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mainMenuName); + StartCoroutine(Play()); + } + + IEnumerator Play() + { + yield return new WaitForSeconds(3f); SceneManager.LoadScene(mainMenuName); } + } diff --git a/Final Platformer/Assets/Scripts/DontDestroyOnContact.cs b/Final Platformer/Assets/Scripts/DontDestroyOnContact.cs new file mode 100644 index 0000000..0b08d88 --- /dev/null +++ b/Final Platformer/Assets/Scripts/DontDestroyOnContact.cs @@ -0,0 +1,14 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class DontDestroyOnContact : MonoBehaviour +{ + void OnTriggerEnter2D(Collider2D other) + { + if (other.CompareTag("Bullet")) + { + return; + } + } +} diff --git a/Final Platformer/Assets/Scripts/DontDestroyOnContact.cs.meta b/Final Platformer/Assets/Scripts/DontDestroyOnContact.cs.meta new file mode 100644 index 0000000..8a559a5 --- /dev/null +++ b/Final Platformer/Assets/Scripts/DontDestroyOnContact.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 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Platformer/Assets/Scripts/Door.cs.meta new file mode 100644 index 0000000..647d99a --- /dev/null +++ b/Final Platformer/Assets/Scripts/Door.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 2119d7c288504e245ba56b35591d81b8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Platformer/Assets/Scripts/EnemyHealth.cs b/Final Platformer/Assets/Scripts/EnemyHealth.cs index 20c401d..4a539a2 100644 --- a/Final Platformer/Assets/Scripts/EnemyHealth.cs +++ b/Final Platformer/Assets/Scripts/EnemyHealth.cs @@ -12,6 +12,9 @@ public class EnemyHealth : MonoBehaviour public GameObject hitEffect; + public GameObject spawner; + public Transform spawnpoint; + public void TakeDamage (int damage) //allows the enemy to take damage { @@ -29,6 +32,7 @@ public class EnemyHealth : MonoBehaviour { Instantiate(deathEffect, transform.position, Quaternion.identity); Destroy(gameObject); + Instantiate(spawner, spawnpoint.position, spawnpoint.rotation); //destroys enemy when health is 0 and spawns an explosion } diff --git a/Final Platformer/Assets/Scripts/EnemySpawner.cs b/Final Platformer/Assets/Scripts/EnemySpawner.cs new file mode 100644 index 0000000..a557550 --- /dev/null +++ b/Final Platformer/Assets/Scripts/EnemySpawner.cs @@ -0,0 +1,19 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public class EnemySpawner : MonoBehaviour +{ + + public GameObject enemy; + public Transform spawner; + + void OnTriggerEnter2D(Collider2D other) + { + if (other.CompareTag("Player")) + { + Instantiate(enemy, spawner.position, spawner.rotation); + Destroy(gameObject); //if the tag is the player, then it spawns an enemy at a spawnpoint and destroys the object + } + } +} diff --git a/Final Platformer/Assets/Scripts/EnemySpawner.cs.meta b/Final Platformer/Assets/Scripts/EnemySpawner.cs.meta new file mode 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--git a/Final Platformer/Assets/Scripts/MainMenuButton.cs.meta b/Final Platformer/Assets/Scripts/MainMenuButton.cs.meta new file mode 100644 index 0000000..e55a406 --- /dev/null +++ b/Final Platformer/Assets/Scripts/MainMenuButton.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 368623e7bcc11a341854320d30ac9fb6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Platformer/Assets/Scripts/PauseMenu.cs b/Final Platformer/Assets/Scripts/PauseMenu.cs new file mode 100644 index 0000000..5f265f8 --- /dev/null +++ b/Final Platformer/Assets/Scripts/PauseMenu.cs @@ -0,0 +1,42 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +public class PauseMenu : MonoBehaviour +{ + // Start is called before the first frame update + public static bool PauseGame = false; + + public GameObject pauseMenu; + + // Update is called once per frame + void Update() + { + if (Input.GetKeyDown(KeyCode.Escape)) //checks if you hit escape + { + if (PauseGame) + { + Resume(); //if