Browse Source

Added scoring system

Added player 3
master
Joshua Reason 9 years ago
parent
commit
11743d1552
27 changed files with 197 additions and 293 deletions
  1. BIN
      playable/Assets/Horn2.fbx
  2. +127
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      playable/Assets/Horn2.fbx.meta
  3. BIN
      playable/Assets/Lachlan_jump_work.unity
  4. BIN
      playable/Assets/Pinata.controller
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      playable/Assets/Prefabs.meta
  6. BIN
      playable/Assets/Prefabs/Confetti.prefab
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      playable/Assets/Prefabs/Confetti.prefab.meta
  8. +0
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      playable/Assets/Prefabs/Heart 1.prefab
  9. +0
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      playable/Assets/Prefabs/Heart 1.prefab.meta
  10. +0
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      playable/Assets/Prefabs/Heart.prefab
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      playable/Assets/Prefabs/Heart.prefab.meta
  12. BIN
      playable/Assets/Prefabs/candy.prefab
  13. +4
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      playable/Assets/Prefabs/candy.prefab.meta
  14. +0
    -21
      playable/Assets/Scripts/P2_weapon.cs
  15. +0
    -8
      playable/Assets/Scripts/P2_weapon.cs.meta
  16. +0
    -115
      playable/Assets/Scripts/PlayerControler.cs
  17. +43
    -0
      playable/Assets/Scripts/collectable.cs
  18. +1
    -1
      playable/Assets/Scripts/collectable.cs.meta
  19. +0
    -116
      playable/Assets/Scripts/player2_controls.cs
  20. +0
    -8
      playable/Assets/Scripts/player2_controls.cs.meta
  21. +17
    -0
      playable/Assets/Scripts/playerController.cs
  22. +0
    -16
      playable/Assets/Scripts/sc.cs
  23. +0
    -8
      playable/Assets/Scripts/sc.cs.meta
  24. +0
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      playable/Assets/Scripts/stickController.cs
  25. +0
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      playable/Assets/Scripts/stickController.cs.meta
  26. BIN
      playable/ProjectSettings/InputManager.asset
  27. BIN
      playable/ProjectSettings/TagManager.asset

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playable/Assets/Horn2.fbx View File


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playable/Assets/Lachlan_jump_work.unity View File


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playable/Assets/Pinata.controller View File


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playable/Assets/Confetti.prefab → playable/Assets/Prefabs/Confetti.prefab View File


playable/Assets/Confetti.prefab.meta → playable/Assets/Prefabs/Confetti.prefab.meta View File


playable/Assets/Heart 1.prefab → playable/Assets/Prefabs/Heart 1.prefab View File


playable/Assets/Heart 1.prefab.meta → playable/Assets/Prefabs/Heart 1.prefab.meta View File


playable/Assets/Heart.prefab → playable/Assets/Prefabs/Heart.prefab View File


playable/Assets/Heart.prefab.meta → playable/Assets/Prefabs/Heart.prefab.meta View File


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playable/Assets/Prefabs/candy.prefab View File


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+ 0
- 21
playable/Assets/Scripts/P2_weapon.cs View File

@ -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
}

+ 0
- 8
playable/Assets/Scripts/P2_weapon.cs.meta View File

@ -1,8 +0,0 @@
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+ 0
- 115
playable/Assets/Scripts/PlayerControler.cs View File

@ -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;
}
}
}
}

+ 43
- 0
playable/Assets/Scripts/collectable.cs View File

@ -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);
}
}

playable/Assets/Scripts/PlayerControler.cs.meta → playable/Assets/Scripts/collectable.cs.meta View File

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+ 0
- 116
playable/Assets/Scripts/player2_controls.cs View File

@ -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;
}
}
}
}

+ 0
- 8
playable/Assets/Scripts/player2_controls.cs.meta View File

@ -1,8 +0,0 @@
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+ 17
- 0
playable/Assets/Scripts/playerController.cs View File

@ -11,7 +11,9 @@ public class playerController : MonoBehaviour {
public Animator animator; //Holds animator for Pinata public Animator animator; //Holds animator for Pinata
public GameObject heart; //Health sprites public GameObject heart; //Health sprites
public GameObject newConfetti; //confetti when hit public GameObject newConfetti; //confetti when hit
public GameObject newCandy;
public stickController stick; //controller for stick public stickController stick; //controller for stick
public GUIText scoreDisplay;
public float runSpeed; //run speed public float runSpeed; //run speed
public float jumpHeight; //jump height public float jumpHeight; //jump height
@ -30,6 +32,7 @@ public class playerController : MonoBehaviour {
private bool isSpinning = false; //checks if player is spin attacking private bool isSpinning = false; //checks if player is spin attacking
private float lastHit; private float lastHit;
private float lastAttack; private float lastAttack;
private int score;
void Start(){ void Start(){
@ -118,6 +121,9 @@ public class playerController : MonoBehaviour {
//respawns player if they die //respawns player if they die
private void death(){ private void death(){
if (health <= 0) { if (health <= 0) {
Instantiate (newCandy, transform.position + Vector3.up, transform.rotation);
Vector3 spawnPos = new Vector3 (Random.Range (-20.0f, 20.0f), 15.0f, 0); //picks random position Vector3 spawnPos = new Vector3 (Random.Range (-20.0f, 20.0f), 15.0f, 0); //picks random position
health = 3; //resets life health = 3; //resets life
transform.position = spawnPos; //changes position transform.position = spawnPos; //changes position
@ -177,6 +183,17 @@ public class playerController : MonoBehaviour {
} }
} }
void OnTriggerEnter2D(Collider2D trig)
{
Debug.Log (trig.gameObject.tag);
if (trig.gameObject.tag == "candy")
{
trig.gameObject.SetActive (false);
score++;
scoreDisplay.text = "score: " + score.ToString ();
}
}

+ 0
- 16
playable/Assets/Scripts/sc.cs View File

@ -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;
}
}

+ 0
- 8
playable/Assets/Scripts/sc.cs.meta View File

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playable/Assets/stickController.cs → playable/Assets/Scripts/stickController.cs View File


playable/Assets/stickController.cs.meta → playable/Assets/Scripts/stickController.cs.meta View File


BIN
playable/ProjectSettings/InputManager.asset View File


BIN
playable/ProjectSettings/TagManager.asset View File


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