Coins
Lesson 13 of 20 in Coddy's Unity Game: Sky Lanes course.
Coins give the player a reason to change lanes when nothing is in the way. Each piece gets a line of four in one lane, after its obstacles, at 4, 7, 10 and 13 along the piece and y 1.
A coin spins on its own, with its own script:
void Update()
{
transform.Rotate(0f, 0f, spinSpeed * Time.deltaTime);
}The coin prefab lies on its side, so its own z axis points up: turning around z spins it like a coin on a table.
Collecting is the Runner's job, in the same OnTriggerEnter: a coin adds one through game.AddCoin() and is destroyed.
Challenge
Easy- In
Coinaddpublic float spinSpeed = 180f;and the Update above. - In
RoadaddcoinPrefab, and at the end ofFillplace 4 coins in a random lane at z4f + i * 3f. - In
GameManageraddpublic TMP_Text coinText;,public int coins;andpublic void AddCoin()(one more coin, thenShowScore()). ShowScore also setscoinText.text = "Coins: " + coins;. - In
Runner.OnTriggerEnter,else if (other.CompareTag("Coin")): add the coin and destroy it.
Try it yourself
using UnityEngine;
public class Runner : MonoBehaviour
{
public float laneWidth = 2.5f;
public float laneSpeed = 16f;
public float jumpHeight = 1.6f;
public float gravity = -40f;
public float slideTime = 0.7f;
public int lane;
private CharacterController controller;
private GameManager game;
private float fallSpeed;
private float slide;
void Start()
{
controller = GetComponent<CharacterController>();
game = FindFirstObjectByType<GameManager>();
}
void Update()
{
if (!game.over)
{
if (Input.GetKeyDown(KeyCode.A) || Input.GetKeyDown(KeyCode.LeftArrow)) lane = Mathf.Max(-1, lane - 1);
if (Input.GetKeyDown(KeyCode.D) || Input.GetKeyDown(KeyCode.RightArrow)) lane = Mathf.Min(1, lane + 1);
bool jump = Input.GetKeyDown(KeyCode.W) || Input.GetKeyDown(KeyCode.UpArrow) || Input.GetKeyDown(KeyCode.Space);
if (jump && controller.isGrounded)
{
fallSpeed = Mathf.Sqrt(jumpHeight * -2f * gravity);
StopSlide();
}
if ((Input.GetKeyDown(KeyCode.S) || Input.GetKeyDown(KeyCode.DownArrow)) && controller.isGrounded)
{
slide = slideTime;
Resize(0.5f);
}
}
if (slide > 0f)
{
slide -= Time.deltaTime;
if (slide <= 0f) StopSlide();
}
if (controller.isGrounded && fallSpeed < 0f) fallSpeed = -2f;
fallSpeed += gravity * Time.deltaTime;
float targetX = lane * laneWidth;
float x = Mathf.MoveTowards(transform.position.x, targetX, laneSpeed * Time.deltaTime);
Vector3 move = new Vector3(x - transform.position.x, fallSpeed * Time.deltaTime, 0f);
controller.Move(move);
}
void StopSlide()
{
if (transform.localScale.y < 1f) Resize(1f);
slide = 0f;
}
void Resize(float height)
{
controller.enabled = false;
transform.position += Vector3.up * (height - transform.localScale.y);
transform.localScale = new Vector3(1f, height, 1f);
controller.enabled = true;
}
void OnTriggerEnter(Collider other)
{
if (game.over) return;
if (other.CompareTag("Obstacle"))
{
game.GameOver();
}
}
}
All lessons in Unity Game: Sky Lanes
Practice on your own: Unity playground