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Repository: mailmaul/Ismail-149251970101-14
Branch: main
Commit: 5ec3ce02380f
Files: 68
Total size: 220.1 KB
Directory structure:
gitextract_qm28rucy/
├── .gitattributes
├── .gitignore
├── Assets/
│ ├── Ball.png.meta
│ ├── Font/
│ │ ├── gunplay 3d.ttf.meta
│ │ └── gunplay rg.ttf.meta
│ ├── Font.meta
│ ├── Physics/
│ │ ├── Bola.physicsMaterial2D
│ │ ├── Bola.physicsMaterial2D.meta
│ │ ├── BouncewithFriction.physicsMaterial2D
│ │ └── BouncewithFriction.physicsMaterial2D.meta
│ ├── Physics.meta
│ ├── PongPaddle.jpg.meta
│ ├── Scenes/
│ │ ├── Credit.unity
│ │ ├── Credit.unity.meta
│ │ ├── Game.unity
│ │ ├── Game.unity.meta
│ │ ├── MainMenu.unity
│ │ └── MainMenu.unity.meta
│ ├── Scenes.meta
│ ├── Screenshot_2.png.meta
│ ├── Scripts/
│ │ ├── BallControl.cs
│ │ ├── BallControl.cs.meta
│ │ ├── GoalController.cs
│ │ ├── GoalController.cs.meta
│ │ ├── MainMenuController.cs
│ │ ├── MainMenuController.cs.meta
│ │ ├── PU_PaddleUp.cs
│ │ ├── PU_PaddleUp.cs.meta
│ │ ├── PU_SpeedPaddleController.cs
│ │ ├── PU_SpeedPaddleController.cs.meta
│ │ ├── PU_SpeedUpController.cs
│ │ ├── PU_SpeedUpController.cs.meta
│ │ ├── Paddle.cs
│ │ ├── Paddle.cs.meta
│ │ ├── PowerUpManager.cs
│ │ ├── PowerUpManager.cs.meta
│ │ ├── ScoreController.cs
│ │ ├── ScoreController.cs.meta
│ │ ├── ScoreManager.cs
│ │ └── ScoreManager.cs.meta
│ └── Scripts.meta
├── Packages/
│ ├── manifest.json
│ └── packages-lock.json
├── ProjectSettings/
│ ├── AudioManager.asset
│ ├── ClusterInputManager.asset
│ ├── DynamicsManager.asset
│ ├── EditorBuildSettings.asset
│ ├── EditorSettings.asset
│ ├── GraphicsSettings.asset
│ ├── InputManager.asset
│ ├── NavMeshAreas.asset
│ ├── NetworkManager.asset
│ ├── PackageManagerSettings.asset
│ ├── Physics2DSettings.asset
│ ├── PresetManager.asset
│ ├── ProjectSettings.asset
│ ├── ProjectVersion.txt
│ ├── QualitySettings.asset
│ ├── SceneTemplateSettings.json
│ ├── TagManager.asset
│ ├── TimeManager.asset
│ ├── TimelineSettings.asset
│ ├── UnityConnectSettings.asset
│ ├── VFXManager.asset
│ ├── VersionControlSettings.asset
│ └── XRSettings.asset
├── README.md
└── UserSettings/
└── EditorUserSettings.asset
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FILE: Assets/Scripts/BallControl.cs
================================================
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BallControl : MonoBehaviour
{
public Vector2 speed;
public Vector2 resetPosition;
public float magnitude;
public Collider2D paddle;
public Collider2D paddle2;
private Rigidbody2D rig;
// Start is called before the first frame update
void Start()
{
rig = GetComponent<Rigidbody2D>();
rig.velocity = speed ;
}
private void OnTriggerEnter2D(Collider2D collision) {
if (collision.tag == "PU-SpeedBall")
{
Destroy(collision.gameObject);
ActivatePUSpeedUp();
StartCoroutine(ResetPower());
}
if (collision.tag == "PU-SpeedPaddle")
{
Destroy(collision.gameObject);
ActivatePaddleSpeedUp();
StartCoroutine(ResetSpeedPaddle());
}
if (collision.tag == "PU-LongPaddle")
{
Destroy(collision.gameObject);
ActivatePaddleLong();
StartCoroutine(ResetLongPaddle());
}
}
public void ResetBall()
{
transform.position = new Vector3(resetPosition.x , resetPosition.y, 2);
}
public void ActivatePUSpeedUp()
{
rig.velocity *= magnitude;
GetComponent<SpriteRenderer>().color = Color.white;
Debug.Log("Ball Speed Bertampah");
}
public void DeactivatePUSpeedUp()
{
rig.velocity /= magnitude;
GetComponent<SpriteRenderer>().color = Color.cyan;
