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Video002016-03-22T12:40:556.36.325002016-06-21T08:00:002016-06-21T17:00:00PT8H0M0S7PT16H0M0S010100000002016-06-21T08:00:002016-06-21T17:00:002016-06-22T08:00:002016-06-22T17:00:0000000030000PT0H0M0S2016-06-21T08:00:00PT0H0M0S00PT0H0M0SPT0H0M0SPT0H0M0SPT8H0M0S0PT16H0M0S0PT0H0M0S004-12016-06-16T08:00:0000000001000null2016-06-21T12:20:011520Project Close002016-03-22T12:41:107715002016-06-23T08:00:002016-06-23T17:00:00PT8H0M0S7PT16H0M0S000000110002016-06-23T08:00:002016-06-23T17:00:002016-06-23T08:00:002016-06-23T17:00:0000000030000PT0H0M0S2016-06-23T08:00:00PT0H0M0S00PT0H0M0SPT0H0M0SPT0H0M0SPT8H0M0S0PT16H0M0S0PT0H0M0S000-10000000110073100761007910071110071010null2016-06-21T12:20:411621Reflection & 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\ No newline at end of file
diff --git a/Checkpoint.cs b/Checkpoint.cs
new file mode 100644
index 0000000..3fc230b
--- /dev/null
+++ b/Checkpoint.cs
@@ -0,0 +1,26 @@
+using UnityEngine;
+using System.Collections;
+
+public class Checkpoint : MonoBehaviour {
+
+ public LevelManager levelManager;
+
+ // Use this for initialization
+ void Start()
+ {
+ levelManager = FindObjectOfType();
+ }
+
+ // Update is called once per frame
+ void Update () {
+
+ }
+
+ void OnTriggerEnter2D(Collider2D other)
+ {
+ if (other.name == "mario")
+ {
+ levelManager.currentCheckpoint = gameObject;
+ }
+ }
+}
diff --git a/Checkpoint2.cs b/Checkpoint2.cs
new file mode 100644
index 0000000..1331510
--- /dev/null
+++ b/Checkpoint2.cs
@@ -0,0 +1,28 @@
+using UnityEngine;
+using System.Collections;
+
+public class Checkpoint2 : MonoBehaviour
+{
+
+ public LevelManager2 levelManager2;
+
+ // Use this for initialization
+ void Start()
+ {
+ levelManager2 = FindObjectOfType();
+ }
+
+ // Update is called once per frame
+ void Update()
+ {
+
+ }
+
+ void OnTriggerEnter2D(Collider2D other)
+ {
+ if (other.name == "MarioController")
+ {
+ levelManager2.currentCheckpoint2 = gameObject;
+ }
+ }
+}
\ No newline at end of file
diff --git a/KillPlayer.cs b/KillPlayer.cs
new file mode 100644
index 0000000..7464463
--- /dev/null
+++ b/KillPlayer.cs
@@ -0,0 +1,25 @@
+using UnityEngine;
+using System.Collections;
+
+public class KillPlayer : MonoBehaviour {
+
+ public LevelManager levelManager;
+
+ // Use this for initialization
+ void Start () {
+ levelManager = FindObjectOfType();
+ }
+
+ // Update is called once per frame
+ void Update () {
+
+ }
+
+ void OnTriggerEnter2D(Collider2D other)
+ {
+ if (other.name == "mario")
+ {
+ levelManager.RespawnPlayer ();
+ }
+ }
+}
diff --git a/KillPlayer2.cs b/KillPlayer2.cs
new file mode 100644
index 0000000..190ffa0
--- /dev/null
+++ b/KillPlayer2.cs
@@ -0,0 +1,28 @@
+using UnityEngine;
+using System.Collections;
+
+public class KillPlayer2 : MonoBehaviour
+{
+
+ public LevelManager2 levelManager2;
+
+ // Use this for initialization
+ void Start()
+ {
+ levelManager2 = FindObjectOfType();
+ }
+
+ // Update is called once per frame
+ void Update()
+ {
+
+ }
+
+ void OnTriggerEnter2D(Collider2D other)
+ {
+ if (other.name == "mario2")
+ {
+ levelManager2.RespawnPlayer();
+ }
+ }
+}
\ No newline at end of file
diff --git a/Kill_Player.cs b/Kill_Player.cs
new file mode 100644
index 0000000..3993f5f
--- /dev/null
+++ b/Kill_Player.cs
@@ -0,0 +1,27 @@
+using UnityEngine;
+using System.Collections;
+
+public class Kill_Player : MonoBehaviour {
+
+ // call Level_manager script and set it to variable
+ public Level_manager level_manager;
+
+ // Use this for initialization
