Beispiel #1
0
 // Start is called before the first frame update
 void Start()
 {
     player1 = j.GetComponent <Javachu>();
     player2 = p.GetComponent <Nohtyp>();
     Debug.Log("test?" + player1.getHealth());
     move1  = false;
     move2  = false;
     player = true;
     //move1 is if player 1 input a move and move2 is if player 2 input a move
 }
Beispiel #2
0
    // Update is called once per frame
    void Update()
    {
        bool player1health = player1.getHealth() <= 0;
        bool player2health = player2.getHealth() <= 0;

        if (player1health && player2health)
        {
            message = "draw";
            transform.Translate(Vector3.right * Time.deltaTime);
        }
        else if (player1.getHealth() <= 0)
        {
            message = "Nohtyp won";
        }
        else if (player2.getHealth() <= 0)
        {
            message = "Javachu won";
        }
    }
Beispiel #3
0
 // Update is called once per frame
 void Update()
 {
     SpriteR = obj.GetComponent <SpriteRenderer>();
     if (player1.getHealth() <= 0)
     {
         message = "Nohtyp won";
         transform.Translate(Vector3.right * Time.deltaTime);
         SpriteR.sprite = Resources.Load <Sprite>("Sprites/Win banner2");
     }
     else if (player2.getHealth() <= 0)
     {
         message = "Javachu won";
         transform.Translate(Vector3.right * Time.deltaTime);
         SpriteR.sprite = Resources.Load <Sprite>("Sprites/Win banner1");
     }
 }
Beispiel #4
0
    // Update is called once per frame
    void Update()
    {
        if (getTurn())
        {
            if (UnityEngine.Input.GetKey(KeyCode.W))
            {
                moveCount1 = 1;
                move1      = true;
            }
            else if (UnityEngine.Input.GetKey(KeyCode.S))
            {
                moveCount1 = 2;
                move1      = true;
            }
            else if (UnityEngine.Input.GetKey(KeyCode.A))
            {
                moveCount1 = 3;
                move1      = true;
            }
            else if (UnityEngine.Input.GetKey(KeyCode.D))
            {
                moveCount1 = 4;
                move1      = true;
            }
            if (move1)
            {
                Debug.Log("WASD attack");/*
                                          * Move one = player1.getMove(moveCount1);
                                          * player2.damage(player2.getHealth() - one.getDamage());*//*
                                          * player1.transform.position -= new Vector3(1F, 0.5F, 0F);
                                          * player1.attackAnim(0.25);
                                          * if (!player1.getCooldown())
                                          * {
                                          * player1.transform.position += new Vector3(1F, 0.5F, 0F);
                                          * }*/
                Debug.Log("Player 1: " + player1.getHealth() + " Player 2: " + player2.getHealth());
                player1.attackAnimStart(0.25);
                if (moveCount1 == 1)
                {
                    player2.damage(player1.attackOne()[0]);
                    player1.damage(player1.attackOne()[1]);
                }
                else if (moveCount1 == 2)
                {
                    player2.damage(player1.attackTwo()[0]);
                    player1.damage(player1.attackTwo()[1]);
                }
                else if (moveCount1 == 3)
                {
                    player2.damage(player1.attackThree()[0]);
                    player1.damage(player1.attackThree()[1]);
                }
                else if (moveCount1 == 4)
                {
                    player2.damage(player1.attackFour()[0]);
                    player1.damage(player1.attackFour()[1]);
                }
                changeTurn();
            }
            if (player1.getHealth() > player1.getMaxHealth())
            {
                player1.setHealth(player1.getMaxHealth());
            }
            Debug.Log("Player 1: " + player1.getHealth() + " Player 2: " + player2.getHealth());
        }
        if (!getTurn())
        {
            if (UnityEngine.Input.GetKey(KeyCode.UpArrow))
            {
                moveCount2 = 1;
                move2      = true;
            }
            else if (UnityEngine.Input.GetKey(KeyCode.DownArrow))
            {
                moveCount2 = 2;
                move2      = true;
            }
            else if (UnityEngine.Input.GetKey(KeyCode.LeftArrow))
            {
                moveCount2 = 3;
                move2      = true;
            }
            else if (UnityEngine.Input.GetKey(KeyCode.RightArrow))
            {
                moveCount2 = 4;
                move2      = true;
            }
            if (move2)
            {
                Debug.Log("Arrow key player attack");/*
                                                      * Move two=player2.getMove(moveCount2);
                                                      * player1.damage(player1.getHealth() - two.getDamage());*//*
                                                      * player2.transform.position += new Vector3(1F, 0.5F, 0F);
                                                      * player2.attackAnim(0.25);*/
                player2.attackAnimStart(0.25);

                if (moveCount2 == 1)
                {
                    player1.damage(player2.attackOne()[0]);
                    player2.damage(player2.attackOne()[1]);
                }
                else if (moveCount2 == 2)
                {
                    player1.damage(player2.attackTwo()[0]);
                    player2.damage(player2.attackTwo()[1]);
                }
                else if (moveCount2 == 3)
                {
                    player1.damage(player2.attackThree()[0]);
                    player2.damage(player2.attackThree()[1]);
                }
                else if (moveCount2 == 4)
                {
                    player1.damage(player2.attackFour()[0]);
                    player2.damage(player2.attackFour()[1]);
                }
                changeTurn();
                move1 = false;
                move2 = false;
                Debug.Log("new turn");
            }
        }
        if (player2.getHealth() > player2.getMaxHealth())
        {
            player2.setHealth(player2.getMaxHealth());
        }
    }