Add CT3536 Games Programming
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class Asteroid : MonoBehaviour {
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// inspector settings
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public Rigidbody rigidBody;
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public GameObject miniAsteroid;
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// Use this for initialization
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void Start () {
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// randomise size+mass
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transform.localScale = new Vector3(Random.Range(0.06f,0.09f), Random.Range(0.06f,0.09f), Random.Range
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(0.06f,0.09f));
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rigidBody.mass = transform.localScale.x * transform.localScale.y * transform.localScale.z;
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// randomise velocity
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rigidBody.velocity = new Vector3 (Random.Range (-20f, 20f), 0f, Random.Range (-20f, 20f));
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rigidBody.angularVelocity = new Vector3 (Random.Range (-20f, 20f), Random.Range (-
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20f, 20f), Random.Range (-20f, 20f));
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// start periodically checking for being off-screen
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InvokeRepeating ("CheckScreenEdges", 0.2f, 0.2f);
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}
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private void CheckScreenEdges() {
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Vector3 pos = transform.position;
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Vector3 vel = rigidBody.velocity;
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float xTeleport = 0f, zTeleport = 0f;
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if (pos.x < GameManager.screenBottomLeft.x && vel.x <= 0f) // velocity check as sanity test
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xTeleport = GameManager.screenWidth;
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else if (pos.x > GameManager.screenTopRight.x && vel.x >= 0f)
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xTeleport = -GameManager.screenWidth;
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if (pos.z < GameManager.screenBottomLeft.z && vel.z <= 0f)
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zTeleport = GameManager.screenHeight;
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else if (pos.z > GameManager.screenTopRight.z && vel.z >= 0f)
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zTeleport = -GameManager.screenHeight;
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if (xTeleport != 0f || zTeleport != 0f)
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transform.position = new Vector3 (pos.x + xTeleport, 0f, pos.z + zTeleport);
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}
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// method to spawn mini-asteroid fragments at the contact point(s) of a collision
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private void OnCollisionEnter(Collision collision) {
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// Arraylist to keep track of the mini asteroids created for a collision
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ArrayList fragments = new ArrayList();
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foreach (ContactPoint contact in collision.contacts) {
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// instantiating a random number of mini asteroid between 1 and 5 inclusive
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int numFragments = Random.Range(1, 5);
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for (int i = 1; i <= numFragments; i++) {
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GameObject fragment = Instantiate(miniAsteroid);
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fragment.transform.position = contact.point;
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fragments.Add(fragment);
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}
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}
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StartCoroutine(DestroyFragments(fragments));
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}
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// coroutine to destroy all the fragments from a collision
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IEnumerator DestroyFragments(ArrayList fragments) {
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yield return new WaitForSeconds(3);
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foreach (GameObject fragment in fragments) {
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Destroy(fragment);
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}
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}
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}
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class GameManager : MonoBehaviour {
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// inspector settings
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public GameObject asteroidPrefab;
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public GameObject spaceship;
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// class-level statics
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public static GameManager instance;
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public static int currentGameLevel;
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public static Vector3 screenBottomLeft, screenTopRight;
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public static float screenWidth, screenHeight;
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//
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// Use this for initialization
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void Start() {
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instance = this;
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Camera.main.transform.position = new Vector3 (0f, 30f, 0f);
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Camera.main.transform.LookAt (Vector3.zero, new Vector3 (0f, 0f, 1f));
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currentGameLevel = 0;
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// find screen corners and size, in world coordinates
