Orbito
Orbito is a space themed physics game where you, as an asteroid have to destroy planets.
This game was created at a two and a half day game-jam
with a team of three programmers and three artists (one of them was sick).
It was designed to run on a vertical touchscreen computer at the DAE entrance, but was ported during the game-jam to Android.
During the creating of this game I was responsible for the UI, level loading, menus, input and handling of save data.
Play Orbito nowDownload Orbito APK for Android
//
// Example taken from srcLevelScroller.cs
//
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class srcLevelScroller : srcScrollerSelect
{
private GameObject[] _planetList;
private Material[] _planetListLit;
private Material[] _planetListUnlit;
private static int _backupId = -1;
protected override void StartScroller()
{
_planetList = scrPlanetSelectSpawn.GetPlanetSelectScript().GetComponent < scrPlanetSelectSpawn > ().PlanetList;
_planetListLit = scrPlanetSelectSpawn.GetPlanetSelectScript().GetComponent < scrPlanetSelectSpawn > ().PlanetListMatLit;
_planetListUnlit = scrPlanetSelectSpawn.GetPlanetSelectScript().GetComponent < scrPlanetSelectSpawn > ().PlanetListMatUnlit;
_menuObjects.Add(new MenuScrollerArray(_planetList, MenuScrollerType.GameObject, scrPlanetSelectSpawn.GetPlanetSelectScript().Offset,
new Vector3(.2f, .2f, .2f), new Vector3(1, 1, 1)));
if (_backupId == -1) _backupId = _id;
_id = _backupId;
}
protected override void ScrollLeftDone()
{
_planetList[ActiveButton() - 1].GetComponent < MeshRenderer > ().material = _planetListLit[ActiveButton() - 1];
_planetList[ActiveButton()].GetComponent < MeshRenderer > ().material = _planetListUnlit[ActiveButton()];
}
protected override void ScrollRightDone()
{
_planetList[ActiveButton() + 1].GetComponent < MeshRenderer > ().material = _planetListLit[ActiveButton() + 1];
_planetList[ActiveButton()].GetComponent < MeshRenderer > ().material = _planetListUnlit[ActiveButton()];
}
protected override void SnapButtonsScroller()
{
_planetList[ActiveButton()].GetComponent < MeshRenderer > ().material = _planetListUnlit[ActiveButton()];
_planetList[ActiveButton()].transform.localScale = new Vector3(1, 1, 1);
}
public void ShowHidePlanets(bool show)
{
foreach (var planet in _planetList) planet.GetComponent < MeshRenderer > ().enabled = show;
if (show)
{
_planetList[ActiveButton()].GetComponent < MeshRenderer > ().material = _planetListUnlit[ActiveButton()];
_planetList[ActiveButton()].transform.localScale = new Vector3(1, 1, 1);
}
}
}