Commit 07950faa authored by HIMANSHU SHEORAN's avatar HIMANSHU SHEORAN

added the unity folder for flappy bird game

parents

Too many changes to show.

To preserve performance only 1000 of 1000+ files are displayed.

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class CountdownText : MonoBehaviour {
public delegate void CountdownFinished();
public static event CountdownFinished OnCountdownFinished;
Text countdown;
void OnEnable() {
countdown = GetComponent<Text>();
countdown.text = "3";
StartCoroutine("Countdown");
}
IEnumerator Countdown() {
int count = 3;
for (int i = 0; i < count; i++) {
countdown.text = (count - i).ToString();
yield return new WaitForSeconds(1);
}
OnCountdownFinished();
}
}
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using UnityEngine;
using UnityEngine.UI;
public class GameManager : MonoBehaviour {
public delegate void GameDelegate();
public static event GameDelegate OnGameStarted;
public static event GameDelegate OnGameOverConfirmed;
public static GameManager Instance;
public GameObject startPage;
public GameObject gameOverPage;
public GameObject countdownPage;
public Text scoreText;
enum PageState {
None,
Start,
Countdown,
GameOver
}
int score = 0;
bool gameOver = true;
public bool GameOver { get { return gameOver; } }
void Awake() {
if (Instance != null) {
Destroy(gameObject);
}
else {
Instance = this;
DontDestroyOnLoad(gameObject);
}
}
void OnEnable() {
TapController.OnPlayerDied += OnPlayerDied;
TapController.OnPlayerScored += OnPlayerScored;
CountdownText.OnCountdownFinished += OnCountdownFinished;
}
void OnDisable() {
TapController.OnPlayerDied -= OnPlayerDied;
TapController.OnPlayerScored -= OnPlayerScored;
CountdownText.OnCountdownFinished -= OnCountdownFinished;
}
void OnCountdownFinished() {
SetPageState(PageState.None);
OnGameStarted();
score = 0;
gameOver = false;
}
void OnPlayerScored() {
score++;
scoreText.text = score.ToString();
}
void OnPlayerDied() {
gameOver = true;
int savedScore = PlayerPrefs.GetInt("HighScore");
if (score > savedScore) {
PlayerPrefs.SetInt("HighScore", score);
}
SetPageState(PageState.GameOver);
}
void SetPageState(PageState state) {
switch (state) {
case PageState.None:
startPage.SetActive(false);
gameOverPage.SetActive(false);
countdownPage.SetActive(false);
break;
case PageState.Start:
startPage.SetActive(true);
gameOverPage.SetActive(false);
countdownPage.SetActive(false);
break;
case PageState.Countdown:
startPage.SetActive(false);
gameOverPage.SetActive(false);
countdownPage.SetActive(true);
break;
case PageState.GameOver:
startPage.SetActive(false);
gameOverPage.SetActive(true);
countdownPage.SetActive(false);
break;
}
}
public void ConfirmGameOver() {
SetPageState(PageState.Start);
scoreText.text = "0";
OnGameOverConfirmed();
}
public void StartGame() {
SetPageState(PageState.Countdown);
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class HighscoreText : MonoBehaviour {
Text score;
void OnEnable() {
score = GetComponent<Text>();
score.text = "High Score: " +PlayerPrefs.GetInt("HighScore").ToString();
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Parallaxer : MonoBehaviour {
class PoolObject {
public Transform transform;
public bool inUse;
public PoolObject(Transform t) { transform = t; }
public void Use() { inUse = true; }
public void Dispose() { inUse = false; }
}
[System.Serializable]
public struct YSpawnRange {
public float minY;
public float maxY;
}
public GameObject Prefab;
public int poolSize;
public float shiftSpeed;
public float spawnRate;
public YSpawnRange ySpawnRange;
public Vector3 defaultSpawnPos;
public bool spawnImmediate;
public Vector3 immediateSpawnPos;
public Vector2 targetAspectRatio;
float spawnTimer;
PoolObject[] poolObjects;
float targetAspect;
GameManager game;
void Awake() {
Configure();
}
void Start() {
game = GameManager.Instance;
}
void OnEnable() {
GameManager.OnGameOverConfirmed += OnGameOverConfirmed;
}
void OnDisable() {
GameManager.OnGameOverConfirmed -= OnGameOverConfirmed;
}
void OnGameOverConfirmed() {
for (int i = 0; i < poolObjects.Length; i++) {
poolObjects[i].Dispose();
poolObjects[i].transform.position = Vector3.one * 1000;
}
Configure();
}
void Update() {
if (game.GameOver) return;
Shift();
spawnTimer += Time.deltaTime;
if (spawnTimer > spawnRate) {
Spawn();
spawnTimer = 0;
}
}
void Configure() {
//spawning pool objects
targetAspect = targetAspectRatio.x / targetAspectRatio.y;
poolObjects = new PoolObject[poolSize];
for (int i = 0; i < poolObjects.Length; i++) {
GameObject go = Instantiate(Prefab) as GameObject;
Transform t = go.transform;
t.SetParent(transform);
t.position = Vector3.one * 1000;
poolObjects[i] = new PoolObject(t);
}
if (spawnImmediate) {
SpawnImmediate();
}
}
void Spawn() {
//moving pool objects into place
Transform t = GetPoolObject();
if (t == null) return;
Vector3 pos = Vector3.zero;
pos.y = Random.Range(ySpawnRange.minY, ySpawnRange.maxY);
