Criteria | Rank | Score* | Raw Score |
---|---|---|---|
Graphics | #131 | 4.067 | 4.067 |
Audio | #233 | 3.400 | 3.400 |
Game Design | #299 | 3.467 | 3.467 |
Overall | #363 | 3.322 | 3.322 |
Fun | #388 | 3.244 | 3.244 |
Innovation | #506 | 3.022 | 3.022 |
Theme | #754 | 2.733 | 2.733 |
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using TMPro; using UnityEngine.SceneManagement; public class Registration : MonoBehaviour { public TMP_InputField nameField; public GameManager gameManager; public Button submitButton; public void CallRegister() { StartCoroutine(Register()); } IEnumerator Register() { WWWForm form = new WWWForm(); form.AddField("name", nameField.text); form.AddField("score", gameManager.score.ToString()); Debug.Log(nameField.text); Debug.Log(gameManager.score.ToString()); WWW www = new WWW("https://michielhijweege.com/gamejam20221/register.php", form); yield return www; if(www.text == "0") { Debug.Log("User created successfully."); Debug.Log("restart"); SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex); } else { Debug.Log("User creation faild. Error #" + www.text); } } public void VerifyInputs() { submitButton.interactable = (nameField.text.Length >= 1 && gameManager.score.ToString().Length >= 1); } }
Heb momenteel niet het project gevonden probeer later.
using System.Collections; using System.Collections.Generic; using UnityEngine; public class Move : MonoBehaviour { // Variables public float moveSpeed = 1f; public GameObject character; private Rigidbody characterBody; private float screenWidth; // Use this for initialization void Start() { screenWidth = Screen.width; characterBody = character.GetComponent<Rigidbody>(); } // Update is called once per frame void Update() { // Apply a constant forward force characterBody.AddForce(Vector3.forward * 800f * Time.fixedDeltaTime); // Check for touch input if (Input.touchCount > 0) { Touch thisTouch = Input.GetTouch(0); if (thisTouch.phase == TouchPhase.Moved) { Vector3 touchPosition = thisTouch.position; touchPosition.z = 1.5f; // Set a distance from the camera Vector3 worldPos = Camera.main.ScreenToWorldPoint(touchPosition); Vector3 newPos = transform.position; newPos.x = worldPos.x; transform.position = newPos; } } } void FixedUpdate() { #if UNITY_EDITOR RunCharacter(Input.GetAxis("Horizontal")); #endif } private void RunCharacter(float horizontalInput) { // Move player based on horizontal input characterBody.AddForce(new Vector2(horizontalInput * moveSpeed, 0)); } }
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using UnityEngine.Networking; public class networkHUD : NetworkManager { private GameObject player1; public int teamcount = 0; public int team1count = 0; public int team2count = 0; public int playerint = 0; private void Update() { player1 = GameObject.Find("Player1"); if (!player1) { teamcount = 0; team1count = 0; team2count = 0; playerint = 0; } SetupOtherSceneButtons(); } public void StartupHost() { SetPort(); NetworkManager.singleton.StartHost(); } public void JoinGame() { SetIPAddress(); SetPort(); NetworkManager.singleton.StartClient(); } void SetIPAddress() { string ipAddress = GameObject.Find("InputFieldIPAddress").transform.FindChild("Text").GetComponent().text; NetworkManager.singleton.networkAddress = ipAddress; } void SetPort() { NetworkManager.singleton.networkPort = 7777; } void OnLevelWasLoaded(int level) { if (level == 0) { //SetupMenuSceneButtons(); StartCoroutine(SetupMenuSceneButtons()); } else { SetupOtherSceneButtons(); } } IEnumerator SetupMenuSceneButtons() { yield return new WaitForSeconds(0.3f); GameObject.Find("ButtonStartHost").GetComponent<Button>().onClick.RemoveAllListeners(); GameObject.Find("ButtonStartHost").GetComponent<Button>().onClick.AddListener(StartupHost); GameObject.Find("ButtonJoinGame").GetComponent<Button>().onClick.RemoveAllListeners(); GameObject.Find("ButtonJoinGame").GetComponent<Button>().onClick.AddListener(JoinGame); } void SetupOtherSceneButtons() { GameObject.Find("ButtonDisconnect").GetComponent<Button>().onClick.RemoveAllListeners(); GameObject.Find("ButtonDisconnect").GetComponent<Button>().onClick.AddListener(NetworkManager.singleton.StopHost); } }
Criteria | Rank | Score* | Raw Score |
---|---|---|---|
Graphics | #465 | 3.000 | 3.000 |
Audio | #289 | 3.143 | 3.143 |
Game Design | #611 | 2.571 | 2.571 |
Overall | #516 | 2.786 | 2.786 |
Fun | #558 | 2.643 | 2.643 |
Innovation | #500 | 2.714 | 2.714 |
Theme | #596 | 2.643 | 2.643 |