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// for ViewportToWorldPoint, the z value specified is in world units from the camera
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screenBottomLeft = Camera.main.ViewportToWorldPoint(new Vector3(0f,0f,30f));
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screenTopRight = Camera.main.ViewportToWorldPoint (new Vector3(1f,1f,30f));
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screenWidth = screenTopRight.x - screenBottomLeft.x;
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screenHeight = screenTopRight.z - screenBottomLeft.z;
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CreatePlayerSpaceship();
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StartNextLevel();
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}
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public void CreatePlayerSpaceship() {
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Instantiate(spaceship);
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spaceship.transform.position = new Vector3(0, 0, 0);
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}
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public static void StartNextLevel() {
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currentGameLevel++;
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// create some asteroids near the edges of the screen
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for (int i = 0; i < currentGameLevel * 2 + 3; i++) {
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GameObject go = Instantiate (instance.asteroidPrefab) as GameObject;
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float x, z;
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if (Random.Range (0f, 1f) < 0.5f)
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x = screenBottomLeft.x + Random.Range (0f, 0.15f) * screenWidth; // near the left edge
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else
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x = screenTopRight.x - Random.Range (0f, 0.15f) * screenWidth; // near the right edge
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if (Random.Range (0f, 1f) < 0.5f)
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z = screenBottomLeft.z + Random.Range (0f, 0.15f) * screenHeight; // near the bottom edge
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else
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z = screenTopRight.z - Random.Range (0f, 0.15f) * screenHeight; // near the top edge
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go.transform.position = new Vector3(x, 0f, z);
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}
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}
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}
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class Spaceship : MonoBehaviour
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{
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public GameObject spaceship;
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public float speed = 5.0f;
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public float rotationalSpeed = 2.0f;
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// Start is called before the first frame update
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void Start()
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{
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// start periodically checking for being off-screen
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InvokeRepeating ("CheckScreenEdges", 0.2f, 0.2f);
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}
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// Update is called once per frame
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void Update()
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{
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// move spaceship according to arrow keys
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// applying just a force to the spaceship object creates some unusual handling, but i feel that this is correct as in space there should be 0 drag, and if a force is applied in one direction, it should remain until it's cancelled out
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if (Input.GetKey(KeyCode.LeftArrow)) {
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spaceship.GetComponent<Rigidbody>().AddTorque(new Vector3(0, -rotationalSpeed, 0));
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}
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else if (Input.GetKey(KeyCode.RightArrow)) {
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spaceship.GetComponent<Rigidbody>().AddTorque(new Vector3(0, rotationalSpeed, 0));
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}
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else if (Input.GetKey(KeyCode.UpArrow)) {
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spaceship.GetComponent<Rigidbody>().AddRelativeForce(new Vector3(0, 0, speed));
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}
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else if (Input.GetKey(KeyCode.DownArrow)) {
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spaceship.GetComponent<Rigidbody>().AddRelativeForce(new Vector3(0, 0, -speed));
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}
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}
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private void CheckScreenEdges() {
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Vector3 pos = spaceship.transform.position;
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Vector3 vel = spaceship.GetComponent<Rigidbody>().velocity;
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float xTeleport = 0f, zTeleport = 0f;
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if (pos.x < GameManager.screenBottomLeft.x && vel.x <= 0f) // velocity check as sanity test
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xTeleport = GameManager.screenWidth;
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else if (pos.x > GameManager.screenTopRight.x && vel.x >= 0f)
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xTeleport = -GameManager.screenWidth;
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if (pos.z < GameManager.screenBottomLeft.z && vel.z <= 0f)
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zTeleport = GameManager.screenHeight;
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else if (pos.z > GameManager.screenTopRight.z && vel.z >= 0f)
