This commit is contained in:
brausjonas
2022-10-17 23:53:04 +02:00
parent ec6cac7581
commit efaa2ced59
1442 changed files with 196305 additions and 24 deletions
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CheckPoint : MonoBehaviour
{
private Animator animator;
private void Start()
{
animator = GetComponent<Animator>();
}
public void Anim()
{
animator.SetInteger("value", 1);
}
}
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Enemie : MonoBehaviour
{
[SerializeField] private float speed;
private Vector2 velocity = new Vector2();
[SerializeField] private float rayOffset = 0.6f;
private SpriteRenderer spriteRenderer;
private Animator animator;
private float timeHit = 0;
[SerializeField] private float dieDelay;
private void Start()
{
velocity.x = -speed;
spriteRenderer = GetComponent<SpriteRenderer>();
animator = GetComponent<Animator>();
}
private void Update()
{
transform.Translate(velocity * Time.deltaTime);
if (timeHit != 0)
{
if (Time.time - timeHit > dieDelay)
{
Destroy(gameObject);
}
}
}
private void OnTriggerEnter2D(Collider2D col)
{
if(col != null)
{
if (col.tag.Equals("Player"))
{
if(col.GetComponent<Player>().velocity.y < 0)
{
col.GetComponent<Player>().BounceUp();
Hit();
}
}
else
{
velocity.x *= -1;
spriteRenderer.flipX = !spriteRenderer.flipX;
}
}
else
{
velocity.x *= -1;
spriteRenderer.flipX = !spriteRenderer.flipX;
}
}
public void Hit()
{
Destroy(GetComponent<Collider2D>());
velocity.x = 0;
animator.SetInteger("value", 1);
timeHit = Time.time;
}
public void FlipX()
{
OnTriggerEnter2D(null);
}
private void OnCollisionEnter2D(Collision2D col)
{
OnTriggerEnter2D(null);
}
}
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Mushroom : MonoBehaviour
{
private void OnCollisionEnter2D(Collision2D col)
{
if(col.contacts[0].normal.x < -0.8f || col.contacts[0].normal.x > 0.8f)
{
Player player;
if ((player = col.gameObject.GetComponent<Player>()) == true)
{
player.TakeDamage(1);
}
}
}
}
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Saw : MonoBehaviour
{
private void OnCollisionEnter2D(Collision2D col)
{
Player player;
if ((player = col.gameObject.GetComponent<Player>()) == true)
{
player.TakeDamage(1);
}
}
}
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Spikes : MonoBehaviour
{
[SerializeField] private bool moving;
private void OnCollisionEnter2D(Collision2D col)
{
Player player;
if ((player = col.gameObject.GetComponent<Player>()) == true)
{
player.TakeDamage(1);
}
}
}
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class FlyPlatform : MonoBehaviour
{
private Vector2 defaultPos;
[SerializeField] private Vector2 targetPoint;
[SerializeField] private float speed;
private bool move = false;
private float i = 0;
private Animator animator;
[SerializeField] private bool needToStepOn = false;
private int direction = 1;
private void Start()
{
defaultPos = transform.localPosition;
animator = GetComponent<Animator>();
if(!needToStepOn)
{
animator.SetInteger("value", 1);
}
}
private void FixedUpdate()
{
if(needToStepOn)
{
if (move)
{
transform.position = Vector2.Lerp(defaultPos, targetPoint, i);
i += Time.deltaTime * speed;
}
else
{
transform.position = Vector2.Lerp(defaultPos, targetPoint, i);
i -= Time.deltaTime * speed;
}
if (i > 1) i = 1;
if (i < 0) i = 0;
if (i == 1 || i == 0)
{
animator.SetInteger("value", 0);
}
}
else
{
transform.position = Vector2.Lerp(defaultPos, targetPoint, i);
i += Time.deltaTime * speed * direction;
if (i > 1 || i < 0)
{
direction *= -1;
}
}
}
private void OnTriggerEnter2D(Collider2D col)
{
if(needToStepOn)
{
move = true;
animator.SetInteger("value", 1);
}
if(col.tag.Equals("Player"))
{
col.transform.SetParent(transform);
}
}
private void OnTriggerExit2D(Collider2D other)
{
if(needToStepOn)
{
move = false;
animator.SetInteger("value", 1);
}
if(other.tag.Equals("Player"))
{
other.transform.SetParent(null);
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class TransparentBlock : MonoBehaviour
{
public void Trigger()
{
GetComponent<SpriteRenderer>().color = Color.white;
GetComponent<BoxCollider2D>().isTrigger = false;
gameObject.layer = 0;
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AppleValue : MonoBehaviour
{
public int value;
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Item : MonoBehaviour
{
private Animator animator;
private float timeCollected = 0f;
private const float delayDestroy = 0.5f;
