.x), Mathf.Round(player.transform.position.y), Mathf.Round(player.transform.position.z));

            //comment if don't want to use keyboard keys
            //if(Input.GetKey(KeyCode.F) && bombs_spawned < max_bombs_allowed && Time.time > nextSpawnTime && (om.level[(int)bombSpawn.x, (int)bombSpawn.z]==null || om.level[(int)bombSpawn.x, (int)bombSpawn.z].layer==10)){
            //	lastSpawnTime = Time.time;//time of last bomb spawn
            //	nextSpawnTime = lastSpawnTime + bombWaitTime;//predicted time after which bomb spawn is possible
            //	GameObject spawnedBomb = (GameObject)Instantiate(bomb, bombSpawn, Quaternion.identity);//spawned bomb object
            //	Debug.Log(bombs_spawned);
            //	bombs_spawned++;
            //	GameObject tempHolder = null;
            //	bool invisible_check = false;
            //	if (om.level [(int)spawnedBomb.transform.position.x, (int)spawnedBomb.transform.position.z] != null
            //		&& om.level [(int)spawnedBomb.transform.position.x, (int)spawnedBomb.transform.position.z].gameObject.layer == 10) {
            //		invisible_check = true;
            //		tempHolder = om.level [(int)spawnedBomb.transform.position.x, (int)spawnedBomb.transform.position.z].gameObject;
            //	}
            //	om.level[(int)spawnedBomb.transform.position.x, (int)spawnedBomb.transform.position.z] = spawnedBomb.gameObject;//filling level matrix with the instantiated bomb
            //	Destroy(om.level[(int)spawnedBomb.transform.position.x, (int)spawnedBomb.transform.position.z],3);//destroying spawned bomb object
            //	Destroy(spawnedBomb,3);
            //	if (invisible_check) {
            //		om.level [(int)spawnedBomb.transform.position.x, (int)spawnedBomb.transform.position.z] = tempHolder;
            //		invisible_check = false;
            //	}
            //
            //	StartCoroutine(explosionSpawn(bombSpawn, spawnedBomb));//coroutine to do all the explosion stuff of the spwaned bomb
            //}

            //used to control through on screen buttons
            if (fire_button_pressed && bombs_spawned < max_bombs_allowed && Time.time > nextSpawnTime && (om.level[(int)bombSpawn.x, (int)bombSpawn.z] == null || om.level[(int)bombSpawn.x, (int)bombSpawn.z].layer == 10))
            {
                lastSpawnTime = Time.time;                                                              //time of last bomb spawn
                nextSpawnTime = lastSpawnTime + bombWaitTime;                                           //predicted time after which bomb spawn is possible
                GameObject spawnedBomb = (GameObject)Instantiate(bomb, bombSpawn, Quaternion.identity); //spawned bomb object
                bombs_spawned++;
                GameObject tempHolder      = null;
                bool       invisible_check = false;
                if (om.level [(int)spawnedBomb.transform.position.x, (int)spawnedBomb.transform.position.z] != null &&
                    om.level [(int)spawnedBomb.transform.position.x, (int)spawnedBomb.transform.position.z].gameObject.layer == 10)
                {
                    invisible_check = true;
                    tempHolder      = om.level [(int)spawnedBomb.transform.position.x, (int)spawnedBomb.transform.position.z].gameObject;
                }
                om.level[(int)spawnedBomb.transform.position.x, (int)spawnedBomb.transform.position.z] = spawnedBomb.gameObject;  //filling level matrix with the instantiated bomb
                Destroy(om.level[(int)spawnedBomb.transform.position.x, (int)spawnedBomb.transform.position.z], 3);               //destroying spawned bomb object
                Destroy(spawnedBomb, 3);
                if (invisible_check)
                {
                    om.level [(int)spawnedBomb.transform.position.x, (int)spawnedBomb.transform.position.z] = tempHolder;
                    invisible_check = false;
                }
                StartCoroutine(explosionSpawn(bombSpawn, spawnedBomb));                //coroutine to do all the explosion stuff of the spwaned bomb
            }
            else
            {
                fire_button_pressed = false;
            }
        }
    }
示例#4
0
 void Start()
 {
     rlm         = GameObject.Find("GameController").GetComponent <randomLevelMaker_cfd> ();
     sc          = GameObject.Find("GameController").GetComponent <score_counter> ();
     player_dead = false;
 }