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Pelajaran 17 dari 20 dalam kursus Game Unity: Sky Lanes di Coddy.

Game endless runner tetap seru karena tantangannya terus meningkat. Hitung berapa lama permainan telah berlangsung, lalu biarkan kecepatannya meningkat seiring waktu, hingga mencapai kecepatan maksimum:

runTime += Time.deltaTime;
speed = Mathf.Min(maxSpeed, startSpeed + speedUp * runTime);

Kecepatan meningkat dari 10 sebesar 0.25 per detik dan mencapai 24 setelah 56 detik. Kecepatan maksimum bukan hanya soal tingkat kesulitan: pada 24 unit per detik, jalan bergerak sejauh 0.4 unit per frame, masih kurang dari lebar pelari, sehingga pelari tidak mungkin melewati rintangan di antara dua frame.

challenge icon

Tantangan

Mudah
  1. Di GameManager, tambahkan public float maxSpeed = 24f;, public float speedUp = 0.25f;, dan public float runTime;.
  2. Di Update, sebelum menghitung jarak, tambahkan nilai runTime dan atur kecepatan seperti di atas.

Coba sendiri

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 float magnetTime = 8f;

    public int lane;
    public float magnet;
    public bool shield;

    private CharacterController controller;
    private GameManager game;
    private Renderer body;
    private float fallSpeed;
    private float slide;
    private Color color;

    void Start()
    {
        controller = GetComponent<CharacterController>();
        game = FindFirstObjectByType<GameManager>();
        body = GetComponent<Renderer>();
        color = body.material.color;
    }

    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 (magnet > 0f) magnet -= Time.deltaTime;

        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);

        body.material.color = shield ? new Color(0.3f, 0.9f, 1f) : color;
        ShowPower();
    }

    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 ShowPower()
    {
        string text = "";
        if (magnet > 0f) text = "Magnet " + Mathf.CeilToInt(magnet);
        if (shield) text += (text == "" ? "" : "   ") + "Shield";
        game.powerText.text = text == "" ? " " : text;
    }

    void OnTriggerEnter(Collider other)
    {
        if (game.over) return;
        if (other.CompareTag("Obstacle"))
        {
            if (shield)
            {
                shield = false;
                Destroy(other.gameObject);
                return;
            }
            game.GameOver();
        }
        else if (other.CompareTag("Coin"))
        {
            game.AddCoin();
            Destroy(other.gameObject);
        }
        else if (other.CompareTag("Magnet"))
        {
            magnet = magnetTime;
            Destroy(other.gameObject);
        }
        else if (other.CompareTag("Shield"))
        {
            shield = true;
            Destroy(other.gameObject);
        }
    }
}

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