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OUYA Game Development by Example

You're reading from   OUYA Game Development by Example An all-inclusive, fun guide to making professional 3D games for the OUYA console

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Product type Paperback
Published in May 2014
Publisher
ISBN-13 9781849697224
Length 268 pages
Edition Edition
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Author (1):
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John Donovan John Donovan
Author Profile Icon John Donovan
John Donovan
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Table of Contents (18) Chapters Close

OUYA Game Development by Example Beginner's Guide
Credits
About the Author
Acknowledgments
About the Reviewers
www.PacktPub.com
Preface
1. Experiencing the OUYA FREE CHAPTER 2. Installing Unity and the OUYA ODK 3. Diving into Development 4. Moving Your Player with Controller Input 5. Enhancing Your Game with Touch Dynamics 6. Saving Data to Create Longer Games 7. Expanding Your Gameplay with In-app Purchases 8. Polishing and Prepping Your Game for Deployment 9. Blazing Your Own Development Trail Pop Quiz Answers Index

Time for action – creating a vector from cursor movement


Our cannonballs are propelled by an initial force that we create using the X and Y elements of the AddForce vector. Up until this point, the two values were set at a constant value of 12.5, creating the same velocity and angle each time.

In this section, we'll use the change in the X and Y values from our cursor to affect the dynamic X and Y values in our firing function so that the velocity and angle are affected by the way the cursor is moved. Perform the following steps to create the vector:

  1. Declare two new float variables called mouseX and mouseY next to the other variables in your CannonScript.cs file as shown:

    private int buttonWidth;
    private int buttonHeight;
    private string buttonText;
    public GameObject cannonballPrefab;
    
    private float mouseX;
    private float mouseY;
  2. Create a new function called CaptureTouch in CannonScript.cs using the following code:

    void CaptureTouch()
    {
    
    }

    As swipe gestures happen over multiple frames of our game...

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