In this video we finish Ms. Pac-Man and learn how to do even more! We’ll create and set up all 4 Ghosts, position Ghosts in the center cell, return Ghosts after eaten, move Ghosts randomly, chase Ms. Pac-Man, have Ghosts eat Ms. Pac-Man, update scores and a whole lot more.
All of the code follows the video below. You can also download the whole Ms. Pac-Man Unity Project here. You can also Download all of my Unity game files so far for Pong, Space Invaders, Tetris and Mario.
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Code from the Video
Ghost.cs
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using System.Collections; using System.Collections.Generic; using UnityEngine; // Used to find out if Ghost hits a wall using System; // Create Empty Ghosts -> Move it to X -.5 Y -.49 // Drag SpriteSheet_0 in and name it RedGhost // Turn it into a Prefab -> Move to X 14 Y 19 // Drag other Ghosts into the sprite block in Inspector // Add Rigidbody 2D - Mass .001 - Gravity Scale 0 // Collision Continuous - Freeze Rotation Z // Add Box Collider Size .88 -> Check Is Trigger public class Ghost : MonoBehaviour { public float speed = 4f; // Used to move the Ghost private Rigidbody2D rb; // Animation sprites public Sprite lookLeftSprite; public Sprite lookRightSprite; public Sprite lookUpSprite; public Sprite lookDownSprite; // An array of destinations the Ghosts will move toward // while on patrol Vector2[] destinations = new Vector2[]{ new Vector2( 1, 29 ), new Vector2( 26, 29 ), new Vector2( 26, 1 ), new Vector2( 1, 1 ), new Vector2( 6, 16 ) }; // The index to the first destination the Ghost aims at // Each Ghost aims at a different one public int destinationIndex; // Direction Ghost will move when it hits a Point Vector2 moveVect; // Used to change the sprite public SpriteRenderer sr; // Tracks if Ghost is blue so that Ghost isn't switched // to the animation sprites above during that time // 4. Make this public so Ms. Pac-Man can get its value public bool isGhostBlue = false; // Stores blue version of ghost public Sprite blueGhost; // 1. Create prefabs for Pink, Blue and Orange Ghosts // Put all Ghosts in the center cell // Red: 12,16 Pink: 13,16 Blue: 14,16 Orange: 15,16 // Add Rigidbody Mass .001, Gravity Scale 0, Collision Continuous // Freeze Rotation Z // Add Box Collider, Is Trigger, Size X .85 : Y .88 // Add Script Speed 3, SpriteSheets, Blue Ghost Sprite_22 // Add Ghost Tag and assign it // Seconds to wait before starting to chase at the beginning // of the game // Red: 2, Pink: 5, Blue: 10, Orange: 15 public float startWaitTime = 0; // Seconds to wait after Ghost is eaten public float waitTimeAfterEaten = 4.0f; // End of 1 // 2. Define starting x & y position // All Ys 15.5 RedX: 11.5, 12.5, 13.5, 14.5 public float cellXPos = 0; public float cellYPos = 0; // End of 2 // Add Rigidbody to Ghosts void Awake(){ // Get Ghost Rigidbody rb = GetComponent<Rigidbody2D> (); // 3. Get the SpriteRenderer sr = gameObject.GetComponent<SpriteRenderer>(); } void Start(){ // 1. Starts moving Ghost after defined seconds Invoke ("StartMoving", startWaitTime); /* // X of the destination TurningPoint float xDest = destinations[destinationIndex].x; // If Ghost x pos > destination x if(transform.position.x > xDest){ // Move the Ghost left rb.velocity = new Vector2 (-1, 0) * speed; } else { // Move the Ghost right rb.velocity = new Vector2 (1, 0) * speed; } */ } // 1. Called when it is time to move Ghost void StartMoving(){ // Move Ghost from cell to starting position transform.position = new Vector2 (13.5f, 18.5f); // X of the destination TurningPoint float xDest = destinations[destinationIndex].x; // If Ghost x pos > destination x if(transform.position.x > xDest){ // Move the Ghost left rb.velocity = new Vector2 (-1, 0) * speed; } else { // Move the Ghost right rb.velocity = new Vector2 (1, 0) * speed; } } // End of 1 // 5. Ms. Pac-Mans position GameObject pacmanGO = null; // 2. After Ghost is eaten pause and then reset public void ResetGhostAfterEaten(GameObject pacman){ // Move Ghosts to their cell position transform.position = new Vector2(cellXPos,cellYPos); // Stop the Ghost rb.velocity = Vector2.zero; // 5. pacmanGO = pacman; // Starts moving Ghost after defined seconds Invoke ("StartMovingAfterEaten", waitTimeAfterEaten); } // Called to move the Ghost void StartMovingAfterEaten(){ // Move Ghost from cell to starting position transform.position = new Vector2 (13.5f, 18.5f); // X of the destination TurningPoint float xDest = destinations[destinationIndex].x; // If Ghost x pos > destination x if(transform.position.x > xDest){ // Move the Ghost left rb.velocity = new Vector2 (-1, 0) * speed; } else { // Move the Ghost right rb.velocity = new Vector2 (1, 0) * speed; } } // End of 2 void OnTriggerEnter2D(Collider2D col){ // If the Ghost hit a Point if (col.gameObject.tag == "Point") { // Get the Vector my Ghost wants to move towards moveVect = GetNewDirection(col.transform.position); // Position the Ghost at point on screen transform.position = new Vector2 ((int)col.transform.position.x + .5f, (int)col.transform.position.y + .5f); // Change the sprites when turning if (moveVect.x != 2) { if (moveVect == Vector2.right) { // Changes the direction of the Ghost rb.velocity = moveVect * speed; // Change the sprite // Change if Sprite isn't blue if (!isGhostBlue) { sr.sprite = lookRightSprite; } } else if (moveVect == Vector2.left) { // Changes the direction of the Ghost rb.velocity = moveVect * speed; // Change the sprite // Change if Sprite isn't blue if (!isGhostBlue) { sr.sprite = lookLeftSprite; } } else if (moveVect == Vector2.up) { // Changes the direction of the Ghost rb.velocity = moveVect * speed; // Change the sprite // Change if Sprite isn't blue if (!isGhostBlue) { sr.sprite = lookUpSprite; } } else if (moveVect == Vector2.down) { // Changes the direction of the Ghost rb.velocity = moveVect * speed; // Change the sprite // Change if Sprite isn't blue if (!isGhostBlue) { sr.sprite = lookDownSprite; } } } } // Simulates going through the portal Vector2 pmMoveVect = new Vector2(0,0); if (transform.position.x < 2 && transform.position.y == 15.5) { transform.position = new Vector2 (24.5f, 15.5f); pmMoveVect = new Vector2(-1,0); rb.velocity = pmMoveVect * speed; } else if (transform.position.x > 25 && transform.position.y == 15.5) { transform.position = new Vector2 (2f, 15.5f); pmMoveVect = new Vector2(1,0); rb.velocity = pmMoveVect * speed; } } Vector2 GetNewDirection(Vector2 pointVect){ // Ghost position minus the additional .5 for X & Y float xPos = (float)Math.Floor(Convert.ToDouble(transform.position.x)); float yPos = (float)Math.Floor(Convert.ToDouble(transform.position.y)); // Pivot point position minus the additional .5 for X & Y pointVect.x = (float)Math.Floor(Convert.ToDouble(pointVect.x)); pointVect.y = (float)Math.Floor(Convert.ToDouble(pointVect.y)); // Get the destination Vector2 dest = destinations[destinationIndex]; // 5. If I know where Pac-Man is go there if (pacmanGO != null) { dest = pacmanGO.transform.position; } // Checks to see if the Ghost hits the destination if(((pointVect.x + 1) == dest.x) && ((pointVect.y + 1) == dest.y)){ destinationIndex = (destinationIndex == 4) ? 