+ void Start () {
+ level_manager = FindObjectOfType();
+ }
+
+ // Update is called once per frame
+ void Update () {
+
+ }
+
+ // check if the respawn collider meets player
+ void OnTriggerEnter2D(Collider2D collide)
+ {
+ if(collide.name == "Scorpion")
+ {
+ level_manager.Respawn_Player();
+ }
+ }
+}
diff --git a/LevelManager.cs b/LevelManager.cs
new file mode 100644
index 0000000..d5f3a2b
--- /dev/null
+++ b/LevelManager.cs
@@ -0,0 +1,26 @@
+using UnityEngine;
+using System.Collections;
+
+public class LevelManager : MonoBehaviour {
+
+ public GameObject currentCheckpoint;
+
+ private mario player;
+
+ // Use this for initialization
+ void Start () {
+ player = FindObjectOfType();
+
+ }
+
+ // Update is called once per frame
+ void Update () {
+
+ }
+
+ public void RespawnPlayer()
+ {
+ Debug.Log ("Player Respawn");
+ player.transform.position = currentCheckpoint.transform.position;
+ }
+}
diff --git a/LevelManager2.cs b/LevelManager2.cs
new file mode 100644
index 0000000..ca5366e
--- /dev/null
+++ b/LevelManager2.cs
@@ -0,0 +1,31 @@
+using UnityEngine;
+using System.Collections;
+
+public class LevelManager2 : MonoBehaviour
+{
+
+ public GameObject currentCheckpoint2;
+
+ private MarioController player;
+
+ // Use this for initialization
+ void Start()
+ {
+ player = FindObjectOfType();
+
+ }
+
+ // Update is called once per frame
+ void Update()
+ {
+
+ }
+
+ public void RespawnPlayer()
+ {
+ Debug.Log("Player Respawn");
+ //player.transform. = new Vector2(0, GetComponent().velocity.y);
+ player.transform.position = currentCheckpoint2.transform.position;
+ }
+}
+
diff --git a/Level_manager.cs b/Level_manager.cs
new file mode 100644
index 0000000..c0a4e2f
--- /dev/null
+++ b/Level_manager.cs
@@ -0,0 +1,28 @@
+using UnityEngine;
+using System.Collections;
+
+public class Level_manager : MonoBehaviour {
+
+ public GameObject current_respawnpoint;
+
+ // call player script and set it to variable
+ private NewBehaviourScript scorpion;
+
+ // Use this for initialization
+ void Start () {
+ scorpion = FindObjectOfType();
+
+ }
+
+ // Update is called once per frame
+ void Update () {
+
+ }
+
+ // check to see if collider hits player and then have player respawn at specific spot
+ public void Respawn_Player()
+ {
+ Debug.Log("Player Respawn");
+ scorpion.transform.position = current_respawnpoint.transform.position;
+ }
+}
diff --git a/MarioController.cs b/MarioController.cs
new file mode 100644
index 0000000..9319319
--- /dev/null
+++ b/MarioController.cs
@@ -0,0 +1,74 @@
+using UnityEngine;
+using System.Collections;
+
+public class MarioController : MonoBehaviour {
+
+ public float moveSpeed;
+ public float jumpHeight;
+
+ public Transform groundCheck2;
+ public float groundCheckRadius;
+ public LayerMask whatIsGround;
+ private bool grounded;
+
+ private bool doubleJumped;
+
+ private Animator anim;
+
+ public Transform firePoint_right, firePoint_left;
+ public GameObject fireBall;
+
+ // Use this for initialization
+ void Start () {
+
+ }
+
+ void FixedUpdate()
+ {
+ grounded = Physics2D.OverlapCircle(groundCheck2.position, groundCheckRadius, whatIsGround);
+ }
+ // Update is called once per frame
+ void Update()
+ {
+ if (grounded)
+ doubleJumped = false;
+
+ if (Input.GetKeyDown(KeyCode.I) && grounded)
+ {
+ //GetComponent().velocity = new Vector2 (GetComponent().velocity.x, jumpHeight);
+ Jump();
+ }
+
+ if (Input.GetKeyDown(KeyCode.I) && !doubleJumped && !grounded)
+ {
+ //GetComponent().velocity = new Vector2 (GetComponent().velocity.x, jumpHeight);
