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@ -30,6 +30,7 @@ public class playerController : MonoBehaviour { |
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public float dashDistance; |
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public float dashTime; |
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public float dashWait; |
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public float minY; |
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private float displayedHealth = 3; //currently displayed health
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@ -47,7 +48,7 @@ public class playerController : MonoBehaviour { |
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private float lastDash = 0.0f; |
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private bool stopDash = false; |
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public float deathTimer = 3.0f; |
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bool droppedCandy = false; |
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@ -68,8 +69,8 @@ public class playerController : MonoBehaviour { |
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death (); |
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applyPlayerDirection (Input.GetAxisRaw (HorizontalBtn)); |
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damage (); |
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if (transform.position.y < -3) |
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health = 0; |
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//if (transform.position.y < minY)
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// health = 0;
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if (score >= 10) { |
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gameOverDisplay.enabled = true; |
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@ -167,19 +168,24 @@ public class playerController : MonoBehaviour { |
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if (deathTimer > 0) |
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{ |
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deathTimer -=Time.deltaTime; |
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if (!droppedCandy){ |
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Instantiate (newCandy, transform.position + Vector3.up, transform.rotation); |
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droppedCandy = true; |
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} |
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transform.position = new Vector3 (0,-50,0); |
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//gameObject.active = false;
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if(deathTimer <=0) |
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{ |
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//gameObject.active = true;
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transform.position = new Vector3 (0,30,0); |
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Instantiate (newCandy, transform.position + Vector3.up, transform.rotation); |
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Vector3 spawnPos = new Vector3 (Random.Range (-20.0f, 20.0f), 15.0f, 0); //picks random position
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health = 3; //resets life
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transform.position = spawnPos; //changes position
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rigidbody2D.velocity = Vector2.zero; |
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deathTimer = deathTimer + 3.02f; |
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droppedCandy = false; |
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} |
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}//end if
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@ -291,6 +297,10 @@ public class playerController : MonoBehaviour { |
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stopDash = true; |
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} |
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if (col.collider.tag == "failBox") { |
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health = 0; |
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} |
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} |
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void OnTriggerEnter2D(Collider2D trig) |
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