Added score system and updated shanking with more angles!

This commit is contained in:
shakurass 2014-04-27 15:50:32 -06:00
commit 8cc0583a85
8 changed files with 126 additions and 29 deletions

View file

@ -4,6 +4,16 @@ using System.Collections;
public class Demon : MonoBehaviour {
public Renderer characterSprite;
private GameController gameController;
void Start() {
GameObject gameControllerObject = GameObject.FindWithTag("GameController");
if (gameControllerObject != null)
gameController = gameControllerObject.GetComponent <GameController> ();
else
Debug.Log("Cannot find GameController script.");
}
void OnTriggerEnter(Collider other) {
@ -12,6 +22,7 @@ public class Demon : MonoBehaviour {
{
//Instantiate (playerExplosion, other.transform.position, other.transform.rotation);
Destroy(gameObject);
gameController.AddScore();
}
if (other.tag == "VVAura") {

View file

@ -5,10 +5,14 @@ public class GameController : MonoBehaviour {
public int swigs;
public GUIText swigText;
public GUIText scoreText;
private int score = 0;
// Use this for initialization
void Start () {
UpdateSwigText ();
UpdateScoreText ();
}
// Update is called once per frame
@ -21,7 +25,21 @@ public class GameController : MonoBehaviour {
UpdateSwigText();
}
public void AddScore() {
score += 100;
UpdateScoreText ();
}
public void DetractScore() {
score -= 150;
UpdateScoreText ();
}
void UpdateSwigText() {
swigText.text = "Swigs Left: " + swigs;
}
void UpdateScoreText() {
scoreText.text = "Score: " + score;
}
}

View file

@ -3,13 +3,24 @@ using System.Collections;
public class Patron : MonoBehaviour {
void OnTriggerEnter(Collider other) {
private GameController gameController;
void Start() {
GameObject gameControllerObject = GameObject.FindWithTag("GameController");
if (gameControllerObject != null)
gameController = gameControllerObject.GetComponent <GameController> ();
else
Debug.Log("Cannot find GameController script.");
}
void OnTriggerEnter(Collider other) {
//Instantiate(explosion, transform.position, transform.rotation);
if (other.tag == "Shank")
{
//Instantiate (playerExplosion, other.transform.position, other.transform.rotation);
Destroy(gameObject);
gameController.DetractScore ();
}
}
}

View file

@ -66,34 +66,39 @@ public class PlayerController : MonoBehaviour {
float moveHorizontal = Input.GetAxis ("Horizontal");
float moveVertical = Input.GetAxis ("Vertical");
if (!Mathf.Approximately (moveHorizontal, 0)) { // walking sideways
animator.SetBool("isWalking", true);
animator.SetBool("isWalkingUp", false);
}
else if (!Mathf.Approximately(moveVertical, 0)){ // Walking up
if (moveVertical > 0){ // Walking up
animator.SetBool("isWalkingUp", true);
animator.SetBool("isWalking", false);
}
else if (!Mathf.Approximately (moveHorizontal, 0) || moveVertical < 0) { // walking sideways
animator.SetBool("isWalking", true);
animator.SetBool("isWalkingUp", false);
}
else {
animator.SetBool("isWalking", false);
animator.SetBool("isWalkingUp", false);
}
if (moveHorizontal < 0) {
if (moveHorizontal < 0 && moveVertical > 0) // left up
playerAngle.eulerAngles = new Vector3(0f, -135, 0f);
else if (moveHorizontal < 0 && moveVertical < 0) // left down
playerAngle.eulerAngles = new Vector3(0f, -225f, 0f);
else if (moveHorizontal > 0 && moveVertical > 0) //right up
playerAngle.eulerAngles = new Vector3(0f, -45f, 0f);
else if (moveHorizontal > 0 && moveVertical < 0) //right down
playerAngle.eulerAngles = new Vector3(0f, 45f, 0f);
else if (moveHorizontal < 0) { // Stab left
playerAngle.eulerAngles = new Vector3(0f, -180f, 0f);
MakePlayerSpriteFace(Direction.Left);
}
if (moveHorizontal > 0) {
else if (moveHorizontal > 0) { // Stab right
playerAngle.eulerAngles = new Vector3 (0f, 0f, 0f);
MakePlayerSpriteFace(Direction.Right);
}
if (moveVertical < 0)
else if (moveVertical < 0) // Stab down
playerAngle.eulerAngles = new Vector3(0f, -270f, 0f);
if (moveVertical > 0)
else if (moveVertical > 0) // Stab up
playerAngle.eulerAngles = new Vector3(0f, -90f, 0f);
// rigidbody.MovePosition (rigidbody.position + movement * speed * Time.deltaTime);
// rigidbody.position.Normalize ();
Vector3 movement = new Vector3 (moveHorizontal, 0.0f, moveVertical);
rigidbody.velocity = movement * speed;