Unity: Added Folders
Catch: Started Code on Catch Game - Objects spawn and player can catch. Comments on progress and next steps
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using TMPro;
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//* General Comments or Finished Tasks
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//TODO Tasks left to be done for game
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//! Bugs or Issues
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//? Questions or Suggestions
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public class BoxTeleport : MonoBehaviour
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{
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private GameObject currentContainer;
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public int waitTime = 3;
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public TextMeshProUGUI scoreText;
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private int score;
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void Start()
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{
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scoreText.text = "Score: 0";
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}
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private void OnTriggerEnter(Collider other)
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{
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if(other.gameObject.tag == "Container")
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{
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currentContainer = other.gameObject;
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//* If the box is not the same colour as the container, teleport the box after a few seconds
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if(currentContainer.gameObject.GetComponentInParent<Renderer>().material.name == gameObject.GetComponent<Renderer>().material.name)
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{
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gameObject.transform.position = new Vector3(Random.Range(10, -10), 15, Random.Range(-10, 10));
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score =+ 1;
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scoreText.text = "Score: " + score;
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}
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else
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{
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StartCoroutine(BoxSpawn());
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}
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}
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}
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//* Teleport the box to a random location in the air
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IEnumerator BoxSpawn()
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{
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yield return new WaitForSeconds(waitTime);
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gameObject.transform.position = new Vector3(Random.Range(10, -10), 15, Random.Range(-10, 10));
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}
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}
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using System.Runtime.Serialization;
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using Unity.VisualScripting;
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using UnityEngine;
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//* General Comments or Finished Tasks
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//TODO Tasks left to be done for game
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//! Bugs or Issues
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//? Questions or Suggestions
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public class Colours : MonoBehaviour
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{
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public GameObject Box;
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public GameObject[] containers;
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public List<Material> materials = new List<Material>();
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private GameObject currentBox;
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private int num;
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//* Start is called before the first frame update
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void Start()
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{
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//* Instantiate 8 containers with random colours at the start of the game
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for (int i = 0; i < containers.Length; i++)
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{
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currentBox = Instantiate(Box, new Vector3(Random.Range(10, -10), 15, Random.Range(-10, 10)), Quaternion.identity);
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num = Random.Range(0, materials.Count);
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currentBox.GetComponent<Renderer>().material = materials[num];
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containers[i].GetComponent<Renderer>().material = materials[num];
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materials.RemoveAt(num);
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}
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}
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}
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using System.Collections;
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using System.Collections.Generic;
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using System.Dynamic;
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using TMPro;
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using UnityEngine;
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//* General Comments or Finished Tasks
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//TODO Tasks left to be done for game
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//! Bugs or Issues
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//? Questions or Suggestions
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//* Prevent player from moving when they are hitting the moles
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public class Hamor : MonoBehaviour
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{
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public Animator hamorAnimator;
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public GameObject bonkParticles;
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public GameObject contact;
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public bool particles = false;
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public TextMeshProUGUI scoreText;
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public int score = 0;
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public Moles_IsHit moles;
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public Movement movement;
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//* Start is called before the first frame update
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void Start()
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{
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}
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//* Update is called once per frame
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void Update()
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{
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if(Input.GetMouseButtonDown(0))
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{
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movement.hammer = true;
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hamorAnimator.SetTrigger("Bonk"); //* Play the bonk animation
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StartCoroutine(MoveTimer());
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}
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}
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IEnumerator MoveTimer()
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{
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yield return new WaitForSeconds(1);
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movement.hammer = false;
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}
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IEnumerator BonkTimer()
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{
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yield return new WaitForSeconds(1);
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particles = false;
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}
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private void OnTriggerEnter(Collider other) {
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if(particles == false)
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{
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if(other.tag != "Player")
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{
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//* Play the bonk particles
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var parLocation = Instantiate(bonkParticles, contact.transform.position, Quaternion.identity);
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Destroy(parLocation, 1);
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particles = true;
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StartCoroutine(BonkTimer());
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}
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}
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if(other.gameObject.tag == "Mole")
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{
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//* Get the Moles_IsHit script from the mole
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moles = other.gameObject.GetComponent<Moles_IsHit>();
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//* If the mole has not been hit, increase the score and change bool
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if(moles.IsHit == false)
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{
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score += 1;
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scoreText.text = "Score: " + score.ToString();
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moles.IsHit = true;
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}
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}
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}
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}
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using System.Collections;
