In this video I finish setting up the system that will allow Ms. Pac-Man to perfectly travel through the maze. We’ll cover how to calculate if Ms. Pac-Man can Move in Certain Dirctions, Working with GameObjects in an Array, Keeping Ms. Pac-Man from Getting Stuck, Simulating Hitting Walls, Animating, Changing Ms. Pac-Man’s Direction without Pivot Points and more.
All of the images are here and the code follows the video below. You can also Download all of my Unity game files so far for Pong, Space Invaders, Tetris and Mario.
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Gameboard.cs
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using System.Collections; using System.Collections.Generic; using UnityEngine; public class Gameboard : MonoBehaviour { // Create array that holds all TurningPoints public Transform[,] gBPoints = new Transform[27,30]; // References the empty that contains all the points private GameObject turningPoints; // Use this for initialization void Start () { // Get the Empty named TurningPoints turningPoints = GameObject.Find("TurningPoints"); // Cycle through each point in that empty foreach (Transform point in turningPoints.transform) { // Get vector position of point Vector2 pos = point.position; // Put point in the array gBPoints[(int)pos.x, (int)pos.y] = point; } } } |
TurningPoint.cs
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using System.Collections; using System.Collections.Generic; using UnityEngine; public class TurningPoint : MonoBehaviour { public TurningPoint[] nextPoints; public Vector2[] vectToNextPoint; // Use this for initialization void Start () { // Initialize the array that will hold the vector to // each nearby TurningPoint vectToNextPoint = new Vector2[nextPoints.Length]; for (int i = 0; i < nextPoints.Length; i++) { // Get each point so we can find its position // in relation to the current TurningPoint TurningPoint nextPoint = nextPoints [i]; // Get the Vector to the next TurningPoint // Returns (1, 0) for right, (0, -1) for down, etc. Vector2 pointVect = nextPoint.transform.localPosition - transform.localPosition; // Store vector to Vector2 array // Without normalized the values wouldn't be 0, 1, or -1 vectToNextPoint[i] = pointVect.normalized; } } } |
MsPacman.cs
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using System.Collections; using System.Collections.Generic; using UnityEngine; // Used to find out if Pac-Man hits a wall using System; public class MsPacman : MonoBehaviour { public float speed = 0.4f; // Used to move Ms. Pacman private Rigidbody2D rb; // 5. Sprite used when Pac-Man is paused public Sprite pausedSprite; // Makes sure components have been created when the // game starts void Awake(){ // Get Pac-man Rigidbody rb = GetComponent<Rigidbody2D> (); } void Start(){ rb.velocity = new Vector2 (-1, 0) * speed; } /* 1. void FixedUpdate(){ float horzMove = Input.GetAxisRaw ("Horizontal"); float vertMove = Input.GetAxisRaw ("Vertical"); // Move Left if (Input.GetKeyDown ("a")) { // Changes the direction to left rb.velocity = new Vector2 (horzMove, 0) * speed; // Faces Pacman left transform.localScale = new Vector2 (1, 1); // Sets rotation to default transform.localRotation = Quaternion.Euler (0, 0, 0); } else if (Input.GetKeyDown ("d")) { // Changes the direction to right rb.velocity = new Vector2 (horzMove, 0) * speed; // Faces Pacman right transform.localScale = new Vector2 (-1, 1); // Sets rotation to default transform.localRotation = Quaternion.Euler (0, 0, 0); } else if (Input.GetKeyDown ("w")){ // Move up rb.velocity = new Vector2 (0, vertMove) * speed; // Sets facing direction to default transform.localScale = new Vector2 (1, 1); // Rotate facing up transform.localRotation = Quaternion.Euler (0, 0, 270); } else if (Input.GetKeyDown ("s")){ // Move Down rb.velocity = new Vector2 (0, vertMove) * speed; // Sets facing direction to default transform.localScale = new Vector2 (1, 1); // Rotate facing down transform.localRotation = Quaternion.Euler (0, 0, 90); } } */ /* // 2. All direction changes using Turning Points void FixedUpdate(){ float horzMove = Input.GetAxisRaw ("Horizontal"); float vertMove = Input.GetAxisRaw ("Vertical"); Vector2 moveVect; // Move Left if (Input.GetKeyDown ("a")) { // Direction I want to move moveVect = new Vector2 (horzMove, 0); if(canIMoveInDirection(moveVect)){ // 3. Position Pac-Man at middle of the lane transform.position = new Vector2 ((int)transform.position.x + .5f, (int)transform.position.y + .5f); // Changes the direction to left rb.velocity = moveVect * speed; // Faces Pacman left transform.localScale = new Vector2 (1, 1); // Sets rotation to default transform.localRotation = Quaternion.Euler (0, 0, 0); } } else if (Input.GetKeyDown ("d")) { // Direction I want to move moveVect = new Vector2 (horzMove, 0); if (canIMoveInDirection (moveVect)) { // 3. Position Pac-Man at middle of the lane transform.position = new Vector2 ((int)transform.position.x + .5f, (int)transform.position.y + .5f); // Changes the direction to right rb.velocity = moveVect * speed; // Faces Pacman right transform.localScale = new Vector2 (-1, 1); // Sets rotation to default transform.localRotation = Quaternion.Euler (0, 0, 0); } } else if (Input.GetKeyDown ("w")){ // Direction I want to move moveVect = new Vector2 (0, vertMove); if (canIMoveInDirection (moveVect)) { // 3. Position Pac-Man at middle of the lane transform.position = new Vector2 ((int)transform.position.x + .5f, (int)transform.position.y + .5f); // Move up rb.velocity = moveVect * speed; // Sets facing direction to default transform.localScale = new Vector2 (1, 1); // Rotate facing up transform.localRotation = Quaternion.Euler (0, 0, 270); } } else if (Input.GetKeyDown ("s")){ // Direction I want to move moveVect = new Vector2 (0, vertMove); if (canIMoveInDirection (moveVect)) { // 3. Position Pac-Man at middle of the lane transform.position = new Vector2 ((int)transform.position.x + .5f, (int)transform.position.y + .5f); // Move Down rb.velocity = moveVect * speed; // Sets facing direction to default transform.localScale = new Vector2 (1, 1); // Rotate facing down transform.localRotation = Quaternion.Euler (0, 0, 90); } } // 5. Will pause and unpause Pac-Man animation // depending on if Pac-Man is at a wall or not UpdateEatingAnimation(); } */ // 6. Add the ability to go in reverse without a pivot point void FixedUpdate(){ float horzMove = Input.GetAxisRaw ("Horizontal"); float vertMove = Input.GetAxisRaw ("Vertical"); Vector2 moveVect; // 6. Used to get direction Pac-Man is moving on // the X & Y access var localVelocity = transform.InverseTransformDirection(rb.velocity); // Move Left if (Input.GetKeyDown ("a")) { // 6. Allows me to reverse direction without the need // to hit a point if (localVelocity.x > 0) { // Direction I want to move moveVect = new Vector2 (horzMove, 0); // Position Pac-Man at middle of the lane transform.position = new Vector2 ((int)transform.position.x + .5f, (int)transform.position.y + .5f); // Changes the direction to left rb.velocity = moveVect * speed; // Faces Pacman left transform.localScale = new Vector2 (1, 1); // Sets rotation to default transform.localRotation = Quaternion.Euler (0, 0, 0); } else { // Direction I want to move moveVect = new Vector2 (horzMove, 0); if (canIMoveInDirection (moveVect)) { // 3. Position Pac-Man at middle of the lane transform.position = new Vector2 ((int)transform.position.x + .5f, (int)transform.position.y + .5f); // Changes the direction to left rb.velocity = moveVect * speed; // Faces Pacman left transform.localScale = new Vector2 (1, 1); // Sets rotation to default transform.localRotation = Quaternion.Euler (0, 0, 0); } } } else if (Input.GetKeyDown ("d")) { if (localVelocity.x < 0) { // Direction I want to move moveVect = new Vector2 (horzMove, 0); // Position Pac-Man at middle of the lane transform.position = new Vector2 ((int)transform.position.x + .5f, (int)transform.position.y + .5f); // Changes the direction to left rb.velocity = moveVect * speed; // Faces Pacman left transform.localScale = new Vector2 (-1, 1); // Sets rotation to default transform.localRotation = Quaternion.Euler (0, 0, 0); } else { // Direction I want to move moveVect = new Vector2 (horzMove, 0); if (canIMoveInDirection (moveVect)) { // 3. Position Pac-Man at middle of the lane transform.position = new Vector2 ((int)transform.position.x + .5f, (int)transform.position.y + .5f); // Changes the direction to right rb.velocity = moveVect * speed; // Faces Pacman right transform.localScale = new Vector2 (-1, 1); // Sets rotation to default transform.localRotation = Quaternion.Euler (0, 0, 0); } } } else if (Input.GetKeyDown ("w")){ if (localVelocity.y > 0) { // Direction I want to move moveVect = new Vector2 (0, vertMove); // Position Pac-Man at middle of the lane transform.position = new Vector2 ((int)transform.position.x + .5f, (int)transform.position.y + .5f); // Changes the direction to left rb.velocity = moveVect * speed; // Faces Pacman left transform.localScale = new Vector2 (1, 1); // Sets rotation to default transform.localRotation = Quaternion.Euler (0, 0, 270); } else { // Direction I want to move moveVect = new Vector2 (0, vertMove); if (canIMoveInDirection (moveVect)) { // 3. Position Pac-Man at middle of the lane transform.position = new Vector2 ((int)transform.position.x + .5f, (int)transform.position.y + .5f); // Move up rb.velocity = moveVect * speed; // Sets facing direction to default transform.localScale = new Vector2 (1, 1); // Rotate facing up transform.localRotation = Quaternion.Euler (0, 0, 270); } } } else if (Input.GetKeyDown ("s")){ if (localVelocity.y < 0) { // Direction I want to move moveVect = new Vector2 (0, vertMove); // Position Pac-Man at middle of the lane transform.position = new Vector2 ((int)transform.position.x + .5f, (int)transform.position.y + .5f); // Changes the direction to left rb.velocity = moveVect * speed; // Faces Pacman left transform.localScale = new Vector2 (1, 1); // Sets rotation to default transform.localRotation = Quaternion.Euler (0, 0, 90); } else { // Direction I want to move moveVect = new Vector2 (0, vertMove); if (canIMoveInDirection (moveVect)) { // 3. Position Pac-Man at middle of the lane transform.position = new Vector2 ((int)transform.position.x + .5f, (int)transform.position.y + .5f); // Move Down rb.velocity = moveVect * speed; // Sets facing direction to default transform.localScale = new Vector2 (1, 1); // Rotate facing down transform.localRotation = Quaternion.Euler (0, 0, 90); } } } // 5. Will pause and unpause Pac-Man animation // depending on if Pac-Man is at a wall or not UpdateEatingAnimation(); } // 2. Find out if Pac-man is on a TurningPoint bool canIMoveInDirection(Vector2 dir){ // Pac-Man position Vector2 pos = transform.position; // Used to find if there a Point in the array or null Transform point = GameObject.Find ("GBGrid").GetComponent<Gameboard> ().gBPoints [(int)pos.x, (int)pos.y]; // Did I find a Point here? if (point != null) { // Get Points associated GameObject GameObject pointGO = point.gameObject; // Get vectToNextPoint array attached to the Point Vector2[] vectToNextPoint = pointGO.GetComponent<TurningPoint> ().vectToNextPoint; // Cycle through the attached vectToNextPoint array foreach (Vector2 vect in vectToNextPoint) { if (vect == dir) { return true; } } } return false; } // 4. Check if Pac-Man hit a wall // Check Is trigger for Pac-Man Circle Collider // Change all Dots to Dot Tag and Pills to Pill Tag // Add Is Trigger to Points with Circle Collider Radius .1 // Add Tag Point to all Points void OnTriggerEnter2D(Collider2D col){ bool hitAWall = false; // If Pac-Man hit a Point if (col.gameObject.tag == "Point") { // Get vectToNextPoint array attached to the Point Vector2[] vectToNextPoint = col.GetComponent<TurningPoint> ().vectToNextPoint; // Cycle through the attached vectToNextPoint array // to see if there is a Vector2 == Pac-Mans velocity // or the direction Pac-Man wants to travel if (Array.Exists (vectToNextPoint, element => element == rb.velocity.normalized)) { hitAWall = false; } else { hitAWall = true; } // 5. Needed to make Pac-Man stop on the Point when it // hits a wall transform.position = new Vector2 ((int)col.transform.position.x + .5f, (int)col.transform.position.y + .5f); // Stops Pac-Man when it hits a wall if (hitAWall) rb.velocity = Vector2.zero; } } // 5. When Pac-Man hits a wall the animation will stop void UpdateEatingAnimation(){ if (rb.velocity == Vector2.zero) { GetComponent<Animator> ().enabled = false; GetComponent<SpriteRenderer> ().sprite = pausedSprite; } else { GetComponent<Animator> ().enabled = true; } } } |
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