Esempio n. 1
0
    public void AddPoints(int points)
    {
        score += points;

        // add to health every 50 pts
        if (score % 50 == 0)
        {
            //hObj.health += 1;
            hObj.AddHealth();
            Debug.Log("HEALTH: " + hObj.health);
        }
    }
Esempio n. 2
0
    // Player triggers with colliders

    void OnTriggerEnter2D(Collider2D col)
    {
        if (col.gameObject.tag == "Coins")
        {
            //Debug.Log("got coin");

            // Add points to player score
            sObj.AddPoints(10);
            coinAudio.Play();
            col.gameObject.SetActive(false);
        }


        // When player gets hurt
        else if (col.gameObject.tag == "Enemy")
        {
            // Health decrease by 1
            hObj.TakeDamage(1);
            Debug.Log("HEALTH: " + hObj.health);
            hObj.tookDamage = true; /////

            // Change player's color
            gotHurt = true;


            //Debug.Log("got spike hurt");
        }

        // When player gets health pack
        else if (col.gameObject.tag == "Health")
        {
            // Health decrease by 1
            hObj.AddHealth();
            Debug.Log("HEALTH: " + hObj.health);

            // make health pack inactive
            col.gameObject.SetActive(false);

            gotHealth = true;
        }

        // When player dies
        else if (col.gameObject.tag == "DeathZone")
        {
            // Respawn player to beg of level

            // continue timer when player dies
            PlayerPrefs.SetFloat("TimeRem", tObj.timeRemaining);
            PlayerPrefs.SetFloat("TimeInc", tObj.timeInc);
            deathAudio.Play();
            isDead = true;
        }

        // When player reaches end of level
        else if (col.gameObject.tag == "Finish")
        {
            PlayerPrefs.SetFloat("TimeRem", tObj.timeRemaining);
            PlayerPrefs.SetFloat("TimeInc", tObj.timeInc);
            PlayerPrefs.SetInt("Player Score", sObj.score);
            PlayerPrefs.SetInt("Player Health", hObj.health);
            PlayerPrefs.SetInt("Player Deaths", deathCounter); ///////////////////////
            PlayerPrefs.SetInt("Extra Hearts", hObj.currentExtraHearts);
            PlayerPrefs.SetInt("Took Damage", (hObj.tookDamage ? 1 : 0));

            if (SceneManager.GetActiveScene().name == "WinScreen")
            {
                PlayerPrefs.SetFloat("TimeRem", 900);
                PlayerPrefs.SetFloat("TimeInc", 0);
            }

            isNewGame    = false;
            advanceLevel = true;
        }
    }