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This question was
closed Sep 21, 2017 at 10:59 AM by
hexagonius for the following reason:
Too subjective and argumentative
Ending the Game
I'm wondering how I should make my game end after my player comes in contact with my check point which is a flag. The code for my flag: using UnityEngine; using System.Collections; public class CheckPoint : MonoBehaviour {
public Sprite redFlag;
public Sprite greenFlag;
private SpriteRenderer checkpointSpriteRenderer;
public bool checkpointReached;
// Use this for initialization
void Start () {
checkpointSpriteRenderer = GetComponent<SpriteRenderer> ();
}
// Update is called once per frame
void Update () {
}
void OnTriggerEnter2D(Collider2D other){
if (other.tag == "Monkey") {
checkpointSpriteRenderer.sprite = greenFlag;
checkpointReached = true;
}
}
}
And the code for my player: using UnityEngine; using System.Collections; public class Monkey : MonoBehaviour {
public Rigidbody2D rigidBody;
public float mooooove;
public float moveSpeed;
public float jumpSpeed = 8f;
void Start () {
rigidBody = GetComponent<Rigidbody2D> ();
}
void Update () {
mooooove = Input.GetAxisRaw ("Horizontal");
if (mooooove != 0) {
rigidBody.velocity = new Vector2 (mooooove*moveSpeed,rigidBody.velocity.y);
transform.localScale = new Vector3 (mooooove,1,1);
}
if (mooooove == 0) {
rigidBody.velocity = new Vector2 (0,rigidBody.velocity.y);
}
if(Input.GetButtonDown ("Jump")){
rigidBody.velocity = new Vector2(rigidBody.velocity.x,jumpSpeed);
}
}
}
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