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assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/MechancialDrawing#1.meta b/Assets/Scripts/MechancialDrawing#1.meta new file mode 100644 index 00000000..6bf6505f --- /dev/null +++ b/Assets/Scripts/MechancialDrawing#1.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: d09c70d7e3d005943b82867e4927bb95 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/MechancialDrawing#1/BounceAnimation.cs b/Assets/Scripts/MechancialDrawing#1/BounceAnimation.cs new file mode 100644 index 00000000..f0d10e9b --- /dev/null +++ b/Assets/Scripts/MechancialDrawing#1/BounceAnimation.cs @@ -0,0 +1,34 @@ +using UnityEngine; + +public class BounceAnimation : MonoBehaviour +{ + public AnimationCurve bounceAnim; // bounce animation curve for the objects + public float timer; // timer for the animation curve + public float maxTimer; // maximum timer for the animation curve + public Vector3 savePosition; // saves the inital position + // Start is called once before the first execution of Update after the MonoBehaviour is created + void Start() + { + + } + + // Update is called once per frame + void Update() + { + loopingAnimation(); // plays the looping animation + } + // animation player for looping animation + void loopingAnimation() + { + Vector3 changePosition = transform.position; // saves the position of the object + timer += Time.deltaTime; // adds to the timer + float positionAnim = bounceAnim.Evaluate(timer); // obtains the value for the current pos in the animation + changePosition.y += positionAnim; // changes the position of the animation + /// checks if the value should loop + if(timer > maxTimer){ + timer = 0; // resets timer + changePosition = savePosition; // sets changePosition equal to savepos + } + transform.position = changePosition; // sets the objects position to the change the position value + } +} diff --git a/Assets/Scripts/MechancialDrawing#1/BounceAnimation.cs.meta b/Assets/Scripts/MechancialDrawing#1/BounceAnimation.cs.meta new file mode 100644 index 00000000..94388fae --- /dev/null +++ b/Assets/Scripts/MechancialDrawing#1/BounceAnimation.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: c5576536ce37c6742a47d6af6b87ef58 \ No newline at end of file diff --git a/Assets/Scripts/MechancialDrawing#1/NoteMovement.cs b/Assets/Scripts/MechancialDrawing#1/NoteMovement.cs new file mode 100644 index 00000000..3ac1cb2f --- /dev/null +++ b/Assets/Scripts/MechancialDrawing#1/NoteMovement.cs @@ -0,0 +1,229 @@ +using UnityEngine; +using UnityEngine.InputSystem; +using System.Collections.Generic; + +public class NoteMovement : MonoBehaviour +{ + // score variables + public float[] saveScore = new float[2]; + public int scoreValue; // current score of the player + public List numbers = new List(); // list of all the number objects avalible + + //changes the score value + //public Score scoreScript; // obtains the score script + public Camera camera; + // manages the character bounce // + public AnimationCurve characterBounce; // animation curve for the players small bounce + public bool ActiveBounce; // checks if the animation curve can be played + public float bounceTimeCurrent; // the current position of the animation curve + // manages the different note gameObjects + public List noteObj = new List();// holds the note objects + public List effectObject = new List();// holds the effect objects + public AnimationCurve effectMovements; // animation curve for the note effects + public List noteTimers = new List();// holds the note times + // transforms for the different character game objects + public List charObj = new List(); // holds the different character game objects + public bool swapActive = false; // actuvates when the player hits a note + public bool damageActive = false; // activates when the player takes damage + + public Transform playerObject; // character objects position + public float moveSpeed; // speed of the notes lerp movement + public float MaxResetTime; // maximum timer for the reset position function + public float spawnDistance; // the spawn distance for the different notes + // variables for player damage // + public float damageRadius; // damage radius of the player + // Start is called once before the first execution of Update after the MonoBehaviour is created + void Start() + { + + } + + // Update is called once per frame + void Update() + { + // manages each of the notes + for(int i = 