Lots of changes

This commit is contained in:
Steven 2017-09-07 00:50:49 -05:00
parent 312afd0cae
commit f5533407b9
13 changed files with 97468 additions and 123 deletions

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@ -6,6 +6,7 @@ public class Explosion : MonoBehaviour {
public PlayerController player;
private float MAX_PLAYER_DIST = 3.0f;
private float EXPLOSION_FORCE = 10.0f;
void Start () {
Vector3 playerPos = player.transform.position;
@ -13,9 +14,8 @@ public class Explosion : MonoBehaviour {
if (dist < MAX_PLAYER_DIST)
{
Rigidbody2D playerBody = player.GetComponent<Rigidbody2D>();
Vector2 force = (playerPos - transform.position).normalized * (MAX_PLAYER_DIST - dist) * 15.0f;
Vector2 force = (playerPos - transform.position).normalized * (MAX_PLAYER_DIST - dist) * EXPLOSION_FORCE;
playerBody.AddForce(force, ForceMode2D.Impulse);
Debug.Log(force);
}
}
}

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@ -0,0 +1,50 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class LevelController : MonoBehaviour {
public Text winText;
protected static LevelController levelController;
private bool wonLevel = false;
void Start () {
if (levelController)
{
Destroy(this);
}
levelController = this;
}
public static LevelController GetController()
{
if (levelController)
return levelController;
Debug.LogError("A LevelController object is not present in this scene.");
return null;
}
public void WinLevel()
{
wonLevel = true;
winText.text = "YOU WIN!";
StartCoroutine(DelayLoadLevel("Level1", 3.0f));
}
public void ResetLevel()
{
if (wonLevel)
return;
winText.text = "TRY AGAIN!";
StartCoroutine(DelayLoadLevel(SceneManager.GetActiveScene().name, 2.0f));
}
public IEnumerator DelayLoadLevel(string levelName, float delay)
{
yield return new WaitForSeconds(delay);
SceneManager.LoadScene(levelName);
yield return null;
}
}

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@ -10,27 +10,25 @@ public class PlayerController : MonoBehaviour {
public float jumpPower;
public GameObject rocketPrefab;
public Text winText;
// Use this for initialization
void Start () {
}
private float reloadTime = 0.5f;
private bool reloading = false;
// Update is called once per frame
void Update () {
// Basic jumping
/*// Basic jumping
if (Input.GetKeyDown (KeyCode.Space)) {
GetComponent<Rigidbody2D> ().velocity = new Vector2 (0, jumpPower);
}
}*/
if (Input.GetMouseButtonDown(0))
if (Input.GetMouseButtonDown(0) && !reloading)
{
reloading = true;
StartCoroutine("Reload");
Vector2 rocketPos = transform.position;
GameObject rocket = Instantiate(rocketPrefab, rocketPos, Quaternion.identity);
rocket.GetComponent<RocketController>().player = this;
Physics2D.IgnoreCollision(rocket.GetComponent<Collider2D>(), GetComponent<Collider2D>());
}
}
@ -38,12 +36,19 @@ public class PlayerController : MonoBehaviour {
{
//Check the provided Collider2D parameter other to see if it is tagged "PickUp", if it is...
if (other.gameObject.CompareTag ("Finish Line")) {
winText.text = "You Win!";
}
LevelController.GetController().WinLevel();
}
// Deathbox and saws restart level
if (other.gameObject.CompareTag ("Deathbox")) {
SceneManager.LoadScene(SceneManager.GetActiveScene().name);
LevelController.GetController().ResetLevel();
}
}
private IEnumerator Reload()
{
yield return new WaitForSeconds(reloadTime);
reloading = false;
yield return null;
}
}

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@ -6,10 +6,12 @@ public class RocketController : MonoBehaviour {
public PlayerController player;
public GameObject explosionPrefab;
private float ROCKET_SPEED = 20.0f;
private float ROCKET_SPEED = 10.0f;
private float ROCKET_LIFETIME = 5.0f;
private void Start()
{
StartCoroutine(DestroyAfterTime());
Vector2 mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition);
Vector2 playerPos = player.transform.position;
Vector2 rocketDir = (mousePos - playerPos).normalized;
@ -24,15 +26,19 @@ public class RocketController : MonoBehaviour {
void OnCollisionEnter2D(Collision2D collision)
{
if (collision.gameObject.layer == LayerMask.NameToLayer("Player"))
{
Debug.Log("Player Collision Detected");
return;
}
Vector3 explosionPos = transform.position;
Vector3 explosionPos = collision.contacts[0].point;
explosionPos.z = 0;
GameObject explosion = Instantiate(explosionPrefab, explosionPos, Quaternion.identity);
explosion.GetComponent<Explosion>().player = player;
Destroy(gameObject);
}
IEnumerator DestroyAfterTime()
{
yield return new WaitForSeconds(ROCKET_LIFETIME);
Destroy(gameObject);
yield return null;
}
}

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