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@ -1,21 +0,0 @@ | |||||
using UnityEngine; | |||||
using System.Collections; | |||||
public class P2_weapon : MonoBehaviour { | |||||
// Use this for initialization | |||||
void Start () { | |||||
} | |||||
void Update (){ | |||||
if (Input.GetKeyDown("space")) | |||||
transform.Translate (Vector3.right); | |||||
else if (Input.GetKeyUp("space")) | |||||
transform.Translate (Vector3.left); | |||||
} | |||||
// Update is called once per frame | |||||
} |
@ -1,8 +0,0 @@ | |||||
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@ -1,115 +0,0 @@ | |||||
using UnityEngine; | |||||
using System.Collections; | |||||
public class PlayerControler : MonoBehaviour { | |||||
public Animator animator; | |||||
// Use this for initialization | |||||
void Start () { | |||||
} | |||||
public float speed; | |||||
public Vector2 jumpVector; | |||||
public int health = 0; | |||||
private int displayedHealth = 0; | |||||
private bool updateHealth = false; | |||||
private float curDirection = -1; | |||||
public GameObject bullet; | |||||
public GameObject heart; | |||||
bool canJump = true; | |||||
public GameObject newConfetti; | |||||
void Update() { | |||||
Vector2 velo = rigidbody2D.velocity; | |||||
velo.x = Input.GetAxis ("Horizontal_P1") * speed; | |||||
rigidbody2D.velocity = velo; | |||||
animator.SetFloat("Velocity",velo.magnitude); | |||||
animator.SetBool ("Fall", !canJump); | |||||
if (curDirection != Input.GetAxisRaw ("Horizontal_P1")) | |||||
applyPlayerDirection (Input.GetAxisRaw ("Horizontal_P1")); | |||||
if (displayedHealth != health) { | |||||
updateHealth = true; | |||||
} | |||||
if (updateHealth) | |||||
displayHealth (health); | |||||
if (health == 0) | |||||
death(); | |||||
if (Input.GetKey (KeyCode.UpArrow)){ | |||||
if (canJump == true){ | |||||
rigidbody2D.velocity = jumpVector; | |||||
canJump = false; | |||||
} | |||||
} | |||||
//if (Input.GetKey (KeyCode.Space)){ | |||||
//shoot | |||||
//GameObject bulletGO = Instantiate (bullet) as GameObject; | |||||
//bulletGO.transform.position = transform.position; | |||||
//} | |||||
} | |||||
private void displayHealth(int health){ | |||||
GameObject[] hearts = GameObject.FindGameObjectsWithTag("heartUI2"); | |||||
foreach (GameObject desHeart in hearts) | |||||
GameObject.Destroy (desHeart); | |||||
for (int i=1; i<= health; i++) { | |||||
GameObject heartCanister = Instantiate (heart) as GameObject; | |||||
Vector3 heartPos = new Vector3 (1-(i * 0.033f), 0.95f, 0); | |||||
heartCanister.transform.position = heartPos; | |||||
} | |||||
displayedHealth = health; | |||||
updateHealth = false; | |||||
} | |||||
private void applyPlayerDirection(float moveHorizontal) | |||||
{ | |||||
if (moveHorizontal != 0) | |||||
{ | |||||
transform.Rotate(0,180,0); | |||||
curDirection = moveHorizontal; | |||||
} | |||||
} | |||||
private void Confettishoot(Vector3 target,float size){ | |||||
Debug.Log ("Creating Confetti"); | |||||
target.y += 1.5f; | |||||
for (int i = 0; i <size; i++) { | |||||
Instantiate (newConfetti, target, transform.rotation); | |||||
} | |||||
} | |||||
private void death(){ | |||||
if (health == 0) { | |||||
Vector3 spawnPos = new Vector3 (Random.Range (-20.0f, 20.0f), 15.0f, 0); | |||||
health = 3; | |||||
transform.position = spawnPos; | |||||
rigidbody2D.velocity = Vector2.zero; | |||||
} | |||||
} | |||||
void OnCollisionEnter2D(Collision2D col){ | |||||
if (col.collider.tag == "ground") | |||||
canJump = true; | |||||
else if (col.collider.tag == "Player") { | |||||
canJump = true; | |||||
if(transform.position.y>col.transform.position.y){ | |||||
col.gameObject.GetComponent<player2_controls>().health --; | |||||
Confettishoot(col.gameObject.transform.position,20.0f); | |||||
//health --; | |||||
rigidbody2D.velocity = jumpVector; | |||||
canJump = false; | |||||
} | |||||
} | |||||
} | |||||
} |
@ -0,0 +1,43 @@ | |||||
using UnityEngine; | |||||
using System.Collections; | |||||
public class collectable : MonoBehaviour { | |||||
// Use this for initialization | |||||
void Start () { | |||||
float rand = Random.Range (0, 7); | |||||
int randColour = Mathf.FloorToInt (rand); | |||||
switch (randColour) { | |||||
case 0: | |||||
renderer.material.color = Color.cyan; | |||||
break; | |||||
case 1: | |||||
renderer.material.color = Color.red; | |||||
break; | |||||
case 2: | |||||
