diff --git a/README.md b/README.md index f40edbbd..634d8d12 100644 --- a/README.md +++ b/README.md @@ -19,17 +19,14 @@ Disponivel [aqui](./glossario.md) # [Tutoriais](./tutoriais#tutoriais) -[Configuração do ambiente(Unity e IDE)](./tutoriais/Ambiente.md) +- [Configuração do ambiente(Unity e IDE)](./tutoriais/Ambiente.md) -[Criação do primeiro nível](./tutoriais/primeiroNivel.md) +- [Criação do primeiro nível](./tutoriais/primeiroNivel.md) -[Adicionar moedas](../adiciona-moedas/tutoriais) - -[Variação de inimigos](../variacao_inimigos/tutoriais) - -[Adicionar música](../adicionando_musica/tutoriais) - -[Animação de pulo](../animacao-pulo/tutoriais) +- [Movimento do jogador](./tutoriais/movimentoPlayer.md) +- [Desenvolvimento do nível](./tutoriais/Desenvolvendo%20Nível.md) +- [Inimigos e UI](./tutoriais/InimigosUI.md) + # Como contribuir diff --git a/glossario.md b/glossario.md index 0b6133bd..77c99854 100644 --- a/glossario.md +++ b/glossario.md @@ -23,9 +23,12 @@ Se precisar fazer o seu, de uma olhadinha aqui: [Como (e quando) criar um GDD: formatos, dicas e exemplos práticos.](https://producaodejogos.com/gdd/) ## H -* __hud__: Sigla em inglês para “Heads up Display”. Refere a todas informações na tela do jogo que auxiliam o jogador, como menus, mapas, barras de energia, tempo etc. - * __hitbox__: Um formato invisível utilizado para detectar colisões entre objetos. + +* __hp__: Sigla em inglês para "Health Points", é uma representação numérica da saúde(vida) do personagem, geralmente mostrada como o número, uma barra ou ambos. Atingir 0 de HP costuma resultar em um morte + +* __hud__: Sigla em inglês para “Heads up Display”. Refere a todas informações na tela do jogo que auxiliam o jogador, como mapas, barras de vida, tempo etc. + ## I ## J @@ -59,6 +62,7 @@ ## T ## U + * __ui__: Sigla em inglês para "User Interface", são menus e informações que existem fora do "universo" do jogo, e só aparecem para o jogador, inclui o HUD e outras coisas como o menu principal, tela de pausa, legendas, etc. ## V diff --git "a/tutoriais/Desenvolvendo N\303\255vel.md" "b/tutoriais/Desenvolvendo N\303\255vel.md" index 35193829..d0f0f7d7 100644 --- "a/tutoriais/Desenvolvendo N\303\255vel.md" +++ "b/tutoriais/Desenvolvendo N\303\255vel.md" @@ -144,8 +144,11 @@ Para detectar que tocamos na moeda, o Unity possui um método (Assim como Start( Até agora, o nosso jogador tem a capacidade de fazer um único pulo... mas poderiamos ter mais possibilidades de design de nível se o jogador tivesse um pulo duplo. Podemos também, caso desejarmos, impedir que o jogador faça "wall jump", fazendo com que os pulos só resetem quando o jogador pisar no chão. +Antes disso, podemos também impedir que o jogador gire marcando a seguinte caixa em seu RigidBody2D -### Chão reset +![Freeze Rotation](https://cdn.discordapp.com/attachments/1105270961391030293/1142611945812414494/image.png) + +### Resetar pulo somente no chão - Para fazer o reset pelo chão vamos fazer o sequinte código: ```C# diff --git a/tutoriais/InimigosUI.md b/tutoriais/InimigosUI.md new file mode 100644 index 00000000..60d0a529 --- /dev/null +++ b/tutoriais/InimigosUI.md @@ -0,0 +1,156 @@ +# Inimigos e UI + +## Inimigos + Vamos adicionar uma ameaça ao nosso jogo na forma de um inimigo que fica andando de um lado para o outro + + 1. Crie um novo objeto e dê o sprite que quiser + 2. Adicione um Collider2D e customize o formato + + ![Inimigo com collider](https://cdn.discordapp.com/attachments/1105270961391030293/1141479279109079193/image.png) + + Queremos que esse inimigo fique andando de um lado para o outro, se movendo até uma posição expecífica e trocando de direção + + 3. Crie um novo script de movimentação para seu inimigo + 4. Insira o seguinte código dentro de Update() (e defina a variável speed no início da classe) + ```C# + update() + { + transform.position += Vector3.right * speed; + } + ``` + Sabemos que isso fará o inimigo se deslocar para a direita infinitamente + 5. Para definir os limites do seu movimento, crie as seguintes variáveis no início da classe + + ```C# + public Vector3 startPosition; + public Vector3 endPosition; + private int direction = 1; + ``` + + E adicione este código em Update() + ```C# + Update() + { + transform.position += Vector3.right * speed * direction; + + if (Vector3.Distance(transform.position, startPosition) <= 0.1f) // if acontece quando o inimigo está dentro de 0.1 unidades de distância da posição final + { + direction = 1; // Direção = direita + } + + if (Vector3.Distance(transform.position, endPosition) <= 0.1f) // if acontece quando o inimigo está dentro de 0.1 unidades de distância da posição final + { + direction = -1; // Direção = esquerda + } + } + ``` + + ⚠ Note que simplesmente fazer "transform.position == endPosition" não vai funcionar devido as posições serem floats, é possível que o inimigo ultrapasse a posição final sem que a condição se torne verdadeira + + +### Prefabs + Agora que temos nosso objeto inimigo criado, podemos querer ter varios inimigos idênticos espalhados pela fase, todos com as mesmas propriedades. + + Podemos fazer isso simplesmente copiando e colando o inimigo por ai, mas uma forma muito mais prática é tornar o inimigo em um prefab(pre-fabricated object), um inimigo pronto que podemos adicionar à fase sempre que precisarmos. + + Outra vantagem de prefabs é que alterações ao prefab se aplicam a todas as suas instâncias na fase, ou seja, podemos, por exemplo, mudar o sprite do inimigo alterando somente o prefab, sem ter que achar todos os inimigos no nível e alterar seus sprites individualmente(também é possivel modificar instâncias expecíficas de prefabs). + + 1. Para fazer isso, simplesmente arraste seu objeto inimigo da Hierarchy para o local desejado na janela Project + + Se tudo der certo, o inimigo irá aparecer dentre os seus arquivos e o inimigo já existente ficará com texto azul + + ![Criação de prefab](https://cdn.discordapp.com/attachments/1105270961391030293/1141494091641798718/image.png) + +## Dano + Precisamos que os inimigos interajam com o jogador de alguma forma, a mais clássica sendo que eles dêem reduzam a vida do jogador + + 1. Vamos primeiro adicionar HP ao script do jogador + ```C# + public float playerHealth = 100.0f; + ``` + + Agora queremos detectar quando o jogador colide, expecificamente, com um inimigo. + + Para isso, precisamos definir o que é um inimigo + + 2. No inspector do inimigo, atribua a ele uma tag (pode ser a tag "Enemy" existente ou uma nova) + ![Seletor de tags](https://media.discordapp.net/attachments/1105270961391030293/1142572597205291078/image.png?width=316&height=360) + + 3. No script do jogador, adicione o seguinte código dentro de OnCollisionEnter() + ```C# + private void OnCollisionEnter2D(Collision2D other) + { + if (other.contacts[0].normal == Vector2.up) + { + currentJumps = 0; + + //isJumping = false; + } + + if (other.gameObject.CompareTag("Enemy")) + { + + playerHealth -= 20; + Debug.Log("OUCH " + playerHealth); + } + } + ``` + Colidir com o inimigo reduzira a vida do jogador em 20 e escrevera uma mensagem no console com sua vida atual. + +## UI + Não basta apenas exibir a vida do jogador no console, pois essa ferramenta só está disponível para nós desenvolvedores. Para que o player seja capaz de ver sua própria vida, precisamos adicionar um HUD + + 1. Crie um novo objeto UI > Canvas. + 2. Dê um clique duplo nesse novo objeto. Este vai ser o lugar onde você ira criar sua UI + + ![Canvas](https://media.discordapp.net/attachments/1105270961391030293/1142578845283799172/image.png?width=648&height=386) + + ⚠ Não se alarme pelo tamanho do canvas, não é necessário reduzí-lo + + 3. Dentro do seu objeto canvas, crie um novo objeto UI > Text + 4. Edite o texto como quiser, a posição do texto no canvas equivalerá a sua posição na tela do jogador + ![texto no canvas](https://media.discordapp.net/attachments/1105270961391030293/1142580437840056490/image.png?width=1013&height=527) + + (Mudar as opções de Overflow vertical e horizontal para "overflow" pode facilitar) + + ![ui no jogo](https://cdn.discordapp.com/attachments/1105270961391030293/1142581361811660860/image.png) + + + 5. Dentro do script do jogador, nas primeiras linhas, insira o seguinte código + ```C# + using UnityEngine.UI; + ``` + + 6. Declare a seguinte variável pública + ```C# + public Text playerHealtText; + ``` + + (Defina essa variável no editor arrastando o objeto texto até a caixinha no script do jogador) + + 7. Dentro de if em OnCollisionEnter(), faça a seguinte alteração (dentro do segundo 'if') + ```C# + private void OnCollisionEnter2D(Collision2D other) + { + if (other.contacts[0].normal == Vector2.up) + { + currentJumps = 0; + + //isJumping = false; + } + + if (other.gameObject.CompareTag("Enemy")) + { + + playerHealth -= 20; + Debug.Log("OUCH " + playerHealth); + playerHealtText.text = ("HP: " + playerHealth); + + } + } + ``` + + Agora a vida no HUD irá atualizar sempre que o player tomar dano! (mas note que nada a impede de ficar negativa) + + ![GIF inimigos dando dano e HUD](https://cdn.discordapp.com/attachments/1105270961391030293/1142607917581869206/level.gif) + diff --git a/tutoriais/README.md b/tutoriais/README.md index 13137d25..c034c9b6 100644 --- a/tutoriais/README.md +++ b/tutoriais/README.md @@ -1,10 +1,12 @@ # Tutoriais Nessa pasta vamos disponibilizar os tutoriais em texto . -Cada tutorial possuirá uma entrada, que são os arquivos e estados a partir dos quais o tutorial se inicia; e uma saída, que é o que foi produzido. +Cada tutorial possuirá uma entrada, que é o ponto de partida do tutorial; e uma saída, que é o que foi produzido. Cada tutorial vai então especificar arquivos de cena, materiais, prefabs e/ou scripts necessários. -[Como usar as entradas/saídas](./) +[Como usar as entradas/saídas](./) A FAZER + +Termos e expressões de programação/gamedev usados podem ser vistos no [Glossário](../glossario.md) ## [Configuração do Ambiente](./Ambiente.md) - Download e instalação do Unity @@ -55,4 +57,15 @@ Cada tutorial vai então especificar arquivos de cena, materiais, prefabs e/ou s ### Saída - [Parte III](https://github.com/Lizdtre/unity-for-women/tree/master/workshop/Assets/Part%20III) +## [Inimigos e UI](./InimigosUI.md) + - Criação de um inimigo + - Rota de Patrulha (anda de um lado pro outro) + - Dá dano ao jogador + - UI com vida + - Uso de prefabs + +### Entrada + - [Parte III](https://github.com/Lizdtre/unity-for-women/tree/master/workshop/Assets/Part%20III) +### Saída + - [Parte IV](https://github.com/Lizdtre/unity-for-women/tree/master/workshop/Assets/Part%20IV) diff --git a/workshop/Assets/Part I/Scenes/Part I.unity b/workshop/Assets/Part I/Scenes/Part I.unity index 324683d3..2889e22f 100644 --- a/workshop/Assets/Part I/Scenes/Part I.unity +++ b/workshop/Assets/Part I/Scenes/Part I.unity @@ -132,6 +132,7 @@ GameObject: - 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-public class Player : MonoBehaviour -{ - public float speed = 0.1f; // velocidade = 0.1 - public float jumpspeed = 0.5f; //velociade pulo = 0.5 - public Rigidbody2D rigidBody; //cria objeto RigidBody2D - - // Start is called before the first frame update - void Start() - { - rigidBody = GetComponent();// variavel é inicializada quando o jogo começa - } - - // Update is called once per frame - void Update(){ - - var x = Input.GetAxis("Horizontal"); - rigidBody.velocity = new Vector2(x*speed, rigidBody.velocity.y); // todo frame a velocidade do rigidbody= velocidade horizontal, velociade vertical permanece a mesma - - // Entre na condição quando apertar a barra de espaço - if (Input.GetButton("Jump")) { - - Debug.Log("Jump"); // Quando pular escreve "Jump" no Debug Log - rigidBody.velocity += Vector2.up * jumpspeed; // velociade do rigidbody = velocidade vertical*velocidade pulo - } - - } -} diff --git a/workshop/Assets/Part II/Scripts/PlayerMovimentation.cs b/workshop/Assets/Part II/Scripts/PlayerMovimentation.cs index 9f40f0ad..ae4ff136 100644 --- a/workshop/Assets/Part II/Scripts/PlayerMovimentation.cs +++ b/workshop/Assets/Part II/Scripts/PlayerMovimentation.cs @@ -1,36 +1,52 @@ -using System; -using System.Collections; +using System.Collections; using System.Collections.Generic; using UnityEngine; -namespace PartII { - public class PlayerMovimentation : MonoBehaviour - { - // Public attributes - public float maxSpeed = 5; - - // Private attributes - Rigidbody2D rigidBody; - - // Start is called before the first frame update - // Here you can handle with all objects in the scene - void Start() - { - } - - // Awake is called before the first frame update - // Here you can handle with all components in the object - void Awake() - { - rigidBody = GetComponent(); - } - - // Update is called once per frame - void Update() - { - var x = Input.GetAxis("Horizontal"); - // transform.position += x * maxSpeed * transform.right * Time.deltaTime; - rigidBody.velocity = new Vector2(x * maxSpeed, rigidBody.velocity.y); - } - } -} +namespace PartII +{ + public class PlayerMovimentation : MonoBehaviour + { + public float maxSpeed = 1f; // Velocidade máxima horizontal + public float jumpSpeed = 0.5f; // Aceleração do pulo + public Rigidbody2D myrigidbody; // Componente Rigidbody2D + + private bool isJumping = false; // Diz se o jogador já está + + // Start is called before the first frame update + void Start() + { + myrigidbody = GetComponent(); // Inicializa a variável ao rodar o jogo + } + + // Update is called once per frame + void Update() + { + + var inputX = Input.GetAxis("Horizontal"); + // inputX = -1 se o player apertar o botão para mover para a esquerda + // = 1 para a direita + // = 0 se nenhum dos dois estiver sendo apertado + + + myrigidbody.velocity = new Vector2(inputX * maxSpeed, myrigidbody.velocity.y); + // Atualiza a velocidade horizontal todo frame + + + + if (Input.GetButtonDown("Jump") && !isJumping) + { + + Debug.Log("Jump"); // Quando pular escreve "Jump" no Debug Log + + myrigidbody.velocity = new Vector2(myrigidbody.velocity.x, jumpSpeed); // atualiza a velocidade vertical do jogador para fazê-lo pular + + isJumping = true; // Impede que o player pule denovo + } + } + + private void OnCollisionEnter2D(Collision2D other) + { + isJumping = false; // Permite que o player pule denovo + } + } +} \ No newline at end of file diff --git a/workshop/Assets/Part III/Materials/Floor.physicsMaterial2D.meta b/workshop/Assets/Part III/Materials/Floor.physicsMaterial2D.meta index 0a874f8e..e620ae6d 100644 --- a/workshop/Assets/Part III/Materials/Floor.physicsMaterial2D.meta +++ b/workshop/Assets/Part III/Materials/Floor.physicsMaterial2D.