Add CT3536 Games Programming
1
third/semester1/CT3536: Games Programming/exam_notes.txt
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- ct3111 was the old course code
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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 AsteroidScript : MonoBehaviour
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{
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public GameObject asteroid;
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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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// set asteroid start position to a random plae to the left of mars
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asteroid.transform.position = new Vector3(-500,Random.Range(-250, 250),Random.Range(-250,250));
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// adding force to the asteroir
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asteroid.GetComponent<Rigidbody>().AddForce(Vector3.right * 200000 * Time.deltaTime);
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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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// destroy object if it goes off the right edge of the screen
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Vector3 position = Camera.main.WorldToScreenPoint(transform.position);
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if (position.x > Screen.width) {
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Destroy(asteroid);
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}
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}
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// destroy asterod upon collisions
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void OnCollisionEnter() {
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Destroy(asteroid);
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}
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}
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// Andrew Hayes, ID: 21321503
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// some of the comments here are quite obvious, and are just here for my own learning purposes
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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 mars;
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public GameObject phobos;
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public GameObject deimos;
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public GameObject asteroid;
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// speed that the camera moves around mars on arrow keypress
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public float cameraSpeed = 500;
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// Start is called before the first frame update
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void Start() {
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// set position of mars object and point camera at it
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mars.transform.position = new Vector3(0,0,0);
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mars.transform.rotation = Quaternion.Euler(new Vector3(270,0,0)); // make it so mars' north pole points up
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Camera.main.transform.position = new Vector3(0,0,-100);
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Camera.main.transform.LookAt(mars.transform);
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// before this can run, you need to manually add a rigid body with 0 angular velocity and no gravity in the UI
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// start mars rotating
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mars.GetComponent<Rigidbody>().AddTorque(new Vector3(0,20,0));
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}
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void Update() {
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// rotate phobos and deimos a little each frame
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phobos.transform.RotateAround(mars.transform.position, Vector3.up, 32*Time.deltaTime);
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deimos.transform.RotateAround(mars.transform.position, Vector3.up, 8*Time.deltaTime);
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// control the camera's position using the arrow keys
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if (Input.GetKey(KeyCode.LeftArrow)) {
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Camera.main.transform.RotateAround(Vector3.zero, Vector3.up, cameraSpeed * Time.deltaTime);
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}
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else if (Input.GetKey(KeyCode.RightArrow)) {
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Camera.main.transform.RotateAround(Vector3.zero, Vector3.up, -cameraSpeed * Time.deltaTime);
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}
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else if (Input.GetKey(KeyCode.UpArrow)) {
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Camera.main.transform.RotateAround(Vector3.zero, Vector3.right, cameraSpeed * Time.deltaTime);
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}
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else if (Input.GetKey(KeyCode.DownArrow)) {
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Camera.main.transform.RotateAround(Vector3.zero, Vector3.right, -cameraSpeed * Time.deltaTime);
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}
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// randomly spawn new asteroids
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if (Random.Range(1,180) == 1) { // assuming Update() is called 60 times per second, want to spawn a new asteroid on average once every 3 seconds
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Instantiate(asteroid); // instantiating asteroid prefab
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}
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}
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