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zTeleport = -GameManager.screenHeight;
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if (xTeleport != 0f || zTeleport != 0f)
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transform.position = new Vector3 (pos.x + xTeleport, 0f, pos.z + zTeleport);
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}
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}
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%! TeX program = lualatex
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\documentclass[a4paper, 11pt]{article}
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% packages
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\usepackage{microtype} % Slightly tweak font spacing for aesthetics
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\usepackage[english]{babel} % Language hyphenation and typographical rules
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\usepackage[final, colorlinks = false, urlcolor = cyan]{hyperref}
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\usepackage{changepage} % adjust margins on the fly
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\usepackage{fontspec}
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\usepackage{minted}
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\usepackage{xcolor}
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\usepackage{pgfplots}
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\pgfplotsset{width=\textwidth,compat=1.9}
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\usepackage{caption}
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\newenvironment{code}{\captionsetup{type=listing}}{}
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\usepackage[yyyymmdd]{datetime}
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\renewcommand{\dateseparator}{-}
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\setmainfont{EB Garamond}
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\setmonofont[Scale=MatchLowercase]{Deja Vu Sans Mono}
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\usepackage{titlesec}
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% \titleformat{\section}{\LARGE\bfseries}{}{}{}[\titlerule]
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% \titleformat{\subsection}{\Large\bfseries}{}{0em}{}
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% \titlespacing{\subsection}{0em}{-0.7em}{0em}
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%
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% \titleformat{\subsubsection}{\large\bfseries}{}{0em}{$\bullet$ }
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% \titlespacing{\subsubsection}{1em}{-0.7em}{0em}
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% margins
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\addtolength{\hoffset}{-2.25cm}
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\addtolength{\textwidth}{4.5cm}
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\addtolength{\voffset}{-3.25cm}
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\addtolength{\textheight}{5cm}
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\setlength{\parskip}{0pt}
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\setlength{\parindent}{0in}
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% \setcounter{secnumdepth}{0}
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\begin{document}
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\hrule \medskip
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\begin{minipage}{0.295\textwidth}
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\raggedright
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\footnotesize
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\textbf{Name:} Andrew Hayes \\
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\textbf{E-mail:} \href{mailto://a.hayes18@universityofgalway.ie}{a.hayes18@universityofgalway.ie} \hfill\\
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\textbf{ID:} 21321503 \hfill
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\end{minipage}
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\begin{minipage}{0.4\textwidth}
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\centering
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\vspace{0.4em}
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\Large
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\textbf{CT3536} \\
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\end{minipage}
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\begin{minipage}{0.295\textwidth}
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\raggedleft
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\today
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\end{minipage}
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\medskip\hrule
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\begin{center}
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\normalsize
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\textbf{Lab Assignment 05}
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\end{center}
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\hrule
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\begin{code}
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\inputminted[texcl, mathescape, breaklines, frame=single, linenos]{csharp}{../code/GameManager.cs}
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\caption{\texttt{GameManager.cs}}
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\end{code}
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\begin{code}
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\inputminted[texcl, mathescape, breaklines, frame=single, linenos]{csharp}{../code/Asteroid.cs}
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\caption{\texttt{Asteroid.cs}}
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\end{code}
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\begin{code}
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\inputminted[texcl, mathescape, breaklines, frame=single, linenos]{csharp}{../code/Spaceship.cs}
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\caption{\texttt{Spaceship.cs}}
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\end{code}
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\end{document}
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\begin{Verbatim}[commandchars=\\\{\},codes={\catcode`\$=3\catcode`\^=7\catcode`\_=8\relax}]
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\PYG{k}{using}\PYG{+w}{ }\PYG{n+nn}{System.Collections}\PYG{p}{;}\PYG{+w}{ }
