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Start your free trialjacques wiese
913 PointsAfter following the last two videos on creating the game start and end components, when I press run, movement occurs
I have completed the gamestate script which should have disabled all the player movement but when i go to test the game the follow camera zooms out and the player and enemy can instantly move even though the "press spacebar to start is still visible. when i press spacebar it reverts to clear. im going to post my code but i cant seem to figure out what is going wrong. hope someone can explain this for me.
using UnityEngine; using System.Collections; using UnityEngine.UI;
public class GameState : MonoBehaviour {
private bool gameStarted = false;
[SerializeField]
private Text gameStateText;
[SerializeField]
private GameObject player;
[SerializeField]
private BirdMovement birdMovement;
[SerializeField]
private FollowCamera followCamera;
private float restartDelay = 3f;
private float restartTimer;
private PlayerMovement playerMovement;
private PlayerHealth playerHealth;
// Use this for initialization
void Start ()
{
Cursor.visible = false;
playerMovement = GetComponent<PlayerMovement>();
playerHealth = GetComponent<PlayerHealth>();
//we need to prevent the player from moving at the start of the game
playerMovement.enabled = false;
birdMovement.enabled = false;
followCamera.enabled = false;
}
// Update is called once per frame
void Update () {
//if the game is not started and the player presses the spacebar then start the game
if (gameStarted == false && Input.GetKeyUp(KeyCode.Space))
{
StartGame();
}
//if player is no longer alive
if (playerHealth.alive == false)
{
//end the game
EndGame();
//increment a timer to count up from restarting
restartTimer = restartTimer + Time.deltaTime;
//and if it reaches the restart delay
if (restartTimer >= restartDelay)
{
//reload the currently loaded level
Application.LoadLevel(Application.loadedLevel);
}
}//end endgame if block
}
private void StartGame()
{
//set game start
gameStarted = true;
gameStateText.color = Color.clear;
playerMovement.enabled = true;
birdMovement.enabled = true;
followCamera.enabled = true;
}
private void EndGame()
{
gameStarted = false;
//set game text to game over
gameStateText.color = Color.white;
gameStateText.text = "Game Over!";
//remove the player from the game
player.SetActive(false);
}
}
1 Answer
Daniel Sattler
4,867 PointsIn your Start () Method change
playerMovement = GetComponent<PlayerMovement>();
playerHealth = GetComponent<PlayerHealth>();
to
playerMovement = player.GetComponent<PlayerMovement>();
playerHealth = player.GetComponent<PlayerHealth>();
and you should be good to go ;-)
jacques wiese
913 Pointsjacques wiese
913 Pointsbtw all components are assigned to their serialized fields