private void Start()
{
animator = GetComponent<Animator>();
}
private void Update()
{
if (timeCollected > 0)
{
if (Time.time - timeCollected > delayDestroy)
{
Destroy(gameObject);
}
}
}
public void Collect()
{
Destroy(GetComponent<CircleCollider2D>());
animator.SetInteger("value", 1);
timeCollected = Time.time;
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ItemBox : MonoBehaviour
{
private Animator animator;
private float timeHit = 0;
private float destroyDelay = 0.4f;
[SerializeField] private GameObject itemPrefab;
private void Start()
{
animator = GetComponent<Animator>();
}
private void Update()
{
if (timeHit != 0)
{
if (Time.time - timeHit > destroyDelay)
{
if(itemPrefab != null)
{
GameObject instance = Instantiate(itemPrefab);
instance.transform.position = transform.position;
}
Destroy(gameObject);
}
}
}
public void Hit()
{
animator.SetInteger("value", 1);
timeHit = Time.time;
}
}
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using System;
using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class Player : MonoBehaviour
{
[SerializeField] private float gravity;
public Vector2 velocity = new Vector2(0, 0);
public bool grounded = false;
private const float rayDownLength = 0.67f;
private Animator animator;
private bool jumpRequest = false;
private bool doubleJumpAvailable = true;
[SerializeField] private float jumpForce;
private bool lastJumpPressed = false, jumpPressed = false;
private Vector2 moveAnchor = new Vector2();
private bool moveActionHold = false;
private Vector2 moveDirection = new Vector2();
[SerializeField] private float moveSpeed;
private SpriteRenderer spriteRenderer;
private bool doubleJumpPerformed = false;
private float timeDoubleJump = 0;
[SerializeField] private Image[] heartImages;
[SerializeField] private Sprite[] heartSprites;
private int hp = 3;
private int maxHp = 3;
private float hitTime = -5;
private const float inocentTime = .6f;
private GameObject lastCheckPoint = null;
[SerializeField] private AudioSource sourceWalk;
[SerializeField] private AudioSource sourcePlayerDamage;
[SerializeField] private AudioSource sourceJump;
private int applesCount = 0;
private int minApples = 40;
[SerializeField] private TMP_Text applesText;
private const float rayHorizontalLength = 0.5f;
private void Start()
{
Application.targetFrameRate = 61;
spriteRenderer = GetComponent<SpriteRenderer>();
animator = GetComponent<Animator>();
UpdateHearts();
if (PlayerPrefs.HasKey("checkPointX"))
{
transform.position =
new Vector3(PlayerPrefs.GetFloat("checkPointX") - 2, PlayerPrefs.GetFloat("checkPointY"), 5);
}
hitTime = Time.time;
animator.SetInteger("value", 5);
UpdateApples();
}
private void OnApplicationQuit()
{
PlayerPrefs.DeleteKey("checkPointX");
}
private void FixedUpdate()
{
//spieler fallen lassen, wenn dieser nicht auf dem boden steht
if (!grounded)
{
velocity.y += gravity * Time.deltaTime;
}
//überprüfen ob der spieler auf dem boden steht
if (Physics2D.Raycast(transform.position, Vector2.down, rayDownLength))
{
grounded = true;
doubleJumpAvailable = true;
velocity.y = 0;
}
//spieler steht nicht mehr auf dem boden...
else
{
grounded = false;
}
//wenn eine jump action ausgeführt wurde (leertaste oder touch auf der rechten bildschirmhälfte)
if (jumpRequest)
{
jumpRequest = false;
//spieler darf springen falls er auf dem boden steht
if (grounded)
{
grounded = false;
velocity.y = jumpForce;
}
//spieler darf springen falls ein doppelsprung verfügbar ist
else if (doubleJumpAvailable)
{
timeDoubleJump = Time.time;
velocity.y = jumpForce;
doubleJumpPerformed = true;
doubleJumpAvailable = false;
}
}
//bewegung über move actions
if (moveActionHold)
{
velocity.x = moveDirection.x * moveSpeed;
}
else
{
velocity.x = 0;
}
if (Physics2D.Raycast(transform.position, Vector2.left, rayHorizontalLength) && velocity.x < 0)
{
if(Physics2D.Raycast(transform.position, Vector2.left, rayHorizontalLength).collider.tag.Equals("Terrain"))
{
velocity.x = 0;
}
}
if (Physics2D.Raycast(transform.position, Vector2.right, rayHorizontalLength) && velocity.x > 0)
{
if(Physics2D.Raycast(transform.position, Vector2.right, rayHorizontalLength).collider.tag.Equals("Terrain"))
{
velocity.x = 0;
}
}
//bewege den spieler
transform.Translate(velocity * Time.deltaTime);
}
private void Update()
{
bool leftTouch = false, rightTouch = false;
//wenn der bildschirm berührt wurde...