0 : destinationIndex + 1; } dest = destinations[destinationIndex]; // 5. If I know where Pac-Man is go there if (pacmanGO != null) { dest = pacmanGO.transform.position; } // Will hold the new direction Ms. Pac-Man will move to Vector2 newDir = new Vector2(2,0); // Holds previous direction traveled Vector2 prevDir = rb.velocity.normalized; // Holds opposite of previous direction traveled Vector2 oppPrevDir = prevDir * -1; // Vector2 directions Vector2 goRight = new Vector2(1,0); Vector2 goLeft = new Vector2(-1,0); Vector2 goUp = new Vector2(0,1); Vector2 goDown = new Vector2(0,-1); // Distance from destinations is used to decide if I // should move based off of which X or Y is closest float destXDist = dest.x - xPos; float destYDist = dest.y - yPos; // Upper Left // Keeps Ghost from going toward the portal if (destYDist > 0 && destXDist < 0){ if (pointVect.x == 5 && pointVect.y == 15) { if (canIMoveInDirection (goUp, pointVect) && goUp != oppPrevDir) { newDir = goUp; } // Pick Up or Left depending whether I'm closest to // the X or Y } else if (destYDist > destXDist) { if (canIMoveInDirection (goLeft, pointVect) && goLeft != oppPrevDir) { newDir = goLeft; } else if (canIMoveInDirection (goUp, pointVect) && goUp != oppPrevDir) { newDir = goUp; } else if (canIMoveInDirection (goRight, pointVect) && goRight != oppPrevDir) { newDir = goRight; } else if (canIMoveInDirection (goDown, pointVect) && goDown != oppPrevDir) { newDir = goDown; } else if (canIMoveInDirection (oppPrevDir, pointVect)) { newDir = oppPrevDir; } } else if (destYDist < destXDist) { if (canIMoveInDirection (goUp, pointVect) && goUp != oppPrevDir) { newDir = goUp; } else if (canIMoveInDirection (goLeft, pointVect) && goLeft != oppPrevDir) { newDir = goLeft; } else if (canIMoveInDirection (goRight, pointVect) && goRight != oppPrevDir) { newDir = goRight; } else if (canIMoveInDirection (goDown, pointVect) && goDown != oppPrevDir) { newDir = goDown; } else if (canIMoveInDirection (oppPrevDir, pointVect)) { newDir = oppPrevDir; } } } // Upper Right if (destYDist > 0 && destXDist > 0){ if (destYDist > destXDist) { if (canIMoveInDirection (goRight, pointVect) && goRight != oppPrevDir) { newDir = goRight; } else if (canIMoveInDirection (goUp, pointVect) && goUp != oppPrevDir) { newDir = goUp; } else if (canIMoveInDirection (goLeft, pointVect) && goLeft != oppPrevDir) { newDir = goLeft; } else if (canIMoveInDirection (goDown, pointVect) && goDown != oppPrevDir) { newDir = goDown; } else if (canIMoveInDirection (oppPrevDir, pointVect)) { newDir = oppPrevDir; } } else if (destYDist < destXDist) { if (canIMoveInDirection (goUp, pointVect) && goUp != oppPrevDir) { newDir = goUp; } else if (canIMoveInDirection (goRight, pointVect) && goRight != oppPrevDir) { newDir = goRight; } else if (canIMoveInDirection (goLeft, pointVect) && goLeft != oppPrevDir) { newDir = goLeft; } else if (canIMoveInDirection (goDown, pointVect) && goDown != oppPrevDir) { newDir = goDown; } else if (canIMoveInDirection (oppPrevDir, pointVect)) { newDir = oppPrevDir; } } } // Lower Right if (destYDist < 0 && destXDist > 0){ if (destYDist > destXDist) { if (canIMoveInDirection (goRight, pointVect) && goRight != oppPrevDir) { newDir = goRight; } else if (canIMoveInDirection (goDown, pointVect) && goDown != oppPrevDir) { newDir = goDown; } else if (canIMoveInDirection (goLeft, pointVect) && goLeft != oppPrevDir) { newDir = goLeft; } else if (canIMoveInDirection (goUp, pointVect) && goUp != oppPrevDir) { newDir = goUp; } else if (canIMoveInDirection (oppPrevDir, pointVect)) { newDir = oppPrevDir; } } else if (destYDist < destXDist) { if (canIMoveInDirection (goDown, pointVect) && goDown != oppPrevDir) { newDir = goDown; } else if (canIMoveInDirection (goRight, pointVect) && goRight != oppPrevDir) { newDir = goRight; } else if (canIMoveInDirection (goLeft, pointVect) && goLeft != oppPrevDir) { newDir = goLeft; } else if (canIMoveInDirection (goUp, pointVect) && goUp != oppPrevDir) { newDir = goUp; } else if (canIMoveInDirection (oppPrevDir, pointVect)) { newDir = oppPrevDir; } else if (canIMoveInDirection (oppPrevDir, pointVect)) { newDir = oppPrevDir; } } } // Lower Left if (destYDist < 0 && destXDist < 0){ if (destYDist > destXDist) { if (canIMoveInDirection (goLeft, pointVect) && goLeft != oppPrevDir) { newDir = goLeft; } else if (canIMoveInDirection (goDown, pointVect) && goDown != oppPrevDir) { newDir = goDown; } else if (canIMoveInDirection (goRight, pointVect) && goRight != oppPrevDir) { newDir = goRight; } else if (canIMoveInDirection (goUp, pointVect) && goUp != oppPrevDir) { newDir = goUp; } else if (canIMoveInDirection (oppPrevDir, pointVect)) { newDir = oppPrevDir; } } else if (destYDist < destXDist) { if (canIMoveInDirection (goDown, pointVect) && goDown != oppPrevDir) { newDir = goDown; } else if (canIMoveInDirection (goLeft, pointVect) && goLeft != oppPrevDir) { newDir = goLeft; } else if (canIMoveInDirection (goRight, pointVect) && goRight != oppPrevDir) { newDir = goRight; } else if (canIMoveInDirection (goUp, pointVect) && goUp != oppPrevDir) { newDir = goUp; } else if (canIMoveInDirection (oppPrevDir, pointVect)) { newDir = oppPrevDir; } } } // Ys Equal and Want to go Right // Done because the above don't test for if Xs & Ys are equal if ((int)(dest.y) == (int)(yPos) && destXDist > 0){ Debug.Log ("5"); if (canIMoveInDirection (goRight, pointVect) && goRight != oppPrevDir) { newDir = goRight; } else if (canIMoveInDirection (goUp, pointVect) && goUp != oppPrevDir) { newDir = goUp; } else if (canIMoveInDirection (goDown, pointVect) && goDown != oppPrevDir) { newDir = goDown; } else if (canIMoveInDirection (goLeft, pointVect) && goLeft != oppPrevDir) { newDir = goLeft; } } // Ys Equal and Want to go Left if ((int)(dest.y) == (int)(yPos) && destXDist < 0){ Debug.Log ("6"); if (canIMoveInDirection (goLeft, pointVect) && goLeft != oppPrevDir) { newDir = goLeft; } else if (canIMoveInDirection (goUp, pointVect) && goUp != oppPrevDir) { newDir = goUp; } else if (canIMoveInDirection (goDown, pointVect) && goDown != oppPrevDir) { newDir = goDown; } else if (canIMoveInDirection (goRight, pointVect) && goRight != oppPrevDir) { newDir = goRight; } } // Xs Equal and Want to go Up if ((int)(dest.x) == (int)(xPos) && destYDist > 0) { Debug.Log ("7"); if (canIMoveInDirection (goUp, pointVect) && goUp != oppPrevDir) { newDir = goUp; } else if (canIMoveInDirection (goRight, pointVect) && goRight != oppPrevDir) { newDir = goRight; } else if (canIMoveInDirection (goLeft, pointVect) && goLeft != oppPrevDir) { newDir = goLeft; } else if (canIMoveInDirection (goDown, pointVect) && goDown != oppPrevDir) { newDir = goDown; } } // Xs Equal and Want to go Down if ((int)(dest.x) == (int)(xPos) && destYDist < 0) { Debug.Log ("8"); if (canIMoveInDirection (goDown, pointVect) && goDown != oppPrevDir) { newDir = goDown; } else if (canIMoveInDirection (goRight, pointVect) && goRight != oppPrevDir) { newDir = goRight; } else if (canIMoveInDirection (goLeft, pointVect) && goLeft != oppPrevDir) { newDir = goLeft; } else if (canIMoveInDirection (goUp, pointVect) && goUp != oppPrevDir) { newDir = goUp; } } return newDir; } // Gets a chosen direction and searches for it in the array // that holds references to all the pivot points bool canIMoveInDirection(Vector2 dir, Vector2 pointVect){ // Ghost 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)pointVect.x, (int)pointVect.