HARD









How do I use H A R D
Below are practical examples compiled from projects for learning and reference purposes

Featured Snippets


File name: InstructionsScript.cs Copy
27  void OnGUI() {
28   if (this.gameScript.gameView == "instructions") {
29    GUI.skin = currentGUISkin;
30
31    this.gameScript.mainCamera.transform.eulerAngles = new Vector3 (120, 23, 0);
32
33    GUIStyle labelStyle = new GUIStyle(currentGUISkin.label);
34    labelStyle.alignment = TextAnchor.UpperLeft;
35    GUILayout.Label ("Instructions", "BigLabel");
36
37
38    scrollPosition = GUILayout.BeginScrollView(scrollPosition, GUILayout.Width(Screen.width), GUILayout.Height(Mathf.Ceil(Screen.height * .80f)));
39
40    GUILayout.Label ("Object", "Subheader");
41
42    GUILayout.Label (@"The object of 2048-3D is to"
43                  + " slide numbered blocks in such a way"
44                  + " so that blocks with the same numbers collide"
45                  + " and combine into a new block that is twice"
46                  + " as much as the originals until"
47                  + " the number 2048 is reached.", labelStyle);
48
49    GUILayout.Label ("Moving the Blocks", "Subheader");
50
51    GUILayout.Label (@"You cannot move blocks individually, but must"
52                 + " move all blocks simultaneously in the same direction."
53                 + " Blocks can move forward, backward, up, down, left"
54     + " and right along the green connectors."
55           + " Simply swipe any part of the screen to move up,"
56     + " down, left or right (keyboard: arrow keys). To move the"
57     + " blocks forward and backward use the"
58     + " big red arrow keys at the bottom of the screen (keyboard: a and z keys)."
59     + " When moving, all blocks that can slide in the chosen direction will move."
60     + " Any block moving toward another block with the same number will collide "
61        + " and form a single block with twice the number as the originals", labelStyle);
62
63
64    GUILayout.Label ("New Blocks", "Subheader");
65
66    GUILayout.Label (@"After each move is"
67                 + " made a new block will appear randomly in an empty position."
68                 + " This block will have a number of either 2 or 4."
69        + " For an extra challenge, there is a game option you can"
70        + " set so that zeros can also be assinged to a new block."
71        + " Zeros act like any other number in that they can"
72        + " collide with other zeros to make a block twice as much "
73        + " (which is still zero).", labelStyle);
74
75
76
77    GUILayout.Label ("Scoring and Finishing", "Subheader");
78
79    GUILayout.Label(@"For every block collision that occurs you receive"
80                 + " the number of points of the newly"
81                 + " created block. If after making a move"
82                 + " all positions are filled and no new"
83                 + " moves are possible, the game ends."
84        + " A separate high score / highest block is kept for each"
85        + " distinct combination of game options", labelStyle);
86
87
88    GUILayout.Label ("Game Layout Options", "Subheader");
89
90    GUILayout.Label (@"When I first made this game there"
91            + " was only one game layout, a 3x3x3 cube."
92            + " After testing it a bit, it was way to easy"
93            + " so the zero option was added."
94            + " It was still way to easy "
95            + " (e.g. you could swipe without even looking and get pretty far)."
96            + " Therefore there are now several diffent game layouts that"
97            + " make the game more challenging and fun.", labelStyle);
98
99    GUILayout.Label ("Game Timer Option", "Subheader");
100
101    GUILayout.Label (@"To give yourself even more of a challenge"
102                     + " you can set game options to include a timer."
103                     + " If a timer is chosen you have a specific"
104                     + " amount of time to combined blocks to make the 64 block."
105                     + " If you run out of time the game is over."
106                     + " If you reach your target before the timer runs down you will"
107                     + " receive additional time to reach the next target."
108                     + " The time you received is as follows: \n"
109                     + " 64: option time + 5 seconds (because the first one is the hardest!)\n"
110                     + " 128: option time\n"
111                     + " 256: 2X option time\n"
