Exemple #1
0
 private void OnCollisionEnter(Collision collisionInfo) //collision detection
 {
     if (collided)                                      //while collided, don't register another collision; grant the player temporary invincibility so they can register that they lost a life
     {
         return;
     }
     if (collisionInfo.collider.CompareTag("Obstacle"))
     {
         tickSource.PlayOneShot(audio2, 0.6f);
         if (collideReminderTimer == 0) //only display the collider reminder once; collideReminderTimer is updated in the Update function
         {
             CollideReminder.SetActive(true);
         }
         else if (CollideReminder.activeSelf && SceneManager.GetActiveScene() == SceneManager.GetSceneByName("Tutorial")) //a second collision resets the countdown in tutorial mode
         {
             collideReminderTimer = 0;
         }
         currentLife--;
         uiManager.UpdateLives(currentLife);                                          //display new life count
         if (SceneManager.GetActiveScene() != SceneManager.GetSceneByName("Sandbox")) //sandbox doesn't even slow down for collisions, let alone lose the game
         {
             if (currentLife <= 0)
             {
                 if (SceneManager.GetActiveScene() == SceneManager.GetSceneByName("Game"))
                 {
                     uiManager.SaveSettingsAndHighScoreToTextFile(money); //score and settings are saved upon death
                 }
                 carRev.mute = true;
                 tickSource.PlayOneShot(audio3, 2f);
                 uiManager.gameOverPanel.SetActive(true);
                 CoinReminder.SetActive(false);
                 CollideReminder.SetActive(false);
                 ControlReminder.SetActive(false);
                 SpeedReminder.SetActive(false);
                 Invoke("GoBackToMenu", 3f); //upon losing all lives, display GameOverPanel for 3 seconds before returning to menu
             }
             else
             {
                 speed = minSpeed; //reset speed upon a collision
                 StartCoroutine(Collided());
             }
         }
         else //in sandbox mode
         {
             //speed = minSpeed; //could set speed back to the lower bound
             speed -= 3; //could decrement the speed by a constant (arbitrary) amount
             //speed -= 0.1f * (speed - minSpeed); //could decrement the speed by some function
             if (speed < minSpeed)
             {
                 speed = minSpeed;
             }
             //could leave the speed alone
         }
     }
 }
Exemple #2
0
    // Update is called once per frame
    void Update()
    {
        if (pauseWaiting || uiManager.pausePanel.activeSelf || uiManager.gameOverPanel.activeSelf) //don't update location (move car), speed, or really anything while paused or during the game over panel
        {
            return;
        }

        if (CollideReminder.activeSelf) //only show collide reminder for five seconds
        {
            collideReminderTimer += Time.deltaTime;
            if (collideReminderTimer > 5)
            {
                CollideReminder.SetActive(false);
                if (SceneManager.GetActiveScene() == SceneManager.GetSceneByName("Tutorial")) //in tutorial mode, the collision reminder is shown after every collision (which is achieved by resetting the timer)
                {
                    collideReminderTimer = 0;
                }
            }
        }
        if (SceneManager.GetActiveScene() != SceneManager.GetSceneByName("Tutorial")) //in tutorial mode, control and speed reminders are shown permanently
        {
            controlsTimer += Time.deltaTime;
            if (controlsTimer > 5)
            {
                ControlReminder.SetActive(false);
                SpeedReminder.SetActive(false);
            }
        }

        if (Input.GetButton("Fire3")) //m key on the keyboard changes the device input method to the mouse (which is also default so pressing the p key isn't necessary upon game launch)
        {
            useMouse = true;
        }
        if (Input.GetAxis("Horizontal") != 0) //using the keyboard automatically changes the device input method to the keyboard
        {
            useMouse = false;
        }

        Vector3 carMove = new Vector3(sensitivity * maxSpeed * Time.deltaTime / 3, 0.7f - this.transform.localPosition.y, speed * Time.deltaTime); //y is kept at 0.7, z is forward

        if (useMouse)
        {
            mousex = Input.mousePosition.x;                                       //get mouse x position
            if ((mousex >= Screen.width * 0.4) && (mousex <= Screen.width * 0.6)) //make middle buffer zone with no mouse input
            {
                mousex = 0;
            }
            else if (mousex < (Screen.width * 0.4)) //left mouse movement
            {
                mousex = Screen.width - mousex;
                mousex = mousex / Screen.width * -1;
            }
            else if (mousex > (Screen.width * 0.6)) //right mouse movement
            {
                mousex = mousex / Screen.width;
            }
            //Debug.Log("MOUSE: " + mousex/Screen.width + "          XPOS: " + Input.mousePosition.x + "     width: " + Screen.width);
            carMove.x *= mousex;
        }
        else
        {
            carMove.x *= Input.GetAxis("Horizontal");
        }

        if (this.transform.localPosition.x + carMove.x > 5) //setting left and right boundaries
        {
            carMove.x = 5 - this.transform.localPosition.x;
        }
        else if (this.transform.localPosition.x + carMove.x < -5)
        {
            carMove.x = -5 - this.transform.localPosition.x;
        }

        controller.Move(carMove);                         //actually move the car by the amounts specified in the carMove vector

        if (Input.GetButton("Fire1") && speed > minSpeed) //Ctrl
        {
            speed--;
        }
        if (Input.GetButton("Fire2") && speed < maxSpeed) //Alt; not else if because if both ctrl and alt are pressed, it is assumed the user wants to leave speed as is
        {
            speed++;
        }
    }