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Spring 2022 VR class
License: MIT License
This project forked from futurerealitylab/futureclassroom
Spring 2022 VR class
License: MIT License
Select and object and flick your wrist to teleport the object to our controller, then the object is given a slight vertical velocity.
Detect when a physics object collides with an enemy
use something like blender maybe
Keep a running average of the dv for throws to smooth them out
Arms up and rotating up and down slowly.
Legs moving back and forth.
similar to Minecraft zombie.
Add waves too
Give player health and have enemies do damage when close to player.
When an enemy gets too close, they should deal damage to the player.
Then they should be shoved back a little.
Enemy bloops out
physics object falls to ground
Do something with arc height.
Need to take into account object and controller height
adjust speed when an object is closer or further
have a max distance for grab
Give enemies gravity so they fall to the ground
This zombie takes two hits to take down and will deal more damage if it hits you.
Can be added by augmenting the existing zombie
have enemies move in a straight line towards the player.
They should accelerate to their max speed
Should also turn towards player
Enemy falls to the ground and then disappears.
Rotates 90 degrees backwards towards the ground pivoting at the feet.
Enemy Killed
Armor Clink
Power Up
Game Over?
Game Win?
When a zombie can attack a player it initiates the attack animation.
After the animation completes, the player will take damage and the zombie will die.
The animation should be the zombie putting its arms up and then down again.
Create powerup class
implement powerup behavior
the powerup should not have any effect
Create effect() method which will be overwritten by other powerup classes
(just a console log that the player has received a powerup)
Powerup should be a sphere (add rotating text above sphere later)
Should behave like a physics object
Give it low gravity
and it should get launched into the room
once it leaves the room (y becomes too low) then delete it
When it gets close to player then the player gains the effect
can be alyx grabbed (might need to change its gravity here?)
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