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8
Jump Game/Assets/Scripts/Debug.meta
Normal file
@ -0,0 +1,8 @@
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30
Jump Game/Assets/Scripts/Debug/DebugRespawn.cs
Normal file
@ -0,0 +1,30 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Collections.Specialized;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class DebugRespawn : MonoBehaviour
|
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{
|
||||
public Button button;
|
||||
private GameObject player;
|
||||
private Rigidbody2D rbody;
|
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private GameObject camera;
|
||||
|
||||
void Start()
|
||||
{
|
||||
camera = GameObject.FindWithTag("MainCamera");
|
||||
player = GameObject.FindWithTag("Player");
|
||||
rbody = player.GetComponent<Rigidbody2D>();
|
||||
button.onClick.AddListener(Respawn);
|
||||
}
|
||||
|
||||
|
||||
void Respawn()
|
||||
{
|
||||
rbody.velocity = new Vector3(0, 0, 0);
|
||||
player.transform.position = new Vector3(-7, -2, -0.16f);
|
||||
camera.transform.position = new Vector3(0.9002959f, 2.056212f, -32.28906f);
|
||||
//CameraController.storedPosition = 0f;
|
||||
}
|
||||
}
|
11
Jump Game/Assets/Scripts/Debug/DebugRespawn.cs.meta
Normal file
@ -0,0 +1,11 @@
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26
Jump Game/Assets/Scripts/Debug/Valueprint.cs
Normal file
@ -0,0 +1,26 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Globalization;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class Valueprint : MonoBehaviour
|
||||
{
|
||||
public Text text;
|
||||
public PlayerController playerController;
|
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double charger;
|
||||
|
||||
// Start is called before the first frame update
|
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void Start()
|
||||
{
|
||||
charger = playerController.charger;
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
charger = System.Math.Round(playerController.charger,1);
|
||||
text.text = charger.ToString();
|
||||
}
|
||||
}
|
11
Jump Game/Assets/Scripts/Debug/Valueprint.cs.meta
Normal file
@ -0,0 +1,11 @@
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@ -9,12 +9,20 @@ public class ChangeScene : MonoBehaviour
|
||||
// Start is called before the first frame update
|
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void Start()
|
||||
{
|
||||
StartCoroutine(ChangeSceneToGame());
|
||||
if(SceneManager.GetActiveScene().buildIndex == 1)
|
||||
{
|
||||
StartCoroutine(ChangeSceneToGame(2));
|
||||
}
|
||||
|
||||
private IEnumerator ChangeSceneToGame()
|
||||
if(SceneManager.GetActiveScene().buildIndex == 3)
|
||||
{
|
||||
StartCoroutine(ChangeSceneToGame(0));
|
||||
}
|
||||
}
|
||||
|
||||
private IEnumerator ChangeSceneToGame(int index)
|
||||
{
|
||||
yield return new WaitForSeconds(5);
|
||||
SceneManager.LoadScene(2);
|
||||
SceneManager.LoadScene(index);
|
||||
}
|
||||
}
|
||||
|
17
Jump Game/Assets/Scripts/Player/Player.cs
Normal file
@ -0,0 +1,17 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class Player : MonoBehaviour
|
||||
{
|
||||
|
||||
public static Rigidbody2D rbody;
|
||||
|
||||
public static float movementSpeed;
|
||||
public static float jumpForce;
|
||||
|
||||
void Start()
|
||||
{
|
||||
rbody = GameObject.FindWithTag("Player").GetComponent<Rigidbody2D>();
|
||||
}
|
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}
|
11
Jump Game/Assets/Scripts/Player/Player.cs.meta
Normal file
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68
Jump Game/Assets/Scripts/Player/PlayerAnimator.cs
Normal file
@ -0,0 +1,68 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class PlayerAnimator : MonoBehaviour
|
||||
{
|
||||
Animator _animator;
|
||||
private Rigidbody2D rbody;
|
||||
PlayerController playerController;
|
||||
public AudioSource audioSource;
|
||||
public AudioClip jumpSound;
|
||||
public AudioClip landSound;
|
||||
|
||||
void Start()
|
||||
{
|
||||