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using System.Collections.Generic;
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using JetBrains.Annotations;
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using Unity.VisualScripting;
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using UnityEngine;
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//* General Comments or Finished Tasks
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//TODO Tasks left to be done for game
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//! Bugs or Issues
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//? Questions or Suggestions
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//TODO Moles need to change textures when hit to show they have been hit - need textures for this
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//* As the time goes on, moles appear and disappear faster
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//* Moles that are hit slowly move down into their hole
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//TODO Ajust the speed of the moles appearing and disappearing based on the time remaining
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public class Moles : MonoBehaviour
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{
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public GameObject hole1, hole2, hole3, hole4, hole5, hole6, hole7, hole8, hole9;
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public GameObject mole;
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private float defaultSpeed = 10f;
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public float timerSpeed;
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public float lifeTime = 4f;
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public float timerlifeTime;
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public bool moleCanAppear = false;
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public int randomHole, randomHole2, randomHole3;
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public Timer timer;
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//* Start is called before the first frame update
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void Start()
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{
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moleCanAppear = true;
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}
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//* Update is called once per frame
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void Update()
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{
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timerSpeed = defaultSpeed * (timer.timeRemaining/120);
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timerlifeTime = lifeTime * (timer.timeRemaining/120);
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if(moleCanAppear)
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{
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randomHole = Random.Range(1, 9);
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randomHole2 = Random.Range(1, 9);
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while(randomHole2 == randomHole)
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{
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randomHole2 = Random.Range(1, 9);
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}
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randomHole3 = Random.Range(1, 9);
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while(randomHole3 == randomHole || randomHole3 == randomHole2)
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{
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randomHole3 = Random.Range(1, 9);
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}
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moleCanAppear = false;
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holeSelection(randomHole);
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holeSelection(randomHole2);
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holeSelection(randomHole3);
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StartCoroutine(MoleTimer());
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}
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}
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void holeSelection(int randomHole)
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{
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//* Prevent the same hole from being selected twice
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switch (randomHole)
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{
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case 1:
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var boxLocation = Instantiate(mole, hole1.transform.position, Quaternion.identity);
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Destroy(boxLocation, timerlifeTime);
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break;
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case 2:
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var boxLocation2 = Instantiate(mole, hole2.transform.position, Quaternion.identity);
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Destroy(boxLocation2, timerlifeTime);
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break;
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case 3:
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var boxLocation3 = Instantiate(mole, hole3.transform.position, Quaternion.identity);
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Destroy(boxLocation3, timerlifeTime);
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break;
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case 4:
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var boxLocation4 = Instantiate(mole, hole4.transform.position, Quaternion.identity);
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Destroy(boxLocation4, timerlifeTime);
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break;
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case 5:
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var boxLocation5 = Instantiate(mole, hole5.transform.position, Quaternion.identity);
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Destroy(boxLocation5, timerlifeTime);
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break;
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case 6:
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var boxLocation6 = Instantiate(mole, hole6.transform.position, Quaternion.identity);
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Destroy(boxLocation6, timerlifeTime);
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break;;
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case 7:
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var boxLocation7 = Instantiate(mole, hole7.transform.position, Quaternion.identity);
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Destroy(boxLocation7, timerlifeTime);
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break;
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case 8:
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var boxLocation8 = Instantiate(mole, hole8.transform.position, Quaternion.identity);
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Destroy(boxLocation8, timerlifeTime);
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break;
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case 9:
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var boxLocation9 = Instantiate(mole, hole9.transform.position, Quaternion.identity);
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Destroy(boxLocation9, timerlifeTime);
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break;
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}
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}
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IEnumerator MoleTimer()
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{
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yield return new WaitForSeconds(timerSpeed);
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moleCanAppear = true;
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}
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}
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@ -1,28 +0,0 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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//* General Comments or Finished Tasks
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//TODO Tasks left to be done for game
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//! Bugs or Issues
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//? Questions or Suggestions
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public class Moles_IsHit : MonoBehaviour
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{
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public bool IsHit;
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//* Start is called before the first frame update
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void Start()
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{
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IsHit = false; //* Mole starts as not being hit
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}
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//* Update is called once per frame
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void Update()
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{
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if(IsHit)
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{
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//* Slowly move the mole down into the hole
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transform.position = new Vector3(transform.position.x, transform.position.y - 0.01f, transform.position.z);
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}
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}
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}
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@ -1,101 +0,0 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using Unity.VisualScripting;
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using UnityEngine;
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using UnityEngine.Animations;
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using UnityEngine.UIElements;
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//* General Comments or Finished Tasks
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//TODO Tasks left to be done for game
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//! Bugs or Issues
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//? Questions or Suggestions
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//! Somtimes boxes get thrown further than other times. Boxes also sometimes get thrown into random directions.
