From 85846d33f4f140c6a679d39e206d3d2410722d3d Mon Sep 17 00:00:00 2001 From: Adam P Skawinski Date: Tue, 28 Apr 2020 16:38:07 -0400 Subject: [PATCH] Lots of stuff Much has changed: -Animations -Flip Still need to fix shooting from other direction --- Platformer/Assets/Animations/Ghosts.meta | 8 + Platformer/Assets/Animations/Ghosts/Dead.anim | 80 + .../Assets/Animations/Ghosts/Dead.anim.meta | 8 + Platformer/Assets/Animations/Ghosts/Hurt.anim | 77 + .../Assets/Animations/Ghosts/Hurt.anim.meta | 8 + Platformer/Assets/Animations/Ghosts/Idle.anim | 53 + .../Assets/Animations/Ghosts/Idle.anim.meta | 8 + .../Assets/Animations/Ghosts/Idle1.anim | 71 + .../Assets/Animations/Ghosts/Idle1.anim.meta | 8 + .../Animations/Ghosts/ghost_normal.controller | 226 + .../Ghosts/ghost_normal.controller.meta | 8 + Platformer/Assets/Animations/Ninja.meta | 8 + .../Assets/Animations/Ninja/Attack.anim | 86 + .../Assets/Animations/Ninja/Attack.anim.meta | 8 + Platformer/Assets/Animations/Ninja/Hurt.anim | 80 + 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Platformer/Assets/Animations/Ninja/JumpAttack.anim create mode 100644 Platformer/Assets/Animations/Ninja/JumpAttack.anim.meta create mode 100644 Platformer/Assets/Animations/Ninja/Ninja.controller create mode 100644 Platformer/Assets/Animations/Ninja/Ninja.controller.meta create mode 100644 Platformer/Assets/Animations/Ninja/Run.anim create mode 100644 Platformer/Assets/Animations/Ninja/Run.anim.meta create mode 100644 Platformer/Assets/Animations/Ninja/Shuriken.anim create mode 100644 Platformer/Assets/Animations/Ninja/Shuriken.anim.meta rename Platformer/Assets/Prefabs/{alienBeige.prefab => ghost_normal.prefab} (60%) rename Platformer/Assets/Prefabs/{alienBeige.prefab.meta => ghost_normal.prefab.meta} (74%) rename Platformer/Assets/{ => Scripts}/PlatformController.cs (100%) rename Platformer/Assets/{ => Scripts}/PlatformController.cs.meta (100%) rename Platformer/Assets/{ => Scripts}/SetVolume.cs (100%) rename Platformer/Assets/{ => Scripts}/SetVolume.cs.meta (100%) create mode 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a/Platformer/Assets/PlatformController.cs b/Platformer/Assets/Scripts/PlatformController.cs similarity index 100% rename from Platformer/Assets/PlatformController.cs rename to Platformer/Assets/Scripts/PlatformController.cs diff --git a/Platformer/Assets/PlatformController.cs.meta b/Platformer/Assets/Scripts/PlatformController.cs.meta similarity index 100% rename from Platformer/Assets/PlatformController.cs.meta rename to Platformer/Assets/Scripts/PlatformController.cs.meta diff --git a/Platformer/Assets/Scripts/Player&Enemy/Bullet.cs b/Platformer/Assets/Scripts/Player&Enemy/Bullet.cs index 0572f86..627a64f 100644 --- a/Platformer/Assets/Scripts/Player&Enemy/Bullet.cs +++ b/Platformer/Assets/Scripts/Player&Enemy/Bullet.cs @@ -7,7 +7,8 @@ public class Bullet : MonoBehaviour public float speed = 20f; public Rigidbody2D rb; private static bool facingright; //facing right? reference to playerinput - + + int shurikenDamage = 15; // Start is called before the first frame update void Start() { @@ -37,7 +38,7 @@ private void OnTriggerEnter2D(Collider2D other) if( other.gameObject.CompareTag("Enemy")) { gameObject.SetActive(false); - //Point System Eventually + } if (other.gameObject.CompareTag("Wall")) { diff --git a/Platformer/Assets/Scripts/Player&Enemy/Enemy.cs b/Platformer/Assets/Scripts/Player&Enemy/Enemy.cs index 4f1dec5..d791742 100644 --- a/Platformer/Assets/Scripts/Player&Enemy/Enemy.cs +++ b/Platformer/Assets/Scripts/Player&Enemy/Enemy.cs @@ -4,61 +4,50 @@ public class Enemy : MonoBehaviour { - public Transform player; - private Vector2 movement; - public int health = 100; //health - public GameObject death; - public Rigidbody2D rb; - public float speed = 5f; + public Animator animator; + int maxHealth = 75; //health + public int currentHealth; + public GameObject enemie; + + public int Shurikendamage = 10; + void Start() { - rb = this.GetComponent(); + currentHealth = maxHealth; } - void