audioSource = GetComponent<AudioSource>();
|
||||
GameObject player = GameObject.Find("Player");
|
||||
rbody = GetComponent<Rigidbody2D>();
|
||||
_animator = GetComponent<Animator>();
|
||||
playerController = player.GetComponent<PlayerController>();
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (playerController.isGrounded && Input.GetAxis("Horizontal") < 0.5 || Input.GetAxis("Horizontal") > -0.5 && playerController.isCharging == false)
|
||||
{
|
||||
_animator.SetBool("is_moving", false);
|
||||
_animator.SetBool("is_grounded", true);
|
||||
_animator.SetBool("bigfall", false);
|
||||
}
|
||||
if (playerController.isGrounded && Input.GetAxis("Horizontal") != 0 && playerController.isCharging == false)
|
||||
{
|
||||
_animator.SetBool("is_moving", true);
|
||||
_animator.SetBool("is_grounded", true);
|
||||
_animator.SetBool("bigfall", false);
|
||||
}
|
||||
|
||||
if (!playerController.isGrounded)
|
||||
{
|
||||
_animator.SetBool("is_grounded", false);
|
||||
StartCoroutine("BigFall");
|
||||
}
|
||||
|
||||
|
||||
if(playerController.isCharging == true)
|
||||
{
|
||||
_animator.SetBool("is_charging", true);
|
||||
}
|
||||
else
|
||||
{
|
||||
_animator.SetBool("is_charging", false);
|
||||
}
|
||||
}
|
||||
|
||||
IEnumerator BigFall()
|
||||
{
|
||||
yield return new WaitForSeconds(1);
|
||||
if(_animator.GetBool("is_grounded") == true)
|
||||
{
|
||||
_animator.SetBool("bigfall", true);
|
||||
}
|
||||
}
|
||||
|
||||
public void PlaySound(AudioClip sound)
|
||||
{
|
||||
audioSource.PlayOneShot(sound);
|
||||
}
|
||||
}
|
11
Jump Game/Assets/Scripts/Player/PlayerAnimator.cs.meta
Normal file
@ -0,0 +1,11 @@
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@ -2,73 +2,98 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class PlayerController : MonoBehaviour
|
||||
public class PlayerController : Player
|
||||
{
|
||||
private Rigidbody2D rbody;
|
||||
private float moveInput;
|
||||
private float movementSpeed;
|
||||
private float jumpForce;
|
||||
|
||||
public bool isGrounded;
|
||||
private SpriteRenderer spriteRenderer;
|
||||
public int maxCharge;
|
||||
//public RaycastHit2D hit;
|
||||
//public Ray ray;
|
||||
|
||||
public float movementSpeed;
|
||||
public float jumpForce;
|
||||
|
||||
private bool _isGrounded;
|
||||
public bool isGrounded { get { return _isGrounded; } set { _isGrounded = value; } }
|
||||
|
||||
public Transform feetPos;
|
||||
public LayerMask whatIsGround;
|
||||
public float checkRadius;
|
||||
public Transform checkRadius;
|
||||
|
||||
private float charger;
|
||||
private bool discharge;
|
||||
private bool isCharging;
|
||||
private double _charger;
|
||||
public double charger
|
||||
{
|
||||
get { return _charger; }
|
||||
set { _charger = value; }
|
||||
}
|
||||
|
||||
public float chargeMultiplier;
|
||||
public bool isCharging;
|
||||
|
||||
void Start()
|
||||
{
|
||||
rbody = GetComponent<Rigidbody2D>();
|
||||
isCharging = false;
|
||||
Player.movementSpeed = movementSpeed;
|
||||
Player.jumpForce = jumpForce;
|
||||
spriteRenderer = GetComponent<SpriteRenderer>();
|
||||
}
|
||||
|
||||
void FixedUpdate()
|
||||
{
|
||||
Player.rbody.velocity += new Vector2(0, -0.75f);
|
||||
//ray.origin = feetPos.position;
|
||||
//ray.direction = Vector2.down;
|
||||
//RaycastHit2D hit = Physics2D.Raycast(origin: transform.position, direction: -Vector2.up, layerMask: whatIsGround, distance: 100);
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (Input.GetKey(KeyCode.Space))
|
||||
//isGrounded = hit.collider == null ? true : false;
|
||||
isGrounded = Physics2D.OverlapArea(feetPos.position, checkRadius.position, whatIsGround); //return true for overlap
|
||||
moveInput = Input.GetAxis("Horizontal");
|
||||
|
||||
if (Input.GetKeyDown(KeyCode.Escape)) { Application.Quit(); } //temporary exit measure
|
||||
|
||||
|
||||
if(_isGrounded && Input.GetAxis("Horizontal") != -1 && Input.GetAxis("Horizontal") != 1) { Player.rbody.velocity = new Vector2(0, Player.rbody.velocity.y); }