0; i < noteObj.Count; i++) + { + movement(noteObj[i]); // movement for the note + mouseOverNote(noteObj[i], i); // detects if mouse is over note + changeNotePos(noteObj[i], i); // changes the position of note when mouse is overtop for some time + damageEffect(noteObj[i]); // checks if the player has been damaged and preforms damage moves + effectsScale(effectObject[i], i); // preforms the effects for movement + } + charBounce(); // preforms the animation bounce for the character + charChanger(); // preforms the swapping character sprite system. + // score setting variables // + findScoreAtInstance();// obtains the current saveScoreValue + setScoreAtPos();// sets all of the score position on screen + } + // change the position of the notes + void changeNotePos(Transform noteTran, int posInTimerList) + { + // changes position of note and resets note timer + if(noteTimers[posInTimerList] > MaxResetTime) + { + Vector3 notePos = positionSelector();// sets vector3 to a random boarder position + Vector3 worldNotePos = camera.ScreenToWorldPoint(notePos); // allows equation to be preformed in worldspace + noteTran.position = worldNotePos; //sets new not position to this transforms position + ActiveBounce = true; // activates the bool for the players bounce + scoreValue += 1; // adds to the players score + swapActive = true; // activates the character swap gameObject + noteTimers[posInTimerList] = 0; // sets the time to new value + } + } + // selects a random position on the boarder of the screen, then returns the value + public Vector3 positionSelector(){ + int corner = Random.Range(0,3); // selects one of the three corners to spawn the note within + // left corner of the screen + if(corner == 0) + { + return new Vector3(-spawnDistance,Random.Range(0,Screen.height),0); // chooses a new random position on the left of screen + } + // top corner of screen + if(corner == 1) + { + return new Vector3(Random.Range(0,Screen.width),Screen.height + spawnDistance,0); // chooses a new random position on top of screen + } + // right of the screen + else{ + return new Vector3(Screen.width + spawnDistance,Random.Range(0,Screen.height),0); // chooses a new random position on the right of screen + } + } + // resets the position of the mouse + void mouseOverNote(Transform noteTran,int posInTimerList) + { + Vector3 mousePos = Mouse.current.position.ReadValue(); // mouse pos relative to screen + Vector3 mouseToWorldPos = camera.ScreenToWorldPoint(mousePos); // sets position from the screens pixels to the world points + mouseToWorldPos.z = 0;// sets the x axis relative to other object + float noteToMouseDist = Vector3.Distance(mouseToWorldPos,noteTran.position); // gets the difference between mouse pos and note pos + // checks if the mouse is inside the note + if(noteToMouseDist < noteTran.localScale.x) + { + noteTimers[posInTimerList] += Time.deltaTime; // adds to the note timer + } + // checks if the mouse is outside the note and it is still running + if(noteToMouseDist > noteTran.localScale.x && noteTimers[posInTimerList] > 0) + { + noteTimers[posInTimerList] -= Time.deltaTime; // minus to the note timer + } + } + // moves the position of the note + void movement(Transform noteTran) + { + Vector2 pos = Vector2.Lerp(noteTran.position, playerObject.position,moveSpeed * Time.deltaTime);// lerps the position of the note from its current position to the characters position + noteTran.position = pos; // sets the notes positon to the lerp pos + } + // manages the playerAnimationCurve bounce + void charBounce() + { + if(ActiveBounce){ + bounceTimeCurrent += Time.deltaTime * 3; // adds to the timer + float bounceScale = characterBounce.Evaluate(bounceTimeCurrent); // grabs the position of the + // system to change size + Vector3 currentScale = playerObject.localScale; // grabs the current scale vector + currentScale.y = bounceScale; // changes the size of the character to follow the animation curves value + playerObject.localScale = currentScale; // sets the local scale of the character transform + // checks if the timer has fully run + if(bounceTimeCurrent > 1) + { + ActiveBounce = false; // deactivates the bounce animation + } + } + else + { + bounceTimeCurrent = 0; // reset the bounce timer + } + } + // detects if the note enters the players damage radius + void damageEffect(Transform noteTran) + { + float distanceBetweenPlayer = Vector3.Distance(playerObject.position,noteTran.position); // gets