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\PYG{k}{using}\PYG{+w}{ }\PYG{n+nn}{System.Collections.Generic}\PYG{p}{;}\PYG{+w}{ }
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\PYG{k}{using}\PYG{+w}{ }\PYG{n+nn}{UnityEngine}\PYG{p}{;}\PYG{+w}{ }
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\PYG{+w}{ }
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\PYG{k}{public}\PYG{+w}{ }\PYG{k}{class}\PYG{+w}{ }\PYG{n+nc}{GameManager}\PYG{+w}{ }\PYG{p}{:}\PYG{+w}{ }\PYG{n}{MonoBehaviour}\PYG{+w}{ }\PYG{p}{\PYGZob{}}\PYG{+w}{ }
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\PYG{+w}{ }
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\PYG{+w}{ }\PYG{c+c1}{// inspector settings }
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\PYG{+w}{ }\PYG{k}{public}\PYG{+w}{ }\PYG{n}{GameObject}\PYG{+w}{ }\PYG{n}{asteroidPrefab}\PYG{p}{;}\PYG{+w}{ }
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\PYG{+w}{ }\PYG{k}{public}\PYG{+w}{ }\PYG{n}{GameObject}\PYG{+w}{ }\PYG{n}{spaceship}\PYG{p}{;}
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\PYG{+w}{ }
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\PYG{+w}{ }\PYG{c+c1}{// class-level statics }
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\PYG{+w}{ }\PYG{k}{public}\PYG{+w}{ }\PYG{k}{static}\PYG{+w}{ }\PYG{n}{GameManager}\PYG{+w}{ }\PYG{n}{instance}\PYG{p}{;}\PYG{+w}{ }
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\PYG{+w}{ }\PYG{k}{public}\PYG{+w}{ }\PYG{k}{static}\PYG{+w}{ }\PYG{k+kt}{int}\PYG{+w}{ }\PYG{n}{currentGameLevel}\PYG{p}{;}\PYG{+w}{ }
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\PYG{+w}{ }\PYG{k}{public}\PYG{+w}{ }\PYG{k}{static}\PYG{+w}{ }\PYG{n}{Vector3}\PYG{+w}{ }\PYG{n}{screenBottomLeft}\PYG{p}{,}\PYG{+w}{ }\PYG{n}{screenTopRight}\PYG{p}{;}\PYG{+w}{ }
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\PYG{+w}{ }\PYG{k}{public}\PYG{+w}{ }\PYG{k}{static}\PYG{+w}{ }\PYG{k+kt}{float}\PYG{+w}{ }\PYG{n}{screenWidth}\PYG{p}{,}\PYG{+w}{ }\PYG{n}{screenHeight}\PYG{p}{;}\PYG{+w}{ }
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\PYG{+w}{ }\PYG{c+c1}{// }
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\PYG{+w}{ }
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\PYG{+w}{ }\PYG{c+c1}{// Use this for initialization }
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\PYG{+w}{ }\PYG{k}{void}\PYG{+w}{ }\PYG{n+nf}{Start}\PYG{p}{()}\PYG{+w}{ }\PYG{p}{\PYGZob{}}\PYG{+w}{ }
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\PYG{+w}{ }\PYG{n}{instance}\PYG{+w}{ }\PYG{o}{=}\PYG{+w}{ }\PYG{k}{this}\PYG{p}{;}\PYG{+w}{ }
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\PYG{+w}{ }\PYG{n}{Camera}\PYG{p}{.}\PYG{n}{main}\PYG{p}{.}\PYG{n}{transform}\PYG{p}{.}\PYG{n}{position}\PYG{+w}{ }\PYG{o}{=}\PYG{+w}{ }\PYG{k}{new}\PYG{+w}{ }\PYG{n}{Vector3}\PYG{+w}{ }\PYG{p}{(}\PYG{l+m}{0f}\PYG{p}{,}\PYG{+w}{ }\PYG{l+m}{30f}\PYG{p}{,}\PYG{+w}{ }\PYG{l+m}{0f}\PYG{p}{);}\PYG{+w}{ }
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\PYG{+w}{ }\PYG{n}{Camera}\PYG{p}{.}\PYG{n}{main}\PYG{p}{.}\PYG{n}{transform}\PYG{p}{.}\PYG{n}{LookAt}\PYG{+w}{ }\PYG{p}{(}\PYG{n}{Vector3}\PYG{p}{.}\PYG{n}{zero}\PYG{p}{,}\PYG{+w}{ }\PYG{k}{new}\PYG{+w}{ }\PYG{n}{Vector3}\PYG{+w}{ }\PYG{p}{(}\PYG{l+m}{0f}\PYG{p}{,}\PYG{+w}{ }\PYG{l+m}{0f}\PYG{p}{,}\PYG{+w}{ }\PYG{l+m}{1f}\PYG{p}{));}\PYG{+w}{ }
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\PYG{+w}{ }\PYG{n}{currentGameLevel}\PYG{+w}{ }\PYG{o}{=}\PYG{+w}{ }\PYG{l+m}{0}\PYG{p}{;}\PYG{+w}{ }
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\PYG{+w}{ }\PYG{c+c1}{// find screen corners and size, in world coordinates }
|
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\PYG{+w}{ }\PYG{c+c1}{// for ViewportToWorldPoint, the z value specified is in world units from the camera }
|
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\PYG{+w}{ }\PYG{n}{screenBottomLeft}\PYG{+w}{ }\PYG{o}{=}\PYG{+w}{ }\PYG{n}{Camera}\PYG{p}{.}\PYG{n}{main}\PYG{p}{.}\PYG{n}{ViewportToWorldPoint}\PYG{p}{(}\PYG{k}{new}\PYG{+w}{ }\PYG{n}{Vector3}\PYG{p}{(}\PYG{l+m}{0f}\PYG{p}{,}\PYG{l+m}{0f}\PYG{p}{,}\PYG{l+m}{30f}\PYG{p}{));}\PYG{+w}{ }
|
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\PYG{+w}{ }\PYG{n}{screenTopRight}\PYG{+w}{ }\PYG{o}{=}\PYG{+w}{ }\PYG{n}{Camera}\PYG{p}{.}\PYG{n}{main}\PYG{p}{.}\PYG{n}{ViewportToWorldPoint}\PYG{+w}{ }\PYG{p}{(}\PYG{k}{new}\PYG{+w}{ }\PYG{n}{Vector3}\PYG{p}{(}\PYG{l+m}{1f}\PYG{p}{,}\PYG{l+m}{1f}\PYG{p}{,}\PYG{l+m}{30f}\PYG{p}{));}\PYG{+w}{ }
|
||||
\PYG{+w}{ }\PYG{n}{screenWidth}\PYG{+w}{ }\PYG{o}{=}\PYG{+w}{ }\PYG{n}{screenTopRight}\PYG{p}{.}\PYG{n}{x}\PYG{+w}{ }\PYG{o}{\PYGZhy{}}\PYG{+w}{ }\PYG{n}{screenBottomLeft}\PYG{p}{.}\PYG{n}{x}\PYG{p}{;}\PYG{+w}{ }
|
||||
\PYG{+w}{ }\PYG{n}{screenHeight}\PYG{+w}{ }\PYG{o}{=}\PYG{+w}{ }\PYG{n}{screenTopRight}\PYG{p}{.}\PYG{n}{z}\PYG{+w}{ }\PYG{o}{\PYGZhy{}}\PYG{+w}{ }\PYG{n}{screenBottomLeft}\PYG{p}{.}\PYG{n}{z}\PYG{p}{;}\PYG{+w}{ }
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\PYG{+w}{ }
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\PYG{+w}{ }\PYG{n}{CreatePlayerSpaceship}\PYG{p}{();}
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||||
\PYG{+w}{ }\PYG{n}{StartNextLevel}\PYG{p}{();}\PYG{+w}{ }
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||||
\PYG{+w}{ }\PYG{p}{\PYGZcb{}}\PYG{+w}{ }
|
||||
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||||
\PYG{+w}{ }\PYG{k}{public}\PYG{+w}{ }\PYG{k}{void}\PYG{+w}{ }\PYG{n+nf}{CreatePlayerSpaceship}\PYG{p}{()}\PYG{+w}{ }\PYG{p}{\PYGZob{}}
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||||
\PYG{+w}{ }\PYG{n}{Instantiate}\PYG{p}{(}\PYG{n}{spaceship}\PYG{p}{);}
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||||
\PYG{+w}{ }\PYG{n}{spaceship}\PYG{p}{.}\PYG{n}{transform}\PYG{p}{.}\PYG{n}{position}\PYG{+w}{ }\PYG{o}{=}\PYG{+w}{ }\PYG{k}{new}\PYG{+w}{ }\PYG{n}{Vector3}\PYG{p}{(}\PYG{l+m}{0}\PYG{p}{,}\PYG{+w}{ }\PYG{l+m}{0}\PYG{p}{,}\PYG{+w}{ }\PYG{l+m}{0}\PYG{p}{);}
|
||||
\PYG{+w}{ }\PYG{p}{\PYGZcb{}}
|
||||
\PYG{+w}{ }
|
||||
\PYG{+w}{ }\PYG{k}{public}\PYG{+w}{ }\PYG{k}{static}\PYG{+w}{ }\PYG{k}{void}\PYG{+w}{ }\PYG{n+nf}{StartNextLevel}\PYG{p}{()}\PYG{+w}{ }\PYG{p}{\PYGZob{}}\PYG{+w}{ }
|
||||
\PYG{+w}{ }\PYG{n}{currentGameLevel}\PYG{o}{++}\PYG{p}{;}\PYG{+w}{ }
|
||||
\PYG{+w}{ }\PYG{c+c1}{// create some asteroids near the edges of the screen }
|
||||
\PYG{+w}{ }\PYG{k}{for}\PYG{+w}{ }\PYG{p}{(}\PYG{k+kt}{int}\PYG{+w}{ }\PYG{n}{i}\PYG{+w}{ }\PYG{o}{=}\PYG{+w}{ }\PYG{l+m}{0}\PYG{p}{;}\PYG{+w}{ }\PYG{n}{i}\PYG{+w}{ }\PYG{o}{\PYGZlt{}}\PYG{+w}{ }\PYG{n}{currentGameLevel}\PYG{+w}{ }\PYG{o}{*}\PYG{+w}{ }\PYG{l+m}{2}\PYG{+w}{ }\PYG{o}{+}\PYG{+w}{ }\PYG{l+m}{3}\PYG{p}{;}\PYG{+w}{ }\PYG{n}{i}\PYG{o}{++}\PYG{p}{)}\PYG{+w}{ }\PYG{p}{\PYGZob{}}\PYG{+w}{ }