Debug.Log("Ball Speed Normal");
}
public void ActivatePaddleSpeedUp()
{
paddle.GetComponent<Paddle>().speed = paddle.GetComponent<Paddle>().speed * 2;
paddle2.GetComponent<Paddle>().speed = paddle.GetComponent<Paddle>().speed * 2;
paddle.GetComponent<SpriteRenderer>().color = Color.red;
Debug.Log("Paddle Speed Bertambah");
}
public void DeactivatePaddleSpeedUp()
{
paddle.GetComponent<Paddle>().speed = paddle.GetComponent<Paddle>().speed / 2;
paddle2.GetComponent<Paddle>().speed = paddle.GetComponent<Paddle>().speed / 2;
paddle.GetComponent<SpriteRenderer>().color = Color.white;
Debug.Log("Paddle Speed Normal");
}
public void ActivatePaddleLong()
{
Vector3 objectScale = transform.localScale;
paddle.GetComponent<Transform>().transform.localScale = new Vector3(1, 2 * magnitude, 1);
paddle.GetComponent<SpriteRenderer>().color = Color.green;
paddle2.GetComponent<Transform>().transform.localScale = new Vector3(1, 2 * magnitude, 1);
paddle2.GetComponent<SpriteRenderer>().color = Color.green;
}
public void DeactivatePaddleLong()
{
Vector3 objectScale = transform.localScale;
paddle.GetComponent<Transform>().transform.localScale = new Vector3(1, objectScale.y / magnitude, 1);
paddle.GetComponent<SpriteRenderer>().color = Color.white;
paddle2.GetComponent<Transform>().transform.localScale = new Vector3(1, objectScale.y / magnitude, 1);
paddle2.GetComponent<SpriteRenderer>().color = Color.white;
}
private IEnumerator ResetSpeedPaddle()
{
yield return new WaitForSeconds(5f);
DeactivatePaddleSpeedUp();
}
private IEnumerator ResetLongPaddle()
{
yield return new WaitForSeconds(5f);
DeactivatePaddleLong();
}
private IEnumerator ResetPower()
{
yield return new WaitForSeconds(2f);
DeactivatePUSpeedUp();
}
}
================================================
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FILE: Assets/Scripts/GoalController.cs
================================================
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GoalController : MonoBehaviour
{
public Collider2D ball;
public bool isRight;
public ScoreManager manager;
private void OnTriggerEnter2D(Collider2D collision) {
if ( collision == ball)
{
if (isRight)
{
manager.AddRightScore(1);
}
else
{
manager.AddLeftScore(1);
}
}
}
}
================================================
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================================================
FILE: Assets/Scripts/MainMenuController.cs
================================================
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class MainMenuController : MonoBehaviour
{
public void PlayGame()
{
Debug.Log("Created by ISMAIL - 149251970101-14");
SceneManager.LoadScene("Game");
}
public void Credit()
{
SceneManager.LoadScene("Credit");
}
public void BackToMainMenu()
{
SceneManager.LoadScene("MainMenu");
}
}
================================================
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================================================
FILE: Assets/Scripts/PU_PaddleUp.cs
================================================
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PU_PaddleUp : MonoBehaviour
{
public PowerUpManager manager;
//public Collider2D ball;
//public Collider2D paddle;
public int deletePowerUp;
private float waktu;
private void Start() {
waktu = 0;
}
private void Update() {
waktu += Time.deltaTime;
if( waktu > deletePowerUp)
{
manager.RemovePowerUp(gameObject);
waktu -= deletePowerUp;
}
}
/*