the difference between chracter pos and note pos + // checks if the note is within damage radisu + if(distanceBetweenPlayer < damageRadius) + { + ActiveBounce = true; // activates the bool for the players bounce + Vector3 notePos = positionSelector(); // sets vector3 to a random boarder position + Vector3 worldNotePos = camera.ScreenToWorldPoint(notePos); // allows equation to be preformed in worldspace + noteTran.position = worldNotePos; //sets new not position to this transforms position + damageActive = true; // activates the character swap gameObject + scoreValue = 0; // resets the players score to 0 + } + } + void charChanger() + { + // swaps the character sprite if note is collected + if(swapActive) + { + int charPose = Random.Range(1,4); // chooses a random number for the character sprite + // loops over each sprite instance + for(int i = 0; i < charObj.Count; i++){ + // checks if the charObjects index is equal to the randomly selected number + if(i == charPose){ + charObj[i].position = new Vector3(0,-3,0); // sets the position of the character on screen + } + else{ + charObj[i].position = new Vector3(-35,-35,0); // sets the position of the character off screen + } + } + swapActive = false; // deactives the swap variable + } + // swaps the character game object to the damage sprite + if(damageActive) + { + charObj[0].position = new Vector3(0,-3,0); // sets the position of the damaged character on screen + // deactives all other sprites + for(int i = 1; i < charObj.Count; i++){ + charObj[i].position = new Vector3(-35,-35,0); // sets the position of the character off screen + } + damageActive = false; // deactives the damage variable + } + } + + // changes the scale of the effects + void effectsScale(Transform eff,int timerEffect){ + float effectScale = effectMovements.Evaluate(noteTimers[timerEffect]); //changes the scale of the effects object + eff.localScale = new Vector3(effectScale ,effectScale,0); // changes the scale of the effects object + } + + // score system functions // + void setScoreAtPos() + { + // loop used to set the score tiles for space 1 + for(int j = 0; j <= 9; j++) + { + // checks if the value of savescore is equal to the current number + if(saveScore[0] == j) + { + numbers[j].position = new Vector3(8, 4,0); // sets the position for the active number + + } + else + { + numbers[j].position = new Vector3(-80,40,0);// sets positions of non active numbers + + } + } + // loop used to set the score tiles for space 2 + for(int j = 10; j <= 19; j++) + { + // checks if the value of savescore is equal to the current number + if(saveScore[1] == j - 10) + { + numbers[j].position = new Vector3(7.1f, 4,0); // sets the position for the active number + } + else + { + numbers[j].position = new Vector3(-80,40,0);// sets positions of non active numbers + } + } + + } + // grabs the number at each placement in the score value + void findScoreAtInstance() + { + saveScore[0] = scoreValue % 10; // value of smallest number + saveScore[1] = scoreValue/ 10 % 10; // value of the number in front + } +} + + diff --git a/Assets/Scripts/MechancialDrawing#1/NoteMovement.cs.meta b/Assets/Scripts/MechancialDrawing#1/NoteMovement.cs.meta new file mode 100644 index 00000000..21f033da --- /dev/null +++ b/Assets/Scripts/MechancialDrawing#1/NoteMovement.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: c00710324286e3849be03cc0a72a6f40 \ No newline at end of file diff --git a/Assets/Scripts/MechancialDrawing#1/TitleScreen.cs b/Assets/Scripts/MechancialDrawing#1/TitleScreen.cs new file mode 100644 index 00000000..c617b258 --- /dev/null +++ b/Assets/Scripts/MechancialDrawing#1/TitleScreen.cs @@ -0,0 +1,81 @@ +using UnityEngine; +using UnityEngine.InputSystem; + +public class TitleScreen : MonoBehaviour +{ + //public NoteMovement noteScript; // script for the note objects + public Transform playButton; // play button game object + public Transform effectsOnPlayButton; // play button effect + public Transform transition; // transition effect + public Vector3 InitalButtonScale; // saves the button inital size + public Camera camera; // obtains the screens camera component + public float playButtonMaxTimer; // maximum timer for the play button + public float playButtonTimer; // timer for the play button + public float effectAnimTimer;// lerp timer for the effect + public float transitionTimer; // timer for the transition + public AnimationCurve playbuttonHoldInditcator; // animation