|
||||
\PYG{+w}{ }\PYG{n}{GameObject}\PYG{+w}{ }\PYG{n}{go}\PYG{+w}{ }\PYG{o}{=}\PYG{+w}{ }\PYG{n}{Instantiate}\PYG{+w}{ }\PYG{p}{(}\PYG{n}{instance}\PYG{p}{.}\PYG{n}{asteroidPrefab}\PYG{p}{)}\PYG{+w}{ }\PYG{k}{as}\PYG{+w}{ }\PYG{n}{GameObject}\PYG{p}{;}\PYG{+w}{ }
|
||||
\PYG{+w}{ }\PYG{k+kt}{float}\PYG{+w}{ }\PYG{n}{x}\PYG{p}{,}\PYG{+w}{ }\PYG{n}{z}\PYG{p}{;}\PYG{+w}{ }
|
||||
\PYG{+w}{ }\PYG{k}{if}\PYG{+w}{ }\PYG{p}{(}\PYG{n}{Random}\PYG{p}{.}\PYG{n}{Range}\PYG{+w}{ }\PYG{p}{(}\PYG{l+m}{0f}\PYG{p}{,}\PYG{+w}{ }\PYG{l+m}{1f}\PYG{p}{)}\PYG{+w}{ }\PYG{o}{\PYGZlt{}}\PYG{+w}{ }\PYG{l+m}{0.5f}\PYG{p}{)}\PYG{+w}{ }
|
||||
\PYG{+w}{ }\PYG{n}{x}\PYG{+w}{ }\PYG{o}{=}\PYG{+w}{ }\PYG{n}{screenBottomLeft}\PYG{p}{.}\PYG{n}{x}\PYG{+w}{ }\PYG{o}{+}\PYG{+w}{ }\PYG{n}{Random}\PYG{p}{.}\PYG{n}{Range}\PYG{+w}{ }\PYG{p}{(}\PYG{l+m}{0f}\PYG{p}{,}\PYG{+w}{ }\PYG{l+m}{0.15f}\PYG{p}{)}\PYG{+w}{ }\PYG{o}{*}\PYG{+w}{ }\PYG{n}{screenWidth}\PYG{p}{;}\PYG{+w}{ }\PYG{c+c1}{// near the left edge }
|
||||
\PYG{+w}{ }\PYG{k}{else}\PYG{+w}{ }
|
||||
\PYG{+w}{ }\PYG{n}{x}\PYG{+w}{ }\PYG{o}{=}\PYG{+w}{ }\PYG{n}{screenTopRight}\PYG{p}{.}\PYG{n}{x}\PYG{+w}{ }\PYG{o}{\PYGZhy{}}\PYG{+w}{ }\PYG{n}{Random}\PYG{p}{.}\PYG{n}{Range}\PYG{+w}{ }\PYG{p}{(}\PYG{l+m}{0f}\PYG{p}{,}\PYG{+w}{ }\PYG{l+m}{0.15f}\PYG{p}{)}\PYG{+w}{ }\PYG{o}{*}\PYG{+w}{ }\PYG{n}{screenWidth}\PYG{p}{;}\PYG{+w}{ }\PYG{c+c1}{// near the right edge }
|
||||
\PYG{+w}{ }\PYG{k}{if}\PYG{+w}{ }\PYG{p}{(}\PYG{n}{Random}\PYG{p}{.}\PYG{n}{Range}\PYG{+w}{ }\PYG{p}{(}\PYG{l+m}{0f}\PYG{p}{,}\PYG{+w}{ }\PYG{l+m}{1f}\PYG{p}{)}\PYG{+w}{ }\PYG{o}{\PYGZlt{}}\PYG{+w}{ }\PYG{l+m}{0.5f}\PYG{p}{)}\PYG{+w}{ }
|
||||
\PYG{+w}{ }\PYG{n}{z}\PYG{+w}{ }\PYG{o}{=}\PYG{+w}{ }\PYG{n}{screenBottomLeft}\PYG{p}{.}\PYG{n}{z}\PYG{+w}{ }\PYG{o}{+}\PYG{+w}{ }\PYG{n}{Random}\PYG{p}{.}\PYG{n}{Range}\PYG{+w}{ }\PYG{p}{(}\PYG{l+m}{0f}\PYG{p}{,}\PYG{+w}{ }\PYG{l+m}{0.15f}\PYG{p}{)}\PYG{+w}{ }\PYG{o}{*}\PYG{+w}{ }\PYG{n}{screenHeight}\PYG{p}{;}\PYG{+w}{ }\PYG{c+c1}{// near the bottom edge }
|
||||
\PYG{+w}{ }\PYG{k}{else}\PYG{+w}{ }
|
||||
\PYG{+w}{ }\PYG{n}{z}\PYG{+w}{ }\PYG{o}{=}\PYG{+w}{ }\PYG{n}{screenTopRight}\PYG{p}{.}\PYG{n}{z}\PYG{+w}{ }\PYG{o}{\PYGZhy{}}\PYG{+w}{ }\PYG{n}{Random}\PYG{p}{.}\PYG{n}{Range}\PYG{+w}{ }\PYG{p}{(}\PYG{l+m}{0f}\PYG{p}{,}\PYG{+w}{ }\PYG{l+m}{0.15f}\PYG{p}{)}\PYG{+w}{ }\PYG{o}{*}\PYG{+w}{ }\PYG{n}{screenHeight}\PYG{p}{;}\PYG{+w}{ }\PYG{c+c1}{// near the top edge }
|
||||
\PYG{+w}{ }\PYG{n}{go}\PYG{p}{.}\PYG{n}{transform}\PYG{p}{.}\PYG{n}{position}\PYG{+w}{ }\PYG{o}{=}\PYG{+w}{ }\PYG{k}{new}\PYG{+w}{ }\PYG{n}{Vector3}\PYG{p}{(}\PYG{n}{x}\PYG{p}{,}\PYG{+w}{ }\PYG{l+m}{0f}\PYG{p}{,}\PYG{+w}{ }\PYG{n}{z}\PYG{p}{);}\PYG{+w}{ }
|
||||
\PYG{+w}{ }\PYG{p}{\PYGZcb{}}\PYG{+w}{ }
|
||||
\PYG{+w}{ }\PYG{p}{\PYGZcb{}}\PYG{+w}{ }
|
||||
\PYG{p}{\PYGZcb{}}\PYG{+w}{ }
|
||||
\end{Verbatim}
|
@ -0,0 +1,57 @@
|
||||
\begin{Verbatim}[commandchars=\\\{\},codes={\catcode`\$=3\catcode`\^=7\catcode`\_=8\relax}]
|
||||
\PYG{k}{using}\PYG{+w}{ }\PYG{n+nn}{System.Collections}\PYG{p}{;}
|
||||
\PYG{k}{using}\PYG{+w}{ }\PYG{n+nn}{System.Collections.Generic}\PYG{p}{;}
|
||||
\PYG{k}{using}\PYG{+w}{ }\PYG{n+nn}{UnityEngine}\PYG{p}{;}
|
||||
|
||||
\PYG{k}{public}\PYG{+w}{ }\PYG{k}{class}\PYG{+w}{ }\PYG{n+nc}{Spaceship}\PYG{+w}{ }\PYG{p}{:}\PYG{+w}{ }\PYG{n}{MonoBehaviour}
|
||||
\PYG{p}{\PYGZob{}}
|
||||
\PYG{+w}{ }\PYG{k}{public}\PYG{+w}{ }\PYG{n}{GameObject}\PYG{+w}{ }\PYG{n}{spaceship}\PYG{p}{;}
|
||||
\PYG{+w}{ }\PYG{k}{public}\PYG{+w}{ }\PYG{k+kt}{float}\PYG{+w}{ }\PYG{n}{speed}\PYG{+w}{ }\PYG{o}{=}\PYG{+w}{ }\PYG{l+m}{5.0f}\PYG{p}{;}
|
||||
\PYG{+w}{ }\PYG{k}{public}\PYG{+w}{ }\PYG{k+kt}{float}\PYG{+w}{ }\PYG{n}{rotationalSpeed}\PYG{+w}{ }\PYG{o}{=}\PYG{+w}{ }\PYG{l+m}{2.0f}\PYG{p}{;}
|
||||
\PYG{+w}{ }\PYG{c+c1}{// Start is called before the first frame update}
|
||||
\PYG{+w}{ }\PYG{k}{void}\PYG{+w}{ }\PYG{n+nf}{Start}\PYG{p}{()}
|
||||
\PYG{+w}{ }\PYG{p}{\PYGZob{}}
|
||||
\PYG{+w}{ }\PYG{c+c1}{// start periodically checking for being off-screen }
|
||||
\PYG{+w}{ }\PYG{n}{InvokeRepeating}\PYG{+w}{ }\PYG{p}{(}\PYG{l+s}{\PYGZdq{}CheckScreenEdges\PYGZdq{}}\PYG{p}{,}\PYG{+w}{ }\PYG{l+m}{0.2f}\PYG{p}{,}\PYG{+w}{ }\PYG{l+m}{0.2f}\PYG{p}{);}\PYG{+w}{ }
|
||||
\PYG{+w}{ }\PYG{p}{\PYGZcb{}}
|
||||
|
||||
\PYG{+w}{ }\PYG{c+c1}{// Update is called once per frame}
|
||||
\PYG{+w}{ }\PYG{k}{void}\PYG{+w}{ }\PYG{n+nf}{Update}\PYG{p}{()}
|
||||
\PYG{+w}{ }\PYG{p}{\PYGZob{}}
|
||||
\PYG{+w}{ }\PYG{c+c1}{// move spaceship according to arrow keys}
|
||||
\PYG{+w}{ }\PYG{c+c1}{// applying just a force to the spaceship object creates some unusual handling, but i feel that this is correct as in space there should be 0 drag, and if a force is applied in one direction, it should remain until it's cancelled out}
|
||||
\PYG{+w}{ }\PYG{k}{if}\PYG{+w}{ }\PYG{p}{(}\PYG{n}{Input}\PYG{p}{.}\PYG{n}{GetKey}\PYG{p}{(}\PYG{n}{KeyCode}\PYG{p}{.}\PYG{n}{LeftArrow}\PYG{p}{))}\PYG{+w}{ }\PYG{p}{\PYGZob{}}
|
||||
\PYG{+w}{ }\PYG{n}{spaceship}\PYG{p}{.}\PYG{n}{GetComponent}\PYG{o}{\PYGZlt{}}\PYG{n}{Rigidbody}\PYG{o}{\PYGZgt{}}\PYG{p}{().}\PYG{n}{AddTorque}\PYG{p}{(}\PYG{k}{new}\PYG{+w}{ }\PYG{n}{Vector3}\PYG{p}{(}\PYG{l+m}{0}\PYG{p}{,}\PYG{+w}{ }\PYG{o}{\PYGZhy{}}\PYG{n}{rotationalSpeed}\PYG{p}{,}\PYG{+w}{ }\PYG{l+m}{0}\PYG{p}{));}
|
||||
\PYG{+w}{ }\PYG{p}{\PYGZcb{}}
|
||||
\PYG{+w}{ }\PYG{k}{else}\PYG{+w}{ }\PYG{n+nf}{if}\PYG{+w}{ }\PYG{p}{(}\PYG{n}{Input}\PYG{p}{.}\PYG{n}{GetKey}\PYG{p}{(}\PYG{n}{KeyCode}\PYG{p}{.}\PYG{n}{RightArrow}\PYG{p}{))}\PYG{+w}{ }\PYG{p}{\PYGZob{}}\PYG{+w}{ }
|
||||
\PYG{+w}{ }\PYG{n}{spaceship}\PYG{p}{.}\PYG{n}{GetComponent}\PYG{o}{\PYGZlt{}}\PYG{n}{Rigidbody}\PYG{o}{\PYGZgt{}}\PYG{p}{().}\PYG{n}{AddTorque}\PYG{p}{(}\PYG{k}{new}\PYG{+w}{ }\PYG{n}{Vector3}\PYG{p}{(}\PYG{l+m}{0}\PYG{p}{,}\PYG{+w}{ }\PYG{n}{rotationalSpeed}\PYG{p}{,}\PYG{+w}{ }\PYG{l+m}{0}\PYG{p}{));}
|
||||
\PYG{+w}{ }\PYG{p}{\PYGZcb{}}
|
||||
\PYG{+w}{ }\PYG{k}{else}\PYG{+w}{ }\PYG{n+nf}{if}\PYG{+w}{ }\PYG{p}{(}\PYG{n}{Input}\PYG{p}{.}\PYG{n}{GetKey}\PYG{p}{(}\PYG{n}{KeyCode}\PYG{p}{.}\PYG{n}{UpArrow}\PYG{p}{))}\PYG{+w}{ }\PYG{p}{\PYGZob{}}
|
||||
\PYG{+w}{ }\PYG{n}{spaceship}\PYG{p}{.}\PYG{n}{GetComponent}\PYG{o}{\PYGZlt{}}\PYG{n}{Rigidbody}\PYG{o}{\PYGZgt{}}\PYG{p}{().}\PYG{n}{AddRelativeForce}\PYG{p}{(}\PYG{k}{new}\PYG{+w}{ }\PYG{n}{Vector3}\PYG{p}{(}\PYG{l+m}{0}\PYG{p}{,}\PYG{+w}{ }\PYG{l+m}{0}\PYG{p}{,}\PYG{+w}{ }\PYG{n}{speed}\PYG{p}{));}
|
||||
\PYG{+w}{ }\PYG{p}{\PYGZcb{}}
|
||||
\PYG{+w}{ }\PYG{k}{else}\PYG{+w}{ }\PYG{n+nf}{if}\PYG{+w}{ }\PYG{p}{(}\PYG{n}{Input}\PYG{p}{.}\PYG{n}{GetKey}\PYG{p}{(}\PYG{n}{KeyCode}\PYG{p}{.}\PYG{n}{DownArrow}\PYG{p}{))}\PYG{+w}{ }\PYG{p}{\PYGZob{}}
