Skip to content
Projects
Groups
Snippets
Help
This project
Loading...
Sign in / Register
Toggle navigation
I
igem-quantifly
Overview
Overview
Details
Activity
Cycle Analytics
Repository
Repository
Files
Commits
Branches
Tags
Contributors
Graph
Compare
Charts
Issues
0
Issues
0
List
Board
Labels
Milestones
Merge Requests
0
Merge Requests
0
CI / CD
CI / CD
Pipelines
Jobs
Schedules
Charts
Wiki
Wiki
Snippets
Snippets
Members
Members
Collapse sidebar
Close sidebar
Activity
Graph
Charts
Create a new issue
Jobs
Commits
Issue Boards
Open sidebar
PLN
igem-quantifly
Commits
f73e4ff9
Commit
f73e4ff9
authored
8 years ago
by
Naliwe GS
Browse files
Options
Browse Files
Download
Email Patches
Plain Diff
Small fixes
parent
b33d8e90
Hide whitespace changes
Inline
Side-by-side
Showing
8 changed files
with
33 additions
and
60 deletions
+33
-60
Player.prefab
Assets/Prefabs/Player.prefab
+0
-0
Player.prefab.meta
Assets/Prefabs/Player.prefab.meta
+8
-0
Collectible.cs
Assets/Scripts/Collectible.cs
+3
-1
GameController.cs
Assets/Scripts/GameController.cs
+13
-54
Player.cs
Assets/Scripts/Player.cs
+3
-0
SimpleEnnemy.cs
Assets/Scripts/SimpleEnnemy.cs
+2
-1
Spawner.cs
Assets/Scripts/Spawner.cs
+3
-3
StaticEnemy.cs
Assets/Scripts/StaticEnemy.cs
+1
-1
No files found.
Assets/Prefabs/Player.prefab
0 → 100644
View file @
f73e4ff9
File added
This diff is collapsed.
Click to expand it.
Assets/Prefabs/Player.prefab.meta
0 → 100644
View file @
f73e4ff9
fileFormatVersion: 2
guid: b8da779ffb69b984dbd3e41d6e16ffbb
timeCreated: 1477389059
licenseType: Free
NativeFormatImporter:
userData:
assetBundleName:
assetBundleVariant:
This diff is collapsed.
Click to expand it.
Assets/Scripts/Collectible.cs
View file @
f73e4ff9
...
...
@@ -17,7 +17,8 @@ public class Collectible : MonoBehaviour
void
OnTriggerEnter2D
(
Collider2D
other
)
{
gameObject
.
SetActive
(
false
);
Destroy
(
gameObject
);
_player
.
GetComponent
<
Player
>().
Score
+=
10
;
_player
.
GetComponent
<
Player
>().
Progression
+=
1
;
}
}
\ No newline at end of file
This diff is collapsed.
Click to expand it.
Assets/Scripts/GameController.cs
View file @
f73e4ff9
...
...
@@ -5,52 +5,23 @@ using System;
namespace
Assets.Scripts
{
internal
class
CADelegates
{
static
System
.
Random
r
=
new
System
.
Random
();
public
static
bool
CanGrow
(
Cell
cell
)
{
if
(
cell
.
Position
.
y
==
0
)
return
true
;
if
(
cell
.
Position
.
x
%
4
==
0
)
return
cell
.
Position
.
y
<
16
&&
((
100
/
cell
.
Position
.
y
))
>
6
+
r
.
Next
(
94
);
return
false
;
}
}
public
class
GameController
:
MonoBehaviour
{
public
static
int
PoolSize
=
256
;
public
GameObject
Wall
;
public
GameObject
BG
;
private
Map
_map
;
private
ObjectPool
_pooledWalls
;
private
ObjectPool
_pooledActors
;
private
ObjectPool
_pooledProjectiles
;
private
CellularAutomaton
_ca
;
private
GameObject
[]
_tiles
;
private
Vector3
size
;
private
Transform
tra
;
private
int
mult
=
1
;
void
Start
()
{
// _map = new Map(128, 128);
// _pooledActors = new ObjectPool(PoolSize);
// _pooledProjectiles = new ObjectPool(PoolSize);
// _pooledWalls = new ObjectPool(PoolSize);
// _ca = new CellularAutomaton(_map, TileType.Wall) {CanGrowRule = CADelegates.CanGrow};
// _tiles = new GameObject[_map.Columns*_map.Rows];
// for (uint i = 0; i < _map.Columns*_map.Rows; i++)
// {
// _tiles[i] = (GameObject) Instantiate(Wall, new Vector3(0, 0, 0), Quaternion.identity);
// _tiles[i].SetActive(false);
// }
size
=
BG
.
GetComponent
<
SpriteRenderer
>().
sprite
.
bounds
.
size
;
tra
=
BG
.
GetComponent
<
Transform
>();
}
void
Update
()
...
...
@@ -59,28 +30,17 @@ namespace Assets.Scripts
var
rightBorder
=
Camera
.
main
.
ScreenToWorldPoint
(
new
Vector3
(
Screen
.
width
,
Screen
.
height
,
0
)).
x
;
var
leftBorder
=
Camera
.
main
.