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; Debug.Log ("Checking Vects " + dir); // Cycle through the attached vectToNextPoint array foreach (Vector2 vect in vectToNextPoint) { Debug.Log ("Check " + vect); if (vect == dir) { return true; } } } return false; } // Calls for the Ghost to be turned blue public void TurnGhostBlue(){ StartCoroutine (TurnGhostBlueAndBack ()); } IEnumerator TurnGhostBlueAndBack(){ // Set so that the Ghost isn't animated while blue isGhostBlue = true; // Change to the blueGhost (SET IN INSPECTOR) sr.sprite = blueGhost; // Wait 6 seconds before changing back yield return new WaitForSeconds( 6.0f ); // Allow for the Ghost to be animated again isGhostBlue = false; } } |
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; // Used to manipulate the UI using UnityEngine.UI; public class MsPacman : MonoBehaviour { public float speed = 0.4f; // Used to move Ms. Pacman private Rigidbody2D rb; // Sprite used when Pac-Man is paused public Sprite pausedSprite; // Get reference to the SoundManager for functions SoundManager soundManager; // Audio clips public AudioClip eatingGhost; public AudioClip pacmanDies; public AudioClip powerupEating; // Setup Canvas // Create UI -> Text -> Name it Score // Canvas -> PosX 12.5, PosY 14.5, Width 40, Height 36 // Render Mode World Space // Score -> PosX .56, PosY 16, Width 400, Height 30, // Scale .07, Bold, White, 22, Align Center // Add Circle Colliders to all Dots with .25 Radius // Check Is Trigger // Used to access the function IsValidSpace in Gameboard.cs Gameboard gameBoard; // Get the RedGhost script so I can call functions Ghost redGhostScript; // 4. Add other Ghost Scripts Ghost pinkGhostScript; Ghost blueGhostScript; Ghost orangeGhostScript; // Makes sure components have been created when the // game starts void Awake(){ // Get Pac-man Rigidbody rb = GetComponent<Rigidbody2D> (); // Setup Gameboard so I can access functions gameBoard = FindObjectOfType(typeof(Gameboard)) as Gameboard; // Get the RedGhost GameObject GameObject redGhostGO = GameObject.Find ("RedGhost"); // 4. Get other Ghost GameObjects GameObject pinkGhostGO = GameObject.Find ("PinkGhost"); GameObject blueGhostGO = GameObject.Find ("BlueGhost"); GameObject orangeGhostGO = GameObject.Find ("OrangeGhost"); // Get the Script attached to the RedGhost redGhostScript = (Ghost) redGhostGO.GetComponent(typeof(Ghost)); // 4. Get other Ghost Scripts pinkGhostScript = (Ghost) pinkGhostGO.GetComponent(typeof(Ghost)); blueGhostScript = (Ghost) blueGhostGO.GetComponent(typeof(Ghost)); orangeGhostScript = (Ghost) orangeGhostGO.GetComponent(typeof(Ghost)); } void Start(){ rb.velocity = new Vector2 (-1, 0) * speed; // Get SoundManager reference soundManager = GameObject.Find ("SoundManager").GetComponent<SoundManager> (); } // 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; // 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")) { // Allows me to reverse direction without the need // to hit a point // Change to check if this is a valid space // Subtracting 1 