private void AddScore() { score += 100; // Adds 100pts to score print("MAMMA MIA " + score + "pts."); SoundEffectBoard.PlayPointPickup(); // plays point audio Destroy(pickup); // destroys the game object on overlap }
/// <summary> /// Do Euler physics each tick /// </summary> void Update() { if (Time.deltaTime > 0.25f) { return; // quit early, do nothing, if lag spike } anim.SetBool("isGrounded", isGrounded); // communicates to animation controller whether or not the payer isGrounded anim.SetBool("isIdle", isIdle); // communicates to animation controller whether or not the payer isIdle CalcHorizontalMovement(); // Runs HorizontalMovement method CalcVerticalMovement(); // Runs VerticalMovement method // Applies velocity to position transform.position += velocity * Time.deltaTime; aabb.RecalcAABB(); isGrounded = false; // sets isGrounded to false every frame if (playerLocation.position.x < cam.position.x - 14) // If the player is off the left edge of the screen they die { // Had trouble calling this function from HealthSystem so recreated it here Destroy(gameObject); // Kills the player if they end up off the left edge of the screen SoundEffectBoard.PlayDie(); // plays death audio } else if (playerLocation.position.x > cam.position.x + 12.5f) // If the player is touching the right edge of the screen restrict their movement { velocity.x = 0; // Player can no longer move right if touching the right edge of the screen } }
public void PowerUp() { print("Now we're movin!"); camScroll.isPickedUp = true; // tells CameraAutoScroll.cs that the bike is picked up cooldownBikePickup = 1; // sets cooldown SoundEffectBoard.PlayPointPickup(); // plays bike audio Destroy(pickup); // destroys the game object on overlap }
public override void OnOverlap(PlayerMovement pm) { pm.LaunchPlayer(new Vector3(0, 20, 0)); // Launch player upward on overlap if (cooldownSpringBlock > 0) { return; // still on cooldown, dont play audio } cooldownSpringBlock = .25f; // cooldown till audio can play again SoundEffectBoard.PlaySpringBlock(); // plays springblock audio }
void Start() { if (main == null) { main = this; player = GetComponent <AudioSource>(); // Gets a reference to the AudioSource } else { Destroy(this.gameObject); // if main doesn't = null, destory the gameObject } }
void Start() { if (main == null) { main = this; player = GetComponent <AudioSource>(); // Gets a reference to the AudioSource } else { Destroy(this.gameObject); } //PlayMusic(); // Originally used to play the background music before it was given its' own AudioSource in the Inspector }
/// <summary> /// Calculates Euler physics on y axis /// </summary> private void CalcVerticalMovement() { float gravMultiplier = 1; // Sets the gravity Multiplier to 1 bool wantsToJump = Input.GetButtonDown("Jump"); // If pressing spacebar, wantsToJump = true bool isHoldingJump = Input.GetButton("Jump"); // If pressing spacebar, isHoldingJump = true bool wantsToDoubleJump = Input.GetButton("Jump"); // If pressing spacebar, wantsToDoubleJump = true if (wantsToJump && isGrounded) // Jump { print("jump"); velocity.y = 0; // sets velocity on y-axis to 0 velocity.y = jumpImpulse; // sets velocity on y-axis to the jumpImpulse value isJumpingUpwards = true; // sets isJumpingUpwards to true isGrounded = false; // sets isGrounded to false canDoubleJump = true; // sets canDoubleJump to true //SoundEffectBoard.PlayJump(transform.position); // plays jump audio on jump at the player position (still considered a 3D sound so DOES NOT WORK) SoundEffectBoard.PlayJump2(); // plays jump audio on jump } if (!isHoldingJump || velocity.y < 0) { isJumpingUpwards = false; // If not holding jump, jumpingUpwards = false } if (wantsToDoubleJump && canDoubleJump && !isJumpingUpwards) // Double Jump { print("Ju-Jump"); canDoubleJump = false; // sets canDoubleJump to false velocity.y = 0; // sets velocity on y-axis to 0 velocity.y = jumpImpulse; // sets velocity on y-axis to jumpImpulse value SoundEffectBoard.PlayDoubleJump(); // plays double jump audio } if (isJumpingUpwards == true) { gravMultiplier = 0.5f; // if you are jumping half the gravity multiplier to allow more air time } // Apply force of gravity to velocity velocity.y -= gravity * Time.deltaTime * gravMultiplier; // clamp vertical speed to create terminal velocity if (velocity.y < -terminalVelocity) { velocity.y = -terminalVelocity; } }
// Health behavior: public void TakeDamage(float amt) { if (cooldownInvulnerability > 0) { return; // still have i-frames, dont take damage } cooldownInvulnerability = .25f; // cooldown till you can take damage if (amt < 0) { amt = 0; // Negative numbers ignored } health -= amt; if (health > 0) { SoundEffectBoard.PlayDamage(); // plays damage audio } if (health <= 0) { Die(); // if health drops to/below zero do Die method SoundEffectBoard.PlayDie(); // plays death audio } }