|
||||
|
||||
if (Input.GetAxis("Horizontal") > 0) { spriteRenderer.flipX = false; }
|
||||
if (Input.GetAxis("Horizontal") < 0) { spriteRenderer.flipX = true; }
|
||||
|
||||
if (!isCharging && _isGrounded)
|
||||
{
|
||||
charger += Time.deltaTime;
|
||||
rbody.velocity = new Vector2(moveInput * movementSpeed, rbody.velocity.y);
|
||||
}
|
||||
|
||||
if (_isGrounded && Input.GetButton("Jump") && _charger < maxCharge)
|
||||
{
|
||||
if (_charger > maxCharge) { _charger = maxCharge; }
|
||||
else { _charger += Time.deltaTime * chargeMultiplier; }
|
||||
rbody.velocity = new Vector2(0, rbody.velocity.y);
|
||||
isCharging = true;
|
||||
}
|
||||
|
||||
if (Input.GetKeyUp(KeyCode.Space))
|
||||
if (isCharging && !Input.GetButton("Jump"))
|
||||
{
|
||||
discharge = true;
|
||||
Jump(moveInput, (float)System.Math.Round(_charger, 1));
|
||||
}
|
||||
}
|
||||
|
||||
void Jump(float direction, float jumpCharge)
|
||||
{
|
||||
Debug.Log(jumpCharge);
|
||||
Player.rbody.velocity = new Vector2((8 - (float)charger) * direction, jumpForce * jumpCharge);
|
||||
_charger = 0f;
|
||||
isCharging = false;
|
||||
}
|
||||
}
|
||||
void FixedUpdate()
|
||||
{
|
||||
isGrounded = Physics2D.OverlapCircle(feetPos.position, checkRadius, whatIsGround);
|
||||
if (isGrounded)
|
||||
{
|
||||
moveInput = Input.GetAxis("Horizontal");
|
||||
}
|
||||
rbody.velocity = new Vector2(moveInput * movementSpeed, rbody.velocity.y);
|
||||
|
||||
// Stops movement when space is pressed
|
||||
if (isCharging && isGrounded)
|
||||
void OnCollisionEnter(Collision collision)
|
||||
{
|
||||
movementSpeed = 0;
|
||||
if (!_isGrounded && collision.gameObject.layer == LayerMask.NameToLayer("Wall"))
|
||||
{
|
||||
rbody.velocity = new Vector2(rbody.velocity.x * -1, rbody.velocity.y);
|
||||
}
|
||||
else
|
||||
{
|
||||
movementSpeed = 8;
|
||||
}
|
||||
|
||||
if (discharge && isGrounded)
|
||||
{
|
||||
// Charges the jump
|
||||
jumpForce = 10 * charger;
|
||||
if (jumpForce > 10)
|
||||
{
|
||||
jumpForce = 10;
|
||||
}
|
||||
rbody.velocity = new Vector2(rbody.velocity.x, jumpForce);
|
||||
|
||||
// Reset charge and set discharge to false
|
||||
charger = 0f;
|
||||
discharge = false;
|
||||
}
|
||||
}
|
||||
}
|
8
Jump Game/Assets/Scripts/World.meta
Normal file
@ -0,0 +1,8 @@
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37
Jump Game/Assets/Scripts/World/CameraController.cs
Normal file
@ -0,0 +1,37 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
using System.Security.Permissions;
|
||||
using UnityEngine;
|
||||
|
||||
public class CameraController : MonoBehaviour
|
||||
{
|
||||
GameObject player;
|
||||
public GameObject camera;
|
||||
public static float storedPosition;
|
||||
|
||||
//Every time player height changes by 10, adjust depending on whether it was decreased or increased
|
||||
void Start()
|
||||
{
|
||||
player = GameObject.FindWithTag("Player");
|
||||
camera = GameObject.FindWithTag("MainCamera");
|
||||
storedPosition = player.transform.position.y;
|
||||
UnityEngine.Debug.Log(storedPosition);
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if((player.transform.position.y - storedPosition) > 10)
|
||||
{
|
||||
storedPosition += 10;
|
||||
camera.transform.position = new Vector3(camera.transform.position.x, camera.transform.position.y + 10, camera.transform.position.z);
|
||||
}
|
||||
|
||||
if ((storedPosition - player.transform.position.y) > 2)
|
||||
{
|
||||
storedPosition -= 10;
|
||||
camera.transform.position = new Vector3(camera.transform.position.x, camera.transform.position.y - 10, camera.transform.position.z);
|
||||
}
|
||||
}
|
||||
}
|
11
Jump Game/Assets/Scripts/World/CameraController.cs.meta
Normal file
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Jump Game/Assets/Scripts/World/Winner.cs
Normal file
@ -0,0 +1,15 @@
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using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
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|
