private void Start() { WinText.SetActive(false); SpeedFx.SetActive(false); WinCollider.SetActive(false); JumpBar.SetActive(false); }
// Update is called once per frame void Update() { // Moves the log forward by getting its current position and moving it right at the set speed Vector3 pos = S.transform.position; pos.x -= Frog.movementSpeed; S.transform.position = pos; // If log reaches -25, means Austin has cleared the log. Adds to score, shows the // score that was added to, resets the jump bar, and no longer needs an update this round if (pos.x <= -25) { if (needsUpdate) { JumpyFrog.showScorePlus = true; JumpyFrog.UpdateScore(); JumpBar.ResetBar(); needsUpdate = false; // Adjusts the speed of the game and adds to Austin's hopping height if (Frog.movementSpeed < .75F && JumpyFrog.logsJumped % 2 == 0) { Frog.movementSpeed += .25F; Frog.hoppingHeight += 1F; } } Frog.maxHeight = Frog.hoppingHeight; } // After the log is off the screen, resets the log's position to the left, stops showing the // score added that round, changes the log's size, and allows the user to press space to adjust // the jump bar again. if (pos.x <= -50) { needsUpdate = true; pos.x = 70; S.transform.position = pos; ChangeSize(); JumpyFrog.showScorePlus = false; JumpBar.notPressed = true; } }
private void BarJump() { if (!currentBar) { RaycastHit hit; if (Physics.Raycast(Cam.transform.position, Cam.transform.forward, out hit, checkDistance)) { if (hit.collider.GetComponent <JumpBar>() != null) { currentBar = hit.collider.GetComponent <JumpBar>(); currentBar.StartBarJump(CC); } } } else { currentBar.UpdateBarJump(CC); } }
// Update is called once per frame void Update() { // When user presses space bar, the new height is added to and the jump bar is increased // The counter slows down how quickly this happens if (Input.GetKey("space") && notPressed && addCounter % 3 == 0) { JumpBar.ChangeHeight(); addCounter++; } else { addCounter++; } // When user releases space bar, notPressed = false so they can't press again if (Input.GetKeyUp("space")) { notPressed = false; } }
// UPDATE (Start not used) // Update sets a current log position and size for reference, calls to show the current score, tests if the log is close enough // that the frog needs to jump, shows the score that is added if need be, sets up for Austin to fall after the log passes, // and handles game over and if the user wants to play again void Update() { // Sets log's current size and pos Vector3 logPos = Log.S.transform.position; Vector3 logSize = Log.S.transform.localScale; // Shows the current score ShowGT(); // Determines when the frog needs to "jump" (Changing height, hovering, falling after log) // If the user did not charge the jump bar at all, Austin does not jump // Jump and hover if (!JumpBar.notPressed) { if (logPos.x <= 0 && logSize.x >= 3) { Frog.BigJump(JumpBar.jumpHeight); Frog.hover = true; } else if (logPos.x <= -8) { Frog.BigJump(JumpBar.jumpHeight); Frog.hover = true; } } // Shows the score added if (showScorePlus) { if (!gameOver) { gtScorePlus.text = "+" + (score - scoreBefore); } } else { gtScorePlus.text = " "; } // Fall after log if (logPos.x <= -32 && logSize.x != 3) { Frog.hover = false; } else if (logPos.x <= -39) { Frog.hover = false; } // GAME OVER // If the game is over, display this text if (gameOver == true) { gtGO.text = "Game Over\n\nFinal score: " + score + "\nLogs jumped: " + logsJumped + "\n\nPress the enter\nkey to play again"; gtScore.text = " "; } // GAME OVER RESET // If user wants to continue, press the enter/return key. Resets several things if (gameOver == true && Input.GetKeyDown("return")) { gameOver = false; gtGO.text = " "; logPos.x = 70; Log.S.transform.position = logPos; Log.ChangeSize(); Frog.hover = false; Frog.maxHeight = Frog.origMaxHeight; Frog.movementSpeed = Frog.origMovementSpeed; score = 0; logsJumped = 0; JumpBar.notPressed = true; JumpBar.ResetBar(); } else if (Input.GetKeyDown("escape")) { Application.Quit(); } }