|
||||
\PYG{+w}{ }\PYG{n}{spaceship}\PYG{p}{.}\PYG{n}{GetComponent}\PYG{o}{\PYGZlt{}}\PYG{n}{Rigidbody}\PYG{o}{\PYGZgt{}}\PYG{p}{().}\PYG{n}{AddRelativeForce}\PYG{p}{(}\PYG{k}{new}\PYG{+w}{ }\PYG{n}{Vector3}\PYG{p}{(}\PYG{l+m}{0}\PYG{p}{,}\PYG{+w}{ }\PYG{l+m}{0}\PYG{p}{,}\PYG{+w}{ }\PYG{o}{\PYGZhy{}}\PYG{n}{speed}\PYG{p}{));}
|
||||
\PYG{+w}{ }\PYG{p}{\PYGZcb{}}
|
||||
\PYG{+w}{ }\PYG{p}{\PYGZcb{}}
|
||||
|
||||
\PYG{+w}{ }\PYG{k}{private}\PYG{+w}{ }\PYG{k}{void}\PYG{+w}{ }\PYG{n+nf}{CheckScreenEdges}\PYG{p}{()}\PYG{+w}{ }\PYG{p}{\PYGZob{}}\PYG{+w}{ }
|
||||
\PYG{+w}{ }\PYG{n}{Vector3}\PYG{+w}{ }\PYG{n}{pos}\PYG{+w}{ }\PYG{o}{=}\PYG{+w}{ }\PYG{n}{spaceship}\PYG{p}{.}\PYG{n}{transform}\PYG{p}{.}\PYG{n}{position}\PYG{p}{;}\PYG{+w}{ }
|
||||
\PYG{+w}{ }\PYG{n}{Vector3}\PYG{+w}{ }\PYG{n}{vel}\PYG{+w}{ }\PYG{o}{=}\PYG{+w}{ }\PYG{n}{spaceship}\PYG{p}{.}\PYG{n}{GetComponent}\PYG{o}{\PYGZlt{}}\PYG{n}{Rigidbody}\PYG{o}{\PYGZgt{}}\PYG{p}{().}\PYG{n}{velocity}\PYG{p}{;}\PYG{+w}{ }
|
||||
\PYG{+w}{ }\PYG{k+kt}{float}\PYG{+w}{ }\PYG{n}{xTeleport}\PYG{+w}{ }\PYG{o}{=}\PYG{+w}{ }\PYG{l+m}{0f}\PYG{p}{,}\PYG{+w}{ }\PYG{n}{zTeleport}\PYG{+w}{ }\PYG{o}{=}\PYG{+w}{ }\PYG{l+m}{0f}\PYG{p}{;}\PYG{+w}{ }
|
||||
\PYG{+w}{ }
|
||||
\PYG{+w}{ }\PYG{k}{if}\PYG{+w}{ }\PYG{p}{(}\PYG{n}{pos}\PYG{p}{.}\PYG{n}{x}\PYG{+w}{ }\PYG{o}{\PYGZlt{}}\PYG{+w}{ }\PYG{n}{GameManager}\PYG{p}{.}\PYG{n}{screenBottomLeft}\PYG{p}{.}\PYG{n}{x}\PYG{+w}{ }\PYG{o}{\PYGZam{}\PYGZam{}}\PYG{+w}{ }\PYG{n}{vel}\PYG{p}{.}\PYG{n}{x}\PYG{+w}{ }\PYG{o}{\PYGZlt{}=}\PYG{+w}{ }\PYG{l+m}{0f}\PYG{p}{)}\PYG{+w}{ }\PYG{c+c1}{// velocity check as sanity test }
|
||||
\PYG{+w}{ }\PYG{n}{xTeleport}\PYG{+w}{ }\PYG{o}{=}\PYG{+w}{ }\PYG{n}{GameManager}\PYG{p}{.}\PYG{n}{screenWidth}\PYG{p}{;}\PYG{+w}{ }
|
||||
\PYG{+w}{ }\PYG{k}{else}\PYG{+w}{ }\PYG{n+nf}{if}\PYG{+w}{ }\PYG{p}{(}\PYG{n}{pos}\PYG{p}{.}\PYG{n}{x}\PYG{+w}{ }\PYG{o}{\PYGZgt{}}\PYG{+w}{ }\PYG{n}{GameManager}\PYG{p}{.}\PYG{n}{screenTopRight}\PYG{p}{.}\PYG{n}{x}\PYG{+w}{ }\PYG{o}{\PYGZam{}\PYGZam{}}\PYG{+w}{ }\PYG{n}{vel}\PYG{p}{.}\PYG{n}{x}\PYG{+w}{ }\PYG{o}{\PYGZgt{}=}\PYG{+w}{ }\PYG{l+m}{0f}\PYG{p}{)}\PYG{+w}{ }
|
||||
\PYG{+w}{ }\PYG{n}{xTeleport}\PYG{+w}{ }\PYG{o}{=}\PYG{+w}{ }\PYG{o}{\PYGZhy{}}\PYG{n}{GameManager}\PYG{p}{.}\PYG{n}{screenWidth}\PYG{p}{;}\PYG{+w}{ }
|
||||
\PYG{+w}{ }
|
||||
\PYG{+w}{ }\PYG{k}{if}\PYG{+w}{ }\PYG{p}{(}\PYG{n}{pos}\PYG{p}{.}\PYG{n}{z}\PYG{+w}{ }\PYG{o}{\PYGZlt{}}\PYG{+w}{ }\PYG{n}{GameManager}\PYG{p}{.}\PYG{n}{screenBottomLeft}\PYG{p}{.}\PYG{n}{z}\PYG{+w}{ }\PYG{o}{\PYGZam{}\PYGZam{}}\PYG{+w}{ }\PYG{n}{vel}\PYG{p}{.}\PYG{n}{z}\PYG{+w}{ }\PYG{o}{\PYGZlt{}=}\PYG{+w}{ }\PYG{l+m}{0f}\PYG{p}{)}\PYG{+w}{ }
|
||||
\PYG{+w}{ }\PYG{n}{zTeleport}\PYG{+w}{ }\PYG{o}{=}\PYG{+w}{ }\PYG{n}{GameManager}\PYG{p}{.}\PYG{n}{screenHeight}\PYG{p}{;}\PYG{+w}{ }
|
||||
\PYG{+w}{ }\PYG{k}{else}\PYG{+w}{ }\PYG{n+nf}{if}\PYG{+w}{ }\PYG{p}{(}\PYG{n}{pos}\PYG{p}{.}\PYG{n}{z}\PYG{+w}{ }\PYG{o}{\PYGZgt{}}\PYG{+w}{ }\PYG{n}{GameManager}\PYG{p}{.}\PYG{n}{screenTopRight}\PYG{p}{.}\PYG{n}{z}\PYG{+w}{ }\PYG{o}{\PYGZam{}\PYGZam{}}\PYG{+w}{ }\PYG{n}{vel}\PYG{p}{.}\PYG{n}{z}\PYG{+w}{ }\PYG{o}{\PYGZgt{}=}\PYG{+w}{ }\PYG{l+m}{0f}\PYG{p}{)}\PYG{+w}{ }
|
||||
\PYG{+w}{ }\PYG{n}{zTeleport}\PYG{+w}{ }\PYG{o}{=}\PYG{+w}{ }\PYG{o}{\PYGZhy{}}\PYG{n}{GameManager}\PYG{p}{.}\PYG{n}{screenHeight}\PYG{p}{;}\PYG{+w}{ }
|
||||
\PYG{+w}{ }
|
||||
\PYG{+w}{ }\PYG{k}{if}\PYG{+w}{ }\PYG{p}{(}\PYG{n}{xTeleport}\PYG{+w}{ }\PYG{o}{!=}\PYG{+w}{ }\PYG{l+m}{0f}\PYG{+w}{ }\PYG{o}{||}\PYG{+w}{ }\PYG{n}{zTeleport}\PYG{+w}{ }\PYG{o}{!=}\PYG{+w}{ }\PYG{l+m}{0f}\PYG{p}{)}\PYG{+w}{ }
|
||||
\PYG{+w}{ }\PYG{n}{transform}\PYG{p}{.}\PYG{n}{position}\PYG{+w}{ }\PYG{o}{=}\PYG{+w}{ }\PYG{k}{new}\PYG{+w}{ }\PYG{n}{Vector3}\PYG{+w}{ }\PYG{p}{(}\PYG{n}{pos}\PYG{p}{.}\PYG{n}{x}\PYG{+w}{ }\PYG{o}{+}\PYG{+w}{ }\PYG{n}{xTeleport}\PYG{p}{,}\PYG{+w}{ }\PYG{l+m}{0f}\PYG{p}{,}\PYG{+w}{ }\PYG{n}{pos}\PYG{p}{.}\PYG{n}{z}\PYG{+w}{ }\PYG{o}{+}\PYG{+w}{ }\PYG{n}{zTeleport}\PYG{p}{);}\PYG{+w}{ }
|
||||
\PYG{+w}{ }
|
||||
\PYG{+w}{ }\PYG{p}{\PYGZcb{}}\PYG{+w}{ }
|
||||
\PYG{p}{\PYGZcb{}}
|
||||
\end{Verbatim}
|
@ -0,0 +1,76 @@
|
||||
\begin{Verbatim}[commandchars=\\\{\},codes={\catcode`\$=3\catcode`\^=7\catcode`\_=8\relax}]
|
||||
\PYG{k}{using}\PYG{+w}{ }\PYG{n+nn}{System.Collections}\PYG{p}{;}\PYG{+w}{ }
|
||||
\PYG{k}{using}\PYG{+w}{ }\PYG{n+nn}{System.Collections.Generic}\PYG{p}{;}\PYG{+w}{ }
|
||||
\PYG{k}{using}\PYG{+w}{ }\PYG{n+nn}{UnityEngine}\PYG{p}{;}\PYG{+w}{ }
|
||||
\PYG{+w}{ }
|
||||
\PYG{k}{public}\PYG{+w}{ }\PYG{k}{class}\PYG{+w}{ }\PYG{n+nc}{Asteroid}\PYG{+w}{ }\PYG{p}{:}\PYG{+w}{ }\PYG{n}{MonoBehaviour}\PYG{+w}{ }\PYG{p}{\PYGZob{}}\PYG{+w}{ }
|
||||
\PYG{+w}{ }
|
||||
\PYG{+w}{ }\PYG{c+c1}{// inspector settings }
|
||||
\PYG{+w}{ }\PYG{k}{public}\PYG{+w}{ }\PYG{n}{Rigidbody}\PYG{+w}{ }\PYG{n}{rigidBody}\PYG{p}{;}\PYG{+w}{ }
|
||||
\PYG{+w}{ }\PYG{k}{public}\PYG{+w}{ }\PYG{n}{GameObject}\PYG{+w}{ }\PYG{n}{miniAsteroid}\PYG{p}{;}
|
||||
\PYG{+w}{ }
|
||||
\PYG{+w}{ }\PYG{c+c1}{// Use this for initialization }
|
||||
\PYG{+w}{ }\PYG{k}{void}\PYG{+w}{ }\PYG{n+nf}{Start}\PYG{+w}{ }\PYG{p}{()}\PYG{+w}{ }\PYG{p}{\PYGZob{}}\PYG{+w}{ }
|
||||
\PYG{+w}{ }\PYG{c+c1}{// randomise size+mass }
|
||||
\PYG{+w}{ }\PYG{n}{transform}\PYG{p}{.}\PYG{n}{localScale}\PYG{+w}{ }\PYG{o}{=}\PYG{+w}{ }\PYG{k}{new}\PYG{+w}{ }\PYG{n}{Vector3}\PYG{p}{(}\PYG{n}{Random}\PYG{p}{.}\PYG{n}{Range}\PYG{p}{(}\PYG{l+m}{0.06f}\PYG{p}{,}\PYG{l+m}{0.09f}\PYG{p}{),}\PYG{+w}{ }\PYG{n}{Random}\PYG{p}{.}\PYG{n}{Range}\PYG{p}{(}\PYG{l+m}{0.06f}\PYG{p}{,}\PYG{l+m}{0.09f}\PYG{p}{),}\PYG{+w}{ }\PYG{n}{Random}\PYG{p}{.}\PYG{n}{Range}
|
||||
\PYG{p}{(}\PYG{l+m}{0.06f}\PYG{p}{,}\PYG{l+m}{0.09f}\PYG{p}{));}\PYG{+w}{ }
|
||||
\PYG{+w}{ }\PYG{n}{rigidBody}\PYG{p}{.}\PYG{n}{mass}\PYG{+w}{ }\PYG{o}{=}\PYG{+w}{ }\PYG{n}{transform}\PYG{p}{.}\PYG{n}{localScale}\PYG{p}{.}\PYG{n}{x}\PYG{+w}{ }\PYG{o}{*}\PYG{+w}{ }\PYG{n}{transform}\PYG{p}{.}\PYG{n}{localScale}\PYG{p}{.}\PYG{n}{y}\PYG{+w}{ }\PYG{o}{*}\PYG{+w}{ }\PYG{n}{transform}\PYG{p}{.}\PYG{n}{localScale}\PYG{p}{.}\PYG{n}{z}\PYG{p}{;}\PYG{+w}{ }
|
||||
\PYG{+w}{ }
|
||||
\PYG{+w}{ }\PYG{c+c1}{// randomise velocity }
|
||||
\PYG{+w}{ }\PYG{n}{rigidBody}\PYG{p}{.}\PYG{n}{velocity}\PYG{+w}{ }\PYG{o}{=}\PYG{+w}{ }\PYG{k}{new}\PYG{+w}{ }\PYG{n}{Vector3}\PYG{+w}{ }\PYG{p}{(}\PYG{n}{Random}\PYG{p}{.}\PYG{n}{Range}\PYG{+w}{ }\PYG{p}{(}\PYG{o}{\PYGZhy{}}\PYG{l+m}{20f}\PYG{p}{,}\PYG{+w}{ }\PYG{l+m}{20f}\PYG{p}{),}\PYG{+w}{ }\PYG{l+m}{0f}\PYG{p}{,}\PYG{+w}{ }\PYG{n}{Random}\PYG{p}{.}\PYG{n}{Range}\PYG{+w}{ }\PYG{p}{(}\PYG{o}{\PYGZhy{}}\PYG{l+m}{20f}\PYG{p}{,}\PYG{+w}{ }\PYG{l+m}{20f}\PYG{p}{));}\PYG{+w}{ }
|
