Digital Arts Foundation—Final Project: Week 7 (Production)

In Week 7, I started looking for an example of an enemy script. I struggled a little on what to search for. Luckily, our Lecturer suggested a couple of phrases for me to try out. In his second suggested search, I found an ideal enemy tutorial:

Figure 1: Unity simple 2D Enemy AI Follow Tutorial (MoreBBlakeyyy 2022)

It took a while to get working, but eventually the enemies were moving towards the player, just like in the tutorial. It was then a case of implementing my idea of having different speeds for different colours. I was surprised at quickly I got this to work; due to the script being attached to each enemy, all I had to do was find the colour of the enemy, and change a single variable in the enemy movement code. The result was that different coloured enemies were moving at different speeds.

Figure 2: Enemies Approaching the Player in my Unity Project.

The hardest thing to do was to actually come up with a tidy calculation that would determine the speed based on the RGB values of the enemy. Fortunately, I found a simple solution. The RGB values had either Green, Red, or Blue set to 1, so all I had to do was a simple scalar product to assign them to the correct speeds. I wasn’t sure what the product would look like, so I did some testing on notepad first.

After some trial and error, I realised [3, 2, 1] worked if I just floored all the RGB values within the colours first.

My colours were [1, 0.25, 0.25], [0.25, 1, 0.25] and [0.25, 0.25, 1] for Red, Green and Blue, respectively.

0.25 floors to 0, and 1 floors to 1, so the resulting vectors are [1,0,0], [0,1,0] and [0,0,1].

For each of the resulting vectors, we then cross-multiply with [3, 2, 1] and sum the results, obtaining 3 for Red, 2 for Green and 1 for Blue. It’s then just a case of pairing the correct speeds with those outputs.

I also made sure the enemy stops moving towards a player that is white.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class EnemyScript : MonoBehaviour
    // Declare Enemy Physics/Movement Variables

    public GameObject Player;
    private Color enemyColor;
    private float calcColor;
    private float runSpeed;
    private Dictionary<float, float> enemyID = new Dictionary<float, float>();
    private float distance;
    private PlayerScript playerScript;

    void Start()
        playerScript = FindObjectOfType<PlayerScript>();
        enemyColor = gameObject.GetComponent<SpriteRenderer>().color;
        calcColor = 3 * Mathf.Floor(enemyColor.r) + 2 * Mathf.Floor(enemyColor.g) + 1 * Mathf.Floor(enemyColor.b);
        enemyID = new Dictionary<float, float>
            { 3, 3f },
            { 2, 2f },
            { 1, 4f },
        enemyID.TryGetValue(calcColor, out runSpeed);

    void Update()
        if (playerScript.activeColor != playerScript.colorWhite)
            distance = Vector2.Distance(transform.position, Player.transform.position);
            Vector2 direction = Player.transform.position - transform.position;

            transform.position = Vector2.MoveTowards(this.transform.position, Player.transform.position, runSpeed * Time.deltaTime);

Figure 3: Enemy Script

Next, I needed to make a collision event so I could trigger code (such as game over) when the player and enemy collide. I found it quite difficult to get it working. I needed to add colliders to both players and enemies, and add OnCollisionEnter2D(Collision2D collision) events. I added them in both player and enemy scripts. It still wouldn’t work.

void OnCollisionEnter2D(Collision2D collision)
    if (collision.gameObject.CompareTag("Enemy"))

        // Game Over Event

Figure 4: On Collision Event triggering Game Over.

One issue was I forgot the 2D part in the event, but the other thing was collision layers, which I eventually learned after googling. I found the Unity documentation on the subject; and then made sure the enemies were assigned with the enemy layer, and the player was assigned to the player layer.

Figure 4: Collision Layers

I made another layer for when it was white, which would not collide with the enemy, and adapted the player colour switching code to take that into account.

Figure 5: Collision with the Enemy triggering Game Over in my Unity Project.

Next week, I will look at implementing teleporting and conditionally moving through walls.

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