IMPORTATION_CODE

Code parralax des décors
Ajout et correction du code Hadès
This commit is contained in:
Djalim Simaila 2023-05-30 20:24:37 +02:00 committed by Solène
parent 468c935da0
commit 36a2982a48
14 changed files with 1501 additions and 701 deletions

File diff suppressed because it is too large Load Diff

18
Assets/Script/Cloud.cs Normal file
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@ -0,0 +1,18 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Cloud : MonoBehaviour
{
[SerializeField] private float speed = 1f;
Rigidbody2D rb;
void Start(){
rb = GetComponent<Rigidbody2D>();
}
void FixedUpdate(){
rb.velocity += new Vector2(speed,0);
}
}

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@ -12,7 +12,6 @@ public class Damager : MonoBehaviour
if(collision.gameObject.CompareTag("Joueur"))
{
Player player = collision.gameObject.GetComponent<Player>();
Debug.Log(player.health);
player.hurt(damageValue);
}
}

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@ -7,7 +7,7 @@ public class Ennemy : MonoBehaviour
private Rigidbody2D rb;
private SpriteRenderer sr;
private Animator animController;
[SerializeField] private bool isAggro;
[SerializeField] private bool isAggro = false;
[SerializeField] private float aggroDistance = 30f;
[SerializeField] private float speed = 20f;
@ -25,13 +25,14 @@ public class Ennemy : MonoBehaviour
Vector2 currentPosition = rb.transform.position;
Vector2 direction = playerPosition - currentPosition;
direction = direction.normalized;
if (Vector2.Distance(playerPosition,currentPosition) <= aggroDistance){
isAggro = true;
}
if (isAggro){
direction *= speed;
rb.velocity += new Vector2(direction.x, 0);
}
}
public void setAggro(){
isAggro = true;
}
}

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@ -25,5 +25,4 @@ public class Life : MonoBehaviour
image.enabled = false;
}
}
}

24
Assets/Script/Parralax.cs Normal file
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@ -0,0 +1,24 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Parralax : MonoBehaviour
{
private float length, startpos;
[SerializeField] private GameObject cam;
[SerializeField] private float parallaxEffect = 0;
// Start is called before the first frame update
void Start()
{
startpos = transform.position.x;
length = GetComponent<SpriteRenderer>().bounds.size.x;
}
// Update is called once per frame
void FixedUpdate()
{
float dist = (cam.transform.position.x * parallaxEffect);
transform.position = new Vector3(startpos + dist, transform.position.y, transform.position.z);
}
}

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@ -1,43 +1,31 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/*
DONE
- Une zone ou tu es ralenti
- Dash done
- Climb done
- Un objet immobile qui te ferait -1 de dégât si tu le touche (exemple, une barrière )
- Un objet qui te ferait -1 de dégât si il te tombe dessus. (Ex: une caisse tombe du ciel quand le chat passe en des
- Respawn & Checkpoint
- Une barre de vie constituer de 9 coeurs, ca fonctionne mais que en -2 au lieu de -1 vie
-Lancer l'animation du chien
-
DOING
- Collectibles (ca donnerai un boost au chat pendant la course poursuite, maybe desactiver le dash pour pas pouvoir le spam)
- Se faire poursuivre par le chien, si il nous touche, on dead
TODO
- MAYBE mettre une stamina uniquement sur le Climb (MAYBE NOT)
- Un objet qui te ferait -1 de dégât si il te tombe dessus. (Ex: une caisse tombe du ciel quand le chat passe en dessous)
-Faire defiler les nuages, paralaxe
BUG FIXES
- S'accroupir done ------------>(Il peut crouch et courir en même temps)
- Courir done ----------------->(Sunny a un saut amplifié quand tu sautes en pentes ou en prenant de l'elant avec la course)
- S'accroupir done ------------> (Il peut crouch et courir en même temps) (PEUT-ÊTRE LE GARDER)
- Courir done ----------------->(Sunny a un saut amplifié quand tu sautes en pentes ou en prenant de l'elant avec la course)rajouter une velocité
de force moins forte pour pas qu'il y ai l'ajout de force sur les pentes
- CROUCH BUG : exemple : si je marche mais que je veux crouch l'animation a une latence mais la lenteur du crouch est la (si j'appuie deux touches en mm temps)
- Je peux pas courir et dash a la fois
- Je veux qu'on ai du mal a sauter dans le Mud, que les deplacements soit embourbés
-Que la barre de vie soit de -1 en -1
-Quand tu cours, rajouter une velocité de force moins forte pour pas qu'il y ai l'ajout de force sur les pentes
- Que la barre de vie soit de -1 en -1 et non pas de -2 en -2
- Supprimer l'accélération sur le box collider des ladders
faut separer les deux modificateur de vitesse dans le calcul de velocity, un pour le vertical, l'autre pour l'horizontal exemple : courrir = horizontal speed boost
ca permet de mieux controller le climb
UPDATE
-Je voudrais que pendant la course poursuite, le chat ne puisse pas retourner en arrière, la camera avancerai, soit il meurt parce que le chien l'a touché, soit parce qu'il est trop loin dans la map, il aurait des boosts pour gagner du terrain sur le chien
-Je voudrais que pendant la course poursuite, le chat ne puisse pas retourner en arrière, la camera avancerai, soit il meurt parce que le chien l'a touché, soit parce
qu'il est trop loin dans la map, il aurait des boosts pour gagner du terrain sur le chien
-Supprimer le dash
-Faire en sorte que la camera soit en haut du joueur
-Pourquoi mes lights apparaisse derrière mes assets?
-Faire defiler les nuages, paralaxe
*/
@ -51,7 +39,7 @@ public class Player : MonoBehaviour
private float walkingSpeed = 400f;
private float runningSpeed = 800f;
private float crouchingSpeed = 200f;
private float climbingSpeed = 300f;
private float climbingSpeed = 100f;
private float horizontalValue;
private float verticalValue;
@ -126,11 +114,6 @@ public class Player : MonoBehaviour
animController.SetFloat("speed", Mathf.Abs(horizontalValue));
verticalValue = Input.GetAxis("Vertical");
if (Input.GetKeyDown(KeyCode.Return)){
respawn();
}
if (Input.GetKeyDown(KeyCode.Space) && canJump)
{
if (isClimbing)
@ -151,10 +134,10 @@ public class Player : MonoBehaviour
animController.SetFloat("speed", Mathf.Abs(horizontalValue));
//Rémi a dit qu'il était pas fan du Coroutine, donc si vous arrivez à modifier c'est tant mieux
if (Input.GetKeyDown(KeyCode.LeftShift) && canDash && currentDash > 0)
/* if (Input.GetKeyDown(KeyCode.LeftShift) && canDash && currentDash > 0)
{
StartCoroutine(Dash());
}
} */
}
void FixedUpdate()
@ -169,6 +152,8 @@ public class Player : MonoBehaviour
grounded = false;
isJumping = false;
rb.AddForce(new Vector2(0, jumpForce), ForceMode2D.Impulse);
//rb.velocity += new Vector2(0,jumpForce);
//rb.velocity = rb.velocity.normalized;
canJump = false;
}

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@ -0,0 +1,17 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class TriggerDog : MonoBehaviour
{
private void OnTriggerEnter2D(Collider2D collision)
{
if(collision.gameObject.CompareTag("Joueur"))
{
GameObject hades = GameObject.Find("HADES");
Ennemy e = hades.GetComponent<Ennemy>();
e.setAggro();
}
}
}

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