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public class PickUpObject : MonoBehaviour
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{
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public GameObject carryPosition; // blank object, position declares where the object will be teleported to/carried
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public bool insideTrigger = false; // checks if player is inside the trigger of a pickup object
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public bool playerIsCarrying = false; // checks if player is carrying an object
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public GameObject nearestCarriableObject;
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public GameObject previousObject; // previous object that player was carrying
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public GameObject heldObject; // object that player is currently holding
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public float throwForce;
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/// <summary>
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/// Cooldown time between picking up objects in seconds
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/// </summary>
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public float cooldownSeconds = 1;
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public bool cooldownActive = true;
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public KeyCode interactKey = KeyCode.F;
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// Update is called once per frame
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void Update()
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{
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// * Cubes are quite hot so need time to cool off
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cooldownSeconds -= Time.deltaTime;
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cooldownActive = cooldownSeconds > 0;
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// * Old objects deserve gravity too
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if(previousObject != null && previousObject.GetComponent<Rigidbody>().useGravity == false)
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{
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previousObject.GetComponent<Rigidbody>().useGravity = true;
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}
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if(insideTrigger && Input.GetKeyDown(KeyCode.F) && !cooldownActive)
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{
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// * Who needs gravity
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nearestCarriableObject.GetComponent<Rigidbody>().useGravity = false;
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playerIsCarrying = true;
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heldObject = nearestCarriableObject;
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cooldownSeconds = 1;
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}
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// * YEET
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else if(playerIsCarrying && Input.GetKeyDown(KeyCode.F))
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{
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heldObject.GetComponent<Rigidbody>().useGravity = true;
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previousObject = heldObject;
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playerIsCarrying = false;
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previousObject.GetComponent<Rigidbody>().AddForce(transform.forward * throwForce, ForceMode.Impulse);
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Debug.Log("Yoted!");
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}
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// * Cubes not stored above heads are highly dangerous
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if(playerIsCarrying)
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{
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nearestCarriableObject.transform.position = carryPosition.transform.position;
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nearestCarriableObject.transform.rotation = carryPosition.transform.rotation;
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}
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}
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//* Called when the player is inside a trigger tagged as PickupObject
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void OnTriggerStay(Collider otherObject)
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{
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if(otherObject.gameObject.tag == "PickupObject" && !cooldownActive)
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{
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nearestCarriableObject = otherObject.gameObject;
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insideTrigger = true;
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// * old cube is boring
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if(heldObject != null && heldObject != nearestCarriableObject && playerIsCarrying)
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{
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previousObject = heldObject;
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cooldownSeconds = 1;
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}
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}
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}
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//* If player is not inside trigger, then they probably aren't inside it
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void OnTriggerExit(Collider otherObject)
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{
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if(otherObject.gameObject.tag == "PickupObject")
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{
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insideTrigger = false;
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}
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}
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}
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//! To make player launch self:
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//! add public GameObject player; and place player in it fron inspector
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//! in if(insiderTrigger && Input.GetKeyDown(KeyCode.F))
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//! Place the code below:
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//! player.GetComponent<Rigidbody>().AddForce(transform.forward * throwForce, ForceMode.Impulse);
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//! Run the game and press F to launch the player
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@ -22,7 +22,7 @@ By Arlo Filley, Santiago Balbuena Goni, and Michael Morbin
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- [Concept](#concept)
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- [Mini-Game Concepts](#mini-game-concepts)
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- [Types](#types)
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- [Mini-Games](#mini-games)
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- [Games](#games)
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- [Art \& Audio](#art--audio)
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- [By Mikael Morbid](#by-mikael-morbid)
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- [Design](#design)
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@ -34,7 +34,7 @@ By Arlo Filley, Santiago Balbuena Goni, and Michael Morbin
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- [References](#references)
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- [Websites](#websites)
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- [Software](#software)
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- [Games](#games)
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- [Games](#games-1)
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# Introduction
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@ -165,15 +165,25 @@ Minigames will range in type and genre giving the player a diverse playing exper
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### Types
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- Memory Games
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- Reaction Games
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- Puzzle Games
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- Rhythm
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* Memory Games
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* Reaction Games
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* Puzzle Games
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* Rhythm
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### Games
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* Dodging (Undertale style?)
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* Whackamole
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* Catch
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* Beating With Sticks
|
||||
* Sorting
|
||||
* Centre Balance
|
||||
* Conveyors
|
||||
* Defend!
|
||||
* Jump Rope
|
||||
* Parkour
|
||||
* QuickShot
|
||||
|
||||
### Mini-Games
|
||||
- Dodging (Undertale style?)
|
||||
- Whackamole
|
||||
- Catch
|
||||
|
||||
# Art & Audio
|
||||
### By Mikael Morbid
|
||||
|
Loading…
Reference in New Issue
Block a user