Compare commits
4 Commits
Author | SHA1 | Date | |
---|---|---|---|
68d7b40ec1 | |||
caecc3be01 | |||
dace42b399 | |||
d98fbf5501 |
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@ -44,7 +44,7 @@ Material:
|
||||
m_Scale: {x: 1, y: 1}
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||||
m_Offset: {x: 0, y: 0}
|
||||
- _MainTex:
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||||
m_Texture: {fileID: 0}
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m_Texture: {fileID: 2800000, guid: 62b998ac170aa1e83b1088e9dfd79860, type: 3}
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||||
m_Scale: {x: 1, y: 1}
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||||
m_Offset: {x: 0, y: 0}
|
||||
- _MetallicGlossMap:
|
||||
@ -78,6 +78,6 @@ Material:
|
||||
- _UVSec: 0
|
||||
- _ZWrite: 1
|
||||
m_Colors:
|
||||
- _Color: {r: 1, g: 0.7842259, b: 0, a: 1}
|
||||
- _Color: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
|
||||
m_BuildTextureStacks: []
|
||||
|
@ -44,7 +44,7 @@ Material:
|
||||
m_Scale: {x: 1, y: 1}
|
||||
m_Offset: {x: 0, y: 0}
|
||||
- _MainTex:
|
||||
m_Texture: {fileID: 0}
|
||||
m_Texture: {fileID: 2800000, guid: 571586a8cbe1c2f0f931662ca790af0a, type: 3}
|
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m_Scale: {x: 1, y: 1}
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||||
m_Offset: {x: 0, y: 0}
|
||||
- _MetallicGlossMap:
|
||||
@ -78,6 +78,6 @@ Material:
|
||||
- _UVSec: 0
|
||||
- _ZWrite: 1
|
||||
m_Colors:
|
||||
- _Color: {r: 0.4056604, g: 0.4056604, b: 0.4056604, a: 1}
|
||||
- _Color: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
|
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m_BuildTextureStacks: []
|
||||
|
@ -44,7 +44,7 @@ Material:
|
||||
m_Scale: {x: 1, y: 1}
|
||||
m_Offset: {x: 0, y: 0}
|
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- _MainTex:
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m_Texture: {fileID: 0}
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m_Texture: {fileID: 2800000, guid: 3d77374e8252d49aa8876def3692fb82, type: 3}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _MetallicGlossMap:
|
||||
@ -78,6 +78,6 @@ Material:
|
||||
- _UVSec: 0
|
||||
- _ZWrite: 1
|
||||
m_Colors:
|
||||
- _Color: {r: 1, g: 0.9342736, b: 0, a: 1}
|
||||
- _Color: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
|
||||
m_BuildTextureStacks: []
|
||||
|
@ -44,7 +44,7 @@ Material:
|
||||
m_Scale: {x: 1, y: 1}
|
||||
m_Offset: {x: 0, y: 0}
|
||||
- _MainTex:
|
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m_Texture: {fileID: 0}
|
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m_Texture: {fileID: 2800000, guid: 00b266b3b1749ff4d83ed9225545c508, type: 3}
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m_Scale: {x: 1, y: 1}
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||||
m_Offset: {x: 0, y: 0}
|
||||
- _MetallicGlossMap:
|
||||
@ -78,6 +78,6 @@ Material:
|
||||
- _UVSec: 0
|
||||
- _ZWrite: 1
|
||||
m_Colors:
|
||||
- _Color: {r: 0.3726415, g: 0.38986313, b: 1, a: 1}
|
||||
- _Color: {r: 1, g: 1, b: 1, a: 1}
|
||||
- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
|
||||
m_BuildTextureStacks: []
|
||||
|
@ -39,16 +39,7 @@ public class dragoncontrols : MonoBehaviour
|
||||
//control flames
|
||||
if (flamethrover)
|
||||
{
|
||||
//if not playing
|
||||
if (!flames.isPlaying)
|
||||
{
|
||||
//play flames
