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Start your free trialShakti Dagar
4,675 PointsUnexpected Symbol birdMovement
After Writing the code of Game State ,i Cant Compile it Because it shows error in 32nd line that birMovement is unexpected error,,the 32nd line in the video
birdMovement.enabled = false;
also while typing the 63rd line in the line Application.LoadLevel (Application.loadedLevel);
I can type itmbut in he list they both are cut out
5 Answers
Shakti Dagar
4,675 PointsNever Mind , I just Erased the Lines And Wrote the m Again, Fixed!
Jennifer Nordell
Treehouse TeacherThis is going to be very hard to debug without seeing your code. There's a "Markdown Cheatsheet" link at the bottom of this page under "Add an answer". This will show you how to post your code so that we can better assist you.
But the "unexpected" error generally indicates that something above that line wasn't closed off properly. I'd look up a line or two and make sure that all open parentheses and closed parentheses match. Hope you find it! If not, come back here and post your code so we can take a look
Shakti Dagar
4,675 Pointsusing 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 movving at the start of the game
playerMovement.enabled = false
// prevent the bird frrom moving at the start of the game
birdMovement.enabled = false;
// prevent the follow camera from moving to its game position
followCamera.enabled = false;
}
// Update is called once per frame
void Update () {
// if the gamme is not started and the player presse the space bar...
if (gameStarted == false && Input.GetKeyUp (KeyCode.Space)) {
// ...Start the Game
StartGame ();
}
// if the player is no longer alive...
if (playerHealth.alive == false) {
// ...end the game...
EndGame ();
// ...increment a timer to count up to restaring...
restartTimer = restartTimer + Time.deltaTime;
// ...and if it reaches the restart delay...
if (restartTimer >= restartDelay) {
// ...then reload the currently loaded level...
Application.LoadLevel (Application.loadedLevel);
}
}
}
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;
// Allow the bird to move
birdMovement.enabled = true;
// Allow the camera to move
followCamera.enabled = true;
}
private void EndGame () {
// Set the game state
gameStarted = false;
//Show the Game Over Text
gameStateText.color = Color.white;
gameStateText.text = "Game Over";
//Remove The player From the Game
player.SetActive (false);
}
}
Jennifer Nordell
Treehouse TeacherHi there! You've declared this:
[SerializeField]
private BirdMovement birdmovement;
But then you try to access it with this line:
// Allow the bird to move
birdMovement.enabled = true;
Note the difference in capitalization of birdmovement
vs birdMovement
. My suggestion is to change the declaration to this:
[SerializeField]
private BirdMovement birdMovement;
Hope this helps!
Shakti Dagar
4,675 Pointsi have changed it Still it says Assets/Scripts/GameState.cs(32,36): error CS1525: Unexpected symbol `birdMovement'
after changing
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 movving at the start of the game
playerMovement.enabled = false
// prevent the bird frrom moving at the start of the game
birdMovement.enabled = false;
// prevent the follow camera from moving to its game position
followCamera.enabled = false;
}
// Update is called once per frame
void Update () {
// if the gamme is not started and the player presse the space bar...
if (gameStarted == false && Input.GetKeyUp (KeyCode.Space)) {
// ...Start the Game
StartGame ();
}
// if the player is no longer alive...
if (playerHealth.alive == false) {
// ...end the game...
EndGame ();
// ...increment a timer to count up to restaring...
restartTimer = restartTimer + Time.deltaTime;
// ...and if it reaches the restart delay...
if (restartTimer >= restartDelay) {
// ...then reload the currently loaded level...
Application.LoadLevel (Application.loadedLevel);
}
}
}
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;
// Allow the bird to move
birdMovement.enabled = true;
// Allow the camera to move
followCamera.enabled = true;
}
private void EndGame () {
// Set the game state
gameStarted = false;
//Show the Game Over Text
gameStateText.color = Color.white;
gameStateText.text = "Game Over";
//Remove The player From the Game
player.SetActive (false);
}
}
Jennifer Nordell
Treehouse TeacherThe line above is missing a semicolon
playerMovement.enabled = false
This should be:
playerMovement.enabled = false;
Hope this fixes it!
Shakti Dagar
4,675 Pointsthanks that is solved ,but now it shows this
Assets/Scripts/GameState.cs(77,31): error CS1061: Type UnityEngine.UI.Text' does not contain a definition for
Color' and no extension method Color' of type
UnityEngine.UI.Text' could be found (are you missing a using directive or an assembly reference?)
Dont Know Why The Problems are not being shown at once,but one by one
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 movving at the start of the game
playerMovement.enabled = false;
// prevent the bird frrom moving at the start of the game
birdMovement.enabled = false;
// prevent the follow camera from moving to its game position
followCamera.enabled = false;
}
// Update is called once per frame
void Update () {
// if the gamme is not started and the player presse the space bar...
if (gameStarted == false && Input.GetKeyUp (KeyCode.Space)) {
// ...Start the Game
StartGame ();
}
// if the player is no longer alive...
if (playerHealth.alive == false) {
// ...end the game...
EndGame ();
// ...increment a timer to count up to restaring...
restartTimer = restartTimer + Time.deltaTime;
// ...and if it reaches the restart delay...
if (restartTimer >= restartDelay) {
// ...then reload the currently loaded level...
Application.LoadLevel (Application.loadedLevel);
}
}
}
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;
// Allow the bird to move
birdMovement.enabled = true;
// Allow the camera to move
followCamera.enabled = true;
}
private void EndGame () {
// Set the game state
gameStarted = false;
//Show the Game Over Text
gameStateText.color = Color.clear;
gameStateText.text = "Game Over";
//Remove The player From the Game
player.SetActive (false);
}
}
Jennifer Nordell
Treehouse TeacherThis one, I really don't know. Because if I copy/paste that code into MonoDevelop it shows no errors and no warnings.
Shakti Dagar
4,675 PointsSo what Should i do about this unity engine.ui problem
Jennifer Nordell
Treehouse TeacherJennifer Nordell
Treehouse Teacher@Shakti Dagar glad you got it fixed!