indicator for holding the play button + public AnimationCurve transitionCurve; // animation curve for the transition + // Start is called once before the first execution of Update after the MonoBehaviour is created + void Start() + { + transform.position = new Vector3(0,0,0); //sets the title screen on screen + InitalButtonScale = effectsOnPlayButton.localScale / 2; // sets the intial button scale to the effects scale + } + + // Update is called once per frame + void Update() + { + + if(transitionTimer < 1.1f){ + mouseOverPlay(); // checks if the mouse is over the play button + RemovePlayScreen();// moves the title screen when the timer is up + playButtonEffects(); // changes the scale of the effect alongside the timer + screenTransition(); // creates the screen transition affect + } + } + // function detects if the mouse is over the play button + void mouseOverPlay() + { + Vector3 mousePos = Mouse.current.position.ReadValue();// obtains the position of the mouse + Vector3 mouseWorldPos = camera.ScreenToWorldPoint(mousePos); // converts the mouse position from screen pixels to the world point + mouseWorldPos.z = 0; // places mouse on z axis + // checks if the mouse is within the bounds of the play button + if(mouseWorldPos.x > playButton.position.x - playButton.localScale.x / 2 && + mouseWorldPos.x < playButton.position.x + playButton.localScale.x / 2 && + mouseWorldPos.y > playButton.position.y - playButton.localScale.y / 2 && + mouseWorldPos.y < playButton.position.y + playButton.localScale.y / 2) + { + playButtonTimer += Time.deltaTime; // adds to the timer when it held over + } + else if(playButtonTimer > 0){ + playButtonTimer -= Time.deltaTime * 2; // subs to the timer when not held over + } + } + void playButtonEffects() + { + float effectScale = playbuttonHoldInditcator.Evaluate(playButtonTimer); // value of animation curve for effect scale + effectsOnPlayButton.localScale = new Vector3(InitalButtonScale.x + effectScale,InitalButtonScale.y + effectScale,0); // changes the scale of the button effect + } + // moves the play screen off screen + void RemovePlayScreen() + { + if(playButtonTimer > playButtonMaxTimer){ + playButtonTimer = 10000;// sets playButton to large number so animation can play + transition.position = new Vector3(0,0,0); // puts the transition on screen + transitionTimer += Time.deltaTime / 2; // increases the transtion timer + // will move the transform off screen half way through the animation + if(transitionTimer > 0.5f){ + transform.position = new Vector3(-100,-100,0); // sets the title screens position off screen + } + if(transitionTimer > 1){ + transition.position = new Vector3(-100,100,0); // puts the transition off screen + } + } + } + // transitions the screen to play screen + void screenTransition() + { + float transitionScale = transitionCurve.Evaluate(transitionTimer); // variable for the transition curve + transition.localScale = new Vector3(transitionScale * 15,transitionScale * 15,0); // transtiion scale + } +} diff --git a/Assets/Scripts/MechancialDrawing#1/TitleScreen.cs.meta b/Assets/Scripts/MechancialDrawing#1/TitleScreen.cs.meta new file mode 100644 index 00000000..d4431913 --- /dev/null +++ b/Assets/Scripts/MechancialDrawing#1/TitleScreen.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: b866b453aaafd51499138a7bf5174645 \ No newline at end of file diff --git a/Assets/Scripts/Week 2.meta b/Assets/Scripts/Week 2.meta new file mode 100644 index 00000000..5ea8383d --- /dev/null +++ b/Assets/Scripts/Week 2.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 13fe291c75dc2a04fbf5beb7ab96a9ad +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Week 2/Hider.cs b/Assets/Scripts/Week 2/Hider.cs new file mode 100644 index 00000000..6d663393 --- /dev/null +++ b/Assets/Scripts/Week 2/Hider.cs @@ -0,0 +1,37 @@ +using UnityEngine; +using UnityEngine.InputSystem; + +public class Hider : MonoBehaviour +{ + public Vector3 startPos = Vector3.zero; + public Vector3 hidePos = new Vector3(11.3299999f, -0.00157342583f, 0); + public float hideDist; + public Camera gameCam; + public float WaitDurration; + private float timer = 0f; + + void Start() + { + + } + + void Update() + { + /* + Vector3 mousePos = Mouse.current.position.ReadValue(); + Vector3 worldMousePos = gameCam.ScreenToWorldPoint(mousePos); + worldMousePos.z = 0; + float dist = Vector3.Distance(transform.position, worldMousePos); + print(dist); + if (dist < hideDist) + { + transform.position = hidePos; + } + */ + timer += Time.deltaTime; + if(timer > WaitDurration) + { + transform.position = hidePos; + } + } +} diff --git a/Assets/Scripts/Week 2/Hider.cs.meta b/Assets/Scripts/Week 2/Hider.cs.meta new file mode 100644 index 00000000..d7e5f50d --- /dev/null +++ b/Assets/Scripts/Week 2/Hider.