if (Input.touches.Length > 0)
{
//für jede berührung...
foreach (Touch touch in Input.touches)
{
//wird die rechte hälfte des bildschirm berührt
if (touch.position.x > Screen.width / 2)
{
rightTouch = true;
}
//wird die linke hälfte des bildschirms berührt
if (touch.position.x < Screen.width / 2)
{
if (moveActionHold)
{
moveDirection = (touch.position - moveAnchor) / 100;
moveDirection.y = 0;
if (Mathf.Abs(moveDirection.x) < 0.2f)
{
moveDirection.x = 0;
}
if (Mathf.Abs(moveDirection.x) > 1)
{
moveDirection.Normalize();
}
}
else
{
moveAnchor = touch.position;
}
leftTouch = true;
}
}
}
jumpPressed = rightTouch;
moveActionHold = leftTouch;
if (Input.GetAxis("Horizontal") != 0)
{
moveDirection.x = Input.GetAxis("Horizontal");
moveActionHold = true;
}
if (Input.GetKey(KeyCode.Space))
{
jumpPressed = true;
}
//überprüfungen in welchen eingabe fällen der spieler springen darf
if (jumpPressed && !lastJumpPressed || jumpPressed && grounded)
{
jumpRequest = true;
}
//wenn keine leben mehr übrig sind...
if (hp <= 0)
{
if(lastCheckPoint != null)
{
PlayerPrefs.SetFloat("checkPointX", lastCheckPoint.transform.position.x);
PlayerPrefs.SetFloat("checkPointY", lastCheckPoint.transform.position.y);
PlayerPrefs.Save();
}
SceneManager.LoadScene(1, LoadSceneMode.Single);
}
//animation
if (velocity.x > 0)
{
spriteRenderer.flipX = false;
if(grounded && !sourceWalk.isPlaying)
{
sourceWalk.Play();
}
}
else if (velocity.x < 0)
{
spriteRenderer.flipX = true;
if(grounded && !sourceWalk.isPlaying)
{
sourceWalk.Play();
}
}
else
{
sourceWalk.Stop();
}
if (!grounded)
{
sourceWalk.Stop();
}
if (Time.time - hitTime > inocentTime)
{
if (!doubleJumpPerformed)
{
if (transform.parent == null)
{
if (velocity.y < 0)
{
animator.SetInteger("value", 1);
}
else if (velocity.y == 0)
{
animator.SetInteger("value", 0);
}
else if (velocity.y > 0)
{
animator.SetInteger("value", 2);
}
}
else
{
animator.SetInteger("value", 0);
}
if (grounded && velocity.x != 0)
{
animator.SetInteger("value", 3);
animator.speed = Mathf.Abs(moveDirection.x) * 4;
}
else
{
animator.speed = 1;
}
}
else
{
if (velocity.y <= 0)
{
doubleJumpPerformed = false;
}
animator.SetInteger("value", 4);
}
}
//den aktuellen status der jumpaction speichern
lastJumpPressed = jumpPressed;
}
private void OnCollisionEnter2D(Collision2D col)
{
if (col.contacts[0].normal.y < -0.2f)
{
ItemBox box;
if ((box = col.gameObject.GetComponent<ItemBox>()) == true)
{
if(velocity.y > 0)
{
box.Hit();
Destroy(col.collider);
}
}
velocity.y = -0.5f;
}
if (col.gameObject.tag.Equals("Spikes"))
{
TakeDamage(1);
}
}
public void TakeDamage(int amount)
{
if (Time.time - hitTime > inocentTime)
{
sourcePlayerDamage.Play();
hp -= amount;
hitTime = Time.time;
animator.SetInteger("value", 5);
UpdateHearts();
}
}
private void UpdateHearts()
{
for (int i = 0; i < hp; i++)
{
heartImages[i].sprite = heartSprites[0];
}
if (hp >= 0)
{
for (int i = hp; i < maxHp; i++)
{
heartImages[i].sprite = heartSprites[1];
}
}
}
private void OnTriggerEnter2D(Collider2D col)
{
CheckPoint checkPoint;
if ((checkPoint = col.GetComponent<CheckPoint>()) == true)
{
checkPoint.Anim();
lastCheckPoint = col.gameObject;
}
else if (col.tag.Equals("TransparentBlock"))
{
if (velocity.y > 0 &&
Vector2.Distance(new Vector2(transform.position.x, 0), new Vector2(col.transform.position.x, 0)) < 0.325f)
{
col.GetComponent<TransparentBlock>().Trigger();
velocity.y = -0.5f;
}
}
else if (col.tag.Equals("Dead"))
{
TakeDamage(5);
}
else if (col.tag.Equals("Apple"))
{
col.GetComponent<Item>().Collect();
applesCount += col.GetComponent<AppleValue>().value;
UpdateApples();
}
else if (col.tag.Equals("Heal"))
{
col.GetComponent<Item>().Collect();
hp += 1;
if (hp > maxHp) hp = maxHp;
UpdateHearts();
}
}
public void BounceUp()
{
