Joshua Reason
a099ad2a84
Commented out Debugs from map Generator because it slowed the start by 20seconds
5 years ago
Joshua Reason
3afffa1575
-Updated water to new system + Jumping has a bounce effect
5 years ago
Joshua Reason
ff6fe093b1
Merge conflicts with with some logic blocks
5 years ago
Joshua Reason
77f91e6197
Merge remote-tracking branch 'origin/master' into Josh_Dev_branch
# Conflicts:
# Assets/Data/Logic Blocks/Diagonal Left.asset
# Assets/Data/Logic Blocks/Diagonal Right.asset
5 years ago
Joshua Reason
aa8b44bdee
Pushing works
5 years ago
s3607057 (Angus Niven)
547e82ab82
Tweaked how min and max difficulty work for adding new map sections. Added a bunch of new length-1 sections to join longer sections together if need be. Weighted the selection more towards longer sections. Divided possible map sections into multiple lists (each managed by a script object) to make them easier to work with.
5 years ago
JoshuaReason
c0ad428fa2
base push working but extremely buggy
5 years ago
ClairePeta
798a8d8d31
Client deaths moves them from screen.
Lobby fix to display 8 names
Icons in client scene
Small Menu changes - remove tutorial scene
5 years ago
s3607057 (Angus Niven)
0bccb8dc42
Added more conditions to map section selection, based on width & difficulty, with width reducing & difficuty increasing as the game continues. Also split camera movement in RacetrackGameMode off into its own function in preparation for expanding it, so it doesn't clutter up OnRoundEnd.
5 years ago
Claire Peta
61a73dc34c
Set max players to 8 instead of 2(used for testing)
5 years ago
Claire Peta
3298be6569
Fix the spawning getting the right pen at the start of the game
5 years ago
Claire Peta
09108d3a1f
Had the remove lives in the } instead of outside :S tested and confirmed
changed the start prefab so i dont have to play like 20 rounds of the game until i can die, will change back after more testing
5 years ago
Joshua Reason
742d88cb89
Started working on push
5 years ago
ClairePeta
fbbdc46b5c
Two people cant choose the same animal, even if one is selected before another peson connects. Life is now lost/deducted once at the end of the round instead of one per move (causing multiple lifes lost if in the pit) when lives reach zero players die
5 years ago
JoshuaReason
c55b13be62
start working on Derived block for water.
5 years ago
JoshuaReason
2406b82be7
Merge remote-tracking branch 'origin/master' into Josh_Dev_branch
# Conflicts:
# Assets/Scenes/Menus/Lobby.unity
# Assets/Scripts/Managers/GameManager.cs
5 years ago
JoshuaReason
d78130ec4d
Rotation is now cleaner
5 years ago
Joshua Reason
0e5b672e0a
worked on characters animation
5 years ago
s3607057 (Angus Niven)
3a6ae2f4c9
Added an 8-player starting area. Changed player-spawning slightly: instead of skipping index 0 for odd numbers of players, each starting pen section starts with no squares marked isSpawnable, and lists of squares to mark as spawnable on instantiation depending on the number of players. RacetrackGameMode.cs is currently hardcoded to call the map initialiser with five players, until I can figure out how to get the number of connected players when OnPreGameStart is called.
5 years ago
s3607057 (Angus Niven)
eddea68b85
Merge branch 'master' of https://bitbucket.org/JoshuaReason/major-project-a
# Conflicts:
# Assets/Scripts/GameMode/ColorGameMode/RacetrackGameMode.cs
5 years ago
s3607057 (Angus Niven)
465a8eb6b7
Implemented a procedural track creation framework. Track sections will now be added from a list prefabs, after checking that they can connect to the previous section. Sections that have passed out of camera view will disappear. Created a new scene using the procedural generator. The Lobby will now load it on starting a game.
To do:
- Add a starting pen for an 8-player game.
- Add more track sections.
- Add weighting & more criteria for selection of track sections (to produce that escalating difficulty we want).
- Potentially add the possibility for narrower track sections to spawn side by side.
5 years ago
ClairePeta
e03b0951cd
Player is 'dead' when lives reach zero, client scene stays in 'waiting for players'
server doesnt wait for 'dead' players move list
character for now dissappears
5 years ago
s3607057 (Angus Niven)
4f457d682a
Fixed some positioning issues.