|
||||
flames.Play();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
flames.Stop();
|
||||
flames.Emit(1);
|
||||
}
|
||||
//move relative to camera
|
||||
//transform.Translate(xinput * Time.deltaTime * 4, yinput * Time.deltaTime * 4, zinput * Time.deltaTime);
|
||||
@ -60,7 +51,14 @@ public class dragoncontrols : MonoBehaviour
|
||||
//add rotation from ziput
|
||||
//transform.Rotate(0, zinput * Time.deltaTime * rotspeed, xrot * Time.deltaTime / 2 * rotspeed);
|
||||
//set rotation from ziput addforce
|
||||
//Vector3 m_EulerAngleVelocity = new Vector3(0, yrot * Time.fixedDeltaTime * rotspeed, xrot * Time.fixedDeltaTime / 2 * rotspeed);
|
||||
//make the rotation slower
|
||||
//m_EulerAngleVelocity *= 0.1f;
|
||||
Vector3 m_EulerAngleVelocity = new Vector3(0, yrot * Time.fixedDeltaTime * rotspeed, xrot * Time.fixedDeltaTime / 2 * rotspeed);
|
||||
//slow the rotation
|
||||
m_EulerAngleVelocity *= 0.3f;
|
||||
//add the rotation
|
||||
rb.AddTorque(m_EulerAngleVelocity);
|
||||
Quaternion deltaRotation = Quaternion.Euler(m_EulerAngleVelocity * Time.fixedDeltaTime);
|
||||
rb.MoveRotation(deltaRotation);
|
||||
}
|
||||
|
@ -1,6 +1,7 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
//include textmeshpro
|
||||
using TMPro;
|
||||
|
||||
@ -13,7 +14,9 @@ public class enemykiller : MonoBehaviour
|
||||
public List<ParticleCollisionEvent> collisionEvents;
|
||||
public int score = 0;
|
||||
public int highscore = 0;
|
||||
public int lives = 3;
|
||||
public int lives = 12;
|
||||
//array of killed gameobjects
|
||||
public List<GameObject> killed = new List<GameObject>();
|
||||
void Start()
|
||||
{
|
||||
part = GetComponent<ParticleSystem>();
|
||||
@ -23,7 +26,18 @@ public class enemykiller : MonoBehaviour
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
if (lives <= 0)
|
||||
{
|
||||
text.text = "GAME OVER";
|
||||
}
|
||||
else
|
||||
{
|
||||
text.text = "Score: " + score + "\nHighscore: " + highscore + "\nLives: " + lives + "\nKings remaining: " + GameObject.FindGameObjectsWithTag("king").Length + "\nEnemies remaining: " + GameObject.FindGameObjectsWithTag("enemy").Length;;
|
||||
}
|
||||
}
|
||||
void OnSoundEnd()
|
||||
{
|
||||
|
||||
}
|
||||
//on particle coolision
|
||||
void OnParticleCollision(GameObject otherx)
|
||||
@ -39,15 +53,23 @@ public class enemykiller : MonoBehaviour
|
||||
i++;
|
||||
continue;
|
||||
}
|
||||
//check if object in killed list
|
||||
if (killed.Contains(other))
|
||||
{
|
||||
i++;
|
||||
continue;
|
||||
}
|
||||
if (other.tag == "enemy")
|
||||
{
|
||||
Destroy(other);
|
||||
//play sound from enemy
|
||||
other.GetComponent<AudioSource>().Play();
|
||||
//turn off collider
|
||||
other.GetComponent<Collider>().enabled = false;
|
||||
//turn off renderer
|
||||
other.GetComponent<Renderer>().enabled = false;
|
||||
//add object to killed
|
||||
killed.Add(other);
|
||||
Debug.Log("enemy killed (" + other.name+ ")");
|
||||
//spawn new enemy
|
||||
GameObject enemyclone = Instantiate(other, new Vector3(Random.Range(10, 100), Random.Range(-70, -60), Random.Range(-90, 0)), Quaternion.identity);
|
||||
//set enemy name
|
||||
enemyclone.name = "enemy" + i;
|
||||
enemyclone.tag = "enemy";
|
||||
//increase score
|
||||
score++;
|
||||
if (score > highscore)
|
||||
@ -55,30 +77,22 @@ public class enemykiller : MonoBehaviour
|
||||
highscore = score;
|
||||
}
|
