Example #1
0
    void Update()
    {
        timer = timer + Time.deltaTime;

        if (light.intensity < 1)
        {
            sprite.color = new Color(1f, 1f, 1f, light.intensity);
        }
        else
        {
            sprite.color = new Color(1f, 1f, 1f, 1f);
        }

        if (touchingLeftWall && touchingRightWall)
        {
            sceneManager.GameOver(light.intensity, timer);
        }

        if (light.intensity <= 0)
        {
            sceneManager.GameOver(light.intensity, timer);
        }

        text.SetText("LIGHT: {0:2}", light.intensity);
    }
Example #2
0
    IEnumerator OnCollisionEnter2D(Collision2D c)
    {
        if (c.gameObject.CompareTag("Obstacle") && health != 0 && !EnemyDeath)                      //if player hit an obstacle
        {
            float sign = GetComponent <Transform>().position.x - c.gameObject.transform.position.x; // get position difference between player and obstacle to see in which direction he hit it
            float dir  = sign / Mathf.Abs(sign);                                                    // change the differencethe player to either 1 or -1
            rb.AddForce(new Vector2(300 * sign, 300));                                              // add force according to sign
            health          -= 0.125f;                                                              // decrease player health
            image.fillAmount = health;                                                              // change health amount (Image)
            audio.Play();                                                                           // play coins audio
            // removeCoins();
        }

        if (health == 0 && !isDead)   //if player is dead
        {
            gameSound.isOver = true;
            isDead           = true;                                          // set player as dead
            camera.Follow    = null;                                          // freeze camera
            animator.SetTrigger("Dead");                                      // trigger death animation
            rb.constraints = RigidbodyConstraints2D.FreezeRotation;           //freeze rotation of player
            rb.constraints = RigidbodyConstraints2D.FreezePositionX;          // freeze position of player
            rb.gameObject.GetComponent <BoxCollider2D>().isTrigger    = true; // so that the player
            rb.gameObject.GetComponent <CircleCollider2D>().isTrigger = true; // doesnt hit the floor
            yield return(new WaitForSeconds(1));                              // wait for 1 sec

            transition.SetTrigger("End");                                     // Trigger fade in animation
            yield return(new WaitForSeconds(2));

            gameOver.SetTrigger("gameOver");
            yield return(new WaitForSeconds(4));

            currentScene = SceneManager.GetActiveScene().buildIndex;
            SceneManagement.GameOver();
        }
    }
Example #3
0
 // Update is called once per frame
 void Update()
 {
     //CameraRotation();
     //currentPos = whitePiecesSide.transform.position;
     turnText.text = $"Player Turn: {currentTurn}";
     if (numberOfBlackPiecesOnBoard <= 0)
     {
         SceneManagement.GameOver();
     }
     else if (numberOfWhitePiecesOnBoard <= 0)
     {
         SceneManagement.Win();
     }
     //if(currentTurn==colorTurn.white)
     //{
     //    //whitePiecesSide.enabled = true;
     //    //blackPiecesSide.enabled = false;
     //    //whitePiecesSide.transform.RotateAround(Vector3.zero, Vector3.up, degrees);
     //}
     //else if (currentTurn == colorTurn.black)
     //{
     //    //whitePiecesSide.enabled = false;
     //    //blackPiecesSide.enabled = true;
     //}
 }
Example #4
0
 private void OnTriggerEnter2D(Collider2D collision)
 {
     if (collision.tag.Equals(nameTag))          //Jika tag object yang masuk ke area Trigger adalah sesuai dengan namaTag,
     {
         Data.score    += 25;                    //tambah score
         textScore.text = Data.score.ToString(); //tampilkan score
         Destroy(collision.gameObject);          //hancurkan objek
         MediaPlayerBenar.Play();                //audio benar keluar
     }
     else//jika tag salah
     {
         if (Data.score > 0)
         {
             Data.score    -= 5;                     //kurangi skor
             textScore.text = Data.score.ToString(); //tampilkan skore
             Destroy(collision.gameObject);          //hancurkan objek
             MediaPlayerSalah.Play();                //keluar audio salah
         }
         else
         {
             Destroy(collision.gameObject);
             endScene.GameOver();
         }
     }
 }
Example #5
0
 public void Die()
 {
     //Destroy(m_innerWitch);
     //Destroy(m_outerWitch);
     //Destroy(gameObject);
     GameManager.instance.GameOver();
     SceneManagement.GameOver();
 }
Example #6
0
 // Update is called once per frame
 void Update()
 {
     timerText.text       = ((int)timer.remainingSeconds).ToString();
     hidersFoundText.text = "Hiders Found: " + SceneManagement.hidersFound;
     //if timer runs out, end game
     if (timer.remainingSeconds <= 0)
     {
         SceneManagement.GameOver();
     }
 }
Example #7
0
 // Update is called once per frame
 void Update()
 {
     CurrentTime -= Time.deltaTime * timerSpeed;
     timerText.SetText(CurrentTime.ToString("0"));
     if (CurrentTime < 0 && !a)
     {
         a = true;
         //Game Over
         scene.GameOver();
         audio.GameOverSound();
     }
 }
Example #8
0
    public void EndofTurn()
    {
        if (population <= minPopulation)
        {
            SceneManagement.Victory();
        }

        population = (int)(population * (1 + growthRate));

        if (population >= maxPopulation)
        {
            SceneManagement.GameOver();
        }
    }
Example #9
0
 //decrease health if player is hit by enemy
 private void OnTriggerEnter2D(Collider2D collision)
 {
     //decrease health
     if (collision.gameObject.tag == "Ghost") //if its a ghost
     //&& collision.gameObject.GetComponent<UnityGhost>()._behaviors != SteeringBehaviors.Seek) //and if its not going to its home location
     {
         if (isInvincible == false)
         {
             source.PlayOneShot(clip, 0.8f);
             StatManager.health -= 1;
             StartCoroutine(Hurt());
             StartCoroutine(Invincible());
         }
         if (StatManager.health <= 0)
         {
             SceneManagement.GameOver();
         }
     }
     //pickup key object
     else if (collision.gameObject.tag == "key")
     {
         source.PlayOneShot(clip2, 0.8f);
         StatManager.hasKey = true;
         Destroy(collision.gameObject);
     }
     //go to next level if player has key
     else if (collision.gameObject.tag == "stair")
     {
         if (StatManager.hasKey)
         {
             source.PlayOneShot(clip2, 0.8f);
             SceneManagement.LevelChange();
             StatManager.hasKey = false;
         }
     }
     else if (collision.gameObject.tag == "Exit")
     {
         if (StatManager.hasKey)
         {
             source.PlayOneShot(clip2, 0.8f);
             SceneManagement.LevelChange();
             StatManager.hasKey = false;
             StatManager.health = playerHealth;
         }
     }
 }
 private void OnTriggerEnter2D(Collider2D collision)//saat triger collider terkena
 {
     Data.score = 0;
     Destroy(collision.gameObject);//menghancurkan object
     endScene.GameOver();
 }