112                     + " 512: 4X option time \n"
113                     + " 1024: 8X option time \n"
114                     + " you get the idea.", labelStyle);
115
116
117    GUILayout.Label ("Acknowledgements \nand Confessions", "Subheader");
118
119    GUILayout.Label (@"2048-3D is based upon the original" +
120                     " 2048 game designed by Gabriele Cirulli " +
121                     " \n\n" +
122                     " Sound effects by freeSFX http://www.freesfx.co.uk.\n\n" +
123                     " This game was designed using the Unity3D game engine.\n\n" +
124                     " FOR MORE PROJECTS VISIT:" +
125                     " https://code-projects.org/", labelStyle);
126
127
128    foreach (Touch touch in Input.touches) {
129     if (touch.phase == TouchPhase.Moved)
130     {
131      // dragging
132      this.scrollPosition.y += touch.deltaPosition.y;
133     }
134    }
135    GUILayout.EndScrollView();
136
137    if (GUILayout.Button ("Return to Menu")) {
138     this.gameScript.gameView = "menu";
139    }
140   }
141  }
File name: Enemy.cs Copy
30     void Start()
31     {
32         if (enemyType != 0 && enemyType != 4)//not a boss or not a boss ring
33         {
34             if (SystemScr.difficultyIsHard)
35                 lifeMax = 2;
36             else
37                 lifeMax = 1;
38         }
39
40         life = lifeMax;
41     }
File name: SpawnManager.cs Copy
42     IEnumerator SpawningRoutine()
43     {
44         yield return new WaitForSeconds(3);
45
46         while (!UIgame.scoreAchived)
47         {
48             GameObject enemy = null;
49
50             //FIRST STAGE OF SPAWNING
51             //CHOOSE ENEMY FOR SPAWN
52             int r = rand.Randomization_1(0, 10, 80, 99);
53             if (r == 0)
54             {
55                 enemy = pools.GetPoolableObject("enemy_01");
56             }
57             else if (r == 1)
58             {
59                 enemy = pools.GetPoolableObject("enemy_02");
60             }
61             else
62             {
63                 enemy = pools.GetPoolableObject("enemy_03");
64             }
65
66             //SECOND STAGE OF SPAWNING
67             //SPAWN CHOSEN ENEMY IN RANDOM POINT ON TOP SCREEN SIDE
68             r = Random.Range(0, pointsPositions.Length);
69
70             if (enemy != null)
71             {
72                 enemy.SetActive(true);
73                 enemy.GetComponent().Activation(new Vector3(pointsPositions[r], 2, strtSpawn.position.z),
74                     new Vector3(0,0,-1));
75             }
76
77             int spawnDelay;
78             if (SystemScr.difficultyIsHard)
79                 spawnDelay = 1;
80             else
81                 spawnDelay = Random.Range(3,5);
82
83             yield return new WaitForSeconds(spawnDelay);
84         }
85
86         //BOSS ACTIVATION
87         pools.DeleteEnemiesAndBullets();
88         CameraMotor.speedScreen = 0;
89         Camera.main.GetComponent().city_1.gameObject.SetActive(false);//remove city1
90         Camera.main.GetComponent().city_2.gameObject.SetActive(false);//remove city2
91         Camera.main.backgroundColor = Color.black;
92         GameObject.FindObjectOfType().BossMusicOn();
93
94         yield return new WaitForSeconds(6);
95
96         pools.AcivateBoss();
97     }
File name: UIgame.cs Copy
31     void Start()
32     {
33         if (SystemScr.difficultyIsHard)
34             maximumScore = 2000;
35         else
36             maximumScore = 1000;
37
38         scoreText.text = score + "/" + maximumScore;
39         scoreAchived = false;
40
41         if (SystemScr.mute)
42             muteText.text = "ON";
43     }
File name: UIstart.cs Copy
20     void Start()
21     {
22         //setup mute text
23         if (!SystemScr.mute)
24         {
25             muteText.text = "OFF";
26             music.Play();
27         }
28         else
29             muteText.text = "ON";
30
31         //setup difficulty text
32         if (SystemScr.difficultyIsHard)
33             difficultyText.text = "HARD";
34         else
35             difficultyText.text = "EASY";
36
37     }
File name: UIstart.cs Copy
69     public void Difficulty_btn()
70     {
71         if (!SystemScr.difficultyIsHard)
72         {
73             SystemScr.difficultyIsHard = true;
74             difficultyText.text = "HARD";
75         }
76         else
77         {
78             SystemScr.difficultyIsHard = false;
79             difficultyText.text = "EASY";
80         }
81     }

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