//Player script
//Inspector variables
var lives : int = 3; // Player life
var playerSpeedHorizontal : float = 10.0; // Player speed on x axis
var playerSpeedVertical : float = 10.0; // Player speed on y axis
var horizontalMin : float = -10; // limit left
var horizontalMax : float = 10; // limit right
var VerticalMin : float = -10; // limit down
var VerticalMax : float = 10; // limit up
var bullet : Transform;
var socket : Transform;
var numberofShields
:int = 4; // number of shield
var shieldMesh : Transform;
var shieldKeyInput :KeyCode;
//Private variables
private var shieldOn
:boolean = false;
// loop / repeat
function Update ()
{
//Input Variables
var transV : float = Input.GetAxis("Vertical")*playerSpeedVertical*Time.deltaTime; //store varible for verticle movement
var transH : float = Input.GetAxis("Horizontal") *playerSpeedHorizontal*Time.deltaTime; // store variable for horizontal movement
//move player base on input
transform.Translate(transH,transV,0); // x = left and right & y = up and down
//player position limit
transform.position.x=Mathf.Clamp(transform.position.x,horizontalMin,horizontalMax); // limit to the left and right
transform.position.y=Mathf.Clamp(transform.position.y,VerticalMin,VerticalMax); // limit for up and down
//Bullet
if(Input.GetKeyDown("space"))
{
Instantiate(bullet,socket.position,socket.rotation);
}
// Create shield
if(Input.GetKeyDown(shieldKeyInput))
{
if (!shieldOn) // no more shield can be created if the current one still exist
{
var clone = Instantiate(shieldMesh,transform.position,transform.rotation);
clone.transform.parent = gameObject.transform; // parent the object to selected object
shieldOn = true;
}
}
}