In this tutorial we continue making Ms. Pac-Man. This time we will Find out How to use Multiple Audio Sources, Set up Sound Effects, Allow Ms. Pac-Man to Eat Dots, Set up the Interface, Update Scores when She Eats Dot and a whole lot more.
All of the images used are here. 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.
If you value videos like this consider donating a $1, or simply turn off AdBlocker. Either helps a great deal.
[googleplusone]
Code from the Video
SoundManager.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
// 1. 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 ();
}
}
MsPacman.cs
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;
// 2. Get reference to the SoundManager for functions
SoundManager soundManager;
// 2. Audio clips
public AudioClip eatingGhost;
public AudioClip pacmanDies;
public AudioClip powerupEating;
// 3. 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
// 4. Add Circle Colliders to all Dots with .25 Radius
// Check Is Trigger
// 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;
// 2. 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
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)) {
// 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)) {
// 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)) {
// 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)) {
// 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();
}
// 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;
}
// 4. If Pac-Man hit a Dot
if (col.gameObject.tag == "Dot") {
ADotWasEaten (col);
}
}
// 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;
// 2. Pause Pac-Man eating sound
soundManager.PausePacman();
} else {
GetComponent<Animator> ().enabled = true;
// 2. Unpause Pac-Man eating sound
soundManager.UnPausePacman();
}
}
// 4. Increase the score and delete a dot that Pac-Man eats
void ADotWasEaten(Collider2D col){
// Increase the score on the screen
IncreaseTextUIScore ();
// Destroy the Dot Pac-Man collided with
Destroy (col.gameObject);
}
// 4. Increases the score the the text UI name passed
void IncreaseTextUIScore(){
// 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
score += 10;
// Convert the score to a string and update the UI
textUIComp.text = score.ToString();
}
}
TurningPoint.cs
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;
}
}
}
Gameboard.cs
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;
}
}
}