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Merge branch 'master' of https://bitbucket.org/JoshuaReason/pi-ata-smackdown

Conflicts:
	playable/Assets/Scenes/Level1.unity
	playable/Assets/Scripts/playerController.cs
master
Joshua Reason 9 years ago
parent
commit
a825d5d408
1 changed files with 53 additions and 36 deletions
  1. +53
    -36
      playable/Assets/Scripts/playerController.cs

+ 53
- 36
playable/Assets/Scripts/playerController.cs View File

@ -31,11 +31,6 @@ public class playerController : MonoBehaviour {
public float dashTime;
public float dashWait;
public float minY;
public float deathTimer = 3.0f;
public Vector3 respawnArea;
public Vector2 randRes;
private float displayedHealth = 3; //currently displayed health
@ -52,9 +47,12 @@ public class playerController : MonoBehaviour {
private bool canDash = true;
private float lastDash = 0.0f;
private bool stopDash = false;
private bool droppedCandy = false;
public float deathTimer = 3.0f;
bool droppedCandy = false;
public bool heartBlack = false;
public bool heartColor = true;
public bool dead = false;
public float heartTimer = 0.0f;
@ -157,6 +155,12 @@ public class playerController : MonoBehaviour {
heartCanister.transform.position = heartPos;
hearts.Add(heartCanister); //adds heart to list
if (heartBlack == true && heartColor == false){
heartCanister.guiTexture.color = Color.black;
//else (heartCanister.guiTexture.color = Color.red);
}
}//end for
displayedHealth = health;
@ -169,35 +173,48 @@ public class playerController : MonoBehaviour {
private void death()
{
if (health <= 0)
if (deathTimer > 0)
{
deathTimer -=Time.deltaTime;
if (!droppedCandy){
Instantiate (newCandy, transform.position + Vector3.up, transform.rotation);
droppedCandy = true;
if (health <= 0|| dead ==true) {
dead = true;
if (dead == true){
heartColor = false;
heartBlack = true;
heartTimer += Time.deltaTime;
if (heartTimer >=1.5f){
health = 1;
}
if (heartTimer >=2.5f){
health = 2;
}
}
transform.position = new Vector3 (0,-50,0);
//gameObject.active = false;
if(deathTimer <=0)
{
//gameObject.active = true;
//Vector3 spawnPos = new Vector3 (Random.Range (-20.0f, 20.0f), 15.0f, 0); //picks random position
Vector3 spawnPos = respawnArea;
spawnPos.x = Random.Range(randRes.x,randRes.y);
health = 3; //resets life
transform.position = spawnPos; //changes position
rigidbody2D.velocity = Vector2.zero;
deathTimer = deathTimer + 3.02f;
droppedCandy = false;
}
}//end if
}//end death
if (deathTimer > 0) {
deathTimer -= Time.deltaTime;
if (!droppedCandy) {
Instantiate (newCandy, transform.position + Vector3.up, transform.rotation);
droppedCandy = true;
}
transform.position = new Vector3 (0, -50, 0);
if (deathTimer <= 0) {
Vector3 spawnPos = new Vector3 (Random.Range (-20.0f, 20.0f), 15.0f, 0); //picks random position
health = 3; //resets life
transform.position = spawnPos; //changes position
rigidbody2D.velocity = Vector2.zero;
deathTimer = deathTimer + 3.02f;
heartTimer = heartTimer - 3.00f;
droppedCandy = false;
heartBlack = false;
dead = false;
heartColor = true;
}
}//end if
/*else if (hearts <= 0) {
dead = true;
}*/
}//end death
}
private void applyPlayerDirection(float moveHorizontal)
{

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