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 59ed1fa02f6ca4fd8892048f497703e2 +guid: ee80479ce4f682943a96f74f28ce380a NativeFormatImporter: externalObjects: {} mainObjectFileID: 0 diff --git a/workshop/Assets/Part III/Scenes.meta b/workshop/Assets/Part III/Scenes.meta index c270a0b7..68cf1553 100644 --- a/workshop/Assets/Part III/Scenes.meta +++ b/workshop/Assets/Part III/Scenes.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: c170f1d6c8d2549dc99e3da810be483c +guid: 4de0d02d6013745c9ba608a1384b607b folderAsset: yes DefaultImporter: externalObjects: {} diff --git a/workshop/Assets/Part III/Scenes/Part III.unity b/workshop/Assets/Part III/Scenes/Part III.unity index 208f9fce..3c5e71a1 100644 --- a/workshop/Assets/Part III/Scenes/Part III.unity +++ b/workshop/Assets/Part III/Scenes/Part III.unity @@ -121,7 +121,7 @@ NavMeshSettings: debug: m_Flags: 0 m_NavMeshData: {fileID: 0} ---- !u!1 &8179067 +--- !u!1 &39985781 GameObject: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} @@ -129,1637 +129,98 @@ GameObject: m_PrefabAsset: {fileID: 0} serializedVersion: 6 m_Component: - 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-namespace PartIII -{ - public class CameraController : MonoBehaviour - { - // Public attributes - public GameObject player; - public float minX = 0; - public float maxX = 35; - - // Start is called before the first frame update - void Start() - { - } - - // Update is called once per frame - void Update() - { - if (player.transform.position.x > minX && player.transform.position.x < maxX) - { - transform.position = new Vector3(player.transform.position.x, transform.position.y, transform.position.z); - } - } - } -} diff --git a/workshop/Assets/Part III/Scripts/CameraMovimentation.cs b/workshop/Assets/Part III/Scripts/CameraMovimentation.cs new file mode 100644 index 00000000..8d3c9804 --- /dev/null +++ b/workshop/Assets/Part III/Scripts/CameraMovimentation.cs @@ -0,0 +1,29 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace PartIII +{ + public class CameraMovimentation : MonoBehaviour + { + public GameObject player; // Referência ao jogador + + public float minCameraPosition; // Valor mínimo da posição da câmera em X + public float maxCameraPosition; // Valor máximo da posição da câmera em X + + // Start is called before the first frame update + void Start() + { + + } + + // Update is called once per frame + void Update() + { + if(player.transform.position.x >= minCameraPosition && player.transform.position.x <= maxCameraPosition) // Entra na condição se o jogador estiver dentro dos limites da câmera + { + transform.position = new Vector3(player.transform.position.x, transform.position.y, transform.position.z); // Atualiza a posição da câmera para seguir o jogador no eixo X + } + } + } +} \ No newline at end of file diff --git a/workshop/Assets/Part III/Scripts/EndOfLevelController.cs.meta b/workshop/Assets/Part III/Scripts/CameraMovimentation.cs.meta similarity index 83% rename from workshop/Assets/Part III/Scripts/EndOfLevelController.cs.meta rename to workshop/Assets/Part III/Scripts/CameraMovimentation.cs.meta index 78c436fb..3a338d5a 100644 --- a/workshop/Assets/Part III/Scripts/EndOfLevelController.cs.meta +++ b/workshop/Assets/Part III/Scripts/CameraMovimentation.cs.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: f62a826e347d34e0a986425c924c67f7 +guid: 680f5dcb5d6d1aa40a9bf5b5b63067ee MonoImporter: externalObjects: {} serializedVersion: 2 diff --git a/workshop/Assets/Part III/Scripts/EndOfLevelController.cs b/workshop/Assets/Part III/Scripts/EndOfLevelController.cs deleted file mode 100644 index 136cc5eb..00000000 --- a/workshop/Assets/Part III/Scripts/EndOfLevelController.cs +++ /dev/null @@ -1,38 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -namespace PartIII -{ - public class EndOfLevelController : MonoBehaviour - { - // Public attributes - public GameObject player; - public float playerInitialX = -6.5f; - public float playerInitialY = 3.75f; - public float