Day 1 Finished! Got the bare bones of the game functional. It's basically a game without any polish at the smallest scope possible.
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class BulletScript : MonoBehaviour
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{
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public float speed;
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private Rigidbody2D rb;
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void Start()
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{
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}
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{
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rb.velocity = transform.up * speed;
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}
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void OnCollisionEnter2D(Collision2D other)
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{
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if(other.gameObject.tag != "Player")
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{
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Destroy(gameObject);
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}
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if(other.gameObject.tag == "Player")
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{
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Physics2D.IgnoreCollision(
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other.gameObject.GetComponent<Collider2D>(), GetComponent<Collider2D>());
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}
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}
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void OnBecameInvisible()
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{
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}
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class EnemyScript : MonoBehaviour
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{
|
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public float speed;
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|
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private GameObject player;
|
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void Start()
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{
|
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player = GameObject.FindWithTag("Player");
|
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}
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// Update is called once per frame
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void Update()
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{
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if(player != null)
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{
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transform.position = Vector2.MoveTowards(
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transform.position, player.transform.position, speed * Time.deltaTime);
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}
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}
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void OnCollisionEnter2D(Collision2D other)
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{
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if(other.gameObject.tag == "Bullet" || other.gameObject.tag == "Player")
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{
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Destroy(gameObject);
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}
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}
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}
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class GMScript : MonoBehaviour
|
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{
|
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|
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public GameObject obstacle;
|
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public GameObject enemy;
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|
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private float obstacleSpawnTime;
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private float obstacleTime = 0.0f;
|
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private float enemySpawnTime;
|
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private float enemyTime = 0.0f;
|
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private Transform playerPos;
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void Start()
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{
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playerPos = GameObject.FindWithTag("Player").transform;
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obstacleSpawnTime = Random.Range(5.0f, 15.0f);
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enemySpawnTime = Random.Range(5.0f, 15.0f);
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|
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}
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// Update is called once per frame
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void Update()
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{
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obstacleTime += Time.deltaTime;
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enemyTime += Time.deltaTime;
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if(obstacleTime > obstacleSpawnTime)
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{
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Instantiate(obstacle, new Vector2(Random.Range(-8.0f, 8.0f), Random.Range(-4.0f, 4.0f)),
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Quaternion.Euler(0,0,Random.Range(0.0f, 360.0f)));
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obstacleSpawnTime = Random.Range(5.0f, 15.0f);
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obstacleTime = 0.0f;
|
||||
}
|
||||
|
||||
if(enemyTime > enemySpawnTime)
|
||||
{
|
||||
|
||||
Instantiate(enemy, new Vector2(Random.Range(-8.0f, 8.0f), Random.Range(-4.0f, 4.0f)),
|
||||
Quaternion.identity);
|
||||
enemySpawnTime = Random.Range(5.0f, 15.0f);
|
||||
enemyTime = 0.0f;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
Vector2 ValidSpawn()
|
||||
{
|
||||
|
||||
bool valid = false;
|
||||
Vector2 spawn;
|
||||
|
||||
do{
|
||||
|
||||
spawn = new Vector2(Random.Range(-8.0f, 8.0f), Random.Range(-4.0f, 4.0f));
|
||||
|
||||
if((spawn.x > playerPos.position.x + 2 || spawn.x < playerPos.position.x - 2)
|
||||
&& (spawn.y > playerPos.position.y + 2 || spawn.y < playerPos.position.y - 2))
|
||||
{
|
||||
valid = true;
|
||||
}
|
||||
|
||||
}while(!valid);
|
||||
|
||||
return spawn;
|
||||
|
||||
}
|
||||
}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 4405a560ade36784d9d974387de13a1e
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,30 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class ObsctaleScript : MonoBehaviour
|
||||
{
|
||||
|
||||
private float deathTime;
|
||||
private float myTime = 0.0f;
|
||||
|
||||
void Start()
|
||||
{
|
||||
|
||||
deathTime = Random.Range(5.0f, 15.0f);
|
||||
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
myTime += Time.deltaTime;
|
||||
|
||||
if(myTime > deathTime)
|
||||
{
|
||||
Destroy(gameObject);
|
||||
}
|
||||
|
||||
}
|
||||
}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 266e99c3ce69dbf44bf3ee5618791128
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MonoImporter:
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,62 @@
|
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using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class PlayerScript : MonoBehaviour
|
||||
{
|
||||
|
||||
public float speed;
|
||||
|
||||
public GameObject bullet;
|
||||
|
||||
private float translation;
|
||||
private float rotation;
|
||||
private float nextFire = 0.5f;
|
||||
private float myTime = 0.0f;
|
||||
private Rigidbody2D rb;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
rb = this.GetComponent<Rigidbody2D>();
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
|
||||
myTime += Time.deltaTime;
|
||||
|
||||
if(Input.GetButton("Fire1") && myTime > nextFire)
|
||||
{
|
||||
nextFire = myTime + 0.5f;
|
||||
Instantiate(bullet, transform.position, Quaternion.Euler(0,0,Random.Range(0.0f, 360.0f)));
|
||||
nextFire = nextFire - myTime;
|
||||
myTime = 0.0f;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void FixedUpdate()
|
||||
{
|
||||
|
||||
rb.velocity =
|
||||
new Vector2(Input.GetAxis("Horizontal") * speed, Input.GetAxis("Vertical") * speed);
|
||||
|
||||
}
|
||||
|
||||
void OnCollisionEnter2D(Collision2D other)
|
||||
{
|
||||
|
||||
if(other.gameObject.tag == "Bullet")
|
||||
{
|
||||
Physics2D.IgnoreCollision(
|
||||
other.gameObject.GetComponent<Collider2D>(), GetComponent<Collider2D>());
|
||||
}
|
||||
|
||||
if(other.gameObject.tag == "Enemy")
|
||||
{
|
||||
Destroy(gameObject);
|
||||
}
|
||||
|
||||
}
|
||||
|
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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userData:
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seamlessCubemap: 0
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@@ -0,0 +1,7 @@
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Reference in New Issue
Block a user