ScreenToWorldPoint
(
new
Vector3
(
0
,
0
,
0
)).
x
;
if
(
rightBorder
>
(
size
.
x
-
2
)
*
mult
)
{
BG
=
(
GameObject
)
Instantiate
(
BG
,
new
Vector3
(
size
.
x
+
tra
.
position
.
x
-
.
5f
,
tra
.
position
.
y
,
0
),
Quaternion
.
identity
);
tra
=
BG
.
GetComponent
<
Transform
>();
mult
++;
}
// _ca.Step(rightBorder);
// DrawMap(leftBorder, rightBorder);
// Debug.Log(_map);
}
void
DrawMap
(
float
min
,
float
max
)
{
for
(
uint
y
=
0
;
y
<
_map
.
Rows
;
y
++)
{
for
(
uint
x
=
(
uint
)
min
%
_map
.
Columns
;
x
<
max
+
1
%
_map
.
Columns
;
x
++)
{
if
(
_map
[
x
,
y
]
==
TileType
.
Wall
)
{
var
tile
=
_tiles
[
_map
.
Columns
*
y
+
x
];
var
newX
=
(
uint
)
(
min
/
_map
.
Columns
)*
_map
.
Columns
+
x
;
tile
.
transform
.
position
=
new
Vector3
(
newX
,
y
,
0
);
tile
.
SetActive
(
true
);
}
}
}
}
}
}
\ No newline at end of file
This diff is collapsed.
Click to expand it.
Assets/Scripts/Player.cs
View file @
f73e4ff9
...
...
@@ -10,6 +10,7 @@ namespace Assets.Scripts
public
int
Score
=
0
;
public
int
Battery
=
100
;
public
int
Progression
=
0
;
public
bool
IsBlinking
=
false
;
void
Start
()
...
...
@@ -41,11 +42,13 @@ namespace Assets.Scripts
if
(
_blinkCount
!=
7
)
return
;
_blinkCount
=
0
;
_blinkTimer
=
0f
;
GetComponent
<
BoxCollider2D
>().
enabled
=
true
;
IsBlinking
=
false
;
}
public
void
SetBlinking
()
{
GetComponent
<
BoxCollider2D
>().
enabled
=
false
;
GetComponent
<
SpriteRenderer
>().
enabled
=
false
;
IsBlinking
=
true
;
}
...
...
This diff is collapsed.
Click to expand it.
Assets/Scripts/SimpleEnnemy.cs
View file @
f73e4ff9
...
...
@@ -29,9 +29,10 @@ public class SimpleEnnemy : MonoBehaviour
void
OnTriggerEnter2D
(
Collider2D
other
)
{
gameObject
.
SetActive
(
false
);
Destroy
(
gameObject
);
_player
.
GetComponent
<
Player
>().
Battery
-=
4
;
_player
.
GetComponent
<
Player
>().
SetBlinking
();
//GetScores(); TODO: Successfully get scores from API
}
...
...
This diff is collapsed.
Click to expand it.
Assets/Scripts/Spawner.cs
View file @
f73e4ff9
...
...
@@ -34,10 +34,10 @@ public class Spawner : MonoBehaviour
var
r
=
_rand
.
Next
(
100
);
if
(
r
<
20
)
Instantiate
(
Toluen
,
new
Vector3
(
_rightBorder
,
_rand
.
Next
(
9
),
0
),
Quaternion
.
identity
);
Instantiate
(
Toluen
,
new
Vector3
(
_rightBorder
,
_rand
.
Next
(
1
,
9
),
0
),
Quaternion
.
identity
);
else
if
(
r
<
50
)
Instantiate
(
BasicEnemy
,
new
Vector3
(
_rightBorder
,
_rand
.
Next
(
9
),
0
),
Quaternion
.
identity
);
Instantiate
(
BasicEnemy
,
new
Vector3
(
_rightBorder
,
_rand
.
Next
(
1
,
9
),
0
),
Quaternion
.
identity
);
else
Instantiate
(
StaticEnemy
,
new
Vector3
(
_rightBorder
,
_rand
.
Next
(
9
),
0
),
Quaternion
.
identity
);
Instantiate
(
StaticEnemy
,
new
Vector3
(
_rightBorder
,
_rand
.
Next
(
1
,
9
),
0
),
Quaternion
.
identity
);
}
}
This diff is collapsed.
Click to expand it.
Assets/Scripts/StaticEnemy.cs
View file @
f73e4ff9
...
...
@@ -17,7 +17,7 @@ public class StaticEnemy : MonoBehaviour
{
if
(
_position
.
position
.
x
<
Camera
.
main
.
ScreenToWorldPoint
(
new
Vector3
(
0
,
0
,
0
)).
x
)
{
gameObject
.
SetActive
(
false
);
Destroy
(
gameObject
);
}
}
...
...
This diff is collapsed.
Click to expand it.
Write
Preview
Markdown
is supported
0%
Try again
or
attach a new file
Attach a file
Cancel
You are about to add
0
people
to the discussion. Proceed with caution.
Finish editing this message first!
Cancel
Please
register
or
sign in
to comment