||||
//update text
|
||||
text.text = "Score: " + score + "\nHighscore: " + highscore + "\nLives: " + lives;
|
||||
}
|
||||
if (other.tag == "king")
|
||||
{
|
||||
Destroy(other);
|
||||
//play sound from enemy
|
||||
other.GetComponent<AudioSource>().Play();
|
||||
//turn off collider
|
||||
other.GetComponent<Collider>().enabled = false;
|
||||
//turn off renderer
|
||||
other.GetComponent<Renderer>().enabled = false;
|
||||
//add object to killed
|
||||
killed.Add(other);
|
||||
Debug.Log("killed king" + other.name);
|
||||
//spawn new king
|
||||
GameObject kingclone = Instantiate(other, new Vector3(Random.Range(10, 100), Random.Range(-70, -60), Random.Range(-90, -20)), Quaternion.identity);
|
||||
//set king name
|
||||
kingclone.name = "king" + i;
|
||||
kingclone.tag = "king";
|
||||
GameObject kingclone2 = Instantiate(other, new Vector3(Random.Range(10, 100), Random.Range(-70, -60), Random.Range(-90, -20)), Quaternion.identity);
|
||||
//set king name
|
||||
kingclone2.name = "kingy" + i;
|
||||
kingclone2.tag = "king";
|
||||
//decrease score
|
||||
score-= 20;
|
||||
lives--;
|
||||
if (lives <= 0)
|
||||
{
|
||||
text.text = "GAME OVER";
|
||||
}
|
||||
//update text
|
||||
text.text = "Score: " + score + "\nHighscore: " + highscore + "\nLives: " + lives;
|
||||
|
||||
}
|
||||
i++;
|
||||
}
|
||||
|
@ -7,12 +7,14 @@ public class spawner : MonoBehaviour
|
||||
//get enemy and king prefab
|
||||
public GameObject enemy;
|
||||
public GameObject king;
|
||||
public int numkings = 16;
|
||||
public int numenemies = 90;
|
||||
public int kings_modulo = 4;
|
||||
public int numenemies = 300;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
|
||||
|
||||
//spawn enemies
|
||||
for (int i = 0; i < numenemies; i++)
|
||||
{
|
||||
@ -21,15 +23,15 @@ public class spawner : MonoBehaviour
|
||||
//set enemy name
|
||||
enemyclone.name = "enemy" + i;
|
||||
enemyclone.tag = "enemy";
|
||||
}
|
||||
//spawn kings
|
||||
for (int i = 0; i < numkings; i++)
|
||||
{
|
||||
//spawn king
|
||||
GameObject kingclone = Instantiate(king, new Vector3(Random.Range(10, 125), Random.Range(-70, -60), Random.Range(-100, -10)), Quaternion.identity);
|
||||
//set king name
|
||||
kingclone.name = "king" + i;
|
||||
kingclone.tag = "king";
|
||||
//evenly ditribute kings
|
||||
if (i % kings_modulo == 0)
|
||||
{
|
||||
//spawn king
|
||||
GameObject kingclone = Instantiate(king, new Vector3(Random.Range(10, 125), Random.Range(-70, -60), Random.Range(-100, -10)), Quaternion.identity);
|
||||
//set king name
|
||||
kingclone.name = "king" + i;
|
||||
kingclone.tag = "king";
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
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BIN
Assets/sounds/LVL4.mp3
Normal file
Binary file not shown.
22
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Normal file
22
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22
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Normal file
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22
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@ -1,2 +1,3 @@
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# horiaci_drak
|
||||
# Flaming Dragon
|
||||
This is a simple game where you control a dragon and try to enemy knights but you have to avoid the kings or you will lose score and lives.
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user