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// Use this for initialization + /******************************************************************** + * Name: Start + * Purpose: Initialize the scene. + ********************************************************************/ void Start() { - //Have offset equal the camera's position minus the player object's position. offset = transform.position - PlayerRef.transform.position; } diff --git a/Assets/Scripts/GameMaster.cs b/Assets/Scripts/GameMaster.cs index 8e62891..7df05ed 100644 --- a/Assets/Scripts/GameMaster.cs +++ b/Assets/Scripts/GameMaster.cs @@ -1,4 +1,10 @@ -using System.Collections; +/******************************************************************* +* Name: GameMaster.cs +* Class: CSCI-C 490 +* Project: Final +* Purpose: Control the game rules. +*******************************************************************/ +using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; @@ -11,12 +17,18 @@ public class GameMaster : MonoBehaviour { public Text timeText; - // Use this for initialization + /******************************************************************** + * Name: Start + * Purpose: Initialize the scene. + ********************************************************************/ void Start () { } - // Update is called once per frame + /**************************************************************** + * Name: FixedUpdate + * Purpose: Update at every frame. + **************************************************************/ void Update () { timeRemaining -= Time.deltaTime; timeText.text = "Time remaining: " + timeRemaining; @@ -26,6 +38,10 @@ void Update () { } } + /**************************************************************** + * Name: LoadNextLevel + * Purpose: Load the next level. + **************************************************************/ public void LoadNextLevel() { if(level == 1) @@ -46,6 +62,10 @@ public void LoadNextLevel() } } + /**************************************************************** + * Name: ReloadCurrentLevel + * Purpose: Reload the current level. + **************************************************************/ public void ReloadCurrentLevel() { if(level == 1) @@ -70,6 +90,10 @@ public void ReloadCurrentLevel() } } + /**************************************************************** + * Name: ShowWinScreen + * Purpose: Load the win screen. + **************************************************************/ public void ShowWinScreen() { SceneManager.LoadScene("win"); diff --git a/Assets/Scripts/PlayerController.cs b/Assets/Scripts/PlayerController.cs index 04dac65..4843b11 100644 --- a/Assets/Scripts/PlayerController.cs +++ b/Assets/Scripts/PlayerController.cs @@ -4,9 +4,6 @@ * Project: Final * Purpose: Control the player movement. (Based off of the roll-a-ball game) ***************************************************************************/ - - - using System.Collections; using System.Collections.Generic; using UnityEngine; @@ -21,15 +18,20 @@ public class PlayerController : MonoBehaviour public GameObject gm; - - // Use this for initialization + /******************************************************************** + * Name: Start + * Purpose: Initialize the scene. + ********************************************************************/ void Start() { rb = GetComponent(); - } - + + /**************************************************************** + * Name: FixedUpdate + * Purpose: Update at every frame. + **************************************************************/ private void FixedUpdate() { float moveHorizontal = Input.GetAxis("Horizontal"); @@ -44,28 +46,42 @@ private void FixedUpdate() movement = new Vector3(moveHorizontal, 6.0f, moveVertical); } rb.AddForce(movement * (speed / 2)); - } + /*********************************************************************** + * Name: OnCollisionEnter + * Arguments: collision object. + * Purpose: Control collisions between the player and various elements + * of the game. + **********************************************************************/ private void OnCollisionEnter(Collision collision) - { + { if (collision.collider.tag == "Enemy") { + AudioSource collideAudio = collision.collider.gameObject.GetComponent(); + collideAudio.Play(); Vector3 pushBack = new Vector3(0, 0, -10.0f); rb.AddForce(pushBack * speed); + } - //Increase speed when coming in contact with a power up. + + //Disable the powerup when colliding with it and make the ball speed up. if (collision.collider.tag == "PowerUp") { + AudioSource collideAudio = collision.collider.gameObject.GetComponent(); + collideAudio.Play(); collision.collider.gameObject.SetActive(false); speed++; } + //Restart the level if the player falls off of the platform. if (collision.collider.tag == "KillField") { gm.GetComponent().ReloadCurrentLevel(); } + // Move to the next level if the current level is not the last level. + // If the current level if the last one, load the win screen. if (collision.collider.tag == "Finish") { if(gm.GetComponent().level < 5) diff --git a/Assets/Scripts/TitleScreenControls.cs b/Assets/Scripts/TitleScreenControls.cs index c43ec00..866f9e1 100644 --- a/Assets/Scripts/TitleScreenControls.cs +++ b/Assets/Scripts/TitleScreenControls.cs @@ -1,4 +1,11 @@ -using System.Collections; +/*************************************************************************** + * Name: TitleScreenControls.cs + * Class: CSCI-C 490 + * Project: Final + * Purpose: Control buttons on the title screen. + ***************************************************************************/ + +using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement; @@ -6,16 +13,28 @@ public class TitleScreenControls : MonoBehaviour { + /**************************************************************** + * Name: Play + * Purpose: Switch to the first level scene. + **************************************************************/ public void Play() { SceneManager.LoadScene("Level1"); } + /**************************************************************** + * Name: Rules + * Purpose: Display the rules. + **************************************************************/ public void Rules() { SceneManager.LoadScene("Rules"); } + /**************************************************************** + * Name: Back + * Purpose: Go back to the title screen from the rules screen. + **************************************************************/ public void Back() { SceneManager.LoadScene("TitleScreen"); diff --git a/Assets/Sounds.meta b/Assets/Sounds.meta new file mode 100644 index 0000000..048e6da --- /dev/null +++ b/Assets/Sounds.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: c89c93c98a2fa8c44a4e5530944fe6c4 +folderAsset: yes 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Built in Unity. \ No newline at end of file +Simple 3D platforming game where the goal is to get to the other side of the level before time runs out. Built in Unity. + +## Instructions + +Use the arrow keys to move the ball. +Press space to jump. +Powerups make the ball move faster. + +## Credits + +### Music + +* Morph - Soft and Furious (CC 1.0 Universal License) +* Incredible You - Soft and Furious (CC 1.0 Universal License) +* L A T E N C Y - Mystery Mammal (CC Attribution License) + +### Sound Effects + +* 8-bit bump.aiff - timgormly (CC Attribution License) +* Wind Chime Crunch - GnoteSoundz (CC 0 License) + +All other assets created by Taylor Wiley \ No newline at end of file