Corazon de Aquiles
Juego corto y sencillo de disparos, pero completo y bastante bien desarrollado, con pantalla de ganar y pantalla de perder, con sonido final de ganador y sonidos ambiente de perdedor.
Movimiento del player w,a,s,d y raton disparos.
https://videojuegosenlineaasaco4.blogspot.com/
Short and simple game of shots, but complete and quite well developed, with screen to win and screen to lose, with final sound of winner and sounds environment of loser.
Movement of player w, a, s, d and mouse shots./
JUEGO PARA JUGAR DIRECTAMENTE DESDE WEB Y TAMBIEN SE PUEDE DESCARGAR
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SCRIPT DE RELOJ TIMER QUE SALE ENCIMA PANTALLA DEL JUEGO
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class scriptTimer : MonoBehaviour {
public Text contador;
public Text fin;
private float tiempo = 150f;
// Use this for initialization
void Start () {
contador.text = " " + tiempo;
fin.enabled = false;
}
// Update is called once per frame
void Update ()
{
tiempo -= Time.deltaTime;
contador.text = " " + tiempo.ToString ("f0");
if (tiempo <= 0) {
contador.text = "0";
fin.enabled = true;
}
}
}
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SCRIPT DE ELIMINAR GRAFICOS POR TIEMPO 150 SEGUNDOS
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BORRAPLAYERPORTIEMPO : MonoBehaviour {
// Use this for initialization
void Start ()
{
// }
//void OnCollisionEnter ()
//{
Destroy (gameObject, 150.00f);
}
}
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SCRIPT ActivateTrigger IMPRESCINDIBLE CAMBIA GRAFICOS POR COLISIONES
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using System;
using UnityEngine;
using Object = UnityEngine.Object;
namespace UnityStandardAssets.Utility
{
public class ActivateTrigger : MonoBehaviour
{
// A multi-purpose script which causes an action to occur when
// a trigger collider is entered.
public enum Mode
{
Trigger = 0, // Just broadcast the action on to the target
Replace = 1, // replace target with source
Activate = 2, // Activate the target GameObject
Enable = 3, // Enable a component
Animate = 4, // Start animation on target
Deactivate = 5 // Decativate target GameObject
}
public Mode action = Mode.Activate; // The action to accomplish
public Object target; // The game object to affect. If none, the trigger work on this game object
public GameObject source;
public int triggerCount = 1;
public bool repeatTrigger = false;
private void DoActivateTrigger()
{
triggerCount--;
if (triggerCount == 0 || repeatTrigger)
{
Object currentTarget = target ?? gameObject;
Behaviour targetBehaviour = currentTarget as Behaviour;
GameObject targetGameObject = currentTarget as GameObject;
if (targetBehaviour != null)
{
targetGameObject = targetBehaviour.gameObject;
}
switch (action)
{
case Mode.Trigger:
if (targetGameObject != null)
{
targetGameObject.BroadcastMessage("DoActivateTrigger");
}
break;
case Mode.Replace:
if (source != null)
{
if (targetGameObject != null)
{
Instantiate(source, targetGameObject.transform.position,
targetGameObject.transform.rotation);
DestroyObject(targetGameObject);
}
}
break;
case Mode.Activate:
if (targetGameObject != null)
{
targetGameObject.SetActive(true);
}
break;
case Mode.Enable:
if (targetBehaviour != null)
{
targetBehaviour.enabled = true;
}
break;
case Mode.Animate:
if (targetGameObject != null)
{
targetGameObject.GetComponent<Animation>().Play();
}
break;
case Mode.Deactivate:
if (targetGameObject != null)
{
targetGameObject.SetActive(false);
}
break;
}
}
}
private void OnTriggerEnter(Collider other)
{
DoActivateTrigger();
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class sonidodianaroboto : MonoBehaviour {
public AudioSource tickSource;
//public float Destroy = 0.2f;
// Use this for initialization
void Start () {
tickSource = GetComponent<AudioSource> ();
}
void Update () {
}
//void OnCollisionEnter (Collision collision){
// if (collision.gameObject.tag == "PUYO modelo"){
//void OnTriggerEnter(Collider other) {
//if (other.gameObject.CompareTag ("dianaroboto")){
void OnTriggerEnter(Collider other) {
if (other.gameObject.CompareTag ("Terrain")){
tickSource.Play ();
}}
}
critica del juego.........................aqui arriba.
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