pause game was true, then it resumes the game + } + else + { + Pause(); //if it wasn't, then the game will be paused + } + } + } + + void Resume() + { + pauseMenu.SetActive(false);//sets the pause menu in the canvas to false + Time.timeScale = 1f; //un-freezes the scene + PauseGame = false; + } + + void Pause() + { + pauseMenu.SetActive(true); //sets the pause menu in the canvas to true + Time.timeScale = 0f; //freezes the scene + PauseGame = true; + } +} diff --git a/Final Platformer/Assets/Scripts/PauseMenu.cs.meta b/Final Platformer/Assets/Scripts/PauseMenu.cs.meta new file mode 100644 index 0000000..2987a73 --- /dev/null +++ b/Final Platformer/Assets/Scripts/PauseMenu.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: eba98aa75519a8f4f865d686483a5079 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Platformer/Assets/Scripts/PlayerController.cs b/Final Platformer/Assets/Scripts/PlayerController.cs index 183f553..f702acd 100644 --- a/Final Platformer/Assets/Scripts/PlayerController.cs +++ b/Final Platformer/Assets/Scripts/PlayerController.cs @@ -1,6 +1,7 @@ using System.Collections; using System.Collections.Generic; using UnityEngine; +using UnityEngine.UI; public class PlayerController : Physicsobject { @@ -13,16 +14,43 @@ public class PlayerController : Physicsobject public GameObject fly; public Transform jet; + public int fuel = 25; + public Text fuelText; + public bool facingRight = true; - + // Use this for initialization + void Start() + { + fuel = 25; + SetfuelText(); + } + + void SetfuelText() + { + fuelText.text = "JETPAK: " + fuel.ToString(); + } + void Awake() { spriteRenderer = GetComponent(); animator = GetComponent(); } + void OnTriggerEnter2D(Collider2D other) + { + if (other.gameObject.CompareTag("Fuel")) //checks if the tag of the object is rocket + { + if (fuel < 99) + { + other.gameObject.SetActive(false); //makes object disappear when player collides with object + fuel = fuel + 15; + SetfuelText(); //sets the object to false on collision and gives the player a powerup (rocket) and displays it on the text + GetComponent().Play(); + } + } + } protected override void ComputeVelocity() { @@ -32,8 +60,13 @@ public class PlayerController : Physicsobject if (Input.GetKeyDown("w")) { - velocity.y = jumpTakeOffSpeed; - Instantiate(fly, jet.position, jet.rotation); + if (fuel >= 1) + { + velocity.y = jumpTakeOffSpeed; + Instantiate(fly, jet.position, jet.rotation); + fuel = fuel - 1; + fuelText.text = "JETPAK: " + fuel.ToString(); + } } diff --git a/Final Platformer/Assets/Scripts/PlayerHealth.cs b/Final Platformer/Assets/Scripts/PlayerHealth.cs index 494e196..05bae60 100644 --- a/Final Platformer/Assets/Scripts/PlayerHealth.cs +++ b/Final Platformer/Assets/Scripts/PlayerHealth.cs @@ -2,6 +2,7 @@ using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; +using UnityEngine.SceneManagement; public class PlayerHealth : MonoBehaviour { @@ -14,6 +15,8 @@ public class PlayerHealth : MonoBehaviour public Text healthtext; public GameObject hitEffect; + + public string gameOver = "GameOver"; void Start() @@ -24,25 +27,46 @@ public class PlayerHealth : MonoBehaviour void Sethealthtext() { - healthtext.text = "Health: " + health.ToString(); //allows the text to display how much health you have + healthtext.text = "HEALTH: " + health.ToString(); //allows the text to display how much health you have } public void TakeDamage(int damage)//Damages player on collision with enemy bullet { health -= damage; - healthtext.text = "Health: " + health.ToString(); + healthtext.text = "HEALTH: " + health.ToString(); Instantiate(hitEffect, transform.position, Quaternion.identity); //allows the player to take a certain amount of damage when hit, and spawns an effect as a result if (health <= 0) //checks if health is 0 { Die(); + StartCoroutine(OnDead()); } } void