How to Make Video Games 15

Make Super Mario BrothersIn this part of my tutorial on how to make a Super Mario Clone we cover a ton of topics! We cover how to Fix Collision Errors, Fix Scene Errors, AnimationCurve, Moving the UI with the Camera, Block Collisions, Reacting to Collisions from 1 Direction, Exploding Brick Blocks, Coins, Sounds and More.

Like always the code follows the video below. Here are all the Images and Sounds used.

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Download all of my Unity game files so far for Pong, Space Invaders, Tetris and Mario

CameraMove.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class CameraMove : MonoBehaviour {

	// Put Manny here to track his movement
	public Transform cameraTarget;

	// How quickly the camera moves towards Manny
	public float cameraSpeed;

	// Min and max X and Y movements
	public float minX;
	public float minY;
	public float maxX;
	public float maxY;

	// Update used when dealing with Rigid Bodies
	void FixedUpdate(){

		// Make sure the camera has a target
		if (cameraTarget != null) {

			// Lerp smoothes movement from the starting position
			// to the targets position 
			var newPos = Vector2.Lerp (transform.position,
				             cameraTarget.position,
				             Time.deltaTime * cameraSpeed);

			// Define the cameras new postion
			var vect3 = new Vector3 (newPos.x, newPos.y, -10f);

			// Clamp gets the cameras x position and clamps
			// it between the min and max value
			var clampX = Mathf.Clamp (vect3.x, minX, maxX);
			var clampY = Mathf.Clamp (vect3.y, minY, maxY);

			// Move the camera
			transform.position = new Vector3(clampX, clampY, -10f);
		}
	}
}

Manny.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Manny : MonoBehaviour {

	// Defines Mannys speed horizontally
	public float speed = 5;

	// Defines Mannys facing direction
	public bool facingRight = true;

	// Jump speed
	public float jumpSpeed = 5f;

	// Mannys components
	private SpriteRenderer sr;
	private Rigidbody2D rb;
	private Animator animator;

	// Will flip depending if on ground
	bool isJumping = false;

	// Used to check if Manny is on the ground
	// You draw a line out away from the sprite a defined
	// distance and check if it collides with something
	// If it hits nothing Raycast() returns null
	private float rayCastLength = 0.005f;

	// Sprite width and height
	private float width;
	private float height;

	// How long is the jump button held
	private float jumpButtonPressTime;

	// Max jump amount
	public float maxJumpTime = 0.2f;

	void FixedUpdate(){

		// Get horizontal movement -1 Left, or 1 Right
		float horzMove = Input.GetAxisRaw ("Horizontal");

		// Need to get Mannys y
		Vector2 vect = rb.velocity;

		// Change x and keep y as is
		rb.velocity = new Vector2 (horzMove * speed, vect.y);

		// Set the speed so the right Animation is played
		animator.SetFloat("Speed", Mathf.Abs(horzMove));

		// Makes sure Manny is facing the right direction
		if (horzMove > 0 && !facingRight) {
			FlipManny ();
		} else if (horzMove < 0 && facingRight) {
			FlipManny ();
		}

		// Get vertical movement
		float vertMove = Input.GetAxis ("Jump");

		if (IsOnGround () && isJumping == false) {
			if (vertMove > 0f) {
				isJumping = true;
			}
		}

		// If button is held pass max time set 
		// vertical move to 0
		if (jumpButtonPressTime > maxJumpTime) {
			vertMove = 0f;
		}

		// If is jumping and we have a valid jump press length
		// make Manny jump
		if (isJumping && (jumpButtonPressTime < maxJumpTime)) {
			rb.velocity = new Vector2 (rb.velocity.x, jumpSpeed);
		}

		// If we have moved high enough make Manny fall
		// Set Mannys Rigidbody 2d Gravity Scale to 2
		if (vertMove >= 1f) {
			jumpButtonPressTime += Time.deltaTime;
		} else {
			isJumping = false;
			jumpButtonPressTime = 0f;
		}

	}

	// Makes sure components have been created when the 
	// game starts
	void Awake(){
		sr = GetComponent<SpriteRenderer> ();
		animator = GetComponent<Animator> ();
		rb = GetComponent<Rigidbody2D> ();

		// Gets Mannys collider width and height and
		// then adds more to it. Used to raycast to see
		// if Manny is colliding with anything so we
		// can jump
		width = GetComponent<Collider2D> ().bounds.extents.x + 0.1f;
		height = GetComponent<Collider2D> ().bounds.extents.y + 0.2f;
	}

	// When moving in a direction face in that direction
	void FlipManny(){

		// Flip the facing value
		facingRight = !facingRight;