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 842e3223141beb1458f3a2904ce6d9aa \ No newline at end of file diff --git a/Assets/Scripts/Week 2/Missle.cs b/Assets/Scripts/Week 2/Missle.cs new file mode 100644 index 00000000..91b88758 --- /dev/null +++ b/Assets/Scripts/Week 2/Missle.cs @@ -0,0 +1,25 @@ +using UnityEngine; + +public class Missle : MonoBehaviour +{ + public Transform startValue; + public Transform endValue; + public float progress = 0; + public Vector3 output; + public float duration; + // Start is called once before the first execution of Update after the MonoBehaviour is created + void Start() + { + + } + + // Update is called once per frame + void Update() + { + progress += Time.deltaTime / duration; + output = Vector3.Lerp(startValue.position,endValue.position,progress); + transform.position = output; + + + } +} diff --git a/Assets/Scripts/Week 2/Missle.cs.meta b/Assets/Scripts/Week 2/Missle.cs.meta new file mode 100644 index 00000000..c848276d --- /dev/null +++ b/Assets/Scripts/Week 2/Missle.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: da563dd504257a14da0769e86fa17077 \ No newline at end of file diff --git a/Assets/Scripts/Week 2/MouseFollow.cs b/Assets/Scripts/Week 2/MouseFollow.cs new file mode 100644 index 00000000..9d443f48 --- /dev/null +++ b/Assets/Scripts/Week 2/MouseFollow.cs @@ -0,0 +1,25 @@ +using UnityEngine; +using UnityEngine.InputSystem; + +public class MouseFollow : MonoBehaviour +{ + public Camera gameCamera; + // Start is called once before the first execution of Update after the MonoBehaviour is created + void Start() + { + gameCamera = gameCamera.GetComponent(); + } + + // Update is called once per frame + void Update() + { + + Vector3 currentMousePosition = Mouse.current.position.ReadValue(); + Vector3 worldMousePosition = gameCamera.ScreenToWorldPoint(currentMousePosition); + worldMousePosition.z = 0; + transform.position = worldMousePosition; + + + } + +} diff --git a/Assets/Scripts/Week 2/MouseFollow.cs.meta b/Assets/Scripts/Week 2/MouseFollow.cs.meta new file mode 100644 index 00000000..fad38111 --- /dev/null +++ b/Assets/Scripts/Week 2/MouseFollow.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 4635bcdd81d658c41b0cc9d3e84acb6f \ No newline at end of file diff --git a/Assets/Scripts/Week 2/Mover.cs b/Assets/Scripts/Week 2/Mover.cs new file mode 100644 index 00000000..0c658dea --- /dev/null +++ b/Assets/Scripts/Week 2/Mover.cs @@ -0,0 +1,54 @@ +using Unity.VisualScripting; +using UnityEngine; + +public class Mover : MonoBehaviour +{ + public Camera gameCamera; + public float maxSpeed; + public float speed; + public float speedy; + public float accX; + public float xMax = Screen.width; + public float xMin = 0; + // Start is called once before the first execution of Update after the MonoBehaviour is created + void Start() + { + xMax = Screen.width; + xMin = 0; + } + + // Update is called once per frame + void Update() + { + + // vector 3 + Vector3 moverXPos = transform.position; + speed += accX; + moverXPos.x += speed * Time.deltaTime; + moverXPos.y += speedy * Time.deltaTime; + transform.position = moverXPos; + //Screen.width; + //Screen.height; + //gameCamera.WorldToScreenPoint(//somerandomvector); + Vector3 screenTransformPosition = gameCamera.WorldToScreenPoint(transform.position); + + flipper(screenTransformPosition); + } + + void flipper(Vector3 pos) + { + if(pos.x > xMax ) + { + + accX = -1f; + } + if (pos.x < xMin) + { + + accX = 1f; + } + + if (speed > maxSpeed) { speed = maxSpeed;} + if (speed < -maxSpeed) { speed = -maxSpeed;} + } +} \ No newline at end of file diff --git a/Assets/Scripts/Week 2/Mover.cs.meta b/Assets/Scripts/Week 2/Mover.cs.meta new file mode 100644 index 00000000..51785e86 --- /dev/null +++ b/Assets/Scripts/Week 2/Mover.