Open jordode opened 6 years ago
Damage per second? More like damage per frame, lmao
using UnityEngine; using System.Collections; using JetBrains.Annotations; using UnityEngine.UI; using UnityEngine.SceneManagement;
public class YesDaddyPlz : MonoBehaviour {
Rigidbody2D myrb;
Transform tf;
float xspeed;
float rotationZ;
Transform groundcheck;
Transform groundcheckr;
Transform groundcheckl;
public float jumpforce;
public LayerMask charmask;
private int juptime;
public bool grounded;
public bool groundedl;
public bool groundedr;
public Text CountText;
public Text loseText;
private int count;
private void OnTriggerStay2D(Collider2D other)
{
if (other.gameObject.CompareTag("Triangle"))
{
other.gameObject.SetActive(true);
count = count - 1;
SetCountText();
}
}
// Use this for initialization
void Start()
{
myrb = this.GetComponent<Rigidbody2D>();
tf = GetComponent<Transform>();
groundcheck = GameObject.Find("groundcheck").GetComponent<Transform>();
// groundcheckl = GameObject.Find ("groundcheck left").GetComponent<Transform> ();
// groundcheckr = GameObject.Find ("groundcheck right").GetComponent<Transform> ();
count = 3;
SetCountText();
juptime = 0;
loseText.text = "";
}
void FixedUpdate()
{
myrb.velocity = new Vector2(xspeed, myrb.velocity.y);
grounded = Physics2D.OverlapCircle(groundcheck.position, 0.5f, charmask);
// groundedl = Physics2D.OverlapCircle (groundcheckl.position, 0.5f, charmask);
// groundedr = Physics2D.OverlapCircle (groundcheckr.position, 0.5f, charmask);
}
// Update is called once per frame
void Update()
{
{
rotationZ = Mathf.Clamp(rotationZ, -45, 45);
}
if (Input.GetKey(KeyCode.A))
{
xspeed = -5;
}
else if (Input.GetKey(KeyCode.D))
{
xspeed = 5;
}
else
{
xspeed = 0;
}
if (Input.GetKeyDown(KeyCode.Space) && juptime == 0)
{
if (grounded || groundedr || groundedl)
{
juptime = 25;
}
}
if (juptime > 0)
{
juptime = juptime - 1;
tf.Translate(0.0f, 0.1f, 0.0f);
}
tf.rotation = Quaternion.AngleAxis(0.0f, Vector3.forward);
}
void SetCountText()
{
CountText.text = "Health: " + count.ToString();
if (count <= 0)
{
loseText.text = "You lose :(";
SceneManager.LoadScene(1);
}
}
}
that is health with DPS but more like DPF update coming soon, also added jump
Create system where player loses health every second