		Vector3 scale = transform.localScale;
		scale.x *= -1;
		transform.localScale = scale;
	}

	public bool IsOnGround(){

		// Check if contacting the ground straight down
		bool groundCheck1 = Physics2D.Raycast (new Vector2 (
			                    transform.position.x,
			                    transform.position.y - height),
			                    -Vector2.up, rayCastLength);

		// Check if contacting ground to the right
		bool groundCheck2 = Physics2D.Raycast (new Vector2 (
			transform.position.x + (width - 0.2f),
			transform.position.y - height),
			-Vector2.up, rayCastLength);

		// Check if contacting ground to the left
		bool groundCheck3 = Physics2D.Raycast (new Vector2 (
			transform.position.x - (width - 0.2f),
			transform.position.y - height),
			-Vector2.up, rayCastLength);

		if (groundCheck1 || groundCheck2 || groundCheck3)
			return true;

		return false;

	}

	// If Manny falls off the screen destroy the game object
	/*
	void OnBecameInvisible(){
		Debug.Log ("Manny Destroyed");
		Destroy (gameObject);
	}
	*/
		

}

SoundManager.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class SoundManager : MonoBehaviour {

	// Holds the single instance of the SoundManager that 
	// you can access from any script
	public static SoundManager Instance = null;

	// All sound effects in the game
	// All are public so you can set them in the Inspector
	public AudioClip jump;
	public AudioClip getCoin;
	public AudioClip rockSmash;

	// Refers to the audio source added to the SoundManager
	// to play sound effects
	private AudioSource soundEffectAudio;

	// 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);
		}

		AudioSource theSource = GetComponent<AudioSource> ();
		soundEffectAudio = theSource;

	}

	// Other GameObjects can call this to play sounds
	public void PlayOneShot(AudioClip clip) {
		soundEffectAudio.PlayOneShot(clip);
	}
}

PrizeBlock.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

// Needed to manipulate the UI
using UnityEngine.UI;

public class PrizeBlock : MonoBehaviour {

	public AnimationCurve anim;

	public int coinsInBlock = 5;

	void OnCollisionEnter2D(Collision2D col){

		// Check if the collision hit the bottom of the block
		if (col.contacts [0].point.y < transform.position.y) {

			// Calls RunAnimation which will be paused 
			// and resumed over time
			StartCoroutine (RunAnimation());
		}

		// If block contains coins
		if (coinsInBlock > 0) {

			// Play coin sound
			SoundManager.Instance.PlayOneShot (SoundManager.Instance.getCoin);

			// Increase the Score Text component
			increaseTextUIScore();

			coinsInBlock--;

		}

	}

	IEnumerator RunAnimation(){

		// Get starting position of PrizeBlock
		Vector2 startPos = transform.position;

		// Cycle through all the keys in the animation curve
		for (float x = 0; x < anim.keys[anim.length-1].time; x += Time.deltaTime) {

			// Change the block position to what is defined
			// on the AnimationCurve
			transform.position = new Vector2 (startPos.x, 
				startPos.y + anim.Evaluate (x));

			// Continue looping at next update
			yield return null;
		}
	}

	// Increases the score the the text UI name passed
	void increaseTextUIScore(){

		// Find the Score UI component
		var 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();
	}

}

BrickBlock.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class BrickBlock : MonoBehaviour {

	// Used to change the sprite
	private SpriteRenderer sr;

	// The sprite to change into
	public Sprite explodedBlock;

	// Wait time before switching sprites
	public float secBeforeSpriteChange = .2f;

	void Awake(){
		sr = GetComponent<SpriteRenderer> ();
	}

	// Called when something hits the BrickBlock
	void OnCollisionEnter2D(Collision2D col){

		// Check if the collision hit the bottom of the block
		if (col.contacts [0].point.y < transform.position.y) {

			// Play sound
			SoundManager.Instance.PlayOneShot (SoundManager.Instance.rockSmash);

			// Change the Block sprite
			sr.sprite = explodedBlock;

			// Wait a fraction of a second and then destroy the BrickBlock
			DestroyObject (gameObject, secBeforeSpriteChange);

		}

	}
		
}

Coin.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

// Needed to manipulate the UI
using UnityEngine.UI;

public class Coin : MonoBehaviour {

	// Called when something hits the Coin
	void OnCollisionEnter2D(Collision2D col){

		// Play coin sound
		SoundManager.Instance.PlayOneShot (SoundManager.Instance.getCoin);

		// Increase the Score Text component
		increaseTextUIScore();

		Destroy (gameObject);

	}

	// Increases the score the the text UI name passed
	void increaseTextUIScore(){

		// Find the Score UI component
		var 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();
	}

}

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