using System.Collections; using System.Collections.Generic; using UnityEngine; public class keycode : MonoBehaviour { public List<GameObject> numobj; public string correctcode; public string currentcode; public door door1; public door door2; public Animator anim; [SerializeField] List<string> alphabet; public void checkcode() { anim.SetTrigger("rest"); currentcode = ""; for (int i = 0; i < numobj.Count; i++) { currentcode += alphabet[numobj[i].GetComponent<keynum>().numkey]; } if(currentcode == correctcode) { door1.doorlock = false; door2.doorlock = false; anim.SetBool("correct", true); Debug.Log("correct"); } if (currentcode != correctcode) { Debug.Log("wrong"); anim.SetTrigger("wrong"); } } }
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using Ink.Runtime; using TMPro; public class DialogueManager : MonoBehaviour { [Header("Dialogue UI")] [SerializeField] private GameObject dialoguePanel; [SerializeField] private TextMeshProUGUI dialogueText; [SerializeField] private GameObject nextbuttonobj; [Header("choices UI")] [SerializeField] private GameObject[] choices; private TextMeshProUGUI[] choicesText; [Header("give items")] public GameObject goodobj; public GameObject mediumobj; public GameObject badobj; public GameObject mirrorobj; public Vector3 givposs; public Vector3 givrot; public inventory iv; List<float> audiotimer; private Story currentStory; private int i; public bool dialogueIsPlaying { get; private set; } private static DialogueManager instance; List<string> tags; [SerializeField] private bool isspeaking; private void Awake() { if (instance != null) { Debug.Log("meer dialogue manager"); } instance = this; } public static DialogueManager GetInstance() { return instance; } private void Start() { dialogueIsPlaying = false; dialoguePanel.SetActive(false); tags = new List<string>(); choicesText = new TextMeshProUGUI[choices.Length]; int index = 0; foreach (GameObject choice in choices) { choicesText[index] = choice.GetComponentInChildren<TextMeshProUGUI>(); index++; } } public void nextbutton() { ContinueStory(); Debug.Log("next text press"); } public void EnterDialogueMode(TextAsset inkJSON, Vector3 possgiveitem, Vector3 rotgiveitem, List<float> audiotimerget) { isspeaking = true; nextbuttonobj.SetActive(false); audiotimer = audiotimerget; givposs = possgiveitem; givrot = rotgiveitem; currentStory = new Story(inkJSON.text); dialogueIsPlaying = true; dialoguePanel.SetActive(true); StartCoroutine(nexttextauto()); ContinueStory(); } public IEnumerator nexttextauto() { if (i <= audiotimer.Count) { Debug.Log("next text audio" + i + audiotimer[i]); yield return new WaitForSeconds(audiotimer[i]); i++; StartCoroutine(nexttextauto()); ContinueStory(); } if (i >= audiotimer.Count) { isspeaking = false; StopCoroutine(nexttextauto()); } } public IEnumerator ExitDialogueMode() { yield return new WaitForSeconds(0.2f); dialogueIsPlaying = false; dialoguePanel.SetActive(false); dialogueText.text = ""; i = 0; } private void ContinueStory() { if (currentStory.canContinue) { dialogueText.text = currentStory.Continue(); ParseTags(); DisplayChoices(); } else { StartCoroutine(ExitDialogueMode()); } } private void DisplayChoices() { List<Choice> currentChoices = currentStory.currentChoices; if (!isspeaking && currentChoices.Count == 0) { nextbuttonobj.SetActive(true); StopCoroutine(nexttextauto()); } if (currentChoices.Count > choices.Length) { Debug.LogError("More choices were given than the UI can support. Number of choices given: " + currentChoices.Count); } int index = 0; foreach (Choice choice in currentChoices) { isspeaking = false; choices[index].gameObject.SetActive(true); choicesText[index].text = choice.text; index++; } for (int i = index; i < choices.Length; i++) { choices[i].gameObject.SetActive(false); } } public void MakeChoice(int choiceIndex) { currentStory.ChooseChoiceIndex(choiceIndex); ContinueStory(); } void ParseTags() { tags = currentStory.currentTags; foreach (string t in tags) { string prefix = t; switch (prefix) { case "giveg": spawngood(); break; case "gived": spawnbad(); break; case "givem": spawnmedium(); break; case "givemir": spawnmirror(); break; case "removecoin": removecoin(); break; case "removemirror": removemirror(); break; } } } void spawngood() { Debug.Log("good"); Instantiate(goodobj, givposs, Quaternion.Euler(givrot)); //Instantiate(goodobj, new Vector3(-32.5f, 13, -19), Quaternion.Euler(0f, 0f, 180f)); } void spawnmedium() { Debug.Log("medium"); Instantiate(mediumobj, givposs, Quaternion.Euler(givrot)); } void spawnbad() { Debug.Log("bad"); Instantiate(badobj, givposs, Quaternion.Euler(givrot)); } void spawnmirror() { Debug.Log("mirror"); GameObject newmirror = Instantiate(mirrorobj, givposs, Quaternion.Euler(givrot)); newmirror.name = "Mirror"; } void removecoin() { Debug.Log("remove coin"); if (iv.coinamount >=1) { iv.coinamount -= 1; } else { GameObject go = GameObject.Find("coin"); Destroy(go.gameObject); } } void removemirror() { Debug.Log("remove mirror"); if (iv.Mirroramount >= 1) { iv.Mirroramount -= 1; } else { GameObject go = GameObject.Find("Mirror"); Destroy(go.gameObject); } } }