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https://github.com/ConjureETS/MeltedBananasOJam2016.git
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3cecda08e7
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>>>>>>> 417cb1bd20dec13350564e0d8da1a93ffdb26561
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@ -5,19 +5,31 @@ public class PlayerMovement : MonoBehaviour {
|
|||||||
|
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||||||
public float speed = 0f;
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public float speed = 0f;
|
||||||
public float turn = 0f;
|
public float turn = 0f;
|
||||||
|
public GameObject camera;
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||||||
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public Rigidbody characterRigidBody;
|
||||||
//private Rigidbody rb;
|
//private Rigidbody rb;
|
||||||
|
|
||||||
|
|
||||||
|
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||||||
// Update is called once per frame
|
// Update is called once per frame
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||||||
void Update () {
|
void Update () {
|
||||||
if (Input.GetKey(KeyCode.UpArrow))
|
Vector3 fowardVector = new Vector3(camera.transform.forward.x, 0, camera.transform.forward.z);
|
||||||
transform.Translate(Vector3.forward * speed * Time.deltaTime);
|
if (Input.GetAxis("Vertical")>0)
|
||||||
if (Input.GetKey(KeyCode.DownArrow))
|
{
|
||||||
transform.Translate(-Vector3.forward * speed * Time.deltaTime);
|
|
||||||
if (Input.GetKey(KeyCode.LeftArrow))
|
characterRigidBody.velocity = ( fowardVector * speed * Time.deltaTime);
|
||||||
transform.Rotate(Vector3.up, -turn * Time.deltaTime);
|
}
|
||||||
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|
else if (Input.GetAxis("Vertical")<0)
|
||||||
transform.Rotate(Vector3.up, turn * Time.deltaTime);
|
{
|
||||||
|
characterRigidBody.velocity = (-fowardVector * speed * Time.deltaTime);
|
||||||
|
}
|
||||||
|
if (Input.GetAxis("Horizontal")<0)
|
||||||
|
{
|
||||||
|
characterRigidBody.velocity = (Vector3.Cross(-transform.up, fowardVector) * speed * Time.deltaTime);
|
||||||
|
}
|
||||||
|
else if (Input.GetAxis("Horizontal") > 0)
|
||||||
|
{
|
||||||
|
characterRigidBody.velocity = (Vector3.Cross(transform.up, fowardVector) * speed * Time.deltaTime);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
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||||||
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|||||||
17
Assets/Scripts/PlayerMovement.cs.meta
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36
Assets/Scripts/PostEffectScript.cs
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Assets/Scripts/PostEffectScript.cs
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|||||||
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using UnityEngine;
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||||||
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using System.Collections;
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||||||
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[ExecuteInEditMode]
|
||||||
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public class PostEffectScript : MonoBehaviour {
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||||||
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public Material mat;
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||||||
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public float blindness = 0.5f;
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||||||
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public Rigidbody character;
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||||||
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public float blindnessRatio = 0.1f;
|
||||||
|
public float velocity;
|
||||||
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// Use this for initialization
|
||||||
|
void Start () {
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
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// Update is called once per frame
|
||||||
|
void Update () {
|
||||||
|
|
||||||
|
}
|
||||||
|
void OnRenderImage(RenderTexture src, RenderTexture dest)
|
||||||
|
{
|
||||||
|
if (character.velocity.magnitude > 0)
|
||||||
|
{
|
||||||
|
blindness = character.velocity.normalized.magnitude * blindnessRatio;
|
||||||
|
blindnessRatio += 0.01f;
|
||||||
|
}
|
||||||
|
else if (blindnessRatio >= 0.1f)
|
||||||
|
{
|
||||||
|
blindness = character.velocity.normalized.magnitude * blindnessRatio;
|
||||||
|
blindnessRatio = 0.1f;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
mat.SetFloat("_Blindness", blindness);
|
||||||
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Graphics.Blit(src, dest,mat);
|
||||||
|
}
|
||||||
|
}
|
||||||
12
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59
Assets/Scripts/PostEffectShader.shader
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|||||||
|
Shader "Custom/PostEffectShader"
|
||||||
|
{
|
||||||
|
Properties
|
||||||
|
{
|
||||||
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_Blindness("Blindness", Float) = 0.6
|
||||||
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_MainTex("Texture", 2D) = "white" {}
|
||||||
|
|
||||||
|
}
|
||||||
|
SubShader
|
||||||
|
{
|
||||||
|
// No culling or depth
|
||||||
|
Cull Off ZWrite Off ZTest Always
|
||||||
|
|
||||||
|
Pass
|
||||||
|
{
|
||||||
|
CGPROGRAM
|
||||||
|
#pragma vertex vert
|
||||||
|
#pragma fragment frag
|