pos.x = (defaultSpawnPos.x * Camera.main.aspect) / targetAspect;
t.position = pos;
}
void SpawnImmediate() {
Transform t = GetPoolObject();
if (t==null) return;
Vector3 pos = Vector3.zero;
pos.y = Random.Range(ySpawnRange.minY, ySpawnRange.maxY);
pos.x = (immediateSpawnPos.x * Camera.main.aspect) / targetAspect;
t.position = pos;
Spawn();
}
void Shift() {
//loop through pool objects
//moving them
//discarding them as they go off screen
for (int i = 0; i < poolObjects.Length; i++) {
poolObjects[i].transform.position += Vector3.right * shiftSpeed * Time.deltaTime;
CheckDisposeObject(poolObjects[i]);
}
}
void CheckDisposeObject(PoolObject poolObject) {
//place objects off screen
if (poolObject.transform.position.x < (-defaultSpawnPos.x * Camera.main.aspect) / targetAspect) {
poolObject.Dispose();
poolObject.transform.position = Vector3.one * 1000;
}
}
Transform GetPoolObject() {
//retrieving first available pool object
for (int i = 0; i < poolObjects.Length; i++) {
if (!poolObjects[i].inUse) {
poolObjects[i].Use();
return poolObjects[i].transform;
}
}
return null;
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PipeSpawner : MonoBehaviour {
[System.Serializable]
public struct SpawnHeight {
public float min;
public float max;
}
public GameObject PipePrefab;
public float shiftSpeed;
public float spawnRate;
public SpawnHeight spawnHeight;
public Vector3 spawnPos;
public Vector2 targetAspectRatio;
public bool beginInScreenCenter;
List<Transform> pipes;
float spawnTimer;
GameManager game;
float targetAspect;
Vector3 dynamicSpawnPos;
void Start() {
pipes = new List<Transform>();
game = GameManager.Instance;
if (beginInScreenCenter)
SpawnPipe();
}
void OnEnable() {
GameManager.OnGameOverConfirmed += OnGameOverConfirmed;
}
void OnDisable() {
GameManager.OnGameOverConfirmed -= OnGameOverConfirmed;
}
void OnGameOverConfirmed() {
for (int i = pipes.Count - 1; i >= 0; i--) {
GameObject temp = pipes[i].gameObject;
pipes.RemoveAt(i);
Destroy(temp);
}
if (beginInScreenCenter)
SpawnPipe();
}
void Update() {
if (game.GameOver) return;
targetAspect = (float)targetAspectRatio.x / targetAspectRatio.y;
dynamicSpawnPos.x = (spawnPos.x * Camera.main.aspect) / targetAspect;
spawnTimer += Time.deltaTime;
if (spawnTimer >= spawnRate) {
SpawnPipe();
spawnTimer = 0;
}
ShiftPipes();
}
void SpawnPipe() {
GameObject pipe = Instantiate(PipePrefab) as GameObject;
pipe.transform.SetParent(transform);
pipe.transform.localPosition = dynamicSpawnPos;
if (beginInScreenCenter && pipes.Count == 0) {
pipe.transform.localPosition = Vector3.zero;
}
float randomYPos = Random.Range(spawnHeight.min, spawnHeight.max);
pipe.transform.position += Vector3.up * randomYPos;
pipes.Add(pipe.transform);
}
void ShiftPipes() {
for (int i = pipes.Count - 1; i >= 0; i--) {
pipes[i].position -= Vector3.right * shiftSpeed * Time.deltaTime;
if (pipes[i].position.x < (-dynamicSpawnPos.x * Camera.main.aspect) / targetAspect) {
GameObject temp = pipes[i].gameObject;
pipes.RemoveAt(i);
Destroy(temp);
}
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(Rigidbody2D))]
public class TapController : MonoBehaviour {
public delegate void PlayerDelegate();
public static event PlayerDelegate OnPlayerDied;
public static event PlayerDelegate OnPlayerScored;
public float tapForce = 10;
public float tiltSmooth = 5;
public Vector3 startPos;
public AudioSource tapSound;
public AudioSource scoreSound;
public AudioSource dieSound;
Rigidbody2D rigidBody;
Quaternion downRotation;
Quaternion forwardRotation;
GameManager game;
TrailRenderer trail;
void Start() {
rigidBody = GetComponent<Rigidbody2D>();
downRotation = Quaternion.Euler(0, 0 ,-100);
forwardRotation = Quaternion.Euler(0, 0, 40);
game = GameManager.Instance;
rigidBody.simulated = false;
//trail = GetComponent<TrailRenderer>();
//trail.sortingOrder = 20;
}
void OnEnable() {
GameManager.OnGameStarted += OnGameStarted;
GameManager.OnGameOverConfirmed += OnGameOverConfirmed;
}
void OnDisable() {
GameManager.OnGameStarted -= OnGameStarted;
GameManager.OnGameOverConfirmed -= OnGameOverConfirmed;
}
void OnGameStarted() {
rigidBody.velocity = Vector3.zero;
rigidBody.simulated = true;
}
void OnGameOverConfirmed() {
transform.localPosition = startPos;
transform.rotation = Quaternion.identity;
}
void Update() {
if (game.GameOver) return;
if (Input.GetMouseButtonDown(0)) {
rigidBody.velocity = Vector2.zero;
transform.rotation = forwardRotation;
rigidBody.AddForce(Vector2.up * tapForce, ForceMode2D.Force);
tapSound.Play();
}
transform.rotation = Quaternion.Lerp(transform.rotation, downRotation, tiltSmooth * Time.deltaTime);
}
void OnTriggerEnter2D(Collider2D col) {
if (col.gameObject.tag == "ScoreZone") {
OnPlayerScored();
scoreSound.Play();
}
if (col.gameObject.tag == "DeadZone") {
rigidBody.simulated = false;
OnPlayerDied();
dieSound.Play();
}
}
}
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