from x because I'm trying to move left if (localVelocity.x > 0 && gameBoard.IsValidSpace(transform.position.x - 1,transform.position.y)) { // 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)) { // 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")) { // Change to check if this is a valid space // Adding 1 to x because I'm trying to move right if (localVelocity.x < 0 && gameBoard.IsValidSpace(transform.position.x + 1,transform.position.y)) { // 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)) { // 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")){ // Change to check if this is a valid space // Adding 1 to y because I'm trying to move up if (localVelocity.y > 0 && gameBoard.IsValidSpace(transform.position.x,transform.position.y + 1)) { // 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)) { // 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")){ // Change to check if this is a valid space // Subtracting 1 from y because I'm trying to move down if (localVelocity.y < 0 && gameBoard.IsValidSpace(transform.position.x,transform.position.y - 1)) { // 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)) { // 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); } } } // Will pause and unpause Pac-Man animation // depending on if Pac-Man is at a wall or not UpdateEatingAnimation(); if (transform.position.y == 2.5) { transform.position = new Vector2 (transform.position.x, 3.5f); } } // 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; } // 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; } // 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; } // Handle eating pills // Add Circle Colliders + Is Trigger to all Pills if (col.gameObject.tag == "Pill") { // Play pill eating sound SoundManager.Instance.PlayOneShot (SoundManager.Instance.powerupEating); // Calls for the Ghost to be turned blue in the Ghost script redGhostScript.TurnGhostBlue (); // 4. Turn other Ghosts blue pinkGhostScript.TurnGhostBlue (); blueGhostScript.TurnGhostBlue (); orangeGhostScript.TurnGhostBlue (); // 3. Add points earned IncreaseTextUIScore (50); // 3. Destory the pill Destroy(col.gameObject); } // Simulates going through the portal Vector2 pmMoveVect = new Vector2(0,0); if (transform.position.x < 2 && transform.position.y == 15.5) { transform.position = new Vector2 (24.5f, 15.5f); pmMoveVect = new Vector2(-1,0); rb.velocity = pmMoveVect * speed; } else if (transform.position.x > 25 && transform.position.y == 15.5) { transform.position = new Vector2 (2f, 15.5f); pmMoveVect = new Vector2(1,0); rb.velocity = pmMoveVect * speed; } // If Pac-Man hit a Dot if (col.gameObject.tag == "Dot") { ADotWasEaten (col); } // 4. Handle hitting a Ghost if (col.gameObject.tag == "Ghost") { // Get name for Ghost I collided with String ghostName = col.GetComponent<Collider2D>().gameObject.name; // Get the AudioSource AudioSource audioSource = soundManager.GetComponent<AudioSource>(); // If the Ghosts name matches if (ghostName == "RedGhost") { if (redGhostScript.isGhostBlue) { // Call for the Ghost to be reset and for its destination // to now be Ms. Pac-Man redGhostScript.ResetGhostAfterEaten (gameObject); // Play eating ghost sound SoundManager.Instance.PlayOneShot (SoundManager.Instance.eatingGhost); // Increase the score IncreaseTextUIScore (400); } else { // Play Ms. Pac-Man dies sound SoundManager.Instance.PlayOneShot (SoundManager.Instance.pacmanDies); // Turn off the dot eating sound audioSource.Stop (); // Destroy Ms. Pac-Man Destroy (gameObject); } } else if (ghostName == "PinkGhost") { if (pinkGhostScript.isGhostBlue) { pinkGhostScript.ResetGhostAfterEaten (gameObject); SoundManager.Instance.PlayOneShot (SoundManager.Instance.eatingGhost); IncreaseTextUIScore (400); } else { SoundManager.Instance.PlayOneShot (SoundManager.Instance.pacmanDies); audioSource.Stop (); Destroy (gameObject); } } else if (ghostName == "BlueGhost") { if (blueGhostScript.isGhostBlue) { blueGhostScript.ResetGhostAfterEaten (gameObject); SoundManager.Instance.PlayOneShot (SoundManager.Instance.eatingGhost); IncreaseTextUIScore (400); } else { SoundManager.Instance.PlayOneShot (SoundManager.Instance.pacmanDies); audioSource.Stop (); Destroy (gameObject); } } else if (ghostName == "OrangeGhost") { if (orangeGhostScript.isGhostBlue) { orangeGhostScript.ResetGhostAfterEaten (gameObject); SoundManager.Instance.PlayOneShot (SoundManager.Instance.eatingGhost); IncreaseTextUIScore (400); } else { SoundManager.Instance.PlayOneShot (SoundManager.Instance.pacmanDies); audioSource.Stop (); Destroy (gameObject); } } } // END OF 4 } // 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; // Pause Pac-Man eating sound soundManager.PausePacman(); } else { GetComponent<Animator> ().enabled = true; // Unpause Pac-Man eating sound soundManager.UnPausePacman(); } } // Increase the score and delete a dot that Pac-Man eats void ADotWasEaten(Collider2D col){ // Increase the score on the screen // 3. Add points earned IncreaseTextUIScore (10); // Destroy the Dot Pac-Man collided with Destroy (col.gameObject); } // Increases the score the the text UI name passed // 3. Add points void IncreaseTextUIScore(int points){ // Find the Score UI component Text textUIComp = GameObject.Find("Score").GetComponent<Text>(); // Get the string stored in it and convert to an int int score = int.Parse(textUIComp.text); // Increment the score // 3. Add points here score += points; // Convert the score to a string and update the UI textUIComp.text = score.ToString(); } } |
Gameboard.cs
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using System.Collections; using System.Collections.Generic; using UnityEngine; // Used so I can use Floor using System; public class Gameboard : MonoBehaviour { // Create array that holds all TurningPoints public Transform[,] gBPoints = new Transform[27,30]; // Create array that holds all valid path blocks public bool[,] validBlock = new bool[28,31]; // 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; } // 1. Add all valid traveling blocks to array AddYRowXRange (1, 1, 26); AddXColYRange (1, 1, 4); AddXColYRange (12, 1, 4); AddXColYRange (15, 1, 4); AddXColYRange (26, 1, 4); AddYRowXRange (4, 1, 6); AddYRowXRange (4, 9, 12); AddYRowXRange (4, 15, 18); AddYRowXRange (4, 21, 26); AddXColYRange (3, 4, 7); AddXColYRange (6, 4, 29); AddXColYRange (9, 4, 7); AddXColYRange (18, 4, 7); AddXColYRange (21, 4, 29); AddXColYRange (24, 4, 7); AddYRowXRange (7, 1, 3); AddYRowXRange (7, 6, 21); AddYRowXRange (7, 24, 26); AddXColYRange (1, 7, 10); AddXColYRange (12, 7, 10); AddXColYRange (15, 7, 10); AddXColYRange (26, 7, 10); AddXColYRange (9, 10, 19); AddXColYRange (18, 10, 19); AddYRowXRange (13, 9, 18); AddYRowXRange (16, 0, 9); AddYRowXRange (16, 18, 27); AddYRowXRange (19, 9, 18); AddXColYRange (12, 19, 22); AddXColYRange (15, 19, 22); AddYRowXRange (22, 1, 6); AddYRowXRange (22, 9, 12); AddYRowXRange (22, 15, 18); AddYRowXRange (22, 21, 26); AddXColYRange (1, 22, 29); AddXColYRange (9, 22, 25); AddXColYRange (18, 22, 25); AddXColYRange (26, 22, 29); AddYRowXRange (25, 