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Destroy(other.gameObject); - Destroy(gameObject); + if (other.tag == "Ship") + { + HealthScript.healthValue = HealthScript.healthValue - 25; + other.gameObject.SetActive(true); + Destroy(gameObject); + + if (HealthScript.healthValue < 1) + { + other.gameObject.SetActive(false); + } + } + + if (other.tag == "Shot") + { + ScoreScript.scoreValue += 1; + Destroy(other.gameObject); + Destroy(gameObject); + } + + } } \ No newline at end of file diff --git a/SpaceShooter/Assets/Scripts/HealthScript.cs b/SpaceShooter/Assets/Scripts/HealthScript.cs new file mode 100644 index 0000000..26c13b9 --- /dev/null +++ b/SpaceShooter/Assets/Scripts/HealthScript.cs @@ -0,0 +1,26 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +public class HealthScript : MonoBehaviour +{ + + public static int healthValue = 100; + Text health; + void Start() + { + health = GetComponent(); + } + + // Update is called once per frame + void Update() + { + health.text = "Health:" + healthValue; + if (healthValue <= 1) + { + Time.timeScale = 0; + health.text = "Game Over"; + } + } +} diff --git a/SpaceShooter/Assets/Scripts/HealthScript.cs.meta b/SpaceShooter/Assets/Scripts/HealthScript.cs.meta new file mode 100644 index 0000000..c972223 --- /dev/null +++ b/SpaceShooter/Assets/Scripts/HealthScript.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e7fe82e743e6a9d40a5da400c5cd1ada +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/SpaceShooter/Assets/Scripts/PlayerController.cs b/SpaceShooter/Assets/Scripts/PlayerController.cs index a930fd7..5e4e200 100644 --- a/SpaceShooter/Assets/Scripts/PlayerController.cs +++ b/SpaceShooter/Assets/Scripts/PlayerController.cs @@ -9,6 +9,8 @@ public class Boundary { public float xMin, xMax, yMin, yMax; } + + public class PlayerController : MonoBehaviour { public float speed; @@ -22,7 +24,8 @@ public class PlayerController : MonoBehaviour public Text score; - void Update() + + void Update() { if (Input.GetKeyDown("space") && Time.time > nextFire) { diff --git a/SpaceShooter/Assets/Scripts/ScoreScript.cs b/SpaceShooter/Assets/Scripts/ScoreScript.cs new file mode 100644 index 0000000..ee30556 --- /dev/null +++ b/SpaceShooter/Assets/Scripts/ScoreScript.cs @@ -0,0 +1,22 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + + +public class ScoreScript : MonoBehaviour +{ + + public static int scoreValue = 0; + Text score; + void Start() + { + score = GetComponent(); + } + + // Update is called once per frame + void Update() + { + score.text = "Score: " + scoreValue; + } +} diff --git a/SpaceShooter/Assets/Scripts/ScoreScript.cs.meta b/SpaceShooter/Assets/Scripts/ScoreScript.cs.meta new file mode 100644 index 0000000..7be42bd --- /dev/null +++ b/SpaceShooter/Assets/Scripts/ScoreScript.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: bda2430442e76f84dbd6162a191eeaff +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/SpaceShooter/Assets/SpaceShooterRedux (1)/Backgrounds/purple.png.meta b/SpaceShooter/Assets/SpaceShooterRedux (1)/Backgrounds/purple.png.meta index 7474fd3..c1344e8 100644 --- a/SpaceShooter/Assets/SpaceShooterRedux (1)/Backgrounds/purple.png.meta +++ b/SpaceShooter/Assets/SpaceShooterRedux (1)/Backgrounds/purple.png.meta @@ -6,7 +6,7 @@ TextureImporter: serializedVersion: 9 mipmaps: mipMapMode: 0 - enableMipMap: 1 + enableMipMap: 0 sRGBTexture: 1 linearTexture: 0 fadeOut: 0 @@ -34,13 +34,13 @@ TextureImporter: