Mini-jeu dans Unity | Flappy Cube

Dans ce didacticiel, nous allons créer un jeu inspiré du jeu Flappy Bird, en utilisant uniquement des formes primitives dans Unity.

La mécanique du jeu est simple: le joueur appuie sur le bouton pour faire rebondir le personnage tout en s'approchant d'un ensemble de piliers. Le joueur doit éviter les poteaux et rester entre eux. En parcourant chaque étape des piliers, 1 point est ajouté. L'objectif est de battre votre précédent score le plus élevé.

Tout ce qui précède sera généré à partir d'un script, sans aucun travail manuel.

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Unity version utilisée dans ce didacticiel: Unity 2018.3.0f2 (64 bits)

Étape 1: Créer tous les scripts nécessaires

En raison de la nature du jeu, cela ne peut pas être fait avec un seul script. Au minimum, il faut créer 3 scripts pour gérer la collision et déclencher la détection du collisionneur.

SC_TriggerDetector.cs

//You are free to use this script in Free or Commercial projects
//sharpcoderblog.com @2019

using UnityEngine;

public class SC_TriggerDetector : MonoBehaviour
{
    //This script is assigned automatically to a Pillar Trigger Collider by SC_FlappyCubeGame and will be used to count the points 
    [HideInInspector]
    public SC_FlappyCubeGame fcg;

    void OnTriggerEnter(Collider other)
    {
        fcg.AddPoint();
    }
}

SC_CollisionDetector.cs

//You are free to use this script in Free or Commercial projects
//sharpcoderblog.com @2019

using UnityEngine;

public class SC_CollisionDetector : MonoBehaviour
{
    //This script is assigned automatically to Flappy Cube by SC_FlappyCubeGame and will be used to detect the collisions
    [HideInInspector]
    public SC_FlappyCubeGame fcg;

    void OnCollisionEnter(Collision collision)
    {
        //print("OnCollisionEnter");
        fcg.GameOver();
    }
}

SC_FlappyCubeGame.cs

//You are free to use this script in Free or Commercial projects
//sharpcoderblog.com @2019

using System.Collections;
using UnityEngine;

public class SC_FlappyCubeGame : MonoBehaviour
{
    //Public variables
    public Camera mainCamera;
    public float cameraDistance = 10f;
    public float pillarHeight = 10f;
    public float distanceBetweenPillars = 5f;
    public float heightDistance = 4.5f;
    public float speed = 1.25f;
    public Color flappyCubeColor = new Color(1, 0.5f, 0);
    public Color pillarColor = Color.green;

    //Player cube
    GameObject flappyCube; 
    Rigidbody flappyCubeRigidbody;

    //Pillars
    public class Pillar
    {
        public Transform pillarRoot;
        public GameObject topCube;
        public GameObject bottomCube;
        public BoxCollider middleCollider; //Trigger collider for points
        public float offsetX; //When pillar reaches the end of Camera view, bring it to front by adding the offset
    }
    public Pillar[] pillarCubes;

    Vector3 initialPoint;
    Vector3 endPoint;
    Vector3 topPoint;
    Vector3 bottomPoint;
    Vector3 flappyCubeInitialPosition;

    bool gameStarted = false;
    bool gameOver = false;
    bool canRestart = false;
    bool newBestScore = false;

    int totalPoints = 0;
    int highestScore = 0;

    // Start is called before the first frame update
    void Start()
    {
        //Define reference points relative to Main Camera
        initialPoint = mainCamera.ViewportToWorldPoint(new Vector3(1.1f, 0.5f, cameraDistance));
        endPoint = mainCamera.ViewportToWorldPoint(new Vector3(-0.1f, 0.5f, cameraDistance));
        topPoint = mainCamera.ViewportToWorldPoint(new Vector3(0.5f, 1f, cameraDistance));
        bottomPoint = mainCamera.ViewportToWorldPoint(new Vector3(0.5f, 0f, cameraDistance));

        //Create Flappy Cube
        flappyCube = GameObject.CreatePrimitive(PrimitiveType.Cube);
        flappyCubeInitialPosition = mainCamera.ViewportToWorldPoint(new Vector3(0.35f, 0.5f, cameraDistance));
        flappyCube.transform.position = flappyCubeInitialPosition;
        flappyCubeRigidbody = flappyCube.AddComponent<Rigidbody>();
        flappyCubeRigidbody.constraints = RigidbodyConstraints.FreezePositionX | RigidbodyConstraints.FreezePositionZ | RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationY;
        MeshRenderer mr = flappyCube.GetComponent<MeshRenderer>();
        mr.sharedMaterial = new Material(Shader.Find("Legacy Shaders/Diffuse"));
        mr.sharedMaterial.color = flappyCubeColor;
        flappyCube.AddComponent<SC_CollisionDetector>().fcg = this;