Update() - { - Vector3 direction = player.position - transform.position; - direction.Normalize(); - movement = direction; - } - private void FixedUpdate() + public void TakeDamage(int damage) { - moveCharacter(movement); - } + currentHealth -= damage; + //Hurt Animation + animator.SetTrigger("Hurt"); + if (currentHealth <= 0) + { + animator.SetBool("IsDead", true); - void moveCharacter(Vector2 direction) - { - rb.MovePosition((Vector2)transform.position + (direction * speed * Time.deltaTime)); + Die(); + } } - void OnTriggerEnter2D(Collider2D other) + void Die() { - //FireBall - if (other.gameObject.CompareTag("Bullet")) - { - health = health - 25; - Destroy(other.gameObject); + //Hurt Animation + Debug.Log("Died"); + //Die animation + //destroy object + enemie.SetActive(false); - if ( health < 1) - { - Destroy(gameObject); - //gameobjet, 5 for animations later - - } - } } - void OnCollisionEnter2D(Collision2D collide) // Collision + private void OnTriggerEnter2D(Collider2D other) { - if (collide.gameObject.tag == "Box") //once on box move side to side - { - rb.AddForce(new Vector2(.0001f, 0), ForceMode2D.Impulse); //then jump - } - if (collide.gameObject.tag == "Bouncer") //rotate + if (other.gameObject.CompareTag("Bullet")) { - transform.Rotate(0f, 180f, 0f); //rotate + other.gameObject.SetActive(false); + TakeDamage(Shurikendamage); + } } diff --git a/Platformer/Assets/Scripts/Player&Enemy/Player.cs b/Platformer/Assets/Scripts/Player&Enemy/Player.cs index 9e863be..f590c19 100644 --- a/Platformer/Assets/Scripts/Player&Enemy/Player.cs +++ b/Platformer/Assets/Scripts/Player&Enemy/Player.cs @@ -7,6 +7,9 @@ public class Player : MonoBehaviour { + //animation + public Animator animator; //here to better instantiate jumping + float moveSpeed = 10; //How Fast He moves float gravity; //Gravity (No Rigid Body) float maxJumpVelocity; //maxjump velocity @@ -46,6 +49,7 @@ public class Player : MonoBehaviour void Start() { + controller = GetComponent(); //Get Components controller2d gravity = -(2 * maxJumpHeight) / Mathf.Pow(timeToJumpApex, 2); //Derived from equation @@ -70,6 +74,8 @@ void Update() if (controller.collisions.above || controller.collisions.below) { velocity.y = 0; + animator.SetBool("IsJumping", false); + } } @@ -88,22 +94,30 @@ public void OnJumpInputDown() { velocity.x = -wallDirX * wallJumpClimb.x; velocity.y = wallJumpClimb.y; //jumping up the wall + animator.SetBool("IsJumping", true); + } else if (directionalInput.x == 0) { velocity.x = -wallDirX * wallJumpOff.x; velocity.y = wallJumpOff.y; //jumping off the wall + animator.SetBool("IsJumping", true); + } else { velocity.x = -wallDirX * wallLeap.x; velocity.y = wallLeap.y; //leaping from one side to other + animator.SetBool("IsJumping", true); + } } if (controller.collisions.below) //standing { velocity.y = maxJumpVelocity; //jump + animator.SetBool("IsJumping", true); + } } @@ -112,6 +126,7 @@ public void OnJumpInputDown() if (velocity.y > minJumpVelocity) { velocity.y = minJumpVelocity; + animator.SetBool("IsJumping", true); } } @@ -185,7 +200,7 @@ public void OnJumpInputDown() if (other.gameObject.CompareTag("Sign0")) { dialogBox.SetActive(true); - dialogText.text = "Space to Jump\n" + "Arrows or WASD to move\n" + "Esc to pause"; + dialogText.text = "Space to Jump\n" + "Arrows or WASD to move\n" + "E to attack\n" + "Esc to pause"; } if (other.gameObject.CompareTag("Sign1")) @@ -217,6 +232,8 @@ public void OnJumpInputDown() //Damage Function void TakeDamage(int damage) { + animator.SetTrigger("Hurt"); + currentHealth -= damage; //take damage healthbar.SetHealth(currentHealth); //modify health bar if (currentHealth < 1) diff --git a/Platformer/Assets/Scripts/Player&Enemy/PlayerInput.cs b/Platformer/Assets/Scripts/Player&Enemy/PlayerInput.cs index 0dbe5ad..489ac45 100644 --- a/Platformer/Assets/Scripts/Player&Enemy/PlayerInput.cs +++ b/Platformer/Assets/Scripts/Player&Enemy/PlayerInput.cs @@ -9,6 +9,10 @@ public class PlayerInput : MonoBehaviour private Rigidbody2D m_Rigidbody2D; public static bool m_FacingRight = true; // For determining which way the player is currently facing. + public SpriteRenderer mySpriteRenderer; //to flip + + public Animator animator; + private void Awake () { m_Rigidbody2D = GetComponent(); @@ -24,6 +28,24 @@ void Update() Vector2 directionalInput = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical")); // player.SetDirectionalInput(directionalInput); //pass in directional input + //run animation + animator.SetFloat("Speed", Mathf.Abs(Input.GetAxisRaw("Horizontal"))); + + if (Input.GetKeyDown(KeyCode.A) || Input.GetKeyDown(KeyCode.LeftArrow)) //space down + { + if (mySpriteRenderer != null) + { + // flip the sprite + mySpriteRenderer.flipX = true; + } + } + + if (Input.GetKeyDown(KeyCode.D) || Input.GetKeyDown(KeyCode.RightArrow)) //space down + { + mySpriteRenderer.flipX = false; + } + + if (Input.GetKeyDown(KeyCode.Space)) //space down { player.OnJumpInputDown(); //call this method @@ -31,6 +53,7 @@ void Update() if (Input.GetKeyUp(KeyCode.Space)) //release { player.OnJumpInputUp(); //call this method + } } diff --git a/Platformer/Assets/Scripts/Player&Enemy/Weapon.cs b/Platformer/Assets/Scripts/Player&Enemy/Weapon.cs index 8205270..a18733a 100644 --- a/Platformer/Assets/Scripts/Player&Enemy/Weapon.cs +++ b/Platformer/Assets/Scripts/Player&Enemy/Weapon.cs @@ -6,29 +6,58 @@ public class Weapon : MonoBehaviour { public Transform firePoint; //where player is shooting from - public GameObject bulletPrefab; - public int shots; - public float fireRate; + public GameObject bulletPrefab; //shuriken + public int shots; //amount of shots + + public int shurikenDamage = 10; //shuriken damage + + public Animator animator; //animator + + //Sword + public Transform attackPoint; //point of attack + public float attackRange = .05f; //circular range + public LayerMask enemyLayers; //only hits the enemies on enemy layer + public int attackDamage = 20; //sword damage + public float attackRate = 2.75f;//attack rate per second + float nextAttackTime = 0f;//next attack time private static bool facingright; //facing right? reference to player input + void Update() { - if (Input.GetKeyDown(KeyCode.Q)) + + if (Input.GetKeyDown(KeyCode.Q)) + { + Shoot(); + } + + if (Time.time >= nextAttackTime) { - Shoot(); + if (Input.GetKeyDown(KeyCode.E)) + { + Attack(); + nextAttackTime = Time.time + 1f / attackRate; + + } } + + } + + void Shoot() { - Vector3 theScale = transform.localScale; if (shots > 0) { - - Instantiate(bulletPrefab, firePoint.position, firePoint.rotation); - shots = shots - 1; - ShurikenAmount.text = "X: " + shots; + + animator.SetTrigger("Shuriken"); + Instantiate(bulletPrefab, firePoint.position, firePoint.rotation); + shots = shots - 1; + ShurikenAmount.text = "X: " + shots; + + //Damage in Bullet Script } else { @@ -36,6 +65,25 @@ void Shoot() } } + void Attack() + { + //Attack Animation + animator.SetTrigger("Attack"); + + //Detect enemies + Collider2D[] hitEnemies = Physics2D.OverlapCircleAll(attackPoint.position, attackRange, enemyLayers ); + foreach(Collider2D enemy in hitEnemies) + { + enemy.GetComponent().TakeDamage(attackDamage); + Debug.Log("We hit" + enemy.name); + } + } + + void OnDrawGizmosSelected() + { + Gizmos.DrawWireSphere(attackPoint.position, attackRange); + } + public Text ShurikenAmount; //text void OnTriggerEnter2D(Collider2D other) //Pickups { diff --git a/Platformer/Assets/SetVolume.cs b/Platformer/Assets/Scripts/SetVolume.cs similarity index 100% rename from Platformer/Assets/SetVolume.cs rename to Platformer/Assets/Scripts/SetVolume.cs diff --git a/Platformer/Assets/SetVolume.cs.meta b/Platformer/Assets/Scripts/SetVolume.cs.meta similarity index 100% rename from Platformer/Assets/SetVolume.cs.meta rename to Platformer/Assets/Scripts/SetVolume.cs.meta diff --git a/Platformer/Assets/World Build/Enemies/Enemy sprites/Idle.anim b/Platformer/Assets/World Build/Enemies/Enemy sprites/Idle.anim new file mode 100644 index 0000000..d11a516 --- /dev/null +++ b/Platformer/Assets/World 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