||||
\PYG{+w}{ }\PYG{n}{rigidBody}\PYG{p}{.}\PYG{n}{angularVelocity}\PYG{+w}{ }\PYG{o}{=}\PYG{+w}{ }\PYG{k}{new}\PYG{+w}{ }\PYG{n}{Vector3}\PYG{+w}{ }\PYG{p}{(}\PYG{n}{Random}\PYG{p}{.}\PYG{n}{Range}\PYG{+w}{ }\PYG{p}{(}\PYG{o}{\PYGZhy{}}\PYG{l+m}{20f}\PYG{p}{,}\PYG{+w}{ }\PYG{l+m}{20f}\PYG{p}{),}\PYG{+w}{ }\PYG{n}{Random}\PYG{p}{.}\PYG{n}{Range}\PYG{+w}{ }\PYG{p}{(}\PYG{o}{\PYGZhy{}}
|
||||
\PYG{l+m}{20f}\PYG{p}{,}\PYG{+w}{ }\PYG{l+m}{20f}\PYG{p}{),}\PYG{+w}{ }\PYG{n}{Random}\PYG{p}{.}\PYG{n}{Range}\PYG{+w}{ }\PYG{p}{(}\PYG{o}{\PYGZhy{}}\PYG{l+m}{20f}\PYG{p}{,}\PYG{+w}{ }\PYG{l+m}{20f}\PYG{p}{));}\PYG{+w}{ }
|
||||
\PYG{+w}{ }
|
||||
\PYG{+w}{ }\PYG{c+c1}{// start periodically checking for being off-screen }
|
||||
\PYG{+w}{ }\PYG{n}{InvokeRepeating}\PYG{+w}{ }\PYG{p}{(}\PYG{l+s}{\PYGZdq{}CheckScreenEdges\PYGZdq{}}\PYG{p}{,}\PYG{+w}{ }\PYG{l+m}{0.2f}\PYG{p}{,}\PYG{+w}{ }\PYG{l+m}{0.2f}\PYG{p}{);}\PYG{+w}{ }
|
||||
\PYG{+w}{ }\PYG{p}{\PYGZcb{}}\PYG{+w}{ }
|
||||
\PYG{+w}{ }
|
||||
\PYG{+w}{ }\PYG{k}{private}\PYG{+w}{ }\PYG{k}{void}\PYG{+w}{ }\PYG{n+nf}{CheckScreenEdges}\PYG{p}{()}\PYG{+w}{ }\PYG{p}{\PYGZob{}}\PYG{+w}{ }
|
||||
\PYG{+w}{ }\PYG{n}{Vector3}\PYG{+w}{ }\PYG{n}{pos}\PYG{+w}{ }\PYG{o}{=}\PYG{+w}{ }\PYG{n}{transform}\PYG{p}{.}\PYG{n}{position}\PYG{p}{;}\PYG{+w}{ }
|
||||
\PYG{+w}{ }\PYG{n}{Vector3}\PYG{+w}{ }\PYG{n}{vel}\PYG{+w}{ }\PYG{o}{=}\PYG{+w}{ }\PYG{n}{rigidBody}\PYG{p}{.}\PYG{n}{velocity}\PYG{p}{;}\PYG{+w}{ }
|
||||
\PYG{+w}{ }\PYG{k+kt}{float}\PYG{+w}{ }\PYG{n}{xTeleport}\PYG{+w}{ }\PYG{o}{=}\PYG{+w}{ }\PYG{l+m}{0f}\PYG{p}{,}\PYG{+w}{ }\PYG{n}{zTeleport}\PYG{+w}{ }\PYG{o}{=}\PYG{+w}{ }\PYG{l+m}{0f}\PYG{p}{;}\PYG{+w}{ }
|
||||
\PYG{+w}{ }
|
||||
\PYG{+w}{ }\PYG{k}{if}\PYG{+w}{ }\PYG{p}{(}\PYG{n}{pos}\PYG{p}{.}\PYG{n}{x}\PYG{+w}{ }\PYG{o}{\PYGZlt{}}\PYG{+w}{ }\PYG{n}{GameManager}\PYG{p}{.}\PYG{n}{screenBottomLeft}\PYG{p}{.}\PYG{n}{x}\PYG{+w}{ }\PYG{o}{\PYGZam{}\PYGZam{}}\PYG{+w}{ }\PYG{n}{vel}\PYG{p}{.}\PYG{n}{x}\PYG{+w}{ }\PYG{o}{\PYGZlt{}=}\PYG{+w}{ }\PYG{l+m}{0f}\PYG{p}{)}\PYG{+w}{ }\PYG{c+c1}{// velocity check as sanity test }
|
||||
\PYG{+w}{ }\PYG{n}{xTeleport}\PYG{+w}{ }\PYG{o}{=}\PYG{+w}{ }\PYG{n}{GameManager}\PYG{p}{.}\PYG{n}{screenWidth}\PYG{p}{;}\PYG{+w}{ }
|
||||
\PYG{+w}{ }\PYG{k}{else}\PYG{+w}{ }\PYG{n+nf}{if}\PYG{+w}{ }\PYG{p}{(}\PYG{n}{pos}\PYG{p}{.}\PYG{n}{x}\PYG{+w}{ }\PYG{o}{\PYGZgt{}}\PYG{+w}{ }\PYG{n}{GameManager}\PYG{p}{.}\PYG{n}{screenTopRight}\PYG{p}{.}\PYG{n}{x}\PYG{+w}{ }\PYG{o}{\PYGZam{}\PYGZam{}}\PYG{+w}{ }\PYG{n}{vel}\PYG{p}{.}\PYG{n}{x}\PYG{+w}{ }\PYG{o}{\PYGZgt{}=}\PYG{+w}{ }\PYG{l+m}{0f}\PYG{p}{)}\PYG{+w}{ }
|
||||
\PYG{+w}{ }\PYG{n}{xTeleport}\PYG{+w}{ }\PYG{o}{=}\PYG{+w}{ }\PYG{o}{\PYGZhy{}}\PYG{n}{GameManager}\PYG{p}{.}\PYG{n}{screenWidth}\PYG{p}{;}\PYG{+w}{ }
|
||||
\PYG{+w}{ }
|
||||
\PYG{+w}{ }\PYG{k}{if}\PYG{+w}{ }\PYG{p}{(}\PYG{n}{pos}\PYG{p}{.}\PYG{n}{z}\PYG{+w}{ }\PYG{o}{\PYGZlt{}}\PYG{+w}{ }\PYG{n}{GameManager}\PYG{p}{.}\PYG{n}{screenBottomLeft}\PYG{p}{.}\PYG{n}{z}\PYG{+w}{ }\PYG{o}{\PYGZam{}\PYGZam{}}\PYG{+w}{ }\PYG{n}{vel}\PYG{p}{.}\PYG{n}{z}\PYG{+w}{ }\PYG{o}{\PYGZlt{}=}\PYG{+w}{ }\PYG{l+m}{0f}\PYG{p}{)}\PYG{+w}{ }
|
||||
\PYG{+w}{ }\PYG{n}{zTeleport}\PYG{+w}{ }\PYG{o}{=}\PYG{+w}{ }\PYG{n}{GameManager}\PYG{p}{.}\PYG{n}{screenHeight}\PYG{p}{;}\PYG{+w}{ }
|
||||
\PYG{+w}{ }\PYG{k}{else}\PYG{+w}{ }\PYG{n+nf}{if}\PYG{+w}{ }\PYG{p}{(}\PYG{n}{pos}\PYG{p}{.}\PYG{n}{z}\PYG{+w}{ }\PYG{o}{\PYGZgt{}}\PYG{+w}{ }\PYG{n}{GameManager}\PYG{p}{.}\PYG{n}{screenTopRight}\PYG{p}{.}\PYG{n}{z}\PYG{+w}{ }\PYG{o}{\PYGZam{}\PYGZam{}}\PYG{+w}{ }\PYG{n}{vel}\PYG{p}{.}\PYG{n}{z}\PYG{+w}{ }\PYG{o}{\PYGZgt{}=}\PYG{+w}{ }\PYG{l+m}{0f}\PYG{p}{)}\PYG{+w}{ }
|
||||
\PYG{+w}{ }\PYG{n}{zTeleport}\PYG{+w}{ }\PYG{o}{=}\PYG{+w}{ }\PYG{o}{\PYGZhy{}}\PYG{n}{GameManager}\PYG{p}{.}\PYG{n}{screenHeight}\PYG{p}{;}\PYG{+w}{ }
|
||||
\PYG{+w}{ }
|
||||
\PYG{+w}{ }\PYG{k}{if}\PYG{+w}{ }\PYG{p}{(}\PYG{n}{xTeleport}\PYG{+w}{ }\PYG{o}{!=}\PYG{+w}{ }\PYG{l+m}{0f}\PYG{+w}{ }\PYG{o}{||}\PYG{+w}{ }\PYG{n}{zTeleport}\PYG{+w}{ }\PYG{o}{!=}\PYG{+w}{ }\PYG{l+m}{0f}\PYG{p}{)}\PYG{+w}{ }
|
||||
\PYG{+w}{ }\PYG{n}{transform}\PYG{p}{.}\PYG{n}{position}\PYG{+w}{ }\PYG{o}{=}\PYG{+w}{ }\PYG{k}{new}\PYG{+w}{ }\PYG{n}{Vector3}\PYG{+w}{ }\PYG{p}{(}\PYG{n}{pos}\PYG{p}{.}\PYG{n}{x}\PYG{+w}{ }\PYG{o}{+}\PYG{+w}{ }\PYG{n}{xTeleport}\PYG{p}{,}\PYG{+w}{ }\PYG{l+m}{0f}\PYG{p}{,}\PYG{+w}{ }\PYG{n}{pos}\PYG{p}{.}\PYG{n}{z}\PYG{+w}{ }\PYG{o}{+}\PYG{+w}{ }\PYG{n}{zTeleport}\PYG{p}{);}\PYG{+w}{ }
|
||||
\PYG{+w}{ }
|
||||
\PYG{+w}{ }\PYG{p}{\PYGZcb{}}\PYG{+w}{ }
|
||||
|
||||
\PYG{+w}{ }\PYG{c+c1}{// method to spawn mini-asteroid fragments at the contact point(s) of a collision}
|
||||
\PYG{+w}{ }\PYG{k}{private}\PYG{+w}{ }\PYG{k}{void}\PYG{+w}{ }\PYG{n+nf}{OnCollisionEnter}\PYG{p}{(}\PYG{n}{Collision}\PYG{+w}{ }\PYG{n}{collision}\PYG{p}{)}\PYG{+w}{ }\PYG{p}{\PYGZob{}}
|
||||
\PYG{+w}{ }\PYG{c+c1}{// Arraylist to keep track of the mini asteroids created for a collision}
|
||||
\PYG{+w}{ }\PYG{n}{ArrayList}\PYG{+w}{ }\PYG{n}{fragments}\PYG{+w}{ }\PYG{o}{=}\PYG{+w}{ }\PYG{k}{new}\PYG{+w}{ }\PYG{n}{ArrayList}\PYG{p}{();}
|
||||
|
||||
\PYG{+w}{ }\PYG{k}{foreach}\PYG{+w}{ }\PYG{p}{(}\PYG{n}{ContactPoint}\PYG{+w}{ }\PYG{n}{contact}\PYG{+w}{ }\PYG{k}{in}\PYG{+w}{ }\PYG{n}{collision}\PYG{p}{.}\PYG{n}{contacts}\PYG{p}{)}\PYG{+w}{ }\PYG{p}{\PYGZob{}}
|
||||
\PYG{+w}{ }\PYG{c+c1}{// instantiating a random number of mini asteroid between 1 and 5 inclusive}
|
||||
\PYG{+w}{ }\PYG{k+kt}{int}\PYG{+w}{ }\PYG{n}{numFragments}\PYG{+w}{ }\PYG{o}{=}\PYG{+w}{ }\PYG{n}{Random}\PYG{p}{.}\PYG{n}{Range}\PYG{p}{(}\PYG{l+m}{1}\PYG{p}{,}\PYG{+w}{ }\PYG{l+m}{5}\PYG{p}{);}
|
||||
|
||||
\PYG{+w}{ }\PYG{k}{for}\PYG{+w}{ }\PYG{p}{(}\PYG{k+kt}{int}\PYG{+w}{ }\PYG{n}{i}\PYG{+w}{ }\PYG{o}{=}\PYG{+w}{ }\PYG{l+m}{1}\PYG{p}{;}\PYG{+w}{ }\PYG{n}{i}\PYG{+w}{ }\PYG{o}{\PYGZlt{}=}\PYG{+w}{ }\PYG{n}{numFragments}\PYG{p}{;}\PYG{+w}{ }\PYG{n}{i}\PYG{o}{++}\PYG{p}{)}\PYG{+w}{ }\PYG{p}{\PYGZob{}}
|
||||
\PYG{+w}{ }\PYG{n}{GameObject}\PYG{+w}{ }\PYG{n}{fragment}\PYG{+w}{ }\PYG{o}{=}\PYG{+w}{ }\PYG{n}{Instantiate}\PYG{p}{(}\PYG{n}{miniAsteroid}\PYG{p}{);}
|
||||
\PYG{+w}{ }\PYG{n}{fragment}\PYG{p}{.}\PYG{n}{transform}\PYG{p}{.}\PYG{n}{position}\PYG{+w}{ }\PYG{o}{=}\PYG{+w}{ }\PYG{n}{contact}\PYG{p}{.}\PYG{n}{point}\PYG{p}{;}
|
||||
\PYG{+w}{ }\PYG{n}{fragments}\PYG{p}{.}\PYG{n}{Add}\PYG{p}{(}\PYG{n}{fragment}\PYG{p}{);}
|
||||
\PYG{+w}{ }\PYG{p}{\PYGZcb{}}\PYG{+w}{ }
|
||||
\PYG{+w}{ }\PYG{p}{\PYGZcb{}}
|
||||
|
||||
\PYG{+w}{ }\PYG{n}{StartCoroutine}\PYG{p}{(}\PYG{n}{DestroyFragments}\PYG{p}{(}\PYG{n}{fragments}\PYG{p}{));}
|
||||
\PYG{+w}{ }\PYG{p}{\PYGZcb{}}
|
||||
|
||||
\PYG{+w}{ }\PYG{c+c1}{// coroutine to destroy all the fragments from a collision }