5 years ago
s3607057 (Angus Niven)
3412026fbf
Created a map section template containing one of every block type, for easy duplication.
5 years ago
JoshuaReason
83288f76c0
Working on Character controller
5 years ago
ClairePeta
85e91de91f
jpg icons
5 years ago
ClairePeta
424ebb5296
PNG icons for logic blocks
5 years ago
Claire Peta
97e9b8b712
Limit Connected Clients (Tested with 2 phones and laptop, laptop was kicked back to main connection screen)
Limit number can be set in the LoginUIManager.cs script
5 years ago
Claire Peta
20d7fe8548
Small changes made before class
5 years ago
SWIN\jreason
91bcfed8bd
Started working on more modular move
5 years ago
ClairePeta
8bd42e3aa7
Character lives displayed inplace of score, removed scenescore as not being used
added line so character and client lives update
tested with one client
5 years ago
ClairePeta
8d81b73dee
Fixed the diagonal left and right block so character jumps diagonally
5 years ago
Joshua Reason
4eee92e17e
Started making htings more OO
5 years ago
Joshua Reason
8f6a4c49ba
Cleaned up GameMode and GameManager
5 years ago
JoshuaReason
86b613e888
Started to clean up GameManager + merged with Angus's changes
5 years ago
JoshuaReason
b22596c107
Merge branch 'master' of https://bitbucket.org/JoshuaReason/major-project-a
5 years ago
JoshuaReason
84e56fc57b
fixed clinets still being blacked out on reconnection
5 years ago
s3607057 (Angus Niven)
923c5dfdf4
Split the racetrack script off into its own asset. The change to Data/Networking/Server/Realtime doesn't seem to be showing up in Sourcetree for some reason, though. It should have New Racetrack Game Mode.asset as its Value.
5 years ago
Claire Peta
612a714021
Change the colour of the background so ita actually legible
5 years ago
Claire Peta
35798a69d2
Fix prefab + script issue for inground trap
clean testing code + comments
5 years ago
ClairePeta
27ef03ad62
Separated the traps that need to be called after each turn and then after each round in the traps script
Tested it in the racetrack scene it gets a list of all the objects at runtime so when the functions are called will trigger them one at a time.
Also got the characters moving correctly with the conveyor belts and the shooting cannon.
5 years ago
ClairePeta
92b845258f
Checked with single player for the collision with traps.
Corrected the connectedclients list
Still need to set up the environment turn to trigger the animations
5 years ago
Claire Peta
77315b21b4
last push from class
5 years ago
Claire Peta
8809d906e3
Added boulder coroutine to raise and fall 2.0f
5 years ago
Claire Peta
b72f2d042c
Cannon, Water, Crystals and Conveyor all scripted and working with character animation
Only tested in tutorial scene and hard coded the "Character" name, set up to get names or characters animals based on the connected clients list, but has yet to be tested
5 years ago
s3607057 (Angus Niven)
0f9d8df6bc
Implemented appropriate behaviour for having fallen into a hole: character loses their remaining moves for the round, respawns minus one life if they fell into a pit, or may jump out if they're in water. Changes to the FloatingOnWater prefab were necessary both to make the lose-your-remaining moves functions work (the block undernearth with the isWalkable and isWater flags), and to make it possible to fall into water on my build (shifting the box collider down by 1). If the latter causes issues on Claire's build, it can be reverted without affecting the rest of this commit, until we figure out how to make it work on all our machines.
5 years ago
ClairePeta
170c11a7e3
Cannon fixed and tested - need to limit the pushing of the character!
5 years ago
s3607057 (Angus Niven)
507735a541
Trivial commit to enable pushing.
5 years ago
s3607057 (Angus Niven)
97428e6bff
Merge branch 'master' of https://bitbucket.org/JoshuaReason/major-project-a
5 years ago
s3607057 (Angus Niven)
d7f847d462
Adjusted the spawning script & moved spawn points in the racetrack level to get the desired spawning arrangements - the middle point will be used only with an odd number of players, and the spawn points to the side will be used first.
Also fixed a typo in RaceTrack.asset.
5 years ago