Pong. Prof Alexiei Dingli

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1 Pong Prof Alexiei Dingli

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4 Background Drag and Drop a background image Size 1024 x 576 X = 0, Y = 0 Rename it to BG

5 Sorting objects Go to Sorting Layer Add a new Sorting Layer called Background Drag the new layer above the Default Layer Re-select your BG object in the Hierarchy pane so that it will show up in the Inspector again Change the Order in Layer to -10 back in the sprite renderer menu Go to the Layer dropdown menu in the top right of the Inspector, and add a new Layer called Background here too In the Layers drop down menu above the Inspector, lock the Background so it doesn t move

6 The Main Camera Change the name to MainCamera Make sure the settings are like those on the right

7 Let there be paddles Drag a paddle Rename it to Player01 Adjust the settings Add component Physics 2D Rigidbody 2D Box Collider 2D

8 Adjust the settings

9 using UnityEngine; using System.Collections; public class PlayerControls : MonoBehaviour { public KeyCode moveup public KeyCode movedown public float speed = 10.0f; // Use this for initialization void Start () { // Update is called once per frame void Update () { var vel = rigidbody2d.velocity; if (Input.GetKey (moveup)) { vel.y = speed; else if (Input.GetKey (movedown)) { vel.y = -1 * speed; else { vel.y = 0.0f; vel.x = 0; rigidbody2d.velocity = vel; = KeyCode.UpArrow; = KeyCode.DownArrow; the paddle Adding a script to

10 The Second Paddle Right click Player01 in the Hierarchy menu Choose Duplicate from the menu Rename it to be Player02 Change the X value in Transform -> Position to be positive Change its key bindings ( W for up and S for down) Try it out!!

11 There there be a ball Drag the ball image in Project view Rename the object that now appears under the Hierarchy menu to Ball, Scale down the size on the X and Y fields to.5 Add Circle Collider 2D and RigidBody 2D Right click in the bottom Project pane, and create a new Physics2D material Rename it BallBounce, and look at the Inspector Change the friction value to 0, and the bounce factor to 1 Drag BallBounce to the Circle Collider 2D > Material box in the Inspector for Ball Adjust Rigidbody 2D

12 // Use this for initialization void Start () { startgame (); // Wait for 2 seconds until the user gets used to it and call GoBall() void startgame(){ new WaitForSeconds (2.0f); GoBall (); // Add an initial force to the ball of 20 in the X and 15 in the Y based upon a random number void GoBall(){ int rand = (int) Random.Range (0, 100); Vector2 v; if (rand > 50) { v = new Vector2 (20.0f, 15.0f); else { v = new Vector2 (-20.0f, -15.0f); the ball Adding a script to rigidbody2d.addforce (v);

13 // If someone won, reset the velocity and position to 0 void haswon(){ var vel = rigidbody2d.velocity; vel.x = 0; vel.y = 0; rigidbody2d.velocity = vel; gameobject.transform.position = new Vector2 (0, 0); // Call haswon and startgame void resetball(){ haswon (); startgame (); // If the ball collides with a bat, divide by two the force of the vall and add to it the for ce of the bat (divided by 3) void OnCollisionEnter2D(Collision2D coll){ if (coll.collider.comparetag ("Player")) { var vely = rigidbody2d.velocity; vely.y = (vely.y / 2.0f) + ( coll.collider.rigidbody2d.velocity.y / 3.0f); rigidbody2d.velocity = vely; the ball Adding a script to

14 Let there be walls To avoid that paddles and balls fly off the screen Make an empty game object Go to GameObject right next to File, Edit, and Assets on the top menu Choose Create Empty Name it HUD (short for Heads-Up Display ) - it s what s going to contain our walls Add a new script to the HUD, and name it HUD

15 public GameObject Player1; public GameObject Player2; public BoxCollider2D topwall; public BoxCollider2D bottomwall; public BoxCollider2D leftwall; public BoxCollider2D rightwall; the HUD Adding a script to

16 Fixing the borders (1) GameObject menu > Create Empty Call it rightwall Go to AddComponent and add a Box Collider 2D Duplicate it three more times, and name each leftwall, bottomwall, and upwall Under the Hierarchy menu, drag and drop those in the HUD variable, which should get a drop down arrow next to it Click on Hud in the Hierarchy menu You should see 6 new slots for objects. drag your walls and player objects into those slots from the Hierarchy menu

17 Fixing the borders (2) Top Scale x= 13 y=1 Position x= 0 y = 3.5 Bottom Scale x= 13 y=1 Position x= 0 y = -3.5 Left Scale x= 1 y=6.4 Position x= 5.9 y = 0 Right Scale x= 1 y=6.4 Position x= -5.9 y = 0

18 The scoring interface Add a script in the HUD GameManager

19 public static int Player1Score = 0; public static int Player2Score = 0; public GUISkin layout; Transform theball; // Get a reference to the ball void Start () { theball = GameObject.FindGameObjectWithTag ("Ball").transform; GameManager

20 public static void Score(string wallid) { if (wallid == "rightwall") { Player1Score ++; else { Player2Score ++; GameManager

21 void OnGUI() { GUI.skin = layout; GUI.Label (new Rect (Screen.width / , 20, 100, 100), "" + Player1Score); GUI.Label (new Rect (Screen.width / , 20, 100, 100), "" + Player2Score); if (GUI.Button (new Rect (Screen.width / 2-60, 35, 120, 53), "RESET")) { Player1Score = 0; Player2Score = 0; theball.gameobject.sendmessage("resetball",.5f,sendmessageoptions.requirereceiver); if (Player1Score == 10) { GUI.Label (new Rect (Screen.width / 2-150, 200, 2000, 1000), "PLAYER ONE WINS"); theball.gameobject.sendmessage("haswon",null,sendmessageoptions.requirereceiver); else if (Player2Score == 10) { GUI.Label (new Rect (Screen.width / 2-150, 200, 2000, 1000), "PLAYER TWO WINS"); theball.gameobject.sendmessage("haswon",null,sendmessageoptions.requirereceiver); GameManager

22 Setting the Font Project Pane > Right click > Create > GUI Skin Click on the new skin Drag the new font in the Font field in the Inspector Adjust properties (Text Field > Font Size) Press on the GameManager script Drag the skin to the Layout Field in the Inspector

23 The scoring interface Add a script in the HUD To the rightwall called SideWalls void OnTriggerEnter2D(Collider2D hitinfo) { if (hitinfo.name == "Ball") { string wallname = transform.name; GameManager.Score( wallname ); hitinfo.gameobject.sendmessage("resetball",0.5f,sendmessageoptions.requirereceiver);

24 Making the game File > Build Settings Mac, PC, Linux Standalone Click Player Settings Build

25 Exercise Can you add some simple AI and make one of the paddles follow the ball?

26 Questions?

UFO. Prof Alexiei Dingli

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