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private int slideIndex = 5; + private int fallIndex = 5; + private int slideIndex = 6; #endregion @@ -98,7 +99,8 @@ void Update() #endregion } - #region Animation + + #region ANIMATIONS IEnumerator AlternateSprites() { @@ -109,7 +111,7 @@ IEnumerator AlternateSprites() SetColliderForSprite(); previousSpriteIndex = currentSpriteIndex; // Set state index - if (!isJumping && !isSliding) + if (isGrounded && !isJumping && !isSliding) { currentSpriteIndex = (currentSpriteIndex + 1) % 4; yield return new WaitForSeconds(timePerFrame); @@ -118,6 +120,10 @@ IEnumerator AlternateSprites() { currentSpriteIndex = jumpIndex; } + if (!isGrounded && !isJumping) + { + currentSpriteIndex = fallIndex; + } if (isSliding) { currentSpriteIndex = slideIndex; diff --git a/Assets/Scripts/World/ScrollBG.cs b/Assets/Scripts/World/ScrollBG.cs index 81c0e44..3bf631b 100644 --- a/Assets/Scripts/World/ScrollBG.cs +++ b/Assets/Scripts/World/ScrollBG.cs @@ -2,8 +2,8 @@ public class ScrollBG : MonoBehaviour { - [Range(-5f, 5f)] - [SerializeField] private float speed = 2.5f; + [Range(0f, 10f)] + [SerializeField] private float speed = 4f; private readonly float speedMultiplier = 0.1f; private float offset; diff --git a/Assets/Scripts/World/Spawner.cs b/Assets/Scripts/World/Spawner.cs index 94f90d0..fc2b1db 100644 --- a/Assets/Scripts/World/Spawner.cs +++ b/Assets/Scripts/World/Spawner.cs @@ -2,11 +2,11 @@ public class Spawner : MonoBehaviour { - [SerializeField] private GameObject[] obstaclePrefabs; - public float obstacleSpawnTime = 2f; - public float obstacleSpeed = 1f; + [SerializeField] private GameObject[] enemyPrefabs; + public float enemySpawnTime = 2f; + public float enemySpeed = 8f; - private float timeUntilObstacleSpawn; + private float timeUntilEnemySpawn; private void Start() { @@ -16,22 +16,22 @@ private void Start() private void Update() { - timeUntilObstacleSpawn += Time.deltaTime; + timeUntilEnemySpawn += Time.deltaTime; - if (timeUntilObstacleSpawn >= obstacleSpawnTime) + if (timeUntilEnemySpawn >= enemySpawnTime) { Spawn(); - timeUntilObstacleSpawn = 0f; + timeUntilEnemySpawn = 0f; } } private void Spawn() { - GameObject obstacleToSpawn = obstaclePrefabs[Random.Range(0, obstaclePrefabs.Length)]; + GameObject enemyToSpawn = enemyPrefabs[Random.Range(0, enemyPrefabs.Length)]; - GameObject spawnedObstacle = Instantiate(obstacleToSpawn, transform.position, Quaternion.identity); + GameObject spawnedEnemy = Instantiate(enemyToSpawn, transform.position, Quaternion.identity); - Rigidbody2D obstacleRB = spawnedObstacle.GetComponent(); - obstacleRB.velocity = Vector2.left * obstacleSpeed; + Rigidbody2D enemyRB = spawnedEnemy.GetComponent(); + enemyRB.velocity = Vector2.left * enemySpeed; } } diff --git a/README.md b/README.md index 2d8932d..8593c03 100644 --- a/README.md +++ b/README.md @@ -3,3 +3,7 @@ ## Can you escape the horrors of the night? > Made as a group project for CSCI-3827 Game Design and Development course at Saint Mary's University + +- Artist and Designer: [Naziya Tasnim](https://github.com/nazy00) +- Lead Programmer: [Romina Rahman](https://github.com/Romina03) +- Project Manager: [Sheikh Saad Abdullah](https://github.com/cybardev)