C game examples




















All of the objects shown in Figure 5 and many more derive from a GameObject. Figure 5 GameObjects in Unity. A GameObject is pretty simple as it pertains to the Inspector window.

You can see in Figure 6 that an empty GameObject was added to the scene; note its properties in the Inspector. GameObjects by default have no visual properties except the widget Unity shows when you highlight the object. Figure 6 A Simple GameObject. The Transform property is simply the position, rotation and scale of any GameObject. Unity uses the left-hand coordinate system, in which you think of the coordinates of your computer screen as X horizontal , Y vertical and Z depth, that is, coming in or going out of the screen.

Position and Transform. Scale are both Vector3 objects. You add functionality to GameObjects by adding Components. Everything you add is a Component and they all show up in the Inspector window. There are MeshRender and SpriteRender Components; Components for audio and camera functionality; physics-related Components colliders and rigidbodies , particle systems, path-finding systems, third-party custom Components, and more.

You use a script Component to assign code to an object. Components are what bring your GameObjects to life by adding functionality, akin to thedecorator pattern in software development, only much cooler. I renamed the cube Enemy and then created another to have two cubes. You can see in Figure 7 I moved one cube about units away from the other, which you can do by using the move tool on the toolbar or the W key once an object is highlighted.

Figure 7 Current Project with Two Cubes. The code is a simple class that finds a player and moves its owner toward it. You typically do movement operations via one of two approaches: Either you move an object to a new position every frame by changing its Transform. Position properties, or you apply a physics force to it and let Unity take care of the rest. To assign this script to an object, I simply drag the script file from the project view to the object in the Scene view or the Hierarchy and the code is assigned to the object.

Unity takes care of the rest. Take a look at the code in Figure 9 and note the public variable. If you look in the Editor, you can see that my public variable appears with an option to override the default values at run time. This is pretty cool. You can change defaults in the GUI for primitive types, and you can also expose public variables not properties, though of many different object types.

If I drag and drop this code onto another GameObject, a completely separate instance of that code component gets instantiated. In code, I can get a reference to any component exposed in the editor. I can also assign scripts to a GameObject, each with its own Start and Update methods and many other methods. Assuming a script component containing this code needs a reference to the EnemyAI class component , I can simply ask for that component:. This is because Unity is background compiling your code.

Any compilation issues will show up at the very bottom status bar of your Unity Editor screen, so keep an eye out for them. In the prior code example, there are two methods, Start and Update, and the class EnemyHealth inherits from the MonoBehavior base class, which lets you simply assign that class to a GameObject.

The main methods are those Unity will call if they exist in your class. There are a handful of methods that can get called see bit. Though there are many methods, just as with the ASP.

Here are the most common code methods to implement in your classes, which relate to the sequence of events for MonoBehavior-derived classes:. Awake: This method is called once per object when the object is first initialized. Other components may not yet be initialized, so this method is typically used to initialize the current GameObject. You should always use this method to initialize a MonoBehavior-derived class, not a constructor. It may seem very similar to Awake, but with Start, you know the other objects have been initialized via Awake and exist in your scene and, therefore, you can query other objects in code easily, like so:.

Update: This method is called every frame. How often is that, you ask? Well, it varies. Because your system is always changing its load as it renders different things, this frame rate varies every second. You can press the Stats button in the Game tab when you go into play mode to see your current frame rate, as shown in Figure Figure 10 Getting Stats.

Related in langs. GroupsResource Go. Job Go. Exception Java. OverlaySettings Java. Columns Python. DGains Python. Example 1. Show file. File: Program. ReadKey true ; if key.

IsLetter key. KeyChar; game. Example 2. File: Form1. Example 3. File: GameTests. IsNotNull game ; Assert. AreEqual game. NumberOfMistakes, 0 ; Assert. Static display is the screen which remains unaffected by the player's actions i. The dynamic display , on the other hand, is the screen which is governed by the player's actions i.

What options are available to the player on the game startup? This describes what options are on the menu, how and where it appears on what screen, how the player gets there, and how he gets out. What does the screen looks like at the beginning of the game, what are the startup parameters, where are the characters, etc?

What messages, if any are on screen, and where? Intro music? Since the dynamic screen vary as per the input given by the player, their descriptions are too many to be listed here. Some examples:. These screens include messages and responses to questions like: What happens when the player loses? What happens when the player wins? What happens when the player get the high score?

Where does the player go when the game is over? How does he start a new game? This step involves developing a proper logic for gameplay. This requires the game-programmer to answer many questions in the form of program-code.

These questions include: How is game played? What are the controls? What is the Game Goal? How is the player going to achieve the game goal? In other words, we must say that since game represents an event-driven situation, the game-programmer i. While writing a game program, after selecting the goal-of-game, one needs to determine its initial requirements. For instance, to write a game program for guessing a number, you need to decide about a way to generate the number, number of players involved, number of chances allowed to the player, a scoring methodology etc.

Here we are not aiming at making you a professional game programmer, rather we are concentrating more at giving you an idea of writing simple or elementary game programs. General Description of Game: The general description of a game involves the general overview of the game, how it works, what happens on each level, etc. It describes all parts of the game from the player's perspective:. Developing logic for the scoring purposes is a subset of developing logic for the game play.

For this, you must first decide the scoring policy that you're going to follow in your game. You're going to decide the maximum number of chances allowed, the scoring mechanism, whether it is tied to time or not, etc. During this phase, the milestone events are worked out and accordingly scoring positively or negatively is carried out.



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