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PLN
igem-quantifly
Commits
80efc979
Commit
80efc979
authored
8 years ago
by
Naliwe GS
Browse files
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Plain Diff
Gameplay fixes
parent
74e79f6e
No related merge requests found
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Showing
3 changed files
with
15 additions
and
7 deletions
+15
-7
GameController.cs
Assets/Scripts/GameController.cs
+2
-1
Player.cs
Assets/Scripts/Player.cs
+6
-1
Spawner.cs
Assets/Scripts/Spawner.cs
+7
-5
No files found.
Assets/Scripts/GameController.cs
View file @
80efc979
...
@@ -33,7 +33,8 @@ namespace Assets.Scripts
...
@@ -33,7 +33,8 @@ namespace Assets.Scripts
var
leftBorder
=
Camera
.
main
.
ScreenToWorldPoint
(
new
Vector3
(
0
,
0
,
0
)).
x
;
var
leftBorder
=
Camera
.
main
.
ScreenToWorldPoint
(
new
Vector3
(
0
,
0
,
0
)).
x
;
if
(!(
rightBorder
>
(
size
.
x
*
mult
)
-
5
))
return
;
if
(!(
rightBorder
>
(
size
.
x
*
mult
)
-
5
))
return
;
BG
=
(
GameObject
)
Instantiate
(
BG
,
new
Vector3
(
size
.
x
+
tra
.
position
.
x
-
.
5f
,
tra
.
position
.
y
,
0
),
Quaternion
.
identity
);
BG
=
(
GameObject
)
Instantiate
(
BG
,
new
Vector3
(
size
.
x
+
tra
.
position
.
x
-
.
5f
,
tra
.
position
.
y
,
2
),
Quaternion
.
identity
);
tra
=
BG
.
GetComponent
<
Transform
>();
tra
=
BG
.
GetComponent
<
Transform
>();
mult
++;
mult
++;
}
}
...
...
This diff is collapsed.
Click to expand it.
Assets/Scripts/Player.cs
View file @
80efc979
...
@@ -25,18 +25,23 @@ namespace Assets.Scripts
...
@@ -25,18 +25,23 @@ namespace Assets.Scripts
var
newPos
=
Camera
.
main
.
ScreenToWorldPoint
(
Input
.
mousePosition
);
var
newPos
=
Camera
.
main
.
ScreenToWorldPoint
(
Input
.
mousePosition
);
newPos
.
z
=
-
1
;
newPos
.
z
=
-
1
;
_pos
.
position
=
Vector3
.
Lerp
(
_pos
.
position
,
newPos
,
10
*
Time
.
deltaTime
);
_pos
.
position
=
Vector3
.
Lerp
(
_pos
.
position
,
newPos
,
10
*
Time
.
deltaTime
);
if
(
IsBlinking
)
if
(
IsBlinking
)
Blink
();
Blink
();
if
(
Battery
<
12
)
if
(
Battery
<
12
)
{
{
if
(
PlayerPrefs
.
GetInt
(
"highscore"
)
<
Score
)
PlayerPrefs
.
SetInt
(
"highscore"
,
Score
);
PlayerPrefs
.
SetInt
(
"highscore"
,
Score
);
SceneManager
.
LoadScene
(
"GameOver"
);
SceneManager
.
LoadScene
(
"GameOver"
);
}
}
if
(
Progression
==
25
)
if
(
Progression
==
25
)
{
if
(
PlayerPrefs
.
GetInt
(
"highscore"
)
<
Score
)
PlayerPrefs
.
SetInt
(
"highscore"
,
Score
);
SceneManager
.
LoadScene
(
"Win"
);
SceneManager
.
LoadScene
(
"Win"
);
}
}
}
public
void
Blink
()
public
void
Blink
()
{
{
...
...
This diff is collapsed.
Click to expand it.
Assets/Scripts/Spawner.cs
View file @
80efc979
using
UnityEngine
;
using
System
;
using
UnityEngine
;
using
System.Collections
;
using
System.Collections
;
public
class
Spawner
:
MonoBehaviour
public
class
Spawner
:
MonoBehaviour
...
@@ -22,7 +23,7 @@ public class Spawner : MonoBehaviour
...
@@ -22,7 +23,7 @@ public class Spawner : MonoBehaviour
_timer
+=
Time
.
deltaTime
;
_timer
+=
Time
.
deltaTime
;
_rightBorder
=
Camera
.
main
.
ScreenToWorldPoint
(
new
Vector3
(
Screen
.
width
,
Screen
.
height
,
0
)).
x
+
2
;
_rightBorder
=
Camera
.
main
.
ScreenToWorldPoint
(
new
Vector3
(
Screen
.
width
,
Screen
.
height
,
0
)).
x
+
2
;
if
(
_timer
>=
2f
)
if
(
_timer
>=
Math
.
Max
((
2
/
(
Time
.
time
/
10
)),
.
5f
)
)
{
{
Spawn
();
Spawn
();
_timer
=
0f
;
_timer
=
0f
;
...
@@ -35,9 +36,10 @@ public class Spawner : MonoBehaviour
...
@@ -35,9 +36,10 @@ public class Spawner : MonoBehaviour
if
(
r
<
20
)
if
(
r
<
20
)
Instantiate
(
StaticEnemy
,
new
Vector3
(
_rightBorder
,
_rand
.
Next
(
1
,
9
),
0
),
Quaternion
.
identity
);
Instantiate
(
StaticEnemy
,
new
Vector3
(
_rightBorder
,
_rand
.
Next
(
1
,
9
),
0
),
Quaternion
.
identity
);
else
if
(
r
<
50
)
else
if
(
r
<
45
)
Instantiate
(
BasicEnemy
,
new
Vector3
(
_rightBorder
,
_rand
.
Next
(
1
,
9
),
0
),
Quaternion
.
identity
);
else
Instantiate
(
Toluen
,
new
Vector3
(
_rightBorder
,
_rand
.
Next
(
1
,
9
),
0
),
Quaternion
.
identity
);
Instantiate
(
Toluen
,
new
Vector3
(
_rightBorder
,
_rand
.
Next
(
1
,
9
),
0
),
Quaternion
.
identity
);
r
=
_rand
.
Next
(
100
);
if
(
r
<
50
)
Instantiate
(
BasicEnemy
,
new
Vector3
(
_rightBorder
,
_rand
.
Next
(
1
,
9
),
0
),
Quaternion
.
identity
);
}
}
}
}
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