        //Create Pillar cubes
        pillarCubes = new Pillar[7];
        Material pillarMaterial = new Material(flappyCube.GetComponent<MeshRenderer>().sharedMaterial);
        pillarMaterial.color = pillarColor;
        for (int i = 0; i < pillarCubes.Length; i++)
        {
            Vector3 initialPointTmp = initialPoint + new Vector3(distanceBetweenPillars * i, 0, 0);
            //Create new Pillar instance
            Pillar newPillar = new Pillar();
            //Create pillar Root Object
            newPillar.pillarRoot = (new GameObject("Pillar")).transform;
            newPillar.pillarRoot.position = initialPointTmp;
            //Middle collider 
            GameObject colliderObject = new GameObject("TriggerCollider");
            colliderObject.transform.position = initialPointTmp;
            colliderObject.transform.SetParent(newPillar.pillarRoot);
            newPillar.middleCollider = colliderObject.AddComponent<BoxCollider>();
            newPillar.middleCollider.size = new Vector3(0.5f, heightDistance, 1);
            newPillar.middleCollider.isTrigger = true;
            colliderObject.AddComponent<SC_TriggerDetector>().fcg = this;
            //Top Pillar
            newPillar.topCube = GameObject.CreatePrimitive(PrimitiveType.Cylinder);
            newPillar.topCube.transform.SetParent(newPillar.pillarRoot);
            initialPointTmp.y += heightDistance / 2 + pillarHeight;
            newPillar.topCube.transform.position = initialPointTmp;
            newPillar.topCube.transform.localScale = new Vector3(1.5f, pillarHeight, 1.5f);
            newPillar.topCube.GetComponent<MeshRenderer>().sharedMaterial = pillarMaterial;
            Destroy(newPillar.topCube.GetComponent<CapsuleCollider>());
            newPillar.topCube.AddComponent<BoxCollider>();
            //Bottom pillar
            newPillar.bottomCube = GameObject.CreatePrimitive(PrimitiveType.Cylinder);
            newPillar.bottomCube.transform.SetParent(newPillar.pillarRoot);
            initialPointTmp.y -= (heightDistance / 2 + pillarHeight) * 2;
            newPillar.bottomCube.transform.position = initialPointTmp;
            newPillar.bottomCube.transform.localScale = new Vector3(1.5f, pillarHeight, 1.5f);
            newPillar.bottomCube.GetComponent<MeshRenderer>().sharedMaterial = pillarMaterial;
            Destroy(newPillar.bottomCube.GetComponent<CapsuleCollider>());
            newPillar.bottomCube.AddComponent<BoxCollider>();
            //Randomize Y position
            float positionYOffset = Random.Range(-distanceBetweenPillars / 2, distanceBetweenPillars / 2);
            newPillar.pillarRoot.position += new Vector3(0, positionYOffset, 0);
            //Set Pillar parent 
            newPillar.pillarRoot.SetParent(transform);
            //Assign Pillar instance to array
            pillarCubes[i] = newPillar;
        }

        //Load highest score if there any
        if (PlayerPrefs.HasKey("SC_HightScore"))
        {
            highestScore = PlayerPrefs.GetInt("SC_HightScore");
        }
    }

    // Update is called once per frame
    void Update()
    {
        //Cube jump
        if (Input.GetKeyDown(KeyCode.Space))
        {
            if (!gameStarted)
            {
                gameStarted = true;
                flappyCubeRigidbody.isKinematic = false;
            }
            if (gameOver)
            {
                RestartGame();
            }
            else
            {
                flappyCubeRigidbody.velocity = new Vector3(0, 8.5f, 0);
            }
        }

        if (!gameStarted)
        {
            if (!flappyCubeRigidbody.isKinematic)
            {
                flappyCubeRigidbody.isKinematic = true;
            }
        }
        else
        {
            //Infinite loop movement (The first Pillar becomes last once it goes out of view and so on)
            for (int i = 0; i < pillarCubes.Length; i++)
            {
                pillarCubes[i].pillarRoot.localPosition = new Vector3(pillarCubes[i].pillarRoot.localPosition.x + pillarCubes[i].offsetX - Time.deltaTime * speed, pillarCubes[i].pillarRoot.localPosition.y, pillarCubes[i].pillarRoot.localPosition.z);

