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3 Commits

Author SHA1 Message Date
68d7b40ec1 Update 4 2022-05-08 12:57:47 +02:00
caecc3be01 update stuff 2022-05-08 09:49:42 +02:00
dace42b399 updated readme 2022-04-28 20:37:17 +02:00
28 changed files with 1235 additions and 39 deletions

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@ -3536,7 +3827,7 @@ ParticleSystem:
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@ -3707,7 +3998,7 @@ ParticleSystem:
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@ -4024,7 +4315,7 @@ ParticleSystem:
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@ -4085,7 +4376,7 @@ ParticleSystem:
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@ -4171,7 +4462,7 @@ ParticleSystem:
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@ -4229,8 +4520,8 @@ ParticleSystem:
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@ -4343,7 +4634,7 @@ ParticleSystem:
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@ -8193,6 +8484,7 @@ MonoBehaviour:
score: 0
highscore: 0
lives: 12
killed: []
--- !u!1 &1581468909
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@ -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;
@ -14,6 +15,8 @@ public class enemykiller : MonoBehaviour
public int score = 0;
public int highscore = 0;
public int lives = 12;
//array of killed gameobjects
public List<GameObject> killed = new List<GameObject>();
void Start()
{
part = GetComponent<ParticleSystem>();
@ -31,6 +34,10 @@ public class enemykiller : MonoBehaviour
{
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)
@ -46,9 +53,22 @@ 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+ ")");
//increase score
score++;
@ -60,7 +80,14 @@ public class enemykiller : MonoBehaviour
}
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);
//decrease score
score-= 20;

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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.