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race game working

combinedRaceAndNameDropper
Josh 1 year ago
parent
commit
5b0077eb1f
  1. 11
      namedropper/Assets/Bouncy Physics Material 2D.physicsMaterial2D
  2. 8
      namedropper/Assets/Bouncy Physics Material 2D.physicsMaterial2D.meta
  3. 24
      namedropper/Assets/RaceGame.cs
  4. 11
      namedropper/Assets/RaceGame.cs.meta
  5. 7674
      namedropper/Assets/Scenes/RaceGame.unity
  6. 7
      namedropper/Assets/Scenes/RaceGame.unity.meta
  7. 67
      namedropper/Assets/Scripts/Game.cs
  8. 84
      namedropper/Assets/Scripts/Level.cs
  9. 20
      namedropper/Assets/Scripts/Player.cs
  10. 5
      namedropper/Assets/Scripts/Wraparound.cs
  11. BIN
      namedropper/Assets/Sprites/racetrack.png
  12. 123
      namedropper/Assets/Sprites/racetrack.png.meta
  13. 2
      namedropper/Assets/_FortuneWheel/Scripts/FortuneWheel.cs
  14. 4
      namedropper/ProjectSettings/TagManager.asset
  15. BIN
      original art assets/racetrack.psd

11
namedropper/Assets/Bouncy Physics Material 2D.physicsMaterial2D

@ -0,0 +1,11 @@
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bounciness: 1

8
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24
namedropper/Assets/RaceGame.cs

@ -0,0 +1,24 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class RaceGame : Level
{
// Start is called before the first frame update
void Start()
{
Physics2D.gravity = Vector2.zero;
base.Start();
}
private void Awake()
{
base.Awake();
}
// Update is called once per frame
void Update()
{
}
}

11
namedropper/Assets/RaceGame.cs.meta

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7674
namedropper/Assets/Scenes/RaceGame.unity

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7
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67
namedropper/Assets/Scripts/Game.cs

@ -9,14 +9,12 @@ public class Game : Level
public const bool USE_MVP = true;
public const bool USE_UNLOCK = true;
const bool HIDE_SCORES = true;
int _seconds = 70;
[SerializeField] Text Score1;
[SerializeField] Text Score2;
[SerializeField] Text Score3;
[SerializeField] Text Score4;
[SerializeField] Text Timer;
[SerializeField] Text RoundNumber;
[SerializeField] Text Topic;
[SerializeField] GameObject CategoriesRound1;
@ -28,36 +26,30 @@ public class Game : Level
Category[] _categories;
int _originalFontSize;
static bool _paused = false;
[SerializeField] Canvas _canvas;
[SerializeField] GameObject _powerupPrefab;
public static bool Paused { get => _paused; set => _paused = value; }
// Start is called before the first frame update
void Awake()
{
Physics2D.gravity = new Vector2(0f, -4f);
base.Awake();
if (GameManager.Instance.Round == 1)
{
CategoriesRound1.SetActive(true);
_seconds = 35;
}
else if (GameManager.Instance.Round == 2)
{
CategoriesRound2.SetActive(true);
_seconds = 40;
}
else if (GameManager.Instance.Round == 3)
{
CategoriesRound3.SetActive(true);
_seconds = 45;
}
_originalFontSize = Timer.fontSize;
_categories = FindObjectsOfType<Category>();
//set the topic for testing purposes in case I start directly from this scene
@ -74,7 +66,6 @@ public class Game : Level
category.Elements = categoryData.Elements;
category.ResetElements();
}
StartCoroutine(Countdown());
if (GameManager.Instance.NumTeams == 1)
@ -116,7 +107,7 @@ public class Game : Level
}
}
RoundNumber.text = GameManager.Instance.GetRoundName();
Topic.text = GameDataManager.Instance.CurrentTopic.Topic;
StartCoroutine("StartupProcess");
@ -162,46 +153,7 @@ public class Game : Level
}
IEnumerator Countdown()
{
while (_seconds > 0)
{
_seconds--;
Timer.text = _seconds.ToString();
if (_seconds < 10)
{
Timer.color = Color.red;
Timer.fontSize = _originalFontSize + 50;
}
yield return new WaitForSeconds(1f);
}
Timer.text = "TIME'S UP!";
Timer.fontSize = _originalFontSize + 70;
Paused = true;
yield return new WaitForSeconds(2.5f);
Paused = false;
NextRound();
}
void NextRound()
{
GameManager.Instance.Round++;
if (GameManager.Instance.Round > 3)
{
SceneManager.LoadScene("GameOver");
}
else if (GameManager.Instance.Round == 3)
{
SceneManager.LoadScene("ChallengingStage");
}
else
{
SceneManager.LoadScene("TopicSelect");
}
}
private void Start()
{
@ -261,14 +213,8 @@ public class Game : Level
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(KeyCode.F10))
{
_seconds-=5;
}
if (Input.GetKeyDown(KeyCode.F12))
{
NextRound();
}
base.Update();
/*
if (Input.GetKeyDown(KeyCode.F11))
{
GameManager.PLAYER_SKIN++;
@ -278,5 +224,6 @@ public class Game : Level
}
GameManager.Instance.RestartGame();
}
*/
}
}