cameraInitialX = 0; - - // Start is called before the first frame update - void Start() - { - } - - // Update is called once per frame - void Update() - { - - } - - // OnCollisionEnter2D is called whenever the player hits the end of the level - void OnCollisionEnter2D(Collision2D other) - { - Debug.Log("You Win!!"); - - var playerPosition = player.transform.position; - player.transform.position = new Vector3(playerInitialX, playerInitialY, playerPosition.z); - - var cameraPosition = Camera.main.transform.position; - Camera.main.transform.position = new Vector3(cameraInitialX, cameraPosition.y, cameraPosition.z); - } - } -} diff --git a/workshop/Assets/Part III/Scripts/GameGoalController.cs b/workshop/Assets/Part III/Scripts/GameGoalController.cs new file mode 100644 index 00000000..a568ea89 --- /dev/null +++ b/workshop/Assets/Part III/Scripts/GameGoalController.cs @@ -0,0 +1,27 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace PartIII +{ + public class GameGoalController : MonoBehaviour + { + // Start is called before the first frame update + void Start() + { + + } + + // Update is called once per frame + void Update() + { + + } + + void OnCollisionEnter2D(Collision2D other) + { + Debug.Log("Você venceu!"); // Escreve essa mensagem no console quando o player tocar na moeda + } + } +} \ No newline at end of file diff --git a/workshop/Assets/Part II/Scripts/Player.cs.meta b/workshop/Assets/Part III/Scripts/GameGoalController.cs.meta similarity index 83% rename from workshop/Assets/Part II/Scripts/Player.cs.meta rename to workshop/Assets/Part III/Scripts/GameGoalController.cs.meta index 1b21b105..4fdea5a8 100644 --- a/workshop/Assets/Part II/Scripts/Player.cs.meta +++ b/workshop/Assets/Part III/Scripts/GameGoalController.cs.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 065a45c0975e5c944826436d5d7aad1c +guid: 6457d735c3180234a969442b7ae8324e MonoImporter: externalObjects: {} serializedVersion: 2 diff --git a/workshop/Assets/Part III/Scripts/PlayerMovimentation.cs b/workshop/Assets/Part III/Scripts/PlayerMovimentation.cs index 53d89597..51c6a925 100644 --- a/workshop/Assets/Part III/Scripts/PlayerMovimentation.cs +++ b/workshop/Assets/Part III/Scripts/PlayerMovimentation.cs @@ -1,56 +1,53 @@ -using System; -using System.Collections; +using System.Collections; using System.Collections.Generic; using UnityEngine; namespace PartIII { - public class PlayerMovimentation : MonoBehaviour - { - // Public attributes - public float maxSpeed = 5; - public float jumpSpeed = 5; - - // Private attributes - Rigidbody2D rigidBody; - bool isJumping = false; - - // Start is called before the first frame update - // Here you can handle with all objects in the scene - void Start() - { - } - - // Awake is called before the first frame update - // Here you can handle with all components in the object - void Awake() - { - rigidBody = GetComponent(); - } - - // Update is called once per frame - void Update() - { - var x = Input.GetAxis("Horizontal"); - // transform.position += x * maxSpeed * transform.right * Time.deltaTime; - rigidBody.velocity = new Vector2(x * maxSpeed, rigidBody.velocity.y); - - var jump = Input.GetAxis("Jump"); - if (jump > 0.5 && !isJumping) - { - isJumping = true; - rigidBody.velocity = new Vector2(rigidBody.velocity.x, jump * jumpSpeed); - } - } - - // OnCollisionEnter2D is called whenever the player hits something - void OnCollisionEnter2D(Collision2D other) - { - Debug.Log("Collision with: " + other.gameObject.name); - if (other.contacts[0].normal == Vector2.up) - { - isJumping = false; - } - } - } + public class PlayerMovimentation : MonoBehaviour + { + public float maxSpeed = 1f; // Velocidade máxima horizontal + public float jumpSpeed = 0.5f; // Aceleração do pulo + public Rigidbody2D myrigidbody; // Componente Rigidbody2D + + public int multiJump = 0; // Quantidade de pulos que o jogador já fez + public int maxJump = 3; // Quantidade máxima de pulos + + // Start is called before the first frame update + void Start() + { + myrigidbody = GetComponent(); // Inicializa a variável ao rodar o jogo + } + + // Update is called once per frame + void Update() + { + + var inputX = Input.GetAxis("Horizontal"); + // inputX = -1 se o player apertar o botão para mover para a esquerda + // = 1 para a direita + // = 0 se nenhum dos dois estiver sendo apertado + + + myrigidbody.velocity = new Vector2(inputX * maxSpeed, myrigidbody.velocity.y); + // Atualiza a velocidade horizontal todo frame + + + + if (Input.GetButtonDown("Jump") && multiJump < maxJump) // Se barra de espaço foi apertada e ainda houverem pulos disponíveis + { + + Debug.Log("Jump"); // Quando pular escreve "Jump" no Debug Log + + myrigidbody.velocity = new Vector2(myrigidbody.velocity.x, jumpSpeed); // atualiza a velocidade vertical do jogador para fazê-lo pular + + multiJump += 1; + } + } + + private void OnCollisionEnter2D(Collision2D other) + { + multiJump = 0; + } + } } \ No newline at end of file diff --git a/workshop/Assets/Part III/Scripts/PlayerMovimentation.cs.meta b/workshop/Assets/Part III/Scripts/PlayerMovimentation.cs.meta index 09b68e33..3c588eff 100644 --- a/workshop/Assets/Part III/Scripts/PlayerMovimentation.cs.meta +++ b/workshop/Assets/Part III/Scripts/PlayerMovimentation.cs.