Game Design
Class 06: Audio and EffectsTopics
- Particles
- Audio
- Platformer (effects and audio) Lab Demonstration
- Asset Collection Assignment
Class 07…007
Particles
There are a lot of options and settings when it comes to the Unity particle system. This video has great quick explanations of the various properties.
Audio
Audio:
Sound may be attached to any Unity game object. It can be set to play play once, indefinitely, or not at all. Typically you will want to have the different audio clips to be attached to a single object and ordered when to play via code.
Platformer (refined mechanics) Lab Demonstration
Assets
- Environment
-
- Foreground
- The imagery that is in front of the player
- Midground
- The imagery that the player character can actually contact, ground, platforms, walls, etc.
- Background
- The imagery behind the player
- Characters
-
- Player
- The protagonist controlled by the player
- Enemies
- The antagonist that kills the player
- Other(pickups, UI, etc.)
-
- Lives
- Adds life to the players total lives
- Points
- Adds to the player’s total score
We now have our graphics complete. You can create more as you go.
Scripts
- New Scripts
-
- None
- No new scripts this week
- Updated Scripts
-
- PlayerControllerScript
- Add audio and effects
- Old Scripts
-
- PlayerPickupScript
- Detects pickups such as lives or score
- DeathboxScript
- Runs the death function when player enters
- VictoryboxScript
- Loads next level when player enters
- PlayerStatsScript
- Keeps track of the player stats such as lives and score
- EnemyControllerScript
- Moves the enemy sprite and kills the player
- GroundCheckScript
- Checks that the player character is on the ground
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerController : MonoBehaviour
{
public float movSpd = 2.5f;
public float jmpStr = 50f;
public float jmpBst = 1f;
public bool ground = false;
public bool doubleJump = false;
private Rigidbody2D pRB2D;
private Animator pAnim;
private SpriteRenderer pSprite;
private AudioSource pAudio;
private GameObject pJumpParticle;
public AudioClip enemyDeath;
public AudioClip playerJump;
private PlayerStats pStats;
void Awake()
{
pRB2D = GetComponent<Rigidbody2D>();
pAnim = GetComponent<Animator>();
pSprite = GetComponent<SpriteRenderer>();
pAudio = GetComponent<AudioSource>();
pStats = GetComponent<PlayerStats>();
pJumpParticle = transform.GetChild(0).gameObject;
}
void Start()
{
pJumpParticle.transform.SetParent(null);
}
// Update is called once per frame
void Update()
{
pRB2D.velocity = new Vector2(Input.GetAxis("Horizontal") * movSpd, pRB2D.velocity.y);
if(pRB2D.velocity.x > 0.1f) pSprite.flipX = false;
if(pRB2D.velocity.x < -0.1f) pSprite.flipX = true;
if(Input.GetButtonDown("Jump"))
{
if(ground)
{
pAudio.clip = playerJump;
pAudio.Play();
pJumpParticle.transform.position = transform.position;
pJumpParticle.GetComponent<ParticleSystem>().Play();
pRB2D.AddForce(Vector2.up * (jmpStr * jmpBst));
ground = false;
doubleJump = true;
}
else
{
if(doubleJump)
{
pAudio.clip = playerJump;
pAudio.Play();
pRB2D.AddForce(Vector2.up * (jmpStr * jmpBst));
doubleJump = false;
}
}
}
pAnim.SetBool("Ground", ground);
pAnim.SetFloat("Speed", Mathf.Abs(Input.GetAxis("Horizontal")));
if(transform.position.y <= -10)
{
//transform.position = startPos;
pStats.UpdateLives(-1);
}
}
void OnCollisionEnter2D(Collision2D col)
{
if(col.gameObject.CompareTag("Ground"))
ground = true;
}
void OnCollisionExit2D(Collision2D col)
{
if(col.gameObject.CompareTag("Ground"))
ground = false;
}
public void PowerUp(string type)
{
switch(type)
{
case "Jump Boost":
StartCoroutine(JumpBoost());
break;
}
}
IEnumerator JumpBoost()
{
jmpBst = 2;
yield return new WaitForSeconds(10);
jmpBst = 1;
}
void FixedUpdate()
{
CheckEnemyBelow();
}
void CheckEnemyBelow()
{
RaycastHit2D hit = Physics2D.Raycast(new Vector2(transform.position.x, transform.position.y - .5f), -Vector2.up, .5f);
Debug.DrawRay(new Vector2(transform.position.x, transform.position.y - .5f), -Vector2.up * 0.5f, Color.blue, 2, false);
if(hit.collider != null)
{
if(hit.collider.CompareTag("Enemy"))
{
pAudio.clip = enemyDeath;
pAudio.Play();
Destroy(hit.collider.gameObject);
}
}
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EnemyController : MonoBehaviour
