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