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 01fb5348259154001861e2b3038e0879 +guid: 107d58ee5fc25b049907b064ad53a174 MonoImporter: externalObjects: {} serializedVersion: 2 diff --git a/workshop/Assets/Part IV/Materials.meta b/workshop/Assets/Part IV/Materials.meta index d144a5e4..cc7b272f 100644 --- a/workshop/Assets/Part IV/Materials.meta +++ b/workshop/Assets/Part IV/Materials.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 6507b061e35f1466c8c1960faffae091 +guid: cd8a01ee4ada8f3408d844e50e65e119 folderAsset: yes DefaultImporter: externalObjects: {} diff --git a/workshop/Assets/Part IV/Prefabs/Enemy.prefab b/workshop/Assets/Part IV/Prefabs/Inimigo.prefab similarity index 71% rename from workshop/Assets/Part IV/Prefabs/Enemy.prefab rename to workshop/Assets/Part IV/Prefabs/Inimigo.prefab index 66e2ec72..34bff002 100644 --- a/workshop/Assets/Part IV/Prefabs/Enemy.prefab +++ b/workshop/Assets/Part IV/Prefabs/Inimigo.prefab @@ -1,6 +1,6 @@ %YAML 1.1 %TAG !u! tag:unity3d.com,2011: ---- !u!1 &4451203513642641805 +--- !u!1 &3233010629202747822 GameObject: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} @@ -8,38 +8,38 @@ GameObject: m_PrefabAsset: {fileID: 0} serializedVersion: 6 m_Component: - 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-namespace PartIV -{ - public class CameraController : MonoBehaviour - { - // Public attributes - public GameObject player; - public float minX = 0; - public float maxX = 35; - - // Start is called before the first frame update - void Start() - { - } - - // Update is called once per frame - void Update() - { - if (player.transform.position.x > minX && player.transform.position.x < maxX) - { - transform.position = new Vector3(player.transform.position.x, transform.position.y, transform.position.z); - } - } - } -} diff --git a/workshop/Assets/Part IV/Scripts/CameraMovimentation.cs b/workshop/Assets/Part IV/Scripts/CameraMovimentation.cs new file mode 100644 index 00000000..165265d0 --- /dev/null +++ b/workshop/Assets/Part IV/Scripts/CameraMovimentation.cs @@ -0,0 +1,29 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace PartIV +{ + public class CameraMovimentation : MonoBehaviour + { + public GameObject player; // Referência ao jogador + + public float minCameraPosition; // Valor mínimo da posição da câmera em X + public float maxCameraPosition; // Valor máximo da posição da câmera em X + + // Start is called before the first frame update + void Start() + { + + } + + // Update is called once per frame + void Update() + { + if(player.transform.position.x >= minCameraPosition && player.transform.position.x <= maxCameraPosition) // Entra na condição se o jogador estiver dentro dos limites da câmera + { + transform.position = new Vector3(player.transform.position.x, transform.position.y, transform.position.z); // Atualiza a posição da câmera para seguir o jogador no eixo X + } + } + } +} \ No newline at end of file diff --git a/workshop/Assets/Part IV/Scripts/CameraController.cs.meta b/workshop/Assets/Part IV/Scripts/CameraMovimentation.cs.meta similarity index 83% rename from workshop/Assets/Part IV/Scripts/CameraController.cs.meta rename to workshop/Assets/Part IV/Scripts/CameraMovimentation.cs.meta index bd46e46f..61d75740 100644 --- a/workshop/Assets/Part IV/Scripts/CameraController.cs.meta +++ b/workshop/Assets/Part IV/Scripts/CameraMovimentation.cs.