filterMode: -1 aniso: -1 mipBias: -100 - wrapU: -1 - wrapV: -1 + wrapU: 1 + wrapV: 1 wrapW: -1 - nPOTScale: 1 + nPOTScale: 0 lightmap: 0 compressionQuality: 50 - spriteMode: 0 + spriteMode: 1 spriteExtrude: 1 spriteMeshType: 1 alignment: 0 @@ -49,9 +49,9 @@ TextureImporter: spriteBorder: {x: 0, y: 0, z: 0, w: 0} spriteGenerateFallbackPhysicsShape: 1 alphaUsage: 1 - alphaIsTransparency: 0 + alphaIsTransparency: 1 spriteTessellationDetail: -1 - textureType: 0 + textureType: 8 textureShape: 1 singleChannelComponent: 0 maxTextureSizeSet: 0 @@ -69,13 +69,35 @@ TextureImporter: allowsAlphaSplitting: 0 overridden: 0 androidETC2FallbackOverride: 0 + - serializedVersion: 2 + buildTarget: Standalone + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + - serializedVersion: 2 + buildTarget: WebGL + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 spriteSheet: serializedVersion: 2 sprites: [] outline: [] physicsShape: [] bones: [] - spriteID: + spriteID: 4e3177e55c3ccf549b03ac7a60885a5a vertices: [] indices: edges: [] diff --git a/SpaceShooter/Builds/Build/Builds.data.unityweb b/SpaceShooter/Builds/Build/Builds.data.unityweb index 0ed8871..6b54d27 100644 Binary files a/SpaceShooter/Builds/Build/Builds.data.unityweb and b/SpaceShooter/Builds/Build/Builds.data.unityweb differ diff --git a/SpaceShooter/Builds/Build/Builds.wasm.code.unityweb b/SpaceShooter/Builds/Build/Builds.wasm.code.unityweb index 62e3c4f..0d3159b 100644 Binary files a/SpaceShooter/Builds/Build/Builds.wasm.code.unityweb and b/SpaceShooter/Builds/Build/Builds.wasm.code.unityweb differ diff --git a/SpaceShooter/Builds/Build/Builds.wasm.framework.unityweb b/SpaceShooter/Builds/Build/Builds.wasm.framework.unityweb index bcabfbe..a876148 100644 --- a/SpaceShooter/Builds/Build/Builds.wasm.framework.unityweb +++ b/SpaceShooter/Builds/Build/Builds.wasm.framework.unityweb @@ -1246,7 +1246,7 @@ function _emscripten_asm_const_id(code, a0) { return ASM_CONSTS[code](a0); } STATIC_BASE = GLOBAL_BASE; -STATICTOP = STATIC_BASE + 3063392; +STATICTOP = STATIC_BASE + 3066976; __ATINIT__.push({ func: (function() { __GLOBAL__sub_I_AccessibilityScriptingClasses_cpp(); @@ -3021,7 +3021,7 @@ __ATINIT__.push({ }) }, { func: (function() { - __GLOBAL__sub_I_Thread_cpp_85253(); + __GLOBAL__sub_I_Thread_cpp_39566(); }) }, { func: (function() { @@ -3057,7 +3057,7 @@ __ATINIT__.push({ }) }, { func: (function() { - __GLOBAL__sub_I_Assembly_cpp_85996(); + __GLOBAL__sub_I_Assembly_cpp_40309(); }) }, { func: (function() { @@ -3065,11 +3065,7 @@ __ATINIT__.push({ }) }, { func: (function() { - __GLOBAL__sub_I_Runtime_cpp_86615(); - }) -}, { - func: (function() { - __GLOBAL__sub_I_Il2CppCodeRegistration_cpp(); + __GLOBAL__sub_I_Runtime_cpp_40928(); }) }, { func: (function() { @@ -3087,8 +3083,12 @@ __ATINIT__.push({ func: (function() { __GLOBAL__sub_I_Path_cpp(); }) +}, { + func: (function() { + __GLOBAL__sub_I_Il2CppCodeRegistration_cpp(); + }) }); -var STATIC_BUMP = 3063392; +var STATIC_BUMP = 3066976; Module["STATIC_BASE"] = STATIC_BASE; Module["STATIC_BUMP"] = STATIC_BUMP; var tempDoublePtr = STATICTOP; @@ -16673,8 +16673,8 @@ function nullFunc_vjji(x) { Module["printErr"]("Build with ASSERTIONS=2 for more info."); abort(x); } -Module["wasmTableSize"] = 62076; -Module["wasmMaxTableSize"] = 62076; +Module["wasmTableSize"] = 62079; +Module["wasmMaxTableSize"] = 62079; function invoke_dddi(index, a1, a2, a3) { try { return Module["dynCall_dddi"](index, a1, a2, a3); @@ -19508,11 +19508,11 @@ asm["__GLOBAL__sub_I_Assembly_cpp"] = (function() { assert(!runtimeExited, "the runtime was exited (use NO_EXIT_RUNTIME to keep it alive after main() exits)"); return real___GLOBAL__sub_I_Assembly_cpp.apply(null, arguments); }); -var real___GLOBAL__sub_I_Assembly_cpp_85996 = asm["__GLOBAL__sub_I_Assembly_cpp_85996"]; -asm["__GLOBAL__sub_I_Assembly_cpp_85996"] = (function() { +var real___GLOBAL__sub_I_Assembly_cpp_40309 = asm["__GLOBAL__sub_I_Assembly_cpp_40309"]; +asm["__GLOBAL__sub_I_Assembly_cpp_40309"] = (function() { assert(runtimeInitialized, "you need to wait for the runtime to be ready (e.g. wait for main() to be called)"); assert(!runtimeExited, "the runtime was exited (use NO_EXIT_RUNTIME to keep it alive after main() exits)"); - return real___GLOBAL__sub_I_Assembly_cpp_85996.apply(null, arguments); + return real___GLOBAL__sub_I_Assembly_cpp_40309.apply(null, arguments); }); var real___GLOBAL__sub_I_AssetBundleFileSystem_cpp = asm["__GLOBAL__sub_I_AssetBundleFileSystem_cpp"]; asm["__GLOBAL__sub_I_AssetBundleFileSystem_cpp"] = (function() { @@ -20912,11 +20912,11 @@ asm["__GLOBAL__sub_I_Runtime_cpp"] = (function() { assert(!runtimeExited, "the runtime was exited (use NO_EXIT_RUNTIME to keep it alive after main() exits)"); return real___GLOBAL__sub_I_Runtime_cpp.apply(null, arguments); }); -var real___GLOBAL__sub_I_Runtime_cpp_86615 = asm["__GLOBAL__sub_I_Runtime_cpp_86615"]; -asm["__GLOBAL__sub_I_Runtime_cpp_86615"] = (function() { +var real___GLOBAL__sub_I_Runtime_cpp_40928 = asm["__GLOBAL__sub_I_Runtime_cpp_40928"]; +asm["__GLOBAL__sub_I_Runtime_cpp_40928"] = (function() { assert(runtimeInitialized, "you need to wait for the runtime to be ready (e.g. wait for main() to be called)"); assert(!runtimeExited, "the runtime was exited (use NO_EXIT_RUNTIME to keep it alive after main() exits)"); - return real___GLOBAL__sub_I_Runtime_cpp_86615.apply(null, arguments); + return real___GLOBAL__sub_I_Runtime_cpp_40928.apply(null, arguments); }); var real___GLOBAL__sub_I_Shader_cpp = asm["__GLOBAL__sub_I_Shader_cpp"]; asm["__GLOBAL__sub_I_Shader_cpp"] = (function() { @@ -21032,11 +21032,11 @@ asm["__GLOBAL__sub_I_Thread_cpp"] = (function() { assert(!runtimeExited, "the runtime was exited (use NO_EXIT_RUNTIME to keep it alive after main() exits)"); return real___GLOBAL__sub_I_Thread_cpp.apply(null, arguments); }); -var real___GLOBAL__sub_I_Thread_cpp_85253 = asm["__GLOBAL__sub_I_Thread_cpp_85253"]; -asm["__GLOBAL__sub_I_Thread_cpp_85253"] = (function() { +var real___GLOBAL__sub_I_Thread_cpp_39566 = asm["__GLOBAL__sub_I_Thread_cpp_39566"]; +asm["__GLOBAL__sub_I_Thread_cpp_39566"] = (function() { assert(runtimeInitialized, "you need to wait for the runtime to be ready (e.g. wait for main() to be called)"); assert(!runtimeExited, "the runtime was exited (use NO_EXIT_RUNTIME to keep it alive after main() exits)"); - return real___GLOBAL__sub_I_Thread_cpp_85253.apply(null, arguments); + return real___GLOBAL__sub_I_Thread_cpp_39566.apply(null, arguments); }); var real___GLOBAL__sub_I_TilemapScriptingClasses_cpp = asm["__GLOBAL__sub_I_TilemapScriptingClasses_cpp"]; asm["__GLOBAL__sub_I_TilemapScriptingClasses_cpp"] = (function() { @@ -22478,10 +22478,10 @@ var __GLOBAL__sub_I_Assembly_cpp = Module["__GLOBAL__sub_I_Assembly_cpp"] = (fun assert(!runtimeExited, "the runtime was exited (use NO_EXIT_RUNTIME to keep it alive after main() exits)"); return