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 185ed4a3cfc52604db564f443dd26bb5 \ No newline at end of file diff --git a/Assets/Scripts/Week 2/Pulser.cs b/Assets/Scripts/Week 2/Pulser.cs new file mode 100644 index 00000000..e3b2f528 --- /dev/null +++ b/Assets/Scripts/Week 2/Pulser.cs @@ -0,0 +1,28 @@ +using UnityEngine; + + +public class Pulser : MonoBehaviour +{ + public AnimationCurve curve; + public float duration; + private float progress = 0f; + public float output; + // Start is called once before the first execution of Update after the MonoBehaviour is created + void Start() + { + + } + + // Update is called once per frame + void Update() + { + progress += Time.deltaTime / duration; + output = curve.Evaluate(progress); + transform.localScale = Vector3.one * output; + + if (progress > 1f) + { + progress = 0f; + } + } +} diff --git a/Assets/Scripts/Week 2/Pulser.cs.meta b/Assets/Scripts/Week 2/Pulser.cs.meta new file mode 100644 index 00000000..b684eed1 --- /dev/null +++ b/Assets/Scripts/Week 2/Pulser.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: f129b74e2c60f9848908385a6003b6ed \ No newline at end of file diff --git a/Assets/Scripts/Week 2/RollOver.cs b/Assets/Scripts/Week 2/RollOver.cs new file mode 100644 index 00000000..6e2894c0 --- /dev/null +++ b/Assets/Scripts/Week 2/RollOver.cs @@ -0,0 +1,58 @@ +using System.Threading; +using UnityEngine; +using UnityEngine.InputSystem; +public class RollOver : MonoBehaviour +{ + // Start is called once before the first execution of Update after the MonoBehaviour is create + public Camera cam; // camera + public Transform duck; + bool timerIsRunning = false; + public float distanceToActive; + public float countdown; + public AnimationCurve curve; + void Start() + { + + } + + // Update is called once per frame + void Update() + { + rollOverScript(); + changePos(); + } + void rollOverScript() + { + Vector3 mousePos = Mouse.current.position.ReadValue(); // mouse pos + Vector3 mouseInWorld = cam.ScreenToWorldPoint(mousePos); // sets to world from the screen + mouseInWorld.z = 0; // sets in the same layer as everything else + float dist = Vector3.Distance(transform.position, mouseInWorld); + + if (dist < distanceToActive) + { + timerIsRunning = true; + } + else + { + timerIsRunning = false; + } + + + // timer stuff + if (timerIsRunning) + { + countdown += Time.deltaTime; + } + else + { + countdown = 0; + } + + } + void changePos() + { + float output = curve.Evaluate(countdown); + transform.localScale = Vector3.one * output; + + } +} diff --git a/Assets/Scripts/Week 2/RollOver.cs.meta b/Assets/Scripts/Week 2/RollOver.cs.meta new file mode 100644 index 00000000..d9d3432d --- /dev/null +++ b/Assets/Scripts/Week 2/RollOver.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 65389228bf2eb014fa068864f55f4cca \ No newline at end of file diff --git a/Assets/Scripts/Week 2/Searching.cs b/Assets/Scripts/Week 2/Searching.cs new file mode 100644 index 00000000..4bbf4a03 --- /dev/null +++ b/Assets/Scripts/Week 2/Searching.cs @@ -0,0 +1,53 @@ +using UnityEngine; +public class Searching : MonoBehaviour +{ +public float speed = 0; +public AnimationCurve curve; +public Camera cam; +public Vector2 startPos; +public Vector2 endPos; +public float timer; + // Start is called once before the first execution of Update after the MonoBehaviour is created + void Start() + { + startPos = transform.position; + endPos = new Vector2(Random.Range(0,Screen.width),Random.Range(0,Screen.height)); + endPos = cam.ScreenToWorldPoint(endPos); + } + + // Update is called once per frame + void Update() + { + movement(); + bobbing(); + } + void movement() + { + timer += Time.deltaTime * 2; + + Vector2 pos = Vector2.Lerp(startPos,endPos, timer); + transform.position = pos; + Vector2 compare = transform.position; + + if(compare == endPos){ + startPos = endPos; + timer = 0; + endPos = new Vector2(Random.Range(0,Screen.width),Random.Range(0,Screen.height)); + endPos = cam.ScreenToWorldPoint(endPos); + } + } + void bobbing() + { + speed += Time.deltaTime /2; + float overtime = curve.Evaluate(speed); + Vector2 posbob = transform.position; + posbob.y = overtime; + print(overtime); + transform.position = posbob; + if(speed > 1) + { + speed = 0; + } + + } +} diff --git a/Assets/Scripts/Week 2/Searching.cs.meta b/Assets/Scripts/Week 2/Searching.cs.meta new file mode 100644 index 00000000..eb989609 --- /dev/null +++ b/Assets/Scripts/Week 2/Searching.