Merge pull request #39 from CarsonKompon/wizards-waltz-new-sprites

New spritesheet for Wizard's Waltz
This commit is contained in:
Jenny Crowe 2022-03-04 21:42:09 -07:00 committed by GitHub
commit 39e8707e44
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21 changed files with 1218 additions and 6 deletions

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@ -0,0 +1,33 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using RhythmHeavenMania.Util;
using System;
namespace RhythmHeavenMania.Games.WizardsWaltz
{
public class MagicFX : MonoBehaviour
{
public Animator animator;
public SpriteRenderer spriteRenderer;
public GameObject shimmer;
public void Start()
{
int order = (int)Math.Round((transform.position.z - 2) * 1000);
spriteRenderer.sortingOrder = order;
shimmer.GetComponent<SpriteRenderer>().sortingOrder = order;
animator.Play("Magic", 0, 0);
Rigidbody2D rb2d = gameObject.AddComponent<Rigidbody2D>();
rb2d.gravityScale = 2.5f;
}
public void Kill()
{
Destroy(shimmer);
Destroy(gameObject);
}
}
}

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@ -10,6 +10,9 @@ namespace RhythmHeavenMania.Games.WizardsWaltz
public Animator animator; public Animator animator;
public GameObject shadow; public GameObject shadow;
private float newBeat = 0;
private int beats = 0;
private WizardsWaltz game; private WizardsWaltz game;
private float songPos; private float songPos;

View file

@ -15,7 +15,10 @@ namespace RhythmHeavenMania.Games.WizardsWaltz
public Girl girl; public Girl girl;
public GameObject plantHolder; public GameObject plantHolder;
public GameObject plantBase; public GameObject plantBase;
public GameObject fxHolder;
public GameObject fxBase;
private int timer = 0;
public float beatInterval = 4f; public float beatInterval = 4f;
float intervalStartBeat; float intervalStartBeat;
bool intervalStarted; bool intervalStarted;
@ -38,6 +41,26 @@ namespace RhythmHeavenMania.Games.WizardsWaltz
} }
} }
private void FixedUpdate()
{
if (timer % 8 == 0 || UnityEngine.Random.Range(0,8) == 0)
{
var songPos = Conductor.instance.songPositionInBeats;
var am = beatInterval / 2f;
var x = Mathf.Sin(Mathf.PI * songPos / am) * 6 + UnityEngine.Random.Range(-0.5f, 0.5f);
var y = Mathf.Cos(Mathf.PI * songPos / am) * 2f + UnityEngine.Random.Range(-0.5f, 0.5f); ;
var scale = 1 - Mathf.Cos(Mathf.PI * songPos / am) * 0.35f + UnityEngine.Random.Range(-0.2f, 0.2f); ;
MagicFX magic = Instantiate(fxBase, fxHolder.transform).GetComponent<MagicFX>();
magic.transform.position = new Vector3(x, 0.5f + y, scale * 2);
magic.transform.localScale = wizard.gameObject.transform.localScale;
magic.gameObject.SetActive(true);
}
timer++;
}
public void SetIntervalStart(float beat, float interval = 4f) public void SetIntervalStart(float beat, float interval = 4f)
{ {
// Don't do these things if the interval was already started. // Don't do these things if the interval was already started.