velocity.y = jumpForce / 2;
sourceJump.Play();
}
private void UpdateApples()
{
applesText.text = applesCount + "/" + minApples;
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerCamera : MonoBehaviour
{
[SerializeField] private GameObject player;
//abstand zwischen kamera und spieler
private float yOffset;
private float defaultYOffset;
//interpolationsfaktor zwischen spieler und kameraposition
private float i = 0;
private float speedFactor = 50;
//ruckler im spiele vermeiden, aber kamera trotzdem flüssig bewegen
private const float cameraAccuracy = 100f;
private void Start()
{
//abstand kamera - spieler berechnen
yOffset = transform.position.y - player.transform.position.y;
defaultYOffset = yOffset;
}
private void FixedUpdate()
{
//kamera auf der x-Achse bewegen
transform.Translate(player.transform.position.x - transform.position.x, 0, 0);
//kamera werte runden, um bildfehler zu vermeiden
transform.position = new Vector3(Mathf.Round(transform.position.x * cameraAccuracy) / cameraAccuracy,
Mathf.Round(transform.position.y * cameraAccuracy) / cameraAccuracy, -10);
//kamera in die niedrigste position snappen
if (transform.position.y < 0.01f)
{
transform.position = new Vector3(transform.position.x, 0,
-10);
}
//kamera schnell nach unten bewegen
if (player.transform.position.y < -1.8f && transform.position.y > 0)
{
yOffset = defaultYOffset;
speedFactor = 10f;
}
//normale kamera steuerung in höherem terrain
else
{
yOffset = 0;
speedFactor = 50;
}
//interpolieren zwischen player - kamera um weiches verfolgen des spielers zu ermöglichen
if ((player.transform.position.y >= 2f && player.transform.position.y <= 10f ||
transform.position.y > 0 && player.transform.position.y <= 10f) && transform.position.y <= 8.31f)
{
transform.position = Vector2.Lerp(transform.position, player.transform.position + Vector3.up * yOffset, i);
transform.position = new Vector3(transform.position.x, transform.position.y, -10);
i += Time.deltaTime / speedFactor;
}
//keine interpolation ist das niedrigste terrain-level erreicht
else if (player.transform.position.y < 2f)
{
i = 0;
}
//fehlerhafte kamera werte ausgleichen (y)
if (player.transform.position.y < 6.35f && transform.position.y > 8.31f)
{
transform.position = new Vector3(transform.position.x, 8.31f, -10);
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class HomeMenu : MonoBehaviour
{
[SerializeField] private GameObject par1;
[SerializeField] private GameObject par2;
[SerializeField] private Image imageTransition;
private bool inStartScreen = true;
private float transitionSpeed = 1000;
private bool inTransition = false;
private bool transitionBack = false;
private bool activePar2 = false;
private void Start()
{
par1.SetActive(true);
par2.SetActive(false);
}
private void Update()
{
if(inStartScreen)
{
if (Input.touches.Length > 0)
{
inStartScreen = false;
par1.SetActive(false);
inTransition = true;
}
}
if (activePar2)
{
par2.SetActive(true);
}
if (inTransition)
{
if (imageTransition.rectTransform.rect.width >= Screen.width - 1000)
{
transitionBack = true;
}
if(!transitionBack)
{
imageTransition.rectTransform.sizeDelta = new Vector2(
imageTransition.rectTransform.rect.width + transitionSpeed * Time.deltaTime,
imageTransition.rectTransform.rect.width + transitionSpeed * Time.deltaTime);
}
else
{
imageTransition.rectTransform.sizeDelta = new Vector2(
imageTransition.rectTransform.rect.width - transitionSpeed * Time.deltaTime,
imageTransition.rectTransform.rect.width - transitionSpeed * Time.deltaTime);
}
if (imageTransition.rectTransform.rect.width <= 0)
{
inTransition = false;
activePar2 = true;
}
}
}
public void ButtonLevelPressed(Button button)
{
SceneManager.LoadScene(button.name);
}
}
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