|
||||
\PYG{+w}{ }\PYG{n}{IEnumerator}\PYG{+w}{ }\PYG{n+nf}{DestroyFragments}\PYG{p}{(}\PYG{n}{ArrayList}\PYG{+w}{ }\PYG{n}{fragments}\PYG{p}{)}\PYG{+w}{ }\PYG{p}{\PYGZob{}}
|
||||
\PYG{+w}{ }\PYG{k}{yield}\PYG{+w}{ }\PYG{k}{return}\PYG{+w}{ }\PYG{k}{new}\PYG{+w}{ }\PYG{n+nf}{WaitForSeconds}\PYG{p}{(}\PYG{l+m}{3}\PYG{p}{);}
|
||||
|
||||
\PYG{+w}{ }\PYG{k}{foreach}\PYG{+w}{ }\PYG{p}{(}\PYG{n}{GameObject}\PYG{+w}{ }\PYG{n}{fragment}\PYG{+w}{ }\PYG{k}{in}\PYG{+w}{ }\PYG{n}{fragments}\PYG{p}{)}\PYG{+w}{ }\PYG{p}{\PYGZob{}}
|
||||
\PYG{+w}{ }\PYG{n}{Destroy}\PYG{p}{(}\PYG{n}{fragment}\PYG{p}{);}
|
||||
\PYG{+w}{ }\PYG{p}{\PYGZcb{}}
|
||||
\PYG{+w}{ }\PYG{p}{\PYGZcb{}}
|
||||
\PYG{p}{\PYGZcb{}}
|
||||
\end{Verbatim}
|
@ -0,0 +1,102 @@
|
||||
|
||||
\makeatletter
|
||||
\def\PYG@reset{\let\PYG@it=\relax \let\PYG@bf=\relax%
|
||||
\let\PYG@ul=\relax \let\PYG@tc=\relax%
|
||||
\let\PYG@bc=\relax \let\PYG@ff=\relax}
|
||||
\def\PYG@tok#1{\csname PYG@tok@#1\endcsname}
|
||||
\def\PYG@toks#1+{\ifx\relax#1\empty\else%
|
||||
\PYG@tok{#1}\expandafter\PYG@toks\fi}
|
||||
\def\PYG@do#1{\PYG@bc{\PYG@tc{\PYG@ul{%
|
||||
\PYG@it{\PYG@bf{\PYG@ff{#1}}}}}}}
|
||||
\def\PYG#1#2{\PYG@reset\PYG@toks#1+\relax+\PYG@do{#2}}
|
||||
|
||||
\@namedef{PYG@tok@w}{\def\PYG@tc##1{\textcolor[rgb]{0.73,0.73,0.73}{##1}}}
|
||||
\@namedef{PYG@tok@c}{\let\PYG@it=\textit\def\PYG@tc##1{\textcolor[rgb]{0.24,0.48,0.48}{##1}}}
|
||||
\@namedef{PYG@tok@cp}{\def\PYG@tc##1{\textcolor[rgb]{0.61,0.40,0.00}{##1}}}
|
||||
\@namedef{PYG@tok@k}{\let\PYG@bf=\textbf\def\PYG@tc##1{\textcolor[rgb]{0.00,0.50,0.00}{##1}}}
|
||||
\@namedef{PYG@tok@kp}{\def\PYG@tc##1{\textcolor[rgb]{0.00,0.50,0.00}{##1}}}
|
||||
\@namedef{PYG@tok@kt}{\def\PYG@tc##1{\textcolor[rgb]{0.69,0.00,0.25}{##1}}}
|
||||
\@namedef{PYG@tok@o}{\def\PYG@tc##1{\textcolor[rgb]{0.40,0.40,0.40}{##1}}}
|
||||
\@namedef{PYG@tok@ow}{\let\PYG@bf=\textbf\def\PYG@tc##1{\textcolor[rgb]{0.67,0.13,1.00}{##1}}}
|
||||
\@namedef{PYG@tok@nb}{\def\PYG@tc##1{\textcolor[rgb]{0.00,0.50,0.00}{##1}}}
|
||||
\@namedef{PYG@tok@nf}{\def\PYG@tc##1{\textcolor[rgb]{0.00,0.00,1.00}{##1}}}
|
||||
\@namedef{PYG@tok@nc}{\let\PYG@bf=\textbf\def\PYG@tc##1{\textcolor[rgb]{0.00,0.00,1.00}{##1}}}
|
||||
\@namedef{PYG@tok@nn}{\let\PYG@bf=\textbf\def\PYG@tc##1{\textcolor[rgb]{0.00,0.00,1.00}{##1}}}
|
||||
\@namedef{PYG@tok@ne}{\let\PYG@bf=\textbf\def\PYG@tc##1{\textcolor[rgb]{0.80,0.25,0.22}{##1}}}
|
||||
\@namedef{PYG@tok@nv}{\def\PYG@tc##1{\textcolor[rgb]{0.10,0.09,0.49}{##1}}}
|
||||
\@namedef{PYG@tok@no}{\def\PYG@tc##1{\textcolor[rgb]{0.53,0.00,0.00}{##1}}}
|
||||
\@namedef{PYG@tok@nl}{\def\PYG@tc##1{\textcolor[rgb]{0.46,0.46,0.00}{##1}}}
|
||||
\@namedef{PYG@tok@ni}{\let\PYG@bf=\textbf\def\PYG@tc##1{\textcolor[rgb]{0.44,0.44,0.44}{##1}}}
|
||||
\@namedef{PYG@tok@na}{\def\PYG@tc##1{\textcolor[rgb]{0.41,0.47,0.13}{##1}}}
|
||||
\@namedef{PYG@tok@nt}{\let\PYG@bf=\textbf\def\PYG@tc##1{\textcolor[rgb]{0.00,0.50,0.00}{##1}}}
|
||||
\@namedef{PYG@tok@nd}{\def\PYG@tc##1{\textcolor[rgb]{0.67,0.13,1.00}{##1}}}
|
||||
\@namedef{PYG@tok@s}{\def\PYG@tc##1{\textcolor[rgb]{0.73,0.13,0.13}{##1}}}
|
||||
\@namedef{PYG@tok@sd}{\let\PYG@it=\textit\def\PYG@tc##1{\textcolor[rgb]{0.73,0.13,0.13}{##1}}}
|
||||
\@namedef{PYG@tok@si}{\let\PYG@bf=\textbf\def\PYG@tc##1{\textcolor[rgb]{0.64,0.35,0.47}{##1}}}
|
||||
\@namedef{PYG@tok@se}{\let\PYG@bf=\textbf\def\PYG@tc##1{\textcolor[rgb]{0.67,0.36,0.12}{##1}}}
|
||||
\@namedef{PYG@tok@sr}{\def\PYG@tc##1{\textcolor[rgb]{0.64,0.35,0.47}{##1}}}
|
||||
\@namedef{PYG@tok@ss}{\def\PYG@tc##1{\textcolor[rgb]{0.10,0.09,0.49}{##1}}}
|
||||
\@namedef{PYG@tok@sx}{\def\PYG@tc##1{\textcolor[rgb]{0.00,0.50,0.00}{##1}}}
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\@namedef{PYG@tok@m}{\def\PYG@tc##1{\textcolor[rgb]{0.40,0.40,0.40}{##1}}}
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||||
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||||
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\@namedef{PYG@tok@gr}{\def\PYG@tc##1{\textcolor[rgb]{0.89,0.00,0.00}{##1}}}
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||||
\@namedef{PYG@tok@ge}{\let\PYG@it=\textit}
|
||||
\@namedef{PYG@tok@gs}{\let\PYG@bf=\textbf}
|
||||
\@namedef{PYG@tok@ges}{\let\PYG@bf=\textbf\let\PYG@it=\textit}
|
||||
\@namedef{PYG@tok@gp}{\let\PYG@bf=\textbf\def\PYG@tc##1{\textcolor[rgb]{0.00,0.00,0.50}{##1}}}
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\@namedef{PYG@tok@err}{\def\PYG@bc##1{{\setlength{\fboxsep}{\string -\fboxrule}\fcolorbox[rgb]{1.00,0.00,0.00}{1,1,1}{\strut ##1}}}}
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||||
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||||
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||||
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||||
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||||
\@namedef{PYG@tok@s1}{\def\PYG@tc##1{\textcolor[rgb]{0.73,0.13,0.13}{##1}}}
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\@namedef{PYG@tok@mb}{\def\PYG@tc##1{\textcolor[rgb]{0.40,0.40,0.40}{##1}}}
|
||||
\@namedef{PYG@tok@mf}{\def\PYG@tc##1{\textcolor[rgb]{0.40,0.40,0.40}{##1}}}
|
||||
\@namedef{PYG@tok@mh}{\def\PYG@tc##1{\textcolor[rgb]{0.40,0.40,0.40}{##1}}}
|
||||
\@namedef{PYG@tok@mi}{\def\PYG@tc##1{\textcolor[rgb]{0.40,0.40,0.40}{##1}}}
|
||||
\@namedef{PYG@tok@il}{\def\PYG@tc##1{\textcolor[rgb]{0.40,0.40,0.40}{##1}}}
|
||||
\@namedef{PYG@tok@mo}{\def\PYG@tc##1{\textcolor[rgb]{0.40,0.40,0.40}{##1}}}
|
||||
\@namedef{PYG@tok@ch}{\let\PYG@it=\textit\def\PYG@tc##1{\textcolor[rgb]{0.24,0.48,0.48}{##1}}}
|
||||
\@namedef{PYG@tok@cm}{\let\PYG@it=\textit\def\PYG@tc##1{\textcolor[rgb]{0.24,0.48,0.48}{##1}}}
|
||||
\@namedef{PYG@tok@cpf}{\let\PYG@it=\textit\def\PYG@tc##1{\textcolor[rgb]{0.24,0.48,0.48}{##1}}}
|
||||
\@namedef{PYG@tok@c1}{\let\PYG@it=\textit\def\PYG@tc##1{\textcolor[rgb]{0.24,0.48,0.48}{##1}}}
|
||||
\@namedef{PYG@tok@cs}{\let\PYG@it=\textit\def\PYG@tc##1{\textcolor[rgb]{0.24,0.48,0.48}{##1}}}
|
||||
|
||||
\def\PYGZbs{\char`\\}
|
||||
\def\PYGZus{\char`\_}
|
||||
\def\PYGZob{\char`\{}
|
||||
\def\PYGZcb{\char`\}}
|
||||
\def\PYGZca{\char`\^}
|
||||
\def\PYGZam{\char`\&}
|
||||
\def\PYGZlt{\char`\<}
|
||||
\def\PYGZgt{\char`\>}
|
||||
\def\PYGZsh{\char`\#}
|
||||
\def\PYGZpc{\char`\%}
|
||||
\def\PYGZdl{\char`\$}
|
||||
\def\PYGZhy{\char`\-}
|
||||
\def\PYGZsq{\char`\'}
|
||||
\def\PYGZdq{\char`\"}
|
||||
\def\PYGZti{\char`\~}
|
||||
% for compatibility with earlier versions
|
||||
\def\PYGZat{@}
|
||||
\def\PYGZlb{[}
|
||||
\def\PYGZrb{]}
|
||||
\makeatother
|
||||
|
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Reference in New Issue
Block a user