Made the game feel more like a game (and squashed a few bugs)
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+41
-16
@@ -15,6 +15,7 @@ public class GMScript : MonoBehaviour
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private float enemySpawnTime;
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private float enemyTime = 0.0f;
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private float time = 0.0f;
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private float gameOverTime;
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private Transform playerPos;
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private Text score;
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private Text timer;
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@@ -27,8 +28,8 @@ public class GMScript : MonoBehaviour
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{
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PlayerPrefs.SetInt("Score", 0);
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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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obstacleSpawnTime = Random.Range(5.0f, 10.0f);
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enemySpawnTime = Random.Range(5.0f, 10.0f);
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score = GameObject.Find("Score").GetComponent<Text>();
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timer = GameObject.Find("Timer").GetComponent<Text>();
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gameOver = GameObject.Find("Game Over").GetComponent<Text>();
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@@ -46,32 +47,31 @@ public class GMScript : MonoBehaviour
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SceneManager.LoadScene("Scene");
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}
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time += Time.deltaTime;
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obstacleTime += Time.deltaTime;
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enemyTime += Time.deltaTime;
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score.text = "Score: " + PlayerPrefs.GetInt("Score");
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timer.text = "Time: " + time.ToString("F1");
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if(GameObject.FindWithTag("Player") != null)
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{
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time += Time.deltaTime;
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obstacleTime += Time.deltaTime;
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enemyTime += Time.deltaTime;
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playerPos = GameObject.FindWithTag("Player").transform;
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} else {
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gameOverTime = time;
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timer.text = "Time: " + gameOverTime.ToString("F1");
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gameOver.text = "Game Over!";
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restartPrompt.text = "Press 'R' to \n try again!";
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if(PlayerPrefs.GetInt("Score") > PlayerPrefs.GetInt("HighScore")
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|| (PlayerPrefs.GetInt("Score") == PlayerPrefs.GetInt("HighScore")
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&& time > PlayerPrefs.GetFloat("HighTime")))
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&& gameOverTime > PlayerPrefs.GetFloat("HighTime")))
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{
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newHighScore.text = "New High Score!";
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PlayerPrefs.SetInt("HighScore", PlayerPrefs.GetInt("Score"));
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PlayerPrefs.SetFloat("HighTime", time);
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PlayerPrefs.SetFloat("HighTime", gameOverTime);
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}
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@@ -79,10 +79,10 @@ public class GMScript : MonoBehaviour
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+ PlayerPrefs.GetInt("HighScore")
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+ "\n Time: " + PlayerPrefs.GetFloat("HighTime").ToString("F1");
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PlayerPrefs.SetInt("Score", 0);
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time = 0.0f;
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}
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score.text = "Score: " + PlayerPrefs.GetInt("Score");
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timer.text = "Time: " + time.ToString("F1");
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if(obstacleTime > obstacleSpawnTime)
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{
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@@ -90,7 +90,7 @@ public class GMScript : MonoBehaviour
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GameObject newObstacle = Instantiate(obstacle, ValidSpawn(),
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Quaternion.Euler(0,0,Random.Range(0.0f, 360.0f)));
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newObstacle.transform.localScale = new Vector2(Random.Range(1.0f, 8.0f), 1.0f);
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obstacleSpawnTime = Random.Range(5.0f, 15.0f);
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obstacleSpawnTime = spawnTime();
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obstacleTime = 0.0f;
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}
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@@ -101,10 +101,35 @@ public class GMScript : MonoBehaviour
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Quaternion.identity);
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float scaleChange = Random.Range(0.5f, 1.5f);
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newEnemy.transform.localScale = new Vector2(scaleChange, scaleChange);
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enemySpawnTime = Random.Range(5.0f, 15.0f);
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enemySpawnTime = spawnTime();
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enemyTime = 0.0f;
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}
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if(GameObject.FindWithTag("Enemy") == null)
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{
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enemySpawnTime = Random.Range(1.0f, 3.0f);
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}
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}
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float spawnTime()
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{
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if((PlayerPrefs.GetInt("Score") > 3 && PlayerPrefs.GetInt("Score") < 7)
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|| (time > 30.0f && time < 45.0f))
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{
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return Random.Range(3.0f, 8.0f);
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} else if (PlayerPrefs.GetInt("Score") >= 7 || time >= 45.0f){
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return Random.Range(3.0f, 5.0f);
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}
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return Random.Range(5.0f, 10.0f);
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}
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Vector2 ValidSpawn()
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@@ -11,7 +11,7 @@ public class ObsctaleScript : MonoBehaviour
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void Start()
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{
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deathTime = Random.Range(5.0f, 15.0f);
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deathTime = Random.Range(10.0f, 15.0f);
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}
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@@ -88,7 +88,7 @@ public class PlayerScript : MonoBehaviour
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Vector3 pos = PlayerCircle(transform.position);
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Quaternion rot = Quaternion.FromToRotation(Vector3.down, transform.position-pos);
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if(Random.Range(0,10) == 0)
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if(Random.Range(0,8) == 0)
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{
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gunSelect = Random.Range(1,4);
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