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Player.cs
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Player.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Player : MonoBehaviour
{
public GameObject deadEffectObj;
public GameObject itemEffectObj;
Rigidbody2D rb;
float angle = 0;
int xSpeed = 3;
public int ySpeed = 30;
public bool isDead = false;
float hueValue;
GameManager gameManager;
private void Awake()
{
rb = GetComponent<Rigidbody2D>();
gameManager = GameObject.Find("GameManager").GetComponent<GameManager>();
}
void Start()
{
hueValue = Random.Range(0, 10) / 10.0f;
SetBackgroundColor();
}
void FixedUpdate()
{
if (isDead == true) return;
Oscilate();
GetInput();
CheckTime();
}
void Oscilate()
{
Vector2 pos = transform.position;
pos.x = Mathf.Cos(angle) * 100;
transform.position = pos;
angle += Time.fixedDeltaTime * xSpeed;
}
void GetInput()
{
if (Input.GetMouseButton(0))
{
rb.AddForce(new Vector2(0, ySpeed));
}
else
{
if (rb.velocity.y > 0)
{
rb.AddForce(new Vector2(0, -ySpeed/2f));
}
else
{
rb.velocity = new Vector2(rb.velocity.x, 0);
}
}
}
void OnTriggerEnter2D(Collider2D collision)
{
if (collision.gameObject.tag == "Obstacle")
{
Dead();
}
else if (collision.gameObject.tag == "Item")
{
GetItem(collision);
}
else if (collision.gameObject.tag == "ScoreLine")
{
GetScoreLine(collision);
}
}
void GetItem(Collider2D collision)
{
SetBackgroundColor();
gameManager.AddTime();
gameManager.AddCurrency();
Destroy(Instantiate(itemEffectObj, collision.gameObject.transform.position, Quaternion.identity), 0.5f);
Destroy(collision.gameObject.transform.parent.gameObject);
}
void GetScoreLine(Collider2D collision)
{
gameManager.AddScore();
//Destroy(collision.gameObject.transform.parent.gameObject);
}
void Dead()
{
Destroy(Instantiate(deadEffectObj, transform.position, Quaternion.identity), 0.5f);
StartCoroutine(Camera.main.gameObject.GetComponent<CameraShake>().Shake());
isDead = true;
StopPlayer();
gameManager.CallGameOver();
}
void StopPlayer()
{
rb.velocity = new Vector2(0, 0);
if (isDead == true) rb.isKinematic = false;
}
void CheckTime()
{
if (gameManager.timeLeft < 0)
{
Dead();
}
}
void SetBackgroundColor()
{
//TODO: link score/timer text to darker color of hueValue
Camera.main.backgroundColor = Color.HSVToRGB(hueValue, 0.6f, 0.8f);
gameManager.currentScoreText.color = Color.HSVToRGB(hueValue, 0.7f, 0.9f);
gameManager.bestScoreString.color = Color.HSVToRGB(hueValue, 0.7f, 0.9f);
gameManager.scoreTextString.color = Color.HSVToRGB(hueValue, 0.7f, 0.9f);
gameManager.bestScoreText.color = Color.HSVToRGB(hueValue, 0.7f, 0.9f);
gameManager.timerText.color = Color.HSVToRGB(hueValue, 0.7f, 0.9f);
gameManager.currencyText.color = Color.HSVToRGB(hueValue, 0.7f, 0.9f);
hueValue += 0.1f;
if (hueValue >= 1)
{
hueValue = 0;
}
}
}