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@ismyhc
ismyhc / Enemy Loop.cs
Created March 4, 2013 22:38
Enemy Loop
for(int p = _player.Count-1; p >= 0; p--)
{
Player player = _player[p];
player.UpdateLocalVertices();
Rect playerRect = player.GetTextureRectRelativeToContainer();
if(_player.Count == 0) break;
// Handle player/enemy collisions
@ismyhc
ismyhc / Enemy Update Method.cs
Last active December 14, 2015 12:28
Enemy Update method
if(groupedMovement)
{
// When hitting right side of the screen set direction to left
if(this.x > (Futile.screen.halfWidth - GMain.instance.gameScreenOffset) - (this.width / 2))
{
GMain.instance.enemyHorizontalDirection = "left";
}
// When hitting left side of the screen set direction to right
@ismyhc
ismyhc / gist:5078330
Created March 3, 2013 21:13
FContainer and enemy collision code
for(int p = _player.Count-1; p >= 0; p--)
{
Player player = _player[p];
player.UpdateLocalVertices();
Rect playerRect = player.GetTextureRectRelativeToContainer();
if(_player.Count == 0) break;
// Handle player/enemy collisions
@ismyhc
ismyhc / TestBed.cs
Last active December 12, 2015 08:49
Main class for testing Quadtree
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class TestBed : MonoBehaviour {
private List<SquareOne> _squareOne = new List<SquareOne>();
private List<SquareOne> _player = new List<SquareOne>();
public List<SquareOne> returnObjects = new List<SquareOne>();
@ismyhc
ismyhc / Quadtree.cs
Last active July 4, 2022 15:40
Quadtree class Im using for Unity and Futile 2d framework
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class QuadTree {
private int MAX_OBJECTS = 1;
private int MAX_LEVELS = 3;
private int level;
@ismyhc
ismyhc / typing page
Created September 12, 2012 01:19
typing page
private FLabel _title;
private string _text = "Hello this should\n be typing and yeah";
private List<Background> _background = new List<Background>();
private FContainer _hudHolder;
private FContainer _backgroundHolder;
override public void Start ()
{
_backgroundHolder = new FContainer();
@ismyhc
ismyhc / collision issue update
Created September 7, 2012 01:01
collision issue udpate
// original code..
//
private void CreateEnemyEffect(Enemy enemy)
{
Vector2 enemyPos = _effectHolder.LocalToLocal(enemy,Vector2.zero);
if(_ready)
{
for (int i = 0; i < 10; i++)
@ismyhc
ismyhc / collision issue
Created September 6, 2012 23:20
collision issue
// Laser/Enemy Collision detection
for(int i = _laser.Count-1; i >= 0; i--)
{
Laser laser = _laser[i];
Rect laserRect = laser.textureRect.CloneAndScaleThenOffset(laser.scaleX, laser.scaleY, laser.x, laser.y);
for(int ii = _enemy.Count-1; ii >= 0; ii--)
{
Enemy enemy = _enemy[ii];
Rect enemyRect = enemy.textureRect.CloneAndScaleThenOffset(enemy.scaleX, enemy.scaleY, enemy.x, enemy.y);
@ismyhc
ismyhc / multi-touch dpad update
Created August 29, 2012 21:29
Multi-touch Dpad update
void HandleFire (FireButton fireButton)
{
if(fireButton._isBeingTouched)
{
CreateBullet();
fireButton.alpha = 0.2f;
}
else if(!fireButton._isBeingTouched)
{
fireButton.alpha = 0.1f;
@ismyhc
ismyhc / multi-touch dpad
Created August 29, 2012 16:15
Multi-touch Dpad
void HandleMove (DPadButton dPadButton)
{
if(dPadButton._direction == "left")
{
GMain.instance.moveLeftPressed = true;
dPadButton.alpha = 0.2f;
}
if(dPadButton._direction == "right")
{