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Question by xabrin · Sep 03, 2011 at 04:13 PM · enemyconditionalshmup

Enemy behaviour in SHMUP

I have a behaviour script for an enemy, however it seems to ignore my if statement conditional in the update function. The enemy starts with enemyAlive = false. If it enters the world bounds, its Alive becomes true. In Update I ask are you alive if so activate your movement and firing patterns. The enemy ignores this and activates its movement and firing patterns while its Alive = false.

pragma strict

private var enDir : Vector2;

private var xSpeed : Number = 1;

private var ySpeed : Number = 10;

private var placeSpeed : Number = 1;

private var enemyAlive : boolean = false;

public var preEnemyBullet : GameObject;

function Update ()

{

 //check if enemy is within the screen
 if (enemyAlive == true)
 {
     //check if the enemy has touched its min or max height
     if (this.transform.position.y <= -16 || this.transform.position.y >= 16)
     {
         //reverse the diection of the enemy and begin shooting
         CancelInvoke("Shoot");
         enDir.y *= -1;
         InvokeRepeating("Shoot", 1.0 , 2.0);
     }
     //move the enemy while on screen
     this.transform.Translate(enDir * ySpeed * Time.deltaTime);
     this.transform.Translate(Vector2.one * xSpeed * Time.deltaTime);
 }
 else
 {
     //move the enemy while off screen
     this.transform.Translate(Vector2.one * placeSpeed * Time.deltaTime);
 }

}

function Shoot ()

{

 //Instantiate the enemy's bullet
 
 Instantiate(preEnemyBullet , this.transform.position , Quaternion.identity);
 

}

function OnTriggerEnter ( col : Collider )

{

 if (col.tag == "WorldBounds")
 
 {
 
     //active the enemy when it enters the screen
 
     enemyAlive = true;
 
 }
 

}

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Answer by xabrin · Sep 05, 2011 at 03:52 AM

You need to inverse ySpeed instead

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