+ Jump();
+ doubleJumped = true;
+ }
+
+ if (Input.GetKey(KeyCode.L))
+ {
+ GetComponent().velocity = new Vector2(moveSpeed, GetComponent().velocity.y);
+ //anim.SetFloat("Speed Right", Mathf.Abs(GetComponent ().velocity.x));
+ }
+
+ if (Input.GetKey(KeyCode.J))
+ {
+ GetComponent().velocity = new Vector2(-moveSpeed, GetComponent().velocity.y);
+ //anim.SetFloat("Speed Left", Mathf.Abs(GetComponent ().velocity.x));
+ }
+
+ if (Input.GetKeyDown(KeyCode.M))
+ {
+ if (GetComponent().velocity.x > 0)
+ Instantiate(fireBall, firePoint_right.position, firePoint_right.rotation);
+ else if (GetComponent().velocity.x < 0)
+ Instantiate(fireBall, firePoint_left.position, firePoint_left.rotation);
+ }
+ }
+
+ public void Jump()
+ {
+ GetComponent().velocity = new Vector2(GetComponent().velocity.x, jumpHeight);
+ }
+}
diff --git a/NewBehaviourScript.cs b/NewBehaviourScript.cs
new file mode 100644
index 0000000..111d5df
--- /dev/null
+++ b/NewBehaviourScript.cs
@@ -0,0 +1,162 @@
+using UnityEngine;
+using System.Collections;
+
+// create game class
+public class NewBehaviourScript : MonoBehaviour
+{
+
+ // create all variables
+ private Rigidbody2D myRigidbody;
+
+ private bool facingRight;
+
+ private Animator myAnimator;
+
+ private bool punch;
+
+ private bool isGrounded;
+
+ private bool jump;
+
+ public Transform fire_point;
+
+ public GameObject NinjaStar_Projectile;
+
+ [SerializeField] // SerializeField will allow to change variable parameters from Inspector in Unity
+ private float movementSpeed;
+
+ [SerializeField]
+ private Transform[] groundPoints;
+
+ [SerializeField]
+ private float groundRadius;
+
+ [SerializeField]
+ private LayerMask whatIsGround;
+
+ [SerializeField]
+ private float jumpForce;
+
+ [SerializeField]
+ private bool airControl;
+
+
+
+ // Use this for initialization
+ void Start ()
+ {
+ // set all the components
+ facingRight = true;
+ myRigidbody = GetComponent();
+ myAnimator = GetComponent();
+ }
+
+ // update everytime
+ void Update()
+ {
+ HandleInput();
+ }
+
+
+ // Update is called once per frame
+ void FixedUpdate()
+ {
+ float horizontal = Input.GetAxis("Horizontal");
+
+ HandleMovement(horizontal);
+ HandleAttacks();
+ ResetValues();
+ Flip(horizontal);
+ isGrounded = IsGrounded();
+
+ }
+
+ // handles all the movement
+ private void HandleMovement(float horizontal)
+
+ {
+ if (!this.myAnimator.GetCurrentAnimatorStateInfo(0).IsTag("Punch"))
+ {
+ myRigidbody.velocity = new Vector2(horizontal * movementSpeed, myRigidbody.velocity.y);
+ }
+ myAnimator.SetFloat("speed", Mathf.Abs(horizontal));
+
+ if (isGrounded && jump)
+ {
+ isGrounded = false;
+ myRigidbody.AddForce(new Vector2(0, jumpForce));
+ }
+
+
+
+ }
+
+ // handle attack
+ private void HandleAttacks()
+ {
+ if (punch && !this.myAnimator.GetCurrentAnimatorStateInfo(0).IsTag("Punch"))
+ {
+ myAnimator.SetTrigger("punch");
+ myRigidbody.velocity = Vector2.zero;
+ }
+ }
+
+ // handle all the keyboard inputs
+ private void HandleInput()
+ {
+ if (Input.GetKeyDown(KeyCode.E))
+ {
+ punch = true;
+ }
+ if (Input.GetKeyDown(KeyCode.W))
+ {
+ jump = true;
+ }
+ if (Input.GetKeyDown(KeyCode.Q))
+ {
+ Instantiate(NinjaStar_Projectile, fire_point.position, fire_point.rotation);
+ }
+
+ }
+
+ // handle the fliping of the character from left - right
+ private void Flip(float horizontal)
+ {
+ if (horizontal > 0 && !facingRight || horizontal < 0 && facingRight)
+ {
+ facingRight = !facingRight;
+
+ Vector3 theScale = transform.localScale;
+ theScale.x *= -1;
+ transform.localScale = theScale;