||||||
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|
||||||
|
#include "UnityCG.cginc"
|
||||||
|
|
||||||
|
struct appdata
|
||||||
|
{
|
||||||
|
float4 vertex : POSITION;
|
||||||
|
float2 uv : TEXCOORD0;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct v2f
|
||||||
|
{
|
||||||
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float2 uv : TEXCOORD0;
|
||||||
|
float4 vertex : SV_POSITION;
|
||||||
|
};
|
||||||
|
|
||||||
|
v2f vert (appdata v)
|
||||||
|
{
|
||||||
|
v2f o;
|
||||||
|
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
|
||||||
|
o.uv = v.uv;
|
||||||
|
return o;
|
||||||
|
}
|
||||||
|
|
||||||
|
sampler2D _MainTex;
|
||||||
|
float _Blindness;
|
||||||
|
|
||||||
|
fixed4 frag (v2f i) : SV_Target
|
||||||
|
{
|
||||||
|
fixed4 col = tex2D(_MainTex, i.uv);
|
||||||
|
col.r = col.r+ _Blindness;
|
||||||
|
col.g = col.g+_Blindness;
|
||||||
|
col.b = col.b+_Blindness;
|
||||||
|
//col.a = (c.r + c.b + c.g) / 3;
|
||||||
|
// just invert the colors
|
||||||
|
//col = 1 - col;
|
||||||
|
return col;
|
||||||
|
}
|
||||||
|
ENDCG
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
9
Assets/Scripts/PostEffectShader.shader.meta
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42
Assets/Scripts/ViewControl.cs
Normal file
42
Assets/Scripts/ViewControl.cs
Normal file
@ -0,0 +1,42 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
using System.Collections;
|
||||||
|
|
||||||
|
public class ViewControl : MonoBehaviour
|
||||||
|
{
|
||||||
|
|
||||||
|
// Speed at which the camera will catch up to the mouse pointer location
|
||||||
|
public float smoothing = 1.5f;
|
||||||
|
public float mouseSensitivity = 100.0f;
|
||||||
|
public float clampAngle = 80.0f;
|
||||||
|
|
||||||
|
private float rotY = 0.0f;
|
||||||
|
// rotation around the up/y axis
|
||||||
|
private float rotX = 0.0f;
|
||||||
|
// rotation around the right/x axis
|
||||||
|
|
||||||
|
// Use this for initialization
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
Cursor.lockState = CursorLockMode.Locked;
|
||||||
|
Cursor.visible = false;
|
||||||
|
|
||||||
|
Vector3 rot = transform.localRotation.eulerAngles;
|
||||||
|
rotY = rot.y;
|
||||||
|
rotX = rot.x;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Called once every physics update
|
||||||
|
void FixedUpdate()
|
||||||
|
{
|
||||||
|
float mouseX = Input.GetAxis("Mouse X");
|
||||||
|
float mouseY = -Input.GetAxis("Mouse Y");
|
||||||
|
|
||||||
|
rotY += mouseX * mouseSensitivity * Time.deltaTime;
|
||||||
|
rotX += mouseY * mouseSensitivity * Time.deltaTime;
|
||||||
|
|
||||||
|
rotX = Mathf.Clamp(rotX, -clampAngle, clampAngle);
|
||||||
|
|
||||||
|
Quaternion localRotation = Quaternion.Euler(rotX, rotY, 0.0f);
|
||||||
|
transform.rotation = localRotation;
|
||||||
|
}
|
||||||
|
}
|
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42
Assets/ViewControl.cs
Normal file
42
Assets/ViewControl.cs
Normal file
@ -0,0 +1,42 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
using System.Collections;
|
||||||
|
|
||||||
|
public class ViewControl : MonoBehaviour
|
||||||
|
{
|
||||||
|
|
||||||
|
// Speed at which the camera will catch up to the mouse pointer location
|
||||||
|
public float smoothing = 1.5f;
|
||||||
|
public float mouseSensitivity = 100.0f;
|
||||||
|
public float clampAngle = 80.0f;
|
||||||
|
|
||||||
|
private float rotY = 0.0f;
|
||||||
|
// rotation around the up/y axis
|
||||||
|
private float rotX = 0.0f;
|
||||||
|
// rotation around the right/x axis
|
||||||
|
|
||||||
|
// Use this for initialization
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
Cursor.lockState = CursorLockMode.Locked;
|
||||||
|
Cursor.visible = false;
|
||||||
|
|
||||||
|
Vector3 rot = transform.localRotation.eulerAngles;
|
||||||
|
rotY = rot.y;
|
||||||
|
rotX = rot.x;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Called once every physics update
|
||||||
|
void FixedUpdate()
|
||||||
|
{
|
||||||
|
float mouseX = Input.GetAxis("Mouse X");
|
||||||
|
float mouseY = -Input.GetAxis("Mouse Y");
|
||||||
|
|
||||||
|
rotY += mouseX * mouseSensitivity * Time.deltaTime;
|
||||||
|
rotX += mouseY * mouseSensitivity * Time.deltaTime;
|
||||||
|
|
||||||
|
rotX = Mathf.Clamp(rotX, -clampAngle, clampAngle);
|
||||||
|
|
||||||
|
Quaternion localRotation = Quaternion.Euler(rotX, rotY, 0.0f);
|
||||||
|
transform.rotation = localRotation;
|
||||||
|
}
|
||||||
|
}
|
||||||
13
README.md
13
README.md
@ -16,13 +16,18 @@ Core gameplay principles
|
|||||||
|
|
||||||
* Playable character implementation
|
* Playable character implementation
|
||||||
* First person view (w/ controls of view and headbobbing) *Assigned to Alex*
|
* First person view (w/ controls of view and headbobbing) *Assigned to Alex*
|
||||||
* Movement (jumping, etc) *Assigned to Kerby*
|
* View controls ✓
|
||||||
|
* Headbobbing
|
||||||
|
* Movement (jumping, etc) *Assigned to Kerby* ✓
|
||||||
|
* Controls ✓
|
||||||
|
* Jumping ✓
|
||||||
* Gameplay mechanics
|
* Gameplay mechanics
|
||||||
* Fog of war
|
* Fog of war
|
||||||
* Falling tiles *Assigned to Hugo*
|
* Falling tiles *Assigned to Hugo* ✓
|
||||||
* Stay a while mechanic *Assigned to Antoine*
|
* Stay a while mechanic *Assigned to Antoine* ✓
|
||||||
|
|
||||||
###Possible traps/pick ups
|
###Possible traps/pick ups
|
||||||
* Slow down time
|
* Slow down time
|
||||||
* Transparent structures
|
* Super jump / speed
|
||||||
|
* XRay
|
||||||
|
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user