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 60a77fdeea82643b69f2db992fa69091 +guid: 0561f26b8d5de7c47bbfddc1371790b4 MonoImporter: externalObjects: {} serializedVersion: 2 diff --git a/workshop/Assets/Part IV/Scripts/EndOfLevelController.cs b/workshop/Assets/Part IV/Scripts/EndOfLevelController.cs deleted file mode 100644 index 4af3c11c..00000000 --- a/workshop/Assets/Part IV/Scripts/EndOfLevelController.cs +++ /dev/null @@ -1,24 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; -using UnityEngine.UI; - 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public Vector2 start; - public Vector2 end; - public float speed; + public Vector3 startPosition; // Posição mais a esquerda do inimigo + public Vector3 endPosition; // Posição mais a direita do inimigo + public float speed = 1; // Velocidade de movimento do inimigo - private Vector3 direction; - private float directionFactor = 1; + private int direction = 1; // Direção de movimento do inimigo (1 = direita, -1 = esquerda) - private void Start() + // Start is called before the first frame update + void Start() { - transform.position = new Vector3(start.x, start.y, transform.position.z); - direction = (end - start).normalized; + } + // Update is called once per frame void Update() { - transform.position += directionFactor * direction * speed * Time.deltaTime; + transform.position += Vector3.right * speed * direction; // Inimigo se move com a direção e velocidade indicada - if (Vector2.Distance(transform.position, end) < 0.08f) + if (Vector3.Distance(transform.position, startPosition) < 0.1f) // Se o inimigo estiver na posição inicial { - directionFactor = -1.0f; + direction = 1; // Direção = direita } - else if (Vector2.Distance(transform.position, start) < 0.08f) + + if (Vector3.Distance(transform.position, endPosition) < 0.1f) // Se o inimigo estiver na posição final { - directionFactor = 1.0f; + direction = -1; // Direção = esquerda } - } } } \ No newline at end of file diff --git a/workshop/Assets/Part IV/Scripts/EnemyMovement.cs.meta b/workshop/Assets/Part IV/Scripts/EnemyMovement.cs.meta index 2130cb4f..5ae428cc 100644 --- a/workshop/Assets/Part IV/Scripts/EnemyMovement.cs.meta +++ b/workshop/Assets/Part IV/Scripts/EnemyMovement.cs.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 24a7cb971aeeb4eaa9d86c55704c9166 +guid: 3d3d4eabe7113684780cd50923f27747 MonoImporter: externalObjects: {} serializedVersion: 2 diff --git a/workshop/Assets/Part IV/Scripts/GameGoalController.cs b/workshop/Assets/Part IV/Scripts/GameGoalController.cs new file mode 100644 index 00000000..4d96d920 --- /dev/null +++ b/workshop/Assets/Part IV/Scripts/GameGoalController.cs @@ -0,0 +1,27 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace PartIV +{ + public class GameGoalController : MonoBehaviour + { + // Start is called before the first frame update + void Start() + { + + } + + // Update is called once per frame + void Update() + { + + } + + void OnCollisionEnter2D(Collision2D other) + { + Debug.Log("Você venceu!"); // Escreve essa mensagem no console quando o player tocar na moeda + } + } +} \ No newline at end of file diff --git a/workshop/Assets/Part III/Scripts/CameraController.cs.meta b/workshop/Assets/Part IV/Scripts/GameGoalController.cs.meta similarity index 83% rename from workshop/Assets/Part III/Scripts/CameraController.cs.meta rename to workshop/Assets/Part IV/Scripts/GameGoalController.cs.meta index 9e882c86..db30d038 100644 --- a/workshop/Assets/Part III/Scripts/CameraController.cs.meta +++ b/workshop/Assets/Part IV/Scripts/GameGoalController.cs.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 641c806332bc34120b4b4fa5153e04cb +guid: 3e14ff1b0a681e6408c4abb5f2a43fbd MonoImporter: externalObjects: {} serializedVersion: 2 diff --git a/workshop/Assets/Part IV/Scripts/GoToScene.cs b/workshop/Assets/Part IV/Scripts/GoToScene.cs deleted file mode 100644 index 2335235f..00000000 --- a/workshop/Assets/Part IV/Scripts/GoToScene.cs +++ /dev/null @@ -1,15 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; -using UnityEngine.SceneManagement; - -namespace PartIV -{ - public class GoToScene : MonoBehaviour - { - public void ChangeScene(string sceneName) - { - SceneManager.LoadScene(sceneName); - } - } -} diff --git a/workshop/Assets/Part IV/Scripts/GoToScene.cs.meta b/workshop/Assets/Part IV/Scripts/GoToScene.cs.meta deleted file mode 100644 index e7108026..00000000 --- a/workshop/Assets/Part IV/Scripts/GoToScene.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 7058038a4e4f847ea8628e7483d5b1eb -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/workshop/Assets/Part IV/Scripts/PlayerHealth.cs b/workshop/Assets/Part IV/Scripts/PlayerHealth.cs deleted file mode 100644 index 2166de68..00000000 --- a/workshop/Assets/Part IV/Scripts/PlayerHealth.cs +++ /dev/null @@ -1,39 +0,0 @@ -using System; -using System.Collections; -using System.Collections.Generic; -using UnityEngine; -using UnityEngine.UI; - -namespace PartIV -{ - public class PlayerHealth : MonoBehaviour - { - public bool isDead; - public Text resultText; - public Button button; - public int health = 100; - public Text text; - - private void Start() - { - text.text = "HP: " + health; - } - - private void OnCollisionEnter2D(Collision2D other) - { - if (other.gameObject.CompareTag("Enemy")) - { - health -= 50; - text.text = "HP: " + health; - - if (health <= 0) - { - isDead = true; - resultText.gameObject.SetActive(true); - button.gameObject.SetActive(true); - resultText.text = "Derrota"; - } - } - } - } -} diff --git a/workshop/Assets/Part IV/Scripts/PlayerHealth.cs.meta b/workshop/Assets/Part IV/Scripts/PlayerHealth.cs.meta deleted file mode 100644 index cad75794..00000000 --- a/workshop/Assets/Part IV/Scripts/PlayerHealth.