+ }
+ }
+
+ // handle reset values for the movements
+ private void ResetValues()
+ {
+ punch = false;
+ jump = false;
+ }
+
+ // handle the collision between ground and player
+ private bool IsGrounded()
+ {
+ if (myRigidbody.velocity.y <= 0)
+ {
+ foreach (Transform point in groundPoints)
+ {
+ Collider2D[] colliders = Physics2D.OverlapCircleAll(point.position, groundRadius, whatIsGround);
+
+ for (int i = 0; i < colliders.Length; i++)
+ {
+ if (colliders[i].gameObject != gameObject)
+ {
+ return true;
+ }
+ }
+ }
+ }
+ return false;
+ }
+}
diff --git a/Ninja_StarController.cs b/Ninja_StarController.cs
new file mode 100644
index 0000000..e4897a4
--- /dev/null
+++ b/Ninja_StarController.cs
@@ -0,0 +1,38 @@
+using UnityEngine;
+using System.Collections;
+
+public class Ninja_StarController : MonoBehaviour {
+
+ // set variables
+ public float star_speed;
+
+ public NewBehaviourScript scorpion; // call player script and set it to a variable
+
+ // Use this for initialization
+ void Start () {
+ scorpion = FindObjectOfType();
+
+ if(scorpion.transform.localScale.x < 0)
+ {
+ star_speed = -star_speed;
+ }
+
+ }
+
+ // Update is called once per frame
+ void Update () {
+ GetComponent().velocity = new Vector2(star_speed, GetComponent().velocity.y);
+
+ }
+
+ // check to see if projectile hits enemy
+ void OnTriggerEnter2D(Collider2D star_collide)
+ {
+ if(star_collide.tag == "Enemy")
+ {
+ Destroy(star_collide.gameObject);
+ }
+
+ Destroy(gameObject);
+ }
+}
diff --git a/ProjectileController.cs b/ProjectileController.cs
new file mode 100644
index 0000000..d55f04d
--- /dev/null
+++ b/ProjectileController.cs
@@ -0,0 +1,44 @@
+using UnityEngine;
+using System.Collections;
+
+public class ProjectileController : MonoBehaviour {
+
+ public float speed;
+
+ public mario player;
+
+
+ public LevelManager levelManager;
+ public LevelManager2 levelManager2;
+
+ // Use this for initialization
+ void Start () {
+ player = FindObjectOfType();
+
+ if (player.GetComponent().velocity.x < 0)
+ speed = -speed;
+
+ levelManager = FindObjectOfType();
+ levelManager2 = FindObjectOfType();
+
+ }
+
+ // Update is called once per frame
+ void Update () {
+ GetComponent().velocity = new Vector2(speed, GetComponent().velocity.y);
+
+ }
+
+ void OnTriggerEnter2D(Collider2D other)
+ {
+ if (other.name == "mario")
+ {
+ levelManager.RespawnPlayer();
+ }
+ if (other.name == "mario2")
+ {
+ levelManager2.RespawnPlayer();
+ }
+ Destroy (gameObject);
+ }
+}
diff --git a/RespawnPoint.cs b/RespawnPoint.cs
new file mode 100644
index 0000000..fef818f
--- /dev/null
+++ b/RespawnPoint.cs
@@ -0,0 +1,15 @@
+using UnityEngine;
+using System.Collections;
+
+public class RespawnPoint : MonoBehaviour {
+
+ // Use this for initialization
+ void Start () {
+
+ }
+
+ // Update is called once per frame
+ void Update () {
+
+ }
+}
diff --git a/idle.anim b/idle.anim
new file mode 100644
index 0000000..06d37e1
Binary files /dev/null and b/idle.anim differ
diff --git a/mario 1.png b/mario 1.png
new file mode 100644
index 0000000..8e46844
Binary files /dev/null and b/mario 1.png differ
diff --git a/mario.cs b/mario.cs
new file mode 100644
index 0000000..bf9300f
--- /dev/null
+++ b/mario.cs
@@ -0,0 +1,91 @@
+using UnityEngine;
+using System.Collections;
+
+public class mario : MonoBehaviour {
+
+
+ public float moveSpeed;
+ public float jumpHeight;
+
+ public Transform groundCheck;
+ public float groundCheckRadius;
+ public LayerMask whatIsGround;
+ private bool grounded;
+
+ private bool doubleJumped;
+
