-
Notifications
You must be signed in to change notification settings - Fork 0
/
ProjectSummary.txt
48 lines (46 loc) · 2.12 KB
/
ProjectSummary.txt
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
-----TEAM-----
- team name: Alabama
- members
- David John Lee
- John Fu
- Joseph Christopher Chavarria
- github: https://github.com/john-f2/Space_Invaders
-----BASIC REQUIREMENTS-----
- player
- shape
-Shape is implemented through changing the image's pixels in the inspector
- movement
- The player can move with either the arrow keys or WASD. These movement controls is implemented in the "ScriptMovementScript.cs" by adding velocity to the player's RidgidBody2D
- shooting
- when bullet is instantiated, a boolean variable - "canShoot" is set to false and is set back to true when a bullet hits an enemy or bullet is destroyed
- death
- if number of player lives is 0, load the end menu scene
- enemies
- shape
-Shape is implemented through changing the image's pixels in the inspector
- movement
-Movement is implemented in the "EnemeySpawner.cs" Script. Enemies move using Vector2.left *Time.deltaTime
- shooting
-Shooting is implemented in the "EnemySpawner.cs" script. The function "enemyShooting()" goes through the enemy lists and then calls the bottom most enemy to shoot through the shoot() function within the Enemy
- death
-Enemy dies when it come in contact with the bullet trigger
- game over
- if number of player lives is 0, load the end menu scene
- if bottom row of enemies collides with the "EnemyWinCondition" box collider, end menu scene is loaded
- UI
- start menu
- start menu is its own scene
- "Start" loads the game scene
- "Quit" does Application.Quit();
- in game
- game over
- a new scene for when the game is over
- "Play Again" loads a fresh game scene
- "Quit" does Application.Quit();
- winning
- implemented through a counter
-----EXTRA CREDIT-----
- UFO
- implemented in the EnemySpawner.cs script, UFO will randomly spawn in by a given random time (ufoSpawnTime = Time.time + <random_time>) Then the spawnUFO() function is called to instantiate the UFO game object. Within in the UFO game object is a ufo script, which gives it movement
- pause menu
- The pause menu is simply implemented using a panel with buttons, is activated when the input is "esc"