In this part of my tutorial on making Ms. Pac-Man we learn all sorts of useful techniques. We’ll learn how to use arrays to keep Ms. Pac-Man in the maze, modeling a game board in an array, turning ghosts blue, animating ghosts, accessing game object scripts in code, going through portals, more about StartCoroutine, sound effects and much more.
All the Images 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.
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Code from the Video
Gameboard.cs
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];
// 1. 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;
// Debug.Log ("PUT POINT AT " + (int)pos.x + " " + (int)pos.y);
}
// 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);
}
// 1. 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;
// Debug.Log ("TRUE AT " + i + " " + yRow);
}
}
// 1. 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;
// Debug.Log ("TRUE AT " + xColumn + " " + i);
}
}
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;
}
}
}
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;
// 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
// 2. Used to access the function IsValidSpace in Gameboard.cs
Gameboard gameBoard;
// 5. Get the RedGhost script so I can call functions
Ghost redGhostScript;
// Makes sure components have been created when the
// game starts
void Awake(){
// Get Pac-man Rigidbody
rb = GetComponent<Rigidbody2D> ();
// 2. Setup Gameboard so I can access functions
gameBoard = FindObjectOfType(typeof(Gameboard)) as Gameboard;
// 5. Get the RedGhost GameObject
GameObject redGhostGO = GameObject.Find ("RedGhost");
// 5. Get the Script attached to the RedGhost
redGhostScript = (Ghost) redGhostGO.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
// 2. 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")) {
// 2. 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")){
// 2. 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")){
// 2. 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();
/*
Debug.Log ("PACMAN X " + transform.position.x);
Debug.Log ("PACMAN Y " + transform.position.y);
*/
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;
}
// 5. 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 ();
}
// END OF 5 STUFF
// 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);
}
}
// 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
IncreaseTextUIScore ();
// Destroy the Dot Pac-Man collided with
Destroy (col.gameObject);
}
// 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();
}
}
Ghost.cs
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;
// 3. 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;
// 3. Used to change the sprite
public SpriteRenderer sr;
// 5. Tracks if Ghost is blue so that Ghost isn't switched
// to the animation sprites above during that time
bool isGhostBlue = false;
// 5. Stores blue version of ghost
public Sprite blueGhost;
// Add Rigidbody to Ghosts
void Awake(){
// Get Ghost Rigidbody
rb = GetComponent<Rigidbody2D> ();
// 3. Get the SpriteRenderer
sr = gameObject.GetComponent<SpriteRenderer>();
}
void Start(){
// 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;
}
}
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);
// 3. Change the sprites when turning
if (moveVect.x != 2) {
if (moveVect == Vector2.right) {
// Changes the direction of the Ghost
rb.velocity = moveVect * speed;
// 3. Change the sprite
// 5. 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;
// 3. Change the sprite
// 5. 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;
// 3. Change the sprite
// 5. 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;
// 3. Change the sprite
// 5. Change if Sprite isn't blue
if (!isGhostBlue) {
sr.sprite = lookDownSprite;
}
}
}
// 3. End of 3 stuff
}
// 4. 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;
}
// 4. ----- END OF 4 STUFF -----
}
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];
// 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;
Debug.Log ("NEW DESTINATION " + destinations [destinationIndex]);
}
dest = destinations[destinationIndex];
// 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;
/*
Debug.Log ("GET NEW DIRECTION");
Debug.Log ("X POSITION " + xPos);
Debug.Log ("Y POSITION " + yPos);
Debug.Log ("DEST X POSITION " + dest.x);
Debug.Log ("DEST Y POSITION " + dest.y);
Debug.Log ("POINT X POSITION " + pointVect.x);
Debug.Log ("POINT Y POSITION " + pointVect.y);
*/
// 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;
}
// 5. 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;
}
// END OF 5 STUFF
}
SoundManager.cs
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
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;
}
}
}