diff --git a/-Personal Coding Project-.gantter b/-Personal Coding Project-.gantter new file mode 100644 index 0000000..192a3bd --- /dev/null +++ b/-Personal Coding Project-.gantter @@ -0,0 +1 @@ +12project.xmlUser2016-03-21T12:00:182016-06-21T12:21:5912016-03-07T08:00:002016-06-23T17:00:001012$USD0108:00:0017:00:004803360200300720010111001000000012016-06-21T12:19:21110001984-01-01T00:00:00100001Standard1-1102108:00:0012:00:0013:00:0017:00:003108:00:0012:00:0013:00:0017:00:004108:00:0012:00:0013:00:0017:00:005108:00:0012:00:0013:00:0017:00:006108:00:0012:00:0013:00:0017:00:0070224-Hours1-11100:00:0000:00:002100:00:0000:00:003100:00:0000:00:004100:00:0000:00:005100:00:0000:00:006100:00:0000:00:007100:00:0000:00:003Night 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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