// This chunk of code (called a function) is run at the beginning of play time void Start() { //jumpValue determines the height of the player's jump float jumpValue = 1; //gravityValue determines how fast the player falls after a jump float gravityValue = 20; //speedValue determines how fast the player moves float speedValue = 5; //npcSpeed determines the speed that the npcs move at float npcSpeed = 0.5f; LessonOneGenerator.SetUpGame(jumpValue, gravityValue, speedValue, npcSpeed); }
//This chunk of code (called a function) is run at every frame void Update() { timeSpent = timeSpent + Time.deltaTime; int timeSpentInt = (int)timeSpent; blocksPlaced = blocksPlaced + Selector.blocksLastTick; float blocksPlacedRate = blocksPlaced / timeSpent; //Check to see whether any of the enemies have reached the center if (LessonOneGenerator.PlayerLost()) { string lostString = "Player Lost! Time Spent: " + timeSpentInt + " seconds. Block placement rate: " + blocksPlacedRate; LessonOneGenerator.EndGame(lostString); } //Check to see whether all the enemies cannot reach the center if (LessonOneGenerator.PlayerWon()) { string wonString = "Player Won! Time Spent: " + timeSpentInt + " seconds. Block placement rate: " + blocksPlacedRate; LessonOneGenerator.EndGame(wonString); } }