Book Image

Unity 5.x 2D Game Development Blueprints

By : Francesco Sapio
Book Image

Unity 5.x 2D Game Development Blueprints

By: Francesco Sapio

Overview of this book

Flexible, powerful, and full of rich features, Unity 5 is the engine of choice for AAA 2D and 3D game development. With comprehensive support for over 20 different platforms, Unity boasts a host of great new functions for making 2D games. Learn how to leverage these new options into awesome 2D games by building three complete game projects with the Unity game tutorials in this hands-on book. Get started with a quick overview of the principle concepts and techniques needed for making 2D games with Unity, then dive straight in to practical development. Build your own version of Super Mario Brothers as you learn how to animate sprites, work with physics, and construct brilliant UIs in order to create a platformer game. Go on a quest to create a RPG game discovering NPC design, event triggers, and AI programming. Finally, put your skills to the test against a real challenge - designing and constructing a complex strategy game that will draw on and develop all your previously learned skills.
Table of Contents (15 chapters)
Unity 5.x 2D Game Development Blueprints
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface

Finishing the gameplay


We are almost there!

There are a few things to take into account in order to finally complete this project. If we press play, the game works, but there are no game over conditions. In particular, our game can have two outcomes: the player wins, by destroying all the enemies, or he fails in defending his fortress.

Winning conditions

Sometimes games go in our favor and the player rises victorious! In this case, he has managed to destroy all the enemies, taken away resources from his opponents, and left them with the bitterness of defeat.

A very easy way to see whether the player has destroyed all the enemies is to perform this check inside the coroutine of the previous section. At the end of the for loop, we can have a while loop where every second it checks whether there are no more enemies. In this case, we just run our game over screen (win). So, after we have opened the GameManager, let's add this to the end of our coroutine:

    IEnumerator SpawnEnemies(int number) ...