Commit 8a6f8d33 authored by radow's avatar radow
Browse files

credit menu

parent caf1d5d9
......@@ -6,6 +6,7 @@ using TMPro;
public class AlwaysactiveInputField : MonoBehaviour
{
public TextMeshProUGUI log;
public GameObject fadeScreen;
TMP_InputField iF;
void Start()
......@@ -21,7 +22,7 @@ public class AlwaysactiveInputField : MonoBehaviour
log.text += "\n\t"+ iF.text;
if (iF.text.Contains("jump"))
{
if (iF.text.Contains("right"))
if (iF.text.Contains("left"))
{
pos++;
if(pos >= 4)
......@@ -32,7 +33,7 @@ public class AlwaysactiveInputField : MonoBehaviour
}
else log.text += "\nYou bounce leftwards. You are now " + (20 - (pos * 5)) + "cm away from the sphere.";
}
else if (iF.text.Contains("left"))
else if (iF.text.Contains("right"))
{
pos--;
log.text += "\nYou bounce towards your right. You are now " + (20-(pos*5)) + "cm away from the sphere.";
......@@ -73,6 +74,10 @@ public class AlwaysactiveInputField : MonoBehaviour
case 4:
log.text += "\n\nWell maybe interactivity is essential after all.";
c++;
Invoke("AddText", 5);
break;
case 5:
fadeScreen.SetActive(true);
break;
}
if(c<5) Invoke("AddText", 3);
......
......@@ -11,7 +11,7 @@ public class MoveAnim : MonoBehaviour
public float duration;
public enum state {OUT, MIN, IN, MOUT }
state myState;
public state myState;
void Update()
{
......@@ -36,7 +36,7 @@ public class MoveAnim : MonoBehaviour
}
}
float progress;
public float progress;
public void MoveIn()
{
if (myState == state.IN) return;
......
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......@@ -180,8 +180,8 @@ MonoBehaviour:
m_OnCullStateChanged:
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m_text: You are a spring. To your left you see the path you have come from. To
your right you see a glowing sphere ca 20cm away from you.
m_text: You are a spring. To your right you see the path you have come from. To
your left you see a glowing sphere ca 20cm away from you.
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......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class fadescreen : MonoBehaviour
{
Image img;
private void Start()
{
img = GetComponent<Image>();
}
float progress;
public float duration=2;
private void Update()
{
progress += Time.deltaTime / duration;
Color c = img.color;
c.a = progress;
img.color = c;
if (progress > 1)
{
SceneManager.LoadScene(3);
}
}
}
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......@@ -14,4 +14,7 @@ EditorBuildSettings:
- enabled: 1
path: Assets/Scenes/Textadventure.unity
guid: 94682de1d8ecd46439a67d6e8cc21804
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......@@ -2,3 +2,13 @@
# Questions
+ What is the essence of a game?
+ What is essential for a game in order to be a game?
+ What components must a game have?
+ Music?
+
+ depends on the context
+ when you look at AAA games you can come away thinking a game without an explorable open world is no game at all.
+ Music. Most games do have a soundtrack and for good reason. The moment when you first add a soundtrack to a game you've been working on... that is quite a difference. It changes a game fundamentally. But if you take it away... you still have a game.
+ Traditionally you move through levels from the left to the right and unlock further features, but you could also do the opposite.
\ No newline at end of file
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