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vanhappen's Introduction

Hi there ๐Ÿ‘‹, my name is Ertugrul

I am a backend developer

Currently working as a QA engineer @ Basic-fit

I always had a passion for creating awsome projects that help make people life's easier

Skills: REACT / Nodejs / python / Django / Cypress

  • ๐Ÿ”ญ Iโ€™m currently working on Creating an open source ATS built with Django and React
  • ๐ŸŒฑ Iโ€™m currently learning Django rest frameworks awesome features
  • ๐Ÿ‘ฏ Iโ€™m looking to collaborate on Making awesome open source tools
  • ๐Ÿ“ซ How to reach me: [email protected]
  • ๐Ÿ˜„ Pronouns: He/Him
  • โšก Fun fact: Horses sleep with there eyes open and standing up GitHub metrics

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vanhappen's People

Contributors

ertugrul013 avatar fossabot avatar

Stargazers

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Forkers

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vanhappen's Issues

UI scaling

UI scales to small when on different devices and won't grow accordingly to the canvas size

Sounds are not correct

The sound on some obstacles are not correct and need to be set to the right audio file.

Touch is not being processed properly

Bugs

  • A swipe, for example to the left, is being processed sometimes as a swipe to the right and vice versa.

  • When a player is swiping it is sometimes being processed as a tap.

The current way of handling of input that is being used.

  if (Input.touchCount > 0)
        {
            if (Input.GetTouch(0).phase == TouchPhase.Ended)
            {
                var deltaPosition = Input.GetTouch(0).deltaPosition;

                if (deltaPosition.x > swipeThreshold)
                    LaneSwitch(false);
                else if (deltaPosition.x < -swipeThreshold) LaneSwitch(true);
            }
            if (Input.touchCount > 0)
            {
                Shoot();
            }
        }

Fences misaligned

The fences on some part of the planet are misaligned.

Therefore they need to be adjusted.

tick and swipe tutorial

The switch between game 1 and game 2 is confusing because you go from a swipe based control to a tick based control.

There will be a tutorial added before the game start.

Power ups

Power ups

These power ups will affect the way you play the game.
You will get a power up based on type of trash collected and the amount collected.

Power ups that will be added:

  • Bullets to shoot obstacles with.
    You get this power up whenever you collect 5 paper trash pieces.
  • Garbage truck.
    You get this power up whenever you collect 10 tin cans.

Queue won't hold data over scene switch

While in the first game queue holds the data correctly of which items gets picked up first and at what time

Pickup adding to the queue

  public void AddTrash(GameObject t)
   {
       var x = t.GetComponent<TrashConfig>();
       x._trash.SetTime();
       TrashQueue.Enqueue(x._trash);
       Destroy(t);
   }

spawning from the queue

 private void SpawnBasedOnTime()
    {
        //dequeue the next trash object
        var curTrash = TrashQueue.Dequeue();
        //get the right GameObject to spawn
        var curTrashObject = trashObjects[curTrash.GUID];

        if (curTrash.pickUpTime <= Time.time - _sceneSwitchTime)
        {
            GameObject i;
            i = Instantiate(curTrashObject, new Vector3(0, 0, 0), Quaternion.identity) as GameObject;
            i.AddComponent<Rigidbody>().useGravity = true;
        }
    }

swiping bug

Whenever you swipe left you go right and vice versa.

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