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: b14662031c91d434d8be8f7e309c7c41 \ No newline at end of file diff --git a/Assets/Scripts/Week 2/Teleport.cs b/Assets/Scripts/Week 2/Teleport.cs new file mode 100644 index 00000000..a11b5ca8 --- /dev/null +++ b/Assets/Scripts/Week 2/Teleport.cs @@ -0,0 +1,67 @@ +using UnityEngine; + +public class Teleport : MonoBehaviour +{ + // Start is called once before the first execution of Update after the MonoBehaviour is created + public Camera cam; + float timer; + float timerMax = 0.5f; + + float speedX = 10; + float speedY = 10; + + void Start() + { + + } + + // Update is called once per frame + void Update() + { + timer += Time.deltaTime; + + teleport(); + bouncyBall(); + } + void bouncyBall() + { + + Vector3 pos = transform.position; + pos.x += speedX * Time.deltaTime; + pos.y += speedY * Time.deltaTime; + transform.position = pos; + Vector3 posflip = cam.WorldToScreenPoint(transform.position); + if (posflip.x > Screen.width) + { + pos.x = Screen.width; + speedX *= -1; + } + if(posflip.x < 0) + { + pos.x = 0; + speedX *= -1; + } + if (posflip.y > Screen.height) + { + pos.y = Screen.height; + speedY *= -1; + } + if (posflip.y < 0) + { + pos.y = 0; + speedY *= -1; + } + + } + void teleport() + { + if (timer > timerMax) + { + Vector3 teleportPos = new Vector3(Random.Range(0,Screen.width), Random.Range(0, Screen.height), 0); + Vector3 worldPos = cam.ScreenToWorldPoint(teleportPos); // screen to world point makes the pixels of the screen equal to the world + worldPos.z = 0; + transform.position = worldPos; + timer = 0; + } + } +} diff --git a/Assets/Scripts/Week 2/Teleport.cs.meta b/Assets/Scripts/Week 2/Teleport.cs.meta new file mode 100644 index 00000000..99fcd527 --- /dev/null +++ b/Assets/Scripts/Week 2/Teleport.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 7e5c2a8a688a82d4b89aa2791afdc59e \ No newline at end of file diff --git a/Assets/Scripts/Week3.meta b/Assets/Scripts/Week3.meta new file mode 100644 index 00000000..550199e2 --- /dev/null +++ b/Assets/Scripts/Week3.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 09e452ef4277e114387112287beb3de1 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/Week3/Controller.cs b/Assets/Scripts/Week3/Controller.cs new file mode 100644 index 00000000..b31c048a --- /dev/null +++ b/Assets/Scripts/Week3/Controller.cs @@ -0,0 +1,98 @@ +using NUnit.Framework; +using System; +using UnityEngine; +using System.Collections.Generic; +using UnityEngine.InputSystem; +public class Controller : MonoBehaviour +{ + public float posSpeed; + public float rotSpeed; + public SpriteRenderer spriteRenderer; + public Color color; + public List controllableRend; + public Camera cam; + public List controlledTransform; + // Start is called once before the first execution of Update after the MonoBehaviour is created + void Start() + { + spriteRenderer.color = color; + bool isInsideSprite = spriteRenderer.bounds.Contains(transform.position); + controlledTransform.Add(transform); + } + + // Update is called once per frame + void Update() + { + Vector3 curMousePos = Mouse.current.position.ReadValue(); + Vector3 worldMousePos = cam.ScreenToWorldPoint(curMousePos); + worldMousePos.z = 0; + bool isLeftMousePressed = Mouse.current.leftButton.IsPressed(); + if(isLeftMousePressed) + { + // find any renderes currently hovered over + for (int i = 0; i < controllableRend.Count; i++) + { + bool ishovered = controllableRend[i].bounds.Contains(worldMousePos); + if (ishovered) + { + controlledTransform.Add(controllableRend[i].transform); + } + } + } + for (int i = 0; i < controlledTransform.Count; i++) + { + Transform currentTransform = controlledTransform[i]; + ControllingAssignment(currentTransform); + } + + + + } + void ControllingAssignment(Transform transf) + { + + bool upHeld = Keyboard.current.upArrowKey.isPressed; + if (upHeld) + { + + transf.position += transform.up * posSpeed * Time.deltaTime; + + } + bool downHeld = Keyboard.current.downArrowKey.isPressed; + if (downHeld) + { + + transf.position -= transform.up * posSpeed * Time.deltaTime; + } + bool leftRotHeld = Mouse.current.leftButton.isPressed; + if (leftRotHeld) + { + transf.eulerAngles += transform.forward * rotSpeed * Time.deltaTime; + } + bool rightRotHeld = Mouse.current.rightButton.isPressed; + if (rightRotHeld) + { + transf.eulerAngles -= transform.forward * rotSpeed * Time.deltaTime; + } + } + + void buttonGang() + { + bool leftIsHeld = Mouse.current.leftButton.isPressed; + if (leftIsHeld) + { + Debug.Log("left is held"); + } + bool leftIsPressed = Mouse.current.leftButton.wasPressedThisFrame; + if (leftIsPressed) + { + Debug.Log("Left Mouse Pressed"); + } + bool leftIsReleased = Mouse.current.leftButton.wasReleasedThisFrame; + if (leftIsReleased) + { + Debug.Log("Left Mouse released"); + } + + } +} diff --git a/Assets/Scripts/Week3/Controller.cs.meta b/Assets/Scripts/Week3/Controller.cs.meta new file mode 100644 index 00000000..dba0a791 --- /dev/null +++ b/Assets/Scripts/Week3/Controller.