Commit 8d7d8d47 by Alisa Jung

Merge branch 'master' of ssh://git.breab.org:2222/gamejam-gpn15/dyingIsMainstream

Conflicts: Assets/Prefabs/GameStateTracker.prefab Assets/Prefabs/PortableFire.prefab Assets/Prefabs/Shield.prefab Assets/game.unity
parents 3ec40437 3873571e
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......@@ -13,12 +13,17 @@ public class PlayerControl : MonoBehaviour
public float inAirDamping = 5f;
public float targetJumpHeight = 2f;
public float lastDashStart = float.NegativeInfinity;
[HideInInspector]
public float currentDashDirection = 0.0f;
[HideInInspector]
public float dashDirection = 1.0f;
public float dashCompletionTime = 0.25f;
public float dashStartSpeed = 20.0f;
public float dashEndSpeed = 8.0f;
public float dashCoolDown = 0.5f;
public float dashCollisionCoolDown = 1.5f;
[HideInInspector]
public float currentDashCoolDown = 0.0f;
// public float jumpWaitTime = 2.0;
[HideInInspector]
......@@ -34,11 +39,9 @@ public class PlayerControl : MonoBehaviour
public int playerNumber = 1; //gibt an, ob es sich um player one, player two, etc. handelt. sollte nicht 0 sein;
KeyCode goRightKeyCode, goLeftKeyCode, jumpKeyCode, dashKeyCode, shootKeyCode;
private Rigidbody2D rigidbody;
void Start()
{
rigidbody = GetComponent<Rigidbody2D>();
_controller = GetComponent<CharacterController2D>();
_controller.onControllerCollidedEvent += onControllerCollider;
......@@ -77,7 +80,8 @@ public class PlayerControl : MonoBehaviour
{
//TODO abfrage " is dashing"
body.AddForce(_controller.getDirectionOfMovement() * pushForce);
//TODO set is dashing to false
lastDashStart = Time.time - dashCompletionTime;
currentDashCoolDown = dashCollisionCoolDown;
}
}
......@@ -102,6 +106,7 @@ public class PlayerControl : MonoBehaviour
{
lastDashStart = Time.time;
currentDashDirection = dashDirection;
currentDashCoolDown = dashCoolDown;
}
if (isDashing ())
......@@ -179,7 +184,7 @@ public class PlayerControl : MonoBehaviour
private bool canDash ()
{
return getDashTime() >= dashCompletionTime + dashCoolDown;
return getDashTime() >= dashCompletionTime + currentDashCoolDown;
}
/*==========Power Ups // Bullet management ===*/
......
......@@ -6,12 +6,14 @@ public class Rocket : MonoBehaviour
#region members
public int damagePoints = 15;
public float speed = 1;
public float pushForce = 20; //wie stark das target weggeschubst wird beim aufprall.
public float flyToTargetSpeed = 10f;
public float speed = 1f;
public float pushForce = 20f; //wie stark das target weggeschubst wird beim aufprall.
private Rigidbody2D body;
public Transform target;
public Animator explosionAnimator;
private GameObject explosion;
#endregion
// Use this for initialization
......@@ -25,8 +27,9 @@ public class Rocket : MonoBehaviour
//update direction:
Vector3 direction = target.position - transform.position;
body.velocity = (float)speed * direction.normalized;
transform.rotation = Quaternion.Euler(0, 0, -Mathf.Rad2Deg * Mathf.Atan2(direction.x, direction.y));
body.velocity = Vector2.Lerp(body.velocity, (float)speed * direction.normalized, Time.deltaTime * flyToTargetSpeed);
Quaternion newRotation = Quaternion.Euler(0, 0, -Mathf.Rad2Deg * Mathf.Atan2(direction.x, direction.y));
transform.rotation = Quaternion.Slerp(transform.rotation, newRotation, Time.deltaTime * flyToTargetSpeed);
}
void OnTriggerEnter2D(Collider2D other)
......@@ -38,12 +41,21 @@ public class Rocket : MonoBehaviour
Debug.Log(body.velocity.normalized * pushForce);
otherBody.velocity = Vector2.zero;
otherBody.AddForce(body.velocity.normalized * pushForce);
Invoke("destroy", 0.1f);
//explosion effect:
explosion = GameObject.Instantiate(explosionAnimator.gameObject,transform.position,transform.rotation) as GameObject;
gameObject.GetComponent<SpriteRenderer>().enabled = false;
gameObject.GetComponent<Collider2D>().enabled = false;
Invoke("destroy", 1.0f);
}
}
void destroy()
{
Destroy(explosion);
Destroy(gameObject);
}
......
......@@ -3,13 +3,10 @@ using System.Collections;
public class Turret : MonoBehaviour {
public Transform target;
public GameObject rocketPrefab;
private Transform target;
private Rocket currentRocket;
// Use this for initialization
void Start () {
InvokeRepeating("shoot", 1.0f, 2.0f);
}
// Update is called once per frame
void Update () {
......@@ -26,7 +23,9 @@ public class Turret : MonoBehaviour {
public void shoot()
{
Rocket newRocket = (GameObject.Instantiate(rocketPrefab, transform.position, transform.rotation) as GameObject).GetComponent<Rocket>();
newRocket.setTarget(target);
if (currentRocket) return; // do not shoot another rocket when there is one already flying.
currentRocket = (GameObject.Instantiate(rocketPrefab, transform.position, transform.rotation) as GameObject).GetComponent<Rocket>();
currentRocket.setTarget(target);
}
}
using UnityEngine;
using System.Collections;
public class TurretButton : MonoBehaviour {
public Turret cannon; // die entsprechende turret-cannon.
void OnCollisionEnter2D(Collision2D coll)
{
//soll nur von oben ausloesen:
if (coll.gameObject.tag == "Player" && coll.relativeVelocity.x<0.001f && coll.relativeVelocity.y>0.2f)
{
cannon.setTarget(coll.gameObject.transform);
cannon.shoot();
}
}
}
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