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 6967d752ae4684caa91931db314a8183 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/workshop/Assets/Part IV/Scripts/PlayerMovimentation.cs b/workshop/Assets/Part IV/Scripts/PlayerMovimentation.cs index 586a0076..39fed747 100644 --- a/workshop/Assets/Part IV/Scripts/PlayerMovimentation.cs +++ b/workshop/Assets/Part IV/Scripts/PlayerMovimentation.cs @@ -2,63 +2,69 @@ using System.Collections; using System.Collections.Generic; using UnityEngine; +using UnityEngine.UI; namespace PartIV { - public class PlayerMovimentation : MonoBehaviour - { - // Public attributes - public float maxSpeed = 5; - public float jumpSpeed = 5; + public class PlayerMovimentation : MonoBehaviour + { + public float playerHealth = 100; // Vida inicial do jogador + public Text playerHealtText; // Referência ao texto de vida da UI + public float maxSpeed = 1f; // Velocidade máxima horizontal + public float jumpSpeed = 15f; // Aceleração do pulo + public Rigidbody2D myrigidbody; // Componente Rigidbody2D + - // Private attributes - Rigidbody2D rigidBody; - bool isJumping = false; + private int multiJump = 0; // Quantidade de pulos que o jogador já fez + public int maxJump = 3; // Quantidade máxima de pulos - private PlayerHealth health; + // Start is called before the first frame update + void Start() + { + myrigidbody = GetComponent(); // Inicializa a variável ao rodar o jogo + } - // Start is called before the first frame update - // Here you can handle with all objects in the scene - void Start() - { - } + // Update is called once per frame + void Update() + { - // Awake is called before the first frame update - // Here you can handle with all components in the object - void Awake() - { - rigidBody = GetComponent(); - health = GetComponent(); - } + var inputX = Input.GetAxis("Horizontal"); + // inputX = -1 se o player apertar o botão para mover para a esquerda + // = 1 para a direita + // = 0 se nenhum dos dois estiver sendo apertado - // Update is called once per frame - void Update() - { - if (health.isDead) - { - return; - } - - var x = Input.GetAxis("Horizontal"); - // transform.position += x * maxSpeed * transform.right * Time.deltaTime; - rigidBody.velocity = new Vector2(x * maxSpeed, rigidBody.velocity.y); - var jump = Input.GetAxis("Jump"); - if (jump > 0.5 && !isJumping) - { - isJumping = true; - rigidBody.velocity = new Vector2(rigidBody.velocity.x, jump * jumpSpeed); - } - } + myrigidbody.velocity = new Vector2(inputX * maxSpeed, myrigidbody.velocity.y); + // Atualiza a velocidade horizontal todo frame - // OnCollisionEnter2D is called whenever the player hits something - void OnCollisionEnter2D(Collision2D other) - { - Debug.Log("Collision with: " + other.gameObject.name); - if (other.contacts[0].normal == Vector2.up) - { - isJumping = false; - } - } - } + + + if (Input.GetButtonDown("Jump") && multiJump < maxJump) // Se barra de espaço foi apertada e ainda houverem pulos disponíveis + { + multiJump += 1; // Aumenta a quantidade de pulos já realizados + Debug.Log("Jump"); // Quando pular escreve "Jump" no Debug Log + + myrigidbody.velocity = new Vector2(myrigidbody.velocity.x, jumpSpeed); // velociade do rigidbody = velocidade vertical*velocidade pulo + + } + } + + + private void OnCollisionEnter2D(Collision2D other) + { + if (other.contacts[0].normal == Vector2.up) // Colisão com o chão + { + multiJump = 0; // Reseta a quantidade de pulos do jogador + } + + if (other.gameObject.CompareTag("Enemy")) // Colisão com um inimigo + { + + playerHealth -= 20; // Reduz a vida do jogador + Debug.Log("OUCH " + playerHealth); // Mostra a vida no console + playerHealtText.text = ("HP: " + playerHealth); // Atualiza o texto da UI + + } + } + } } \ No newline at end of file diff --git a/workshop/Assets/Part IV/Scripts/PlayerMovimentation.cs.meta b/workshop/Assets/Part IV/Scripts/PlayerMovimentation.cs.meta index 92368ca7..24a3b654 100644 --- a/workshop/Assets/Part IV/Scripts/PlayerMovimentation.cs.meta +++ b/workshop/Assets/Part IV/Scripts/PlayerMovimentation.cs.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 010b88e8746274597996168e841fe4c1 +guid: 21b2b6aff9cb99d478f273a0864554b1 MonoImporter: externalObjects: {} serializedVersion: 2