{
public float enemySpeed = 2;
private int enemyDirection = 1;
private Rigidbody2D eRB2D;
private SpriteRenderer eGraphic;
void Awake()
{
eRB2D = GetComponent<Rigidbody2D>();
eGraphic = GetComponentInChildren<SpriteRenderer>();
}
void Update()
{
Move();
}
void Move()
{
eRB2D.velocity = new Vector2 ((enemySpeed * enemyDirection), transform.position.y);
}
void OnTriggerExit2D(Collider2D col)
{
enemyDirection *= -1;
if(eGraphic.flipX) eGraphic.flipX = false;
else eGraphic.flipX = true;
if(eGraphic.flipY) eGraphic.flipY = false;
else eGraphic.flipY = true;
}
void OnTriggerEnter2D(Collider2D col)
{
if(col.gameObject.CompareTag("Player"))
{
col.gameObject.GetComponent<PlayerStats>().UpdateLives(-1);
}
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CameraController : MonoBehaviour
{
public Transform pTransform;
public Vector3 offset;
void Update()
{
transform.position = pTransform.position + offset;
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Pickup : MonoBehaviour
{
private Animator pickupAnim;
public string pickup = "life";
void Awake()
{
pickupAnim = GetComponentInChildren<Animator>();
}
void OnTriggerEnter2D(Collider2D col)
{
if(col.gameObject.CompareTag("Player"))
{
switch(pickup)
{
case "Life":
col.gameObject.GetComponent<PlayerStats>().UpdateLives(1);
Destroy(gameObject);
break;
case "Point":
col.gameObject.GetComponent<PlayerStats>().UpdateScore(1);
if(pickupAnim)
pickupAnim.SetTrigger("Score");
StartCoroutine(WaitToKill(0.25f));
break;
case "Jump Boost":
col.gameObject.GetComponent<PlayerController>().PowerUp("Jump Boost");
Destroy(gameObject);
break;
}
}
}
IEnumerator WaitToKill(float timeToKill)
{
yield return new WaitForSeconds(timeToKill);
Destroy(gameObject);
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
public class PlayerStats : MonoBehaviour
{
public int playerLives = 3;
public int playerScore = 0;
private Vector2 startPos;
public TextMeshProUGUI livesText;
public TextMeshProUGUI scoreText;
void Start()
{
UpdateLives(0);
UpdateScore(0);
startPos = transform.position;
}
public void UpdateLives(int lives)
{
playerLives += lives;
livesText.text = "Lives: " + playerLives;
if(lives < 0)
transform.position = startPos;
}
public void UpdateScore(int points)
{
playerScore += points;
scoreText.text = "Score: " + playerScore;
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class EnemyControllerScript : MonoBehaviour
{
public float enemySpeed;
private int enemeyDirection = 1;
private Vector2 enemyScale;
private Rigidbody2D enemyRB2D;
void Start()
{
enemyScale = transform.localScale;
enemyRB2D = GetComponent<Rigidbody2D>();
}
void Update()
{
Move();
}
void Move()
{
enemyRB2D.velocity = new Vector2 ((enemySpeed * enemeyDirection), transform.position.y);
}
void OnTriggerEnter2D(Collider2D col)
{
if(col.tag == "EnemyBlock")
{
enemeyDirection *= -1;
transform.localScale = new Vector2 ((enemyScale.x * enemeyDirection), enemyScale.y);
}
else if(col.tag == "Player")
{
col.gameObject.GetComponent<PlayerStatsScript>().PlayerLifeDeath(-1);
}
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Victory : MonoBehaviour
{
void OnTriggerEnter2D(Collider2D col)
{
if(col.gameObject.CompareTag("Player"))
{
Debug.Log("you won!");
}
}
}
Asset Collection Assignment
Asset Collection Assignment:
It is nearly impossible to make all the assets for your game by yourself. In this assignment you will gather any additional resources you need for your game. That includes audio, artwork, scripts, and other assets. Once you have gathered all of the extra assets you need for your game you will screenshot the folder with all of the elements and submit a jpeg.
You will be graded on the following:
- Lab Requirements
-
Techniques and processes covered in the instructional material is followed and implemented.
-
- Creativity & Craftsmanship
-
Excellent design choices, novel & appealing, and solid clean caliber work.
-
Resources:
- Assignment Video Tutorials
- You may watch the tutorial videos below to help you complete your assignment.
Assignment Video Tutorials
You may download the sprite and audio used in the lab here.
Wait! Before you go!
Did you remember to?
- Read through this webpage
- Submit Asset Collection Assignment on Blackboard