Die() //destroys enemy when health is 0 and spawns an explosion { Instantiate(deathEffect, transform.position, Quaternion.identity); //spawns explosion - Destroy(gameObject); //destroys enemy when health is at 0 + gameObject.GetComponent().enabled = false; + //destroys player when health is at 0 + //starts the ondead coroutine + } + + IEnumerator OnDead() + { + yield return new WaitForSeconds(3f); //makes the scene wait for 3 seconds + SceneManager.LoadScene(gameOver); //goes to the game over scene + + } + + void OnTriggerEnter2D(Collider2D other) + { + if (other.gameObject.CompareTag("Heart")) //checks if the tag of the object is rocket + { + other.gameObject.SetActive(false); //makes object disappear when player collides with object + health = health + 5; + Sethealthtext(); //sets the object to false on collision and gives the player a powerup (rocket) and displays it on the text + GetComponent().Play(); + } } diff --git a/Final Platformer/Assets/Scripts/PowerUp.cs b/Final Platformer/Assets/Scripts/PowerUp.cs index 331f315..2b680e3 100644 --- a/Final Platformer/Assets/Scripts/PowerUp.cs +++ b/Final Platformer/Assets/Scripts/PowerUp.cs @@ -39,19 +39,19 @@ public class PowerUp : MonoBehaviour void Setpoweruptext() { - poweruptext.text = "Rockets: " + powerup.ToString(); //displays text on the screen to whatever it tells us to display + poweruptext.text = "ROCKETS: " + powerup.ToString(); //displays text on the screen to whatever it tells us to display } void Update() { - if (Input.GetButtonDown("Fire2")) //when the right button is clicked, a rocket is fired, and it subtracts the number of rocket the player has on the text + if (Input.GetButtonDown("Fire2") && Time.time > nextFire) //when the right button is clicked, a rocket is fired, and it subtracts the number of rocket the player has on the text { if (powerup >= 1) //checks if there is at least 1 rocket, otherwise command won't work { nextFire = Time.time + fireRate; //sets a fire rate Instantiate(shot, gunEnd.position, gunEnd.rotation); powerup = powerup - 1; - poweruptext.text = "Rockets: " + powerup.ToString(); + poweruptext.text = "ROCKETS: " + powerup.ToString(); } } diff --git a/Final Platformer/Assets/Scripts/Quit.cs b/Final Platformer/Assets/Scripts/Quit.cs new file mode 100644 index 0000000..e5bfec3 --- /dev/null +++ b/Final Platformer/Assets/Scripts/Quit.cs @@ -0,0 +1,17 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.SceneManagement; + +public class Quit : MonoBehaviour +{ + + + // Update is called once per frame + public void quit() + { + Debug.Log("Quitting game..."); + + Application.Quit(); //quits the game + } +} diff --git a/Final Platformer/Assets/Scripts/Quit.cs.meta b/Final Platformer/Assets/Scripts/Quit.cs.meta new 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Platformer/Assets/prefabs/zsvoW (3).prefab.meta rename to Final Platformer/Assets/prefabs/Health Power Up.prefab.meta diff --git a/Final Platformer/Assets/prefabs/RocketBullet.prefab b/Final Platformer/Assets/prefabs/RocketBullet.prefab index 7c914f9..1c518eb 100644 --- a/Final Platformer/Assets/prefabs/RocketBullet.prefab +++ b/Final Platformer/Assets/prefabs/RocketBullet.prefab @@ -17,7 +17,7 @@ GameObject: - component: {fileID: 114860439328744878} m_Layer: 9 m_Name: RocketBullet - m_TagString: Untagged + m_TagString: Bullet m_Icon: {fileID: 0} m_NavMeshLayer: 0 m_StaticEditorFlags: 0 @@ -132,7 +132,7 @@ AudioSource: OutputAudioMixerGroup: {fileID: 0} m_audioClip: {fileID: 8300000, guid: f714ca7d8caefc744b66ceaeb2fc8eff, type: 3} m_PlayOnAwake: 1 - m_Volume: 1 + m_Volume: 0.4 m_Pitch: 1 Loop: 0 Mute: 0 diff --git a/Final Platformer/Assets/prefabs/RocketPowerUp.prefab b/Final Platformer/Assets/prefabs/RocketPowerUp.prefab index 43cab38..838fa62 100644 --- a/Final 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