||||
public class Winner : MonoBehaviour
|
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{
|
||||
void OnCollisionEnter2D(Collision2D collision)
|
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{
|
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if (collision.gameObject.tag == "Player")
|
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{
|
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SceneManager.LoadScene(3);
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}
|
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}
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}
|
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8
Jump Game/Assets/Scripts/World/legacy.meta
Normal file
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using System;
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using System.Collections;
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using System.Collections.Generic;
|
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using System.Diagnostics;
|
||||
using System.Security.Permissions;
|
||||
using UnityEngine;
|
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|
||||
public class legacy_CameraController : MonoBehaviour
|
||||
{
|
||||
GameObject player;
|
||||
GameObject[] cameras;
|
||||
int camIterator;
|
||||
float storedPosition;
|
||||
|
||||
//Every time player height changes by 10, adjust depending on whether it was decreased or increased
|
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void Start()
|
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{
|
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player = GameObject.FindWithTag("Player");
|
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cameras = GameObject.FindGameObjectsWithTag("MainCamera");
|
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foreach(GameObject g in cameras)
|
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{
|
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if(g.name == "Cam0") { continue; }
|
||||
UnityEngine.Debug.Log(g);
|
||||
g.SetActive(false);
|
||||
}
|
||||
camIterator = 0;
|
||||
storedPosition = player.transform.position.y;
|
||||
UnityEngine.Debug.Log(storedPosition);
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
if((player.transform.position.y - storedPosition) > 10)
|
||||
{
|
||||
storedPosition += 9;
|
||||
camIterator += 1;
|
||||
cameras[camIterator].SetActive(true);
|
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cameras[camIterator - 1].SetActive(false);
|
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}
|
||||
|
||||
if ((storedPosition - player.transform.position.y) > 2)
|
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{
|
||||
storedPosition -= 9;
|
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camIterator -= 1;
|
||||
cameras[camIterator].SetActive(true);
|
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cameras[camIterator + 1].SetActive(false);
|
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}
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}
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8
Jump Game/Assets/Sounds.meta
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Jump Game/Assets/Sounds/Player.meta
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Jump Game/Assets/Sounds/Player/jump.wav
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Jump Game/Assets/Sounds/Player/oof.wav
Normal file
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Normal file
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Jump Game/Assets/Sounds/UI.meta
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Jump Game/Assets/Sounds/UI/tada.wav
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Jump Game/Assets/Unity/BouncySurface.physicsMaterial2D
Normal file
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Jump Game/Assets/Unity/FrictionlessSurface.physicsMaterial2D
Normal file
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