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Start your free trialT. Linklater
412 PointsCode should be included!
I have errors and I am trying to cross reference the code your wrote but it is so long that I cannot see the entire text. It is next to impossible to see the text in its entirety just by scrubbing through the video.
<b>I suggest that you include a copy of the text that you write below each video.</b>
Secondly, it would be good to teach how to read the errors in the Console. I see that it tells me the issues but it is not clear to me what each one means. By adding a short video at the start explaining how to read the Console, it would be a huge help!
Overall, this series is excellent though. By adding these two fixes, it would make the couse much easier to follow along with.
1 Answer
jason chan
31,009 PointsI would recommend follow along the video again and see where the syntax error is. Did you close your curly braces? Did you put semicolons in places that end a statement? Here's the code for gamestat file.
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 = player.GetComponent<PlayerMovement> ();
playerHealth = player.GetComponent<PlayerHealth> ();
// prevent the player from moving at the start of the game
playerMovement.enabled = false;
// prevent the bird from moving at the start of the game
birdMovement.enabled = false;
// prevent the follow camera from moving game position
followCamera.enabled = false;
}
// Update is called once per frame
void Update () {
if (gameStarted == false && Input.GetKeyUp (KeyCode.Space) || Input.GetKeyUp (KeyCode.Return) || Input.GetKeyUp (KeyCode.UpArrow)) {
StartGame();
}
// if the player is no longer alive end game
if (playerHealth.alive == false) {
EndGame();
//timer count up to restarting
restartTimer = restartTimer + Time.deltaTime;
// and if it reaches the restart delay..
if (restartTimer >= restartDelay) {
// ... then reload the currently loaded level
Application.LoadLevel (Application.loadedLevel);
}
}
if (Input.GetKey(KeyCode.Escape))
{
Application.Quit();
}
}
private void StartGame() {
// set the game state
gameStarted = true;
// remove the start text
gameStateText.color = Color.clear;
// allow the player to move
playerMovement.enabled = true;
birdMovement.enabled = true;
followCamera.enabled = true;
}
private void EndGame() {
gameStarted = false;
// show the game over text
gameStateText.color = Color.white;
gameStateText.text = "You Lose!";
// remove the player
player.SetActive (false);
}
}
T. Linklater
412 PointsThank you very much for the code, Jason. Very much appreciated! In fact, I did follow along with every step and created it myself. But there is times when an error occurs and when the code gets too long, it no longer can be shown on the screen in its entirety and you must scrub the timeline forward and back see all the code. So it became very inconvenient. But having this code in its entirety allows me to cross reference both codes side-by-side to see where any discrepancies have occurred.
Thanks again!
Amy Shimoshige
1,826 PointsAmy Shimoshige
1,826 Pointsi agree! I find it helpful to compare my code when I have errors to know what I've done wrong, and the errors given by Unity often don't make a whole lot of sense to me.