Module["asm"]["__GLOBAL__sub_I_Assembly_cpp"].apply(null, arguments); }); -var __GLOBAL__sub_I_Assembly_cpp_85996 = Module["__GLOBAL__sub_I_Assembly_cpp_85996"] = (function() { +var __GLOBAL__sub_I_Assembly_cpp_40309 = Module["__GLOBAL__sub_I_Assembly_cpp_40309"] = (function() { assert(runtimeInitialized, "you need to wait for the runtime to be ready (e.g. wait for main() to be called)"); assert(!runtimeExited, "the runtime was exited (use NO_EXIT_RUNTIME to keep it alive after main() exits)"); - return Module["asm"]["__GLOBAL__sub_I_Assembly_cpp_85996"].apply(null, arguments); + return Module["asm"]["__GLOBAL__sub_I_Assembly_cpp_40309"].apply(null, arguments); }); var __GLOBAL__sub_I_AssetBundleFileSystem_cpp = Module["__GLOBAL__sub_I_AssetBundleFileSystem_cpp"] = (function() { assert(runtimeInitialized, "you need to wait for the runtime to be ready (e.g. wait for main() to be called)"); @@ -23648,10 +23648,10 @@ var __GLOBAL__sub_I_Runtime_cpp = Module["__GLOBAL__sub_I_Runtime_cpp"] = (funct assert(!runtimeExited, "the runtime was exited (use NO_EXIT_RUNTIME to keep it alive after main() exits)"); return Module["asm"]["__GLOBAL__sub_I_Runtime_cpp"].apply(null, arguments); }); -var __GLOBAL__sub_I_Runtime_cpp_86615 = Module["__GLOBAL__sub_I_Runtime_cpp_86615"] = (function() { +var __GLOBAL__sub_I_Runtime_cpp_40928 = Module["__GLOBAL__sub_I_Runtime_cpp_40928"] = (function() { assert(runtimeInitialized, "you need to wait for the runtime to be ready (e.g. wait for main() to be called)"); assert(!runtimeExited, "the runtime was exited (use NO_EXIT_RUNTIME to keep it alive after main() exits)"); - return Module["asm"]["__GLOBAL__sub_I_Runtime_cpp_86615"].apply(null, arguments); + return Module["asm"]["__GLOBAL__sub_I_Runtime_cpp_40928"].apply(null, arguments); }); var __GLOBAL__sub_I_Shader_cpp = Module["__GLOBAL__sub_I_Shader_cpp"] = (function() { assert(runtimeInitialized, "you need to wait for the runtime to be ready (e.g. wait for main() to be called)"); @@ -23748,10 +23748,10 @@ var __GLOBAL__sub_I_Thread_cpp = Module["__GLOBAL__sub_I_Thread_cpp"] = (functio assert(!runtimeExited, "the runtime was exited (use NO_EXIT_RUNTIME to keep it alive after main() exits)"); return Module["asm"]["__GLOBAL__sub_I_Thread_cpp"].apply(null, arguments); }); -var __GLOBAL__sub_I_Thread_cpp_85253 = Module["__GLOBAL__sub_I_Thread_cpp_85253"] = (function() { +var __GLOBAL__sub_I_Thread_cpp_39566 = Module["__GLOBAL__sub_I_Thread_cpp_39566"] = (function() { assert(runtimeInitialized, "you need to wait for the runtime to be ready (e.g. wait for main() to be called)"); assert(!runtimeExited, "the runtime was exited (use NO_EXIT_RUNTIME to keep it alive after main() exits)"); - return Module["asm"]["__GLOBAL__sub_I_Thread_cpp_85253"].apply(null, arguments); + return Module["asm"]["__GLOBAL__sub_I_Thread_cpp_39566"].apply(null, arguments); }); var __GLOBAL__sub_I_TilemapScriptingClasses_cpp = Module["__GLOBAL__sub_I_TilemapScriptingClasses_cpp"] = (function() { assert(runtimeInitialized, "you need to wait for the runtime to be ready (e.g. wait for main() to be called)"); diff --git a/SpaceShooter/ProjectSettings/TagManager.asset b/SpaceShooter/ProjectSettings/TagManager.asset index f5aa0fc..29207fa 100644 --- a/SpaceShooter/ProjectSettings/TagManager.asset +++ b/SpaceShooter/ProjectSettings/TagManager.asset @@ -5,6 +5,9 @@ TagManager: serializedVersion: 2 tags: - Shot + - Asteroid + - Boundary + - Ship layers: - Default - TransparentFX