var speed : float;
var speedX : float;
var speedY : float;
var ball : GameObject;
var score :GameScore;
function Reset() {
transform.position = new Vector3(0, 0, 250);
speed = 200;
speedX = speed;
speedY = speed;
rigidbody.velocity = new Vector3(speedX, speedY, 0);
score = GameObject.Find("Game Score").GetComponent(GameScore);
}
function Start() {
Reset();
}
function Update() {
if (transform.position.y > 210) {
speedY *= -1;
transform.position.y = 210;
rigidbody.velocity = new Vector3(speedX, speedY, 0);
}
if (transform.position.y < -210) {
speedY *= -1;
transform.position.y = -210;
rigidbody.velocity = new Vector3(speedX, speedY, 0);
}
if (transform.position.x > 550) {
Reset();
score.computerScore = score.computerScore +1;
}
if (transform.position.x < -550) {
Reset();
score.playerScore = score.playerScore +1;
}
}
function OnCollisionEnter(collision :Collision) {
var other = collision.gameObject;
speed *= 1.1;
if (other.name == "Paddle") {
if (transform.position.x > other.transform.position.x) {
speedY = speedY > 0 ? -speed : speed;
rigidbody.velocity = new Vector3(speedX, speedY, 0);
} else {
if (transform.position.y > other.transform.position.y) {
speedX = speedX > 0 ? -speed : speed;
speedY = speed;
rigidbody.velocity = new Vector3(speedX, speedY, 0);
} else {
speedX = speedX > 0 ? -speed : speed;
speedY = -speed;
rigidbody.velocity = new Vector3(speedX, speedY, 0);
}
}
}
if (other.name == "EnemyPaddle") {
if (transform.position.x < other.transform.position.x) {
speedY = speedY > 0 ? -speed : speed;
rigidbody.velocity = new Vector3(speedX, speedY, 0);
} else {
if (transform.position.y > other.transform.position.y) {
speedX = speedX > 0 ? -speed : speed;
speedY = speed;
rigidbody.velocity = new Vector3(speedX, speedY, 0);
} else {
speedX = speedX > 0 ? -speed : speed;
speedY = -speed;
rigidbody.velocity = new Vector3(speedX, speedY, 0);
}
}
}
}
var speed = 600;
function Update () {
var ball = GameObject.Find("Ball") ="%" =80;
if (ball.transform.position.y > transform.position.y) {
transform.position.y = Mathf.Min(transform.position.y + speed * Time.deltaTime, ball.transform.position.y);
}
else if (ball.transform.position.y < transform.position.y) {
transform.position.y = Mathf.Max(transform.position.y - speed * Time.deltaTime, ball.transform.position.y);
}
}