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: f9ef52efa6d3f5f4fbc592456424ed64 \ No newline at end of file diff --git a/Assets/Scripts/Week3/Looker.cs b/Assets/Scripts/Week3/Looker.cs new file mode 100644 index 00000000..a8c773e4 --- /dev/null +++ b/Assets/Scripts/Week3/Looker.cs @@ -0,0 +1,67 @@ +using System; +using UnityEngine; +using UnityEngine.InputSystem; + +public class Looker : MonoBehaviour +{ + public float rotSpeed; + public float zMax; + public float zMin; + public Camera cam; + + // Start is called once before the first execution of Update after the MonoBehaviour is created + void Start() + { + + } + + // Update is called once per frame + void Update() + { + Vector3 curMousePos = Mouse.current.position.ReadValue(); + Vector3 worldMousePos = cam.ScreenToWorldPoint(curMousePos); + worldMousePos.z = 0; + + //use end - start to get the position, initally its set at 0,0 + transform.up = worldMousePos - transform.position; + transform.position += transform.up * 1f * Time.deltaTime; + + } + // rotating in a direction + // // if we want to move pos, use transform.position + // Vector3 rot = transform.eulerAngles; // use this isntead of the quaternion rotation + // rot.z += rotSpeed * Time.deltaTime; + // transform.eulerAngles = rot; + // Debug.Log(transform.eulerAngles); + // rotationAssi(); + //} + //void rotationAssi() + //{ + // if (transform.eulerAngles.z > zMax) + // { + // rotSpeed *= -1; + // } + // if(transform.eulerAngles.z < zMin) + // { + // rotSpeed *= -1; + // } + + //} + //public bool switchswap; + ////changes speed + //void rotatorSpeed() + //{ + + // if(rotSpeed > zMax) + // { + // switchswap = false; + // } + // if(rotSpeed < zMin) + // { + // switchswap = true; + // } + + // if(switchswap) { rotSpeed += 1; } + // if (!switchswap) { rotSpeed -= 1; } + //} +} diff --git a/Assets/Scripts/Week3/Looker.cs.meta b/Assets/Scripts/Week3/Looker.cs.meta new file mode 100644 index 00000000..e41874c6 --- /dev/null +++ b/Assets/Scripts/Week3/Looker.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: da6c28a072f502f43a80163b0d6369c4 \ No newline at end of file diff --git a/Assets/Scripts/Week3/TankObj.cs b/Assets/Scripts/Week3/TankObj.cs new file mode 100644 index 00000000..8a3ac2c4 --- /dev/null +++ b/Assets/Scripts/Week3/TankObj.cs @@ -0,0 +1,55 @@ +using UnityEngine; +using UnityEngine.InputSystem; + +public class TankObj : MonoBehaviour +{ + public float posSpeed = 1f; + public Camera cam; + public Transform gunbarrel; + // Start is called once before the first execution of Update after the MonoBehaviour is created + void Start() + { + + } + + // Update is called once per frame + void Update() + { + mover(); + gun(); + } + void mover() + { + Vector3 pos = transform.position; + bool upHeld = Keyboard.current.rightArrowKey.isPressed; + if (upHeld) + { + + pos.x += posSpeed * Time.deltaTime; + + } + bool downHeld = Keyboard.current.leftArrowKey.isPressed; + if (downHeld) + { + + pos.x -= posSpeed * Time.deltaTime; + } + + + Vector3 worldPos = cam.ScreenToWorldPoint(transform.position); + worldPos.z = 0; + + Mathf.Clamp(pos.x, 0, Screen.width); + transform.position = pos; + + } + void gun() + { + + Vector3 curMousePos = Mouse.current.position.ReadValue(); + Vector3 worldMousePos = cam.ScreenToWorldPoint(curMousePos); + worldMousePos.z = 0; + gunbarrel.up = worldMousePos - gunbarrel.position; + + } +} diff --git a/Assets/Scripts/Week3/TankObj.cs.meta b/Assets/Scripts/Week3/TankObj.cs.meta new file mode 100644 index 00000000..e4aa317a --- /dev/null +++ b/Assets/Scripts/Week3/TankObj.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: a2fc47a94da7886429146255fe46afee \ No newline at end of file diff --git a/Assets/Sprites/GameAssets.meta b/Assets/Sprites/GameAssets.meta new file mode 100644 index 00000000..317b9a84 --- /dev/null +++ b/Assets/Sprites/GameAssets.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 3c528be0b31c88148b414f914b03991e +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Sprites/GameAssets/0.png b/Assets/Sprites/GameAssets/0.png new file mode 100644 index 00000000..2dbdfcc2 Binary files /dev/null and b/Assets/Sprites/GameAssets/0.png differ diff --git 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