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John Bura - Build a Super Mario Runner game

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John Bura Build a Super Mario Runner game
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Horizontal Shell Adjustment
Select Player. In the Inspector, you can see that Player's Collider is not a trigger because Is Trigger is disabled. Open Shell.cs. The logic we wrote to disable collisions with Player needs to be moved into OnCollisionEnter. OnTriggerEnter executes code when at least one collider has Is Trigger enabled. Since both Player and Shell do not have this property enabled, the trigger will not be processed.

In the beginning of OnCollisionEnter, create an if block to run code when Shell collides with Player. Type return to not process the collision. _____ if (collision.gameObject.GetComponent ()) { __________ return; _____ } In OnTriggerEnter, delete the Player condition from the else if statement. _____ if (otherCollider.GetComponent () != null) { __________ Destroy (otherCollider.gameObject); _____ } else if (otherCollider.GetComponent () != null) { __________ return; _____ } Save the script, and open Unity. Press Play. When Player destroys ShellEnemy, Shell will spawn and move forward.

Shell will fall, and when it touches the floor, it will reverse directions. This is happening because Shell is hitting a Jumping Area. We can add code to ignore this collision. Press Stop. Open Shell.cs. _____ if (otherCollider.GetComponent () != null) { __________ Destroy (otherCollider.gameObject); _____ } else if (otherCollider.GetComponent () != null || __________ otherCollider.tag == "JumpingArea" ) { __________ return; _____ } Save the script, and open Unity. _____ if (otherCollider.GetComponent () != null) { __________ Destroy (otherCollider.gameObject); _____ } else if (otherCollider.GetComponent () != null || __________ otherCollider.tag == "JumpingArea" ) { __________ return; _____ } Save the script, and open Unity.

Press Play. When Shell falls to the floor, it will continue forward.

Speed Area Collision
In this section, we will process the collision between Player and SpeedArea or SpeedArea (1). Open Player.cs. Create the following private Boolean variables to represent when Player touches SpeedArea and SpeedArea (1). void OnTriggerEnter (Collider otherCollider) { _____ if (otherCollider.transform.GetComponent() != null) { _____ _____ Destroy (otherCollider.gameObject); _____ _____ onCollectCoin (); _____ } _____ if (otherCollider.GetComponent () != null) { _____ } } Assign the variable speedArea to return the component Player collides with. _____ if (otherCollider.GetComponent () != null) { _____ _____ SpeedArea speedArea = _____ _____ _____ otherCollider.GetComponent (); _____ } Create a nested if block to run code if the speed area's Direction value is Left. _____ if (otherCollider.GetComponent () != null) { _____ _____ SpeedArea speedArea = _____ _____ _____ otherCollider.GetComponent (); _____ } Create a nested if block to run code if the speed area's Direction value is Left.

In this case, Player touched a left-pointing arrow. _____ if (otherCollider.GetComponent () != null) { _____ _____ SpeedArea speedArea = _____ _____ _____ otherCollider.GetComponent (); _____ _____ if (speedArea.direction == Direction.Left) { _____ _____ } _____ } If the condition passes, set onSpeedAreaLeft to true because Player touched a Left speed area. _____ if (otherCollider.GetComponent () != null) { _____ _____ SpeedArea speedArea = _____ _____ _____ otherCollider.GetComponent (); _____ _____ if (speedArea.direction == Direction.Left) { _____ _____ _____ onSpeedAreaLeft = true; _____ _____ } _____ } Add an else if block to run code if the speed area's Direction value is Right. In this case, Player touched a right-pointing arrow. Set onSpeedAreaRight to true because Player touched a Right speed area. _____ if (otherCollider.GetComponent () != null) { _____ _____ SpeedArea speedArea = _____ _____ _____ otherCollider.GetComponent (); _____ _____ if (speedArea.direction == Direction.Left) { _____ _____ _____ onSpeedAreaLeft = true; _____ _____ } else if (speedArea.direction == Direction.Right) { _____ _____ _____ onSpeedAreaRight = true; _____ _____ } _____ } Thus the Boolean variables will inform the compiler whether Player should move slower or faster.

Copy the if block that runs code when Player collides with a SpeedArea. Paste the code into OnTriggerExit. void OnTriggerExit (Collider otherCollider) { _____ if (otherCollider.tag == "WallJumpingArea") { _____ _____ canWallJump = false; _____ } _____ if (otherCollider.GetComponent () != null) { _____ _____ SpeedArea speedArea = _____ _____ _____ otherCollider.GetComponent (); _____ _____ if (speedArea.direction == Direction.Left) { _____ _____ _____ onSpeedAreaLeft = true; _____ _____ } else if (speedArea.direction == Direction.Right) { _____ _____ _____ onSpeedAreaRight = true; _____ _____ } _____ } } Change the values of onSpeedAreaLeft and OnSpeedAreaRight to false because OnTriggerExit runs code when Player stops colliding with a SpeedArea. void OnTriggerExit (Collider otherCollider) { _____ if (otherCollider.tag == "WallJumpingArea") { _____ _____ canWallJump = false; _____ } _____ if (otherCollider.GetComponent () != null) { _____ _____ SpeedArea speedArea = _____ _____ _____ otherCollider.GetComponent (); _____ _____ if (speedArea.direction == Direction.Left) { _____ _____ _____ onSpeedAreaLeft = false; _____ _____ } else if (speedArea.direction == Direction.Right) { _____ _____ _____ onSpeedAreaRight = false; _____ _____ } _____ } } We can continuosly check the values of onSpeedAreaLeft and onSpeedAreaRight in the Update method. In Update, call the Log method to print the values in the following format. void Update () { _____ Debug.Log ("Speed left: " + onSpeedAreaLeft + "; Speed right: " + _____ _____ onSpeedAreaRight); _____ } Save the script, and open Unity.

Press Play. To view the game one frame at a time, press Pause. Then press the rightmost button of the 3 above the Viewport. While Player is not touching the arrows, the Console will print "Speed left: False; Speed right: False". When Player touches a SpeedArea, the Console will print a message to inform you which SpeedArea the player is touching.

Bricks with Coins
We can make special bricks that spawn coins when you destroy them.
Bricks with Coins
We can make special bricks that spawn coins when you destroy them.

The coins will be automatically collected by the player. We can use an existing prefab and make a flag that can activate when the brick has a coin. First let's make a script for our brick. Right-click in the Scripts folder, and choose "Create C# Script". Name the script "Brick". Select Brick in the Hierarchy.

Drag and drop the Brick script to a blank spot in the Inspector. Press Apply so that all the instances of the Brick prefab contain the Brick script. Open Brick.cs. Create a Boolean variable to represent whether a brick has a coin. public class Brick : MonoBehaviour { public bool hasCoin; // Use this for initialization void Start () { } // Update is called once per frame void Update () { } } Save the script, and open Unity. Choose any brick in the Hierarchy.

The Brick (Script) component in the Inspector will contain the checkbox "Has Coin". If you want a brick to contain a coin, you can mark the checkbox as checked. Duplicate a brick. Move Brick (7) to the right of the other bricks so that your Scene looks like the next image . Lets make Brick 7 contain a secret coin Mark Has Coin as checked We need - photo 1 Let's make Brick (7) contain a secret coin. Mark Has Coin as checked.

We need to identify when the brick is destroyed. Open Brick.cs. Below Update, create the method OnDestroy. This method will run code when a brick is destroyed. Use the following Debug line to print true if hasCoin is true and false if hasCoin is false. voidOnDestroy () { _____ Debug.Log (hasCoin); } Save the script, and open Unity.

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