Exemple #1
0
    // Update is called once per frame
    void Update()
    {
        if (GUIScript.GetGameOn() == true)
        {
            LarsX = transform.position.x;               // Gets Larses current X coordinates
            LarsZ = transform.position.z;               // Gets Larses current Z coordinate

            // The following code will make our character move with the a,w,d,s or arrow keys and make him face in that direction
            if (Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.LeftArrow))
            {
                transform.position   += new Vector3(-3.0f, 0, 0) * Time.deltaTime;
                transform.eulerAngles = new Vector3(0, 270, 0);
            }
            if (Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.RightArrow))
            {
                transform.position   += new Vector3(3.0f, 0, 0) * Time.deltaTime;
                transform.eulerAngles = new Vector3(0, 90, 0);
            }
            if (Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.UpArrow))
            {
                transform.position   += new Vector3(0, 0, 3f) * Time.deltaTime;
                transform.eulerAngles = new Vector3(0, 0, 0);
            }
            if (Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.DownArrow))
            {
                transform.position   += new Vector3(0, 0, -3f) * Time.deltaTime;
                transform.eulerAngles = new Vector3(0, 180, 0);
            }
            // This statement will make Lars shot a ball of fire
            if (Input.GetKeyDown(KeyCode.Space) && BallIsReady == true)
            {
                Instantiate(Spawn, transform.position + transform.forward, Quaternion.identity);
                BallIsReady = false;
            }

            // This following code will make a timer for the cooldown for when Lars can fire another ball of fire (so he can't spam them)
            if (BallIsReady == false)
            {
                BallCoolDown--;                 // When a ball of fire have been fired off will this variable cound down each frame until it reaches 0
                if (BallCoolDown == 0)
                {
                    BallIsReady  = true;                        // A new ball can then be fired again
                    BallCoolDown = 48;                          // And the timer resets to 2 seconds
                }
            }

            // Lars shall not be able to stack too much HP, this will set the cap so he can't reach over his maximum HP
            if (HeroHP > MaxHP)
            {
                HeroHP = MaxHP;
            }

            // If Lars's HP becomes 0 or below then will he be destroyed
            if (HeroHP <= 0)
            {
                Destroy(gameObject);
            }
        }
    }
 void OnGUI()
 {
     // This one will show the number of apple seeds the player have collected
     if (GUIScript.GetGameOn() == true)
     {
         GUI.Label(new Rect(40, 80, 200, 100), "<size=40>" + Lars.GetPoints() + "</size>");
     }
     if (GUI.Button(new Rect(10, 10, 100, 50), "Quit"))
     {
         Application.Quit();
     }
 }
    // Update is called once per frame
    void Update()
    {
        if (GUIScript.GetGameOn() == true)
        {
            AppleSeed.enabled = true;                   // When the game starts will the apple seed image be shown
        }

        if (Lars.GetHeroHP() <= 0)
        {
            Lose.enabled = true;                // If Lars's HP gets to 0 or below will the lose screen pop up
        }
        else if (tree.GetBossHP() <= 0)
        {
            Win.enabled = true;                         // If the Tree's HP gets to 0 or below will the win screen pop up
        }
    }
    //This is the default Update() script - !!!
    public void AppleScriptUpdate()
    {
        //Look at lars
        this.transform.LookAt(GameObject.Find("Lars").transform);         // the apples will always look at lars


        if (GUIScript.GetGameOn() == true)
        {
            DistanceX = Mathf.Abs(transform.position.x) - Mathf.Abs(Lars.GetLarsX());                   // Calculates the distance on the x-axies of Lars and the apple by using the abselute value
            DistanceZ = Mathf.Abs(transform.position.z) - Mathf.Abs(Lars.GetLarsZ());                   // Calculates the distance on the z-axies of Lars and the apple by using the abselute value

            // A range detector had to be made or the apples would always move
            if (Mathf.Abs(DistanceX - DistanceZ) <= 5.0f)               // If the abselute value of the sum of Distance X and Z is smaller then 5 then:
            {
                InRange = true;                                         // Lars is close enough and the apple should move towards him
            }
            else
            {
                InRange = false;                                                                // Lars is too far away and the apple shall stand still.
            }
            if (InRange == true)
            {
                if (DistanceX <= 5.0f && DistanceX >= 0.0f)                             // If Lars is standing far enough to the left then:
                {
                    transform.position += new Vector3(-Speed, 0, 0) * Time.deltaTime;   // Move the apple towards the left
                }
                else if (DistanceX <= 0.0f && DistanceX >= -5.0f)                       // If Lars is standing far enough to the right then:
                {
                    transform.position += new Vector3(Speed, 0, 0) * Time.deltaTime;    // Move the apple towards the right
                }

                if (DistanceZ <= 5.0f && DistanceZ >= 0.0f)                             // If Lars is standing far enough to the up then:
                {
                    transform.position += new Vector3(0, 0, -Speed) * Time.deltaTime;   // Move the apple towards the up
                }
                else if (DistanceZ <= 0.0f && DistanceZ >= -5.0f)                       // If Lars is standing far enough to the down then:
                {
                    transform.position += new Vector3(0, 0, Speed) * Time.deltaTime;    // Move the apple towards the down
                }
            }
        }
    }
Exemple #5
0
    // Update is called once per frame
    void Update()
    {
        if (GUIScript.GetGameOn() == true)
        {
            valueX = Mathf.Abs(Lars.GetLarsX() - transform.position.x);              // x-axis distance from the tree and lars
            valueZ = Mathf.Abs(Lars.GetLarsZ() - transform.position.z);              // z-axis distance from the tree and lars

            if (ATKready == true)
            {
                if (valueX < 2.0f && valueZ < 2.0f)
                {
                    LarsOldX = Lars.GetLarsX();                     // saves lars's current position
                    LarsOldZ = Lars.GetLarsZ();
                    Invoke("damageFunction", 2);                    // will activate the damage function after 2 sec.
                    ATKready = false;
                }
                else if (valueX < 4.0f && valueZ < 4.0f)
                {
                    LarsOldX = Lars.GetLarsX();                     // saves lars's current position
                    LarsOldZ = Lars.GetLarsZ();
                    Invoke("damageFunction", 3);                    // will activate the damage function after 3 sec.
                    ATKready = false;
                }
                else if (valueX < 6.0f && valueZ < 6.0f)
                {
                    LarsOldX = Lars.GetLarsX();                     // saves lars's current position
                    LarsOldZ = Lars.GetLarsZ();
                    Invoke("damageFunction", 4);                    // will activate the damage function after 4 sec.
                    ATKready = false;
                }
                else if (valueX < 8.0f && valueZ < 8.0f)
                {
                    LarsOldX = Lars.GetLarsX();                     // saves lars's current position
                    LarsOldZ = Lars.GetLarsZ();
                    Invoke("damageFunction", 5);                    // will activate the damage function after 5 sec.
                    ATKready = false;
                }
                else if (valueX < 10.0f && valueZ < 10.0f)
                {
                    LarsOldX = Lars.GetLarsX();                     // saves lars's current position
                    LarsOldZ = Lars.GetLarsZ();
                    Invoke("damageFunction", 6);                    // will activate the damage function after 6 sec.
                    ATKready = false;
                }
            }

            if (BossHP <= 0)              // if the tree boss has no mor HP he will be destoyed
            {
                Destroy(gameObject);
            }

            // This code will set a small timer on 2 seconds or the attack would be very buggy
            if (ATKready == false)
            {
                ATKtimer++;
                if (ATKtimer == 12)
                {
                    ATKready = true;
                    ATKtimer = 0;
                }
            }
        }
    }