+ private Animator anim;
+
+ public Transform firePointRight, firePointLeft;
+ public GameObject fireBall;
+
+
+
+ // Use this for initialization
+ void Start () {
+ anim = GetComponent ();
+ }
+
+ void FixedUpdate() {
+
+ grounded = Physics2D.OverlapCircle (groundCheck.position, groundCheckRadius, whatIsGround);
+ }
+
+ // Update is called once per frame
+ void Update () {
+
+ if (grounded)
+ doubleJumped = false;
+
+ if (Input.GetKeyDown (KeyCode.W) && grounded)
+ {
+ //GetComponent().velocity = new Vector2 (GetComponent().velocity.x, jumpHeight);
+ Jump();
+ }
+
+ if (Input.GetKeyDown (KeyCode.W) && !doubleJumped && !grounded)
+ {
+ //GetComponent().velocity = new Vector2 (GetComponent().velocity.x, jumpHeight);
+ Jump();
+ doubleJumped = true;
+ }
+
+ if (Input.GetKey (KeyCode.D))
+ {
+ GetComponent ().velocity = new Vector2 (moveSpeed, GetComponent ().velocity.y);
+ //anim.SetFloat("Speed Right", Mathf.Abs(GetComponent ().velocity.x));
+ }
+
+ if (Input.GetKey (KeyCode.A))
+ {
+ GetComponent ().velocity = new Vector2 (-moveSpeed, GetComponent ().velocity.y);
+ //anim.SetFloat("Speed Left", Mathf.Abs(GetComponent ().velocity.x));
+ }
+ anim.SetFloat("Speed", (GetComponent ().velocity.x));
+ //anim.SetFloat("Speed", 0);
+
+// if (GetComponent().velocity.x > 0)
+ // transform.localScale = new Vector3(1f, 1f, 1f);
+
+// else if (GetComponent().velocity.x < 0)
+ // transform.localScale = new Vector3(-1f, 1f, 1f);
+
+
+ if (Input.GetKeyDown(KeyCode.F))
+ {
+ if (GetComponent().velocity.x > 0)
+ Instantiate(fireBall, firePointRight.position, firePointRight.rotation);
+ else if (GetComponent().velocity.x < 0)
+ Instantiate(fireBall, firePointLeft.position, firePointLeft.rotation);
+
+
+
+ }
+
+ }
+
+ public void Jump()
+ {
+ GetComponent().velocity = new Vector2 (GetComponent().velocity.x, jumpHeight);
+ }
+}
diff --git a/night sky.jpg b/night sky.jpg
new file mode 100644
index 0000000..bb7462a
Binary files /dev/null and b/night sky.jpg differ
diff --git a/projectile.png b/projectile.png
new file mode 100644
index 0000000..e06ac65
Binary files /dev/null and b/projectile.png differ
diff --git a/projectile2.cs b/projectile2.cs
new file mode 100644
index 0000000..4a6e485
--- /dev/null
+++ b/projectile2.cs
@@ -0,0 +1,47 @@
+using UnityEngine;
+using System.Collections;
+
+public class projectile2 : MonoBehaviour
+{
+
+ public float speed;
+
+ public MarioController player;
+
+
+ public LevelManager levelManager;
+ public LevelManager2 levelManager2;
+
+ // Use this for initialization
+ void Start()
+ {
+ player = FindObjectOfType();
+
+ if (player.GetComponent().velocity.x < 0)
+ speed = -speed;
+
+ levelManager = FindObjectOfType();
+ levelManager2 = FindObjectOfType();
+
+ }
+
+ // Update is called once per frame
+ void Update()
+ {
+ GetComponent().velocity = new Vector2(speed, GetComponent().velocity.y);
+
+ }
+
+ void OnTriggerEnter2D(Collider2D other)
+ {
+ if (other.name == "mario")
+ {
+ levelManager.RespawnPlayer();
+ }
+ if (other.name == "mario2")
+ {
+ levelManager2.RespawnPlayer();
+ }
+ Destroy(gameObject);
+ }
+}
\ No newline at end of file
diff --git a/smashbros.unity b/smashbros.unity
new file mode 100644
index 0000000..203923c
Binary files /dev/null and b/smashbros.unity differ
diff --git a/walk left.anim b/walk left.anim
new file mode 100644
index 0000000..4195ea6
Binary files /dev/null and b/walk left.anim differ
diff --git a/walk right.anim b/walk right.anim
new file mode 100644
index 0000000..6a4a070
Binary files /dev/null and b/walk right.anim differ