84
namedropper/Assets/Scripts/Level.cs

@ -2,29 +2,62 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class Level : MonoBehaviour
{
public List<GameObject> _players;
ScoreStack _blueScoreStack;
ScoreStack _redScoreStack;
[SerializeField] protected Text Timer;
[SerializeField] protected Text RoundNumber;
int _originalFontSize;
int _seconds = 70;
static bool _paused = false;
public static bool Paused { get => _paused; set => _paused = value; }
// Start is called before the first frame update
void Start()
public void Start()
{
}
public void Awake()
{
_blueScoreStack = GameObject.Find("/ScoreStackBlue").GetComponent<ScoreStack>();
_redScoreStack = GameObject.Find("/ScoreStackRed").GetComponent<ScoreStack>();
RoundNumber.text = GameManager.Instance.GetRoundName();
_blueScoreStack = GameObject.Find("/ScoreStackBlue")?.GetComponent<ScoreStack>();
_redScoreStack = GameObject.Find("/ScoreStackRed")?.GetComponent<ScoreStack>();
_originalFontSize = Timer.fontSize;
if (GameManager.Instance.Round == 1)
{
_seconds = 35;
}
else if (GameManager.Instance.Round == 2)
{
_seconds = 40;
}
else if (GameManager.Instance.Round == 3)
{
_seconds = 45;
}
StartCoroutine(Countdown());
}
// Update is called once per frame
void Update()
public void Update()
{
if (Input.GetKeyDown(KeyCode.F10))
{
_seconds -= 5;
}
if (Input.GetKeyDown(KeyCode.F12))
{
NextRound();
}
}
protected void ActivatePlayers(bool value)
@ -87,4 +120,45 @@ public class Level : MonoBehaviour
//UpdateScores();
}
IEnumerator Countdown()
{
while (_seconds > 0)
{
_seconds--;
Timer.text = _seconds.ToString();
if (_seconds < 10)
{
Timer.color = Color.red;
Timer.fontSize = _originalFontSize + 50;
}
yield return new WaitForSeconds(1f);
}
Timer.text = "TIME'S UP!";
Timer.fontSize = _originalFontSize + 70;
Paused = true;
yield return new WaitForSeconds(2.5f);
Paused = false;
NextRound();
}
void NextRound()
{
GameManager.Instance.Round++;
if (GameManager.Instance.Round > 3)
{
SceneManager.LoadScene("GameOver");
}
else if (GameManager.Instance.Round == 3)
{
SceneManager.LoadScene("ChallengingStage");
}
else
{
SceneManager.LoadScene("TopicSelect");
}
}
}

20
namedropper/Assets/Scripts/Player.cs

@ -47,6 +47,8 @@ public class Player : MonoBehaviour
}
public Rigidbody2D _rigidbody;
private bool _touchedMidpoint;
private RaceGame _raceGame;
private void Awake()
{
@ -65,6 +67,7 @@ public class Player : MonoBehaviour
_text = transform.GetChild(0).GetComponent<TMPro.TextMeshProUGUI>();
_originalTextScale = _text.transform.localScale;
_game = FindObjectOfType<Game>();
_raceGame = FindObjectOfType<RaceGame>();
_originalPosition = transform.position;
@ -346,6 +349,23 @@ public class Player : MonoBehaviour
}
//RACE GAME
//midpoint
if (collision.gameObject.CompareTag("Midpoint"))
{
_touchedMidpoint = true;
}
//finish line
if (collision.gameObject.CompareTag("FinishLine"))
{
if (_touchedMidpoint)
{
Debug.Log("scored!");
_raceGame.AddScore(1, _playerNumber);
}
_touchedMidpoint = false;
}
}

5
namedropper/Assets/Scripts/Wraparound.cs

@ -26,6 +26,11 @@ public class Wraparound : MonoBehaviour
}
if (SceneManager.GetActiveScene().name == "RaceGame")
{
return;
}
if (SceneManager.GetActiveScene().name == "TopicSelect" || SceneManager.GetActiveScene().name == "Calibration" || SceneManager.GetActiveScene().name == "Title" || SceneManager.GetActiveScene().name == "GameOver" || SceneManager.GetActiveScene().name == "ChallengingStage")
{
if (this.transform.position.x < 0)

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namedropper/Assets/Sprites/racetrack.png

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123
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2
namedropper/Assets/_FortuneWheel/Scripts/FortuneWheel.cs

@ -160,7 +160,7 @@
}
else if (_gameName == "Sumo")
{
sceneName = "Sumo";
sceneName = "RoundIntro";
}
else
{

4
namedropper/ProjectSettings/TagManager.asset

@ -3,7 +3,9 @@
--- !u!78 &1
TagManager:
serializedVersion: 2
tags: []
tags:
- FinishLine
- Midpoint
layers:
- Default
- TransparentFX

BIN
original art assets/racetrack.psd

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