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@ -17,6 +17,7 @@ public class PlayerControler : MonoBehaviour { |
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public GameObject bullet; |
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public GameObject bullet; |
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public GameObject heart; |
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public GameObject heart; |
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bool canJump = true; |
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bool canJump = true; |
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public GameObject newConfetti; |
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@ -34,6 +35,9 @@ public class PlayerControler : MonoBehaviour { |
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if (updateHealth) |
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if (updateHealth) |
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displayHealth (health); |
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displayHealth (health); |
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if (health == 0) |
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death(); |
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if (Input.GetKey (KeyCode.UpArrow)){ |
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if (Input.GetKey (KeyCode.UpArrow)){ |
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if (canJump == true){ |
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if (canJump == true){ |
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@ -73,6 +77,21 @@ public class PlayerControler : MonoBehaviour { |
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} |
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} |
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} |
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} |
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private void Confettishoot(Vector3 target,float size){ |
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Debug.Log ("Creating Confetti"); |
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target.y += 1.5f; |
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for (int i = 0; i <size; i++) { |
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Instantiate (newConfetti, target, transform.rotation); |
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} |
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} |
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private void death(){ |
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Vector3 spawnPos = new Vector3 (Random.Range (-20.0f, 20.0f), 15.0f, 0); |
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health = 3; |
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transform.position = spawnPos; |
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} |
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void OnCollisionEnter2D(Collision2D col){ |
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void OnCollisionEnter2D(Collision2D col){ |
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if (col.collider.tag == "ground") |
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if (col.collider.tag == "ground") |
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canJump = true; |
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canJump = true; |
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@ -80,6 +99,7 @@ public class PlayerControler : MonoBehaviour { |
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canJump = true; |
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canJump = true; |
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if(transform.position.y>col.transform.position.y){ |
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if(transform.position.y>col.transform.position.y){ |
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col.gameObject.GetComponent<player2_controls>().health --; |
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col.gameObject.GetComponent<player2_controls>().health --; |
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Confettishoot(col.gameObject.transform.position,200.0f); |
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//health --;
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//health --;
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rigidbody2D.velocity = jumpVector; |
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rigidbody2D.velocity = jumpVector; |
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canJump = false; |
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canJump = false; |
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