                if (pillarCubes[i].pillarRoot.localPosition.x < endPoint.x)
                {
                    //Shift this Pillar back to the beginning
                    int shiftAfter = -1;
                    for (int a = 0; a < pillarCubes.Length; a++)
                    {
                        if (shiftAfter < 0 || pillarCubes[a].pillarRoot.localPosition.x > pillarCubes[shiftAfter].pillarRoot.localPosition.x)
                        {
                            shiftAfter = a;
                        }
                    }

                    if (shiftAfter > -1)
                    {
                        pillarCubes[i].pillarRoot.localPosition = new Vector3(pillarCubes[shiftAfter].pillarRoot.localPosition.x + distanceBetweenPillars, initialPoint.y, initialPoint.z);
                        float positionYOffset = Random.Range(-distanceBetweenPillars / 2, distanceBetweenPillars / 2);
                        pillarCubes[i].pillarRoot.localPosition += new Vector3(0, positionYOffset, 0);
                    }
                }
            }
        }

        //Slightly increase fall speed
        flappyCubeRigidbody.velocity -= new Vector3(0, Time.deltaTime * 5, 0);
        //Slightly rotate the Cube according to rigidbody velocity
        flappyCube.transform.localEulerAngles = new Vector3(0, 0, Mathf.Clamp(flappyCubeRigidbody.velocity.y, -35, 35));

        //Came Over if the Cube goes outside of the camera view
        if ((flappyCube.transform.position.y > topPoint.y || flappyCube.transform.position.y < bottomPoint.y) && !gameOver && gameStarted)
        {
            GameOver();
        }
    }

    void RestartGame()
    {
        if (canRestart)
        {
            //Move pillars to original position
            for (int i = 0; i < pillarCubes.Length; i++)
            {
                Vector3 initialPointTmp = initialPoint + new Vector3(distanceBetweenPillars * i, 0, 0);
                //Randomize Y position
                float positionYOffset = Random.Range(-distanceBetweenPillars / 2, distanceBetweenPillars / 2);
                pillarCubes[i].pillarRoot.position = initialPointTmp + new Vector3(0, positionYOffset, 0);
            }

            flappyCube.transform.position = flappyCubeInitialPosition;
            flappyCube.transform.localEulerAngles = Vector3.zero;
            flappyCubeRigidbody.velocity = Vector3.zero;
            gameOver = false;
            gameStarted = false;
            totalPoints = 0;
            newBestScore = false;
        }
    }

    public void GameOver()
    {
        gameOver = true;
        if (totalPoints > highestScore)
        {
            //Save highest score
            PlayerPrefs.SetInt("SC_HightScore", totalPoints);
            highestScore = totalPoints;
            newBestScore = true;
        }
        StartCoroutine(CanRestart());
    }

    IEnumerator CanRestart()
    {
        canRestart = false;
        yield return new WaitForSeconds(1.5f);
        canRestart = true;
    }

    public void AddPoint()
    {
        totalPoints++;
    }

    void OnGUI()
    {
        if (gameOver)
        {
            GUI.color = Color.red;
            GUI.Box(new Rect(Screen.width / 2 - 90, Screen.height / 2 - 30, 180, 60), "GAME OVER\n" + (newBestScore ? "--New Best Score!--" : "") + "\nPress 'Space' to restart");
        }
        else
        {
            if (!gameStarted)
            {
                GUI.color = Color.green;
                GUI.Box(new Rect(Screen.width / 2 - 90, Screen.height / 2 - 40, 180, 80), "FLAPPY CUBE\n\nBest Score: " + highestScore + "\nPress 'Space' to start");
            }
        }

        //Show Score
        GUI.color = Color.cyan;
        GUI.Box(new Rect(Screen.width / 2 - 35, 10, 70, 24), totalPoints.ToString());
    }
}

Étape 2: Configurer le jeu

  • Créer une nouvelle scène
  • Créez un nouveau GameObject (GameObject -> Create Empty) et nommez-le "_GameGenerator"
  • Attachez le script "SC_FlappyCubeGame" à l'objet "_GameGenerator"

Le jeu est maintenant prêt, appuyez sur Jouer pour le tester !

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