using UnityEngine;
public class PlayerController : MonoBehaviour
{
public float jumpForce = 10f;
public LayerMask groundLayer;
private bool isGrounded;
void Update()
{
// Check if the player is grounded
isGrounded = Physics2D.IsTouchingLayers(GetComponent(), groundLayer);
// Jump if spacebar is pressed and the player is grounded
if (isGrounded && Input.GetKeyDown(KeyCode.Space))
{
GetComponent().velocity = new Vector2(0, jumpForce);
}
}
}
using UnityEngine;
using UnityEngine.SceneManagement;
public class Obstacle : MonoBehaviour
{
void OnCollisionEnter2D(Collision2D collision)
{
if (collision.gameObject.CompareTag("Player"))
{
// Reload the scene if the player hits an obstacle
SceneManager.LoadScene(SceneManager.GetActiveScene().name);
}
}
}
using UnityEngine;
public class LevelMovement : MonoBehaviour
{
public float moveSpeed = 5f;
void Update()
{
// Move the level from right to left
transform.Translate(Vector2.left * moveSpeed * Time.deltaTime);
}
}
using UnityEngine;
public class AudioSync : MonoBehaviour
{
public AudioSource audioSource;
public float[] spectrum;
void Update()
{
spectrum = new float[256];
audioSource.GetSpectrumData(spectrum, 0, FFTWindow.Rectangular);
// Adjust the level's movement speed based on the audio beat (low frequency)
float beat = Mathf.Clamp01(spectrum[0]);
float beatSpeed = Mathf.Lerp(5f, 10f, beat);
// Adjust the level movement speed according to the audio beat
GameObject.FindObjectOfType().moveSpeed = beatSpeed;
}
}
using UnityEngine;
using UnityEngine.SceneManagement;
public class GameManager : MonoBehaviour
{
public void RestartLevel()
{
// Reload the current scene
SceneManager.LoadScene(SceneManager.GetActiveScene().name);
}
}
using UnityEngine;
using UnityEngine.UI;
public class UIManager : MonoBehaviour
{
public GameObject startScreen;
public GameObject gameOverScreen;
public GameObject gameplayUI;
public void ShowStartScreen()
{
startScreen.SetActive(true);
gameOverScreen.SetActive(false);
gameplayUI.SetActive(false);
}
public void ShowGameplayUI()
{
startScreen.SetActive(false);
gameOverScreen.SetActive(false);
gameplayUI.SetActive(true);
}
public void ShowGameOverScreen()
{
startScreen.SetActive(false);
gameOverScreen.SetActive(true);
gameplayUI.SetActive(false);
}
public void StartGame()
{
ShowGameplayUI();
}
public void RestartGame()
{
SceneManager.LoadScene(SceneManager.GetActiveScene().name);
}
}