1, 26); AddXColYRange (12, 25, 29); AddXColYRange (15, 25, 29); AddYRowXRange (29, 1, 12); AddYRowXRange (29, 15, 26); } // Adds true to valid spaces using rows void AddYRowXRange(int yRow, int xStart, int xEnd){ for (int i = xStart; i <= xEnd; i++) { validBlock [i, yRow] = true; } } // Adds true to valid spaces using columns void AddXColYRange(int xColumn, int yStart, int yEnd){ for (int i = yStart; i <= yEnd; i++) { validBlock [xColumn, i] = true; } } public bool IsValidSpace(float x, float y){ x = (float)Math.Floor(Convert.ToDouble(x)); y = (float)Math.Floor(Convert.ToDouble(y)); if (validBlock [(int)x + 1, (int)y + 1]) { return true; } else { return false; } } } |
SoundManager.cs
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using System.Collections; using System.Collections.Generic; using UnityEngine; // Create Empty in the Hierarchy, name it SoundManager // Add Component -> Audio -> Audio Source // Drag sounds into Sounds Folder // Create SoundManager.cs // Drag sounds from folder to SoundManager Inspector // Drag EatingDots to AudioClip in Inspector public class SoundManager : MonoBehaviour { // Holds the single instance of the SoundManager that // you can access from any script public static SoundManager Instance = null; // Sound clips for Pac-Man public AudioClip eatingDots; public AudioClip eatingGhost; public AudioClip ghostMove; public AudioClip pacmanDies; public AudioClip powerupEating; // Refers to the audio source used for Pac-Man // eating dots private AudioSource pacmanAudioSource; // Plays Ghost moving loop sound private AudioSource ghostAudioSource; // Used for playing one shot audio clips private AudioSource oneShotAudioSource; // Use this for initialization void Start() { // This is a singleton that makes sure you only // ever have one Sound Manager // If there is any other Sound Manager created destroy it if (Instance == null) { Instance = this; } else if (Instance != this) { Destroy (gameObject); } // Use multiple AudioSources AudioSource[] audioSources = GetComponents<AudioSource> (); // Used for Pac-Man eating dots pacmanAudioSource = audioSources[0]; // Used to play Ghost moving sound ghostAudioSource = audioSources[1]; // Used for one shots oneShotAudioSource = audioSources[2]; // Start Pac-Man eating sound PlayClipOnLoop (pacmanAudioSource, eatingDots); } // Other GameObjects can call this to play sounds public void PlayOneShot(AudioClip clip) { oneShotAudioSource.PlayOneShot(clip); } // Used to start playing the Pac-Man eating public void PlayClipOnLoop(AudioSource aS, AudioClip clip){ // Make sure we have an AudioSource and Clip if (aS != null && clip != null) { // Set the sound to loop aS.loop = true; // Set the volume of the sound aS.volume = 0.2f; // Set the clip to play aS.clip = clip; // Play the sound aS.Play(); } } // Pauses Pac-Man eating sounds public void PausePacman(){ if (pacmanAudioSource != null && pacmanAudioSource.isPlaying) { pacmanAudioSource.Stop (); } } // Restarts ac-Man eating sound public void UnPausePacman(){ if (pacmanAudioSource != null && !pacmanAudioSource.isPlaying) pacmanAudioSource.Play (); } // Pauses Pac-Man eating sounds public void PauseGhost(){ if (ghostAudioSource != null && ghostAudioSource.isPlaying) { ghostAudioSource.Stop (); } } // Restarts ac-Man eating sound public void UnPauseGhost(){ if (ghostAudioSource != null && !ghostAudioSource.isPlaying) ghostAudioSource.Play (); } } |
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; } } } |
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