renderer.material.color = Color.blue; | |||||
break; | |||||
case 3: | |||||
renderer.material.color = Color.green; | |||||
break; | |||||
case 4: | |||||
renderer.material.color = Color.yellow; | |||||
break; | |||||
case 5: | |||||
renderer.material.color = Color.magenta; | |||||
break; | |||||
default: | |||||
renderer.material.color = Color.black; | |||||
break; | |||||
} | |||||
} | |||||
// Update is called once per frame | |||||
void Update () { | |||||
transform.Rotate (new Vector3 (15, 30, 45) * Time.deltaTime); | |||||
} | |||||
} |
@ -1,5 +1,5 @@ | |||||
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@ -1,116 +0,0 @@ | |||||
using UnityEngine; | |||||
using System.Collections; | |||||
public class player2_controls : MonoBehaviour { | |||||
public Animator animator; | |||||
void Start () { | |||||
} | |||||
public float speed; | |||||
public Vector2 jumpVector; | |||||
public int health = 0; | |||||
private int displayedHealth = 0; | |||||
private bool updateHealth = false; | |||||
private float curDirection = 1; | |||||
public GameObject bullet; | |||||
public GameObject heart; | |||||
bool canJump = true; | |||||
public string HorizontalBtn; | |||||
public GameObject newConfetti; | |||||
//Horizontal_P2 | |||||
void Update() { | |||||
Vector2 velo = rigidbody2D.velocity; | |||||
velo.x = Input.GetAxis (HorizontalBtn) * speed; | |||||
rigidbody2D.velocity = velo; | |||||
animator.SetFloat("Velocity",velo.magnitude); | |||||
animator.SetBool ("Fall", !canJump); | |||||
if (curDirection != Input.GetAxisRaw (HorizontalBtn)) | |||||
applyPlayerDirection (Input.GetAxisRaw (HorizontalBtn)); | |||||
if (displayedHealth != health) { | |||||
updateHealth = true; | |||||
} | |||||
if (updateHealth) | |||||
displayHealth (health); | |||||
if (health == 0) | |||||
death(); | |||||
if (Input.GetKey (KeyCode.W)){ | |||||
if (canJump == true){ | |||||
rigidbody2D.velocity = jumpVector; | |||||
canJump = false; | |||||
} | |||||
} | |||||
//if (Input.GetKey (KeyCode.Space)){ | |||||
//shoot | |||||
//GameObject bulletGO = Instantiate (bullet) as GameObject; | |||||
//bulletGO.transform.posplayteition = transform.position; | |||||
//} | |||||
} | |||||
private void displayHealth(int health){ | |||||
GameObject[] hearts = GameObject.FindGameObjectsWithTag("heartUI"); | |||||
foreach (GameObject desHeart in hearts) | |||||
GameObject.Destroy (desHeart); | |||||
for (int i=1; i<= health; i++) { | |||||
GameObject heartCanister = Instantiate (heart) as GameObject; | |||||
Vector3 heartPos = new Vector3 ((i * 0.033f), 0.95f, 0); | |||||
heartCanister.transform.position = heartPos; | |||||
} | |||||
displayedHealth = health; | |||||
updateHealth = false; | |||||
} | |||||
//Changes direction of sprite according to key pressed | |||||
private void applyPlayerDirection(float moveHorizontal) | |||||
{ | |||||
if (moveHorizontal != 0) | |||||
{ | |||||
transform.Rotate(0,180,0); | |||||
curDirection = moveHorizontal; | |||||
} | |||||
} | |||||
private void Confettishoot(Vector3 target,float size){ | |||||
Debug.Log ("Creating Confetti"); | |||||
target.y += 1.5f; | |||||
for (int i = 0; i <size; i++) { | |||||
Instantiate (newConfetti, target, transform.rotation); | |||||
} | |||||
} | |||||
private void death(){ | |||||
Vector3 spawnPos = new Vector3 (Random.Range (-20.0f, 20.0f), 15.0f, 0); | |||||
health = 3; | |||||
transform.position = spawnPos; | |||||
} | |||||
void OnCollisionEnter2D(Collision2D col){ | |||||
if (col.collider.tag == "ground") | |||||
canJump = true; | |||||
else if (col.collider.tag == "Player") { | |||||
if(transform.position.y>col.transform.position.y){ | |||||
col.gameObject.GetComponent<PlayerControler>().health --; | |||||
Confettishoot(col.gameObject.transform.position,20.0f); | |||||
//health --; | |||||
rigidbody2D.velocity = jumpVector; | |||||
canJump = false; | |||||
} | |||||
} | |||||
} | |||||
} |
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@ -1,16 +0,0 @@ | |||||
using UnityEngine; | |||||
using System.Collections; | |||||
public class sc : MonoBehaviour { | |||||
Quaternion rotation; | |||||
// Use this for initialization | |||||
void Awake () { | |||||
rotation = transform.rotation; | |||||
} | |||||
// Update is called once per frame | |||||
void LateUpdate () { | |||||
transform.rotation = rotation; | |||||
} | |||||
} |
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