private void OnTriggerEnter2D(Collider2D collision) {
if (collision.tag == "Ball")
{
paddle.GetComponent<Paddle>().ActivatePaddleLong();
StartCoroutine(ResetPower());
}
}
private IEnumerator ResetPower()
{
yield return new WaitForSeconds(5f);
paddle.GetComponent<Paddle>().DeactivatePaddleLong();
manager.RemovePowerUp(gameObject);
}
*/
}
================================================
FILE: Assets/Scripts/PU_PaddleUp.cs.meta
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================================================
FILE: Assets/Scripts/PU_SpeedPaddleController.cs
================================================
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PU_SpeedPaddleController : MonoBehaviour
{
public PowerUpManager manager;
//public Collider2D ball;
//public Collider2D paddle;
//public float magnitude;
//public int speed;
public int deletePowerUp;
private float waktu;
private void Start() {
waktu = 0;
}
private void Update() {
waktu += Time.deltaTime;
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{
manager.RemovePowerUp(gameObject);
waktu -= deletePowerUp;
}
}
/*
private void OnTriggerEnter2D(Collider2D collision) {
if (collision == ball)
{
paddle.GetComponent<Paddle>().ActivatePaddleSpeedUp(magnitude);
manager.RemovePowerUp(gameObject);
StartCoroutine(ResetPower());
}
}
private IEnumerator ResetPower()
{
yield return new WaitForSeconds(5f);
paddle.GetComponent<Paddle>().DeactivatePaddleSpeedUp(magnitude);
manager.RemovePowerUp(gameObject);
}
*/
}
================================================
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================================================
FILE: Assets/Scripts/PU_SpeedUpController.cs
================================================
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PU_SpeedUpController : MonoBehaviour
{
public PowerUpManager manager;
//public Collider2D ball;
//public float magnitude;
//public Rigidbody2D rig;
public int deletePowerUp;
private float waktu;
private void Start() {
waktu = 0;
}
private void Update() {
waktu += Time.deltaTime;
if( waktu > deletePowerUp)
{
manager.RemovePowerUp(gameObject);
waktu -= deletePowerUp;
}
}
/*
private void OnTriggerEnter2D(Collider2D collision) {
if (collision.tag == "Ball")
{
ball.GetComponent<BallControl>().ActivatePUSpeedUp(magnitude);
StartCoroutine(ResetPower());
}
}
private IEnumerator ResetPower()
{
yield return new WaitForSeconds(2f);
ball.GetComponent<BallControl>().DeactivatePUSpeedUp(magnitude);
manager.RemovePowerUp(gameObject);
}
*/
}
================================================
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================================================
FILE: Assets/Scripts/Paddle.cs
================================================
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Paddle : MonoBehaviour
{
public int speed;
public KeyCode moveUp = KeyCode.W;
public KeyCode moveDown = KeyCode.S;
public Collider2D paddle;
private Rigidbody2D rig;
// Start is called before the first frame update
void Start()
{
rig = GetComponent<Rigidbody2D>();
Debug.Log("Paddle Speed : " + speed);
}
// Update is called once per frame
void Update()
{
MoveObject(GetInput());
}
private Vector2 GetInput()
{
if (Input.GetKey(moveUp))
{
return Vector2.up * speed;
}
else if (Input.GetKey(moveDown))
{
return Vector2.down * speed;
}
return Vector2.zero;
}
private void MoveObject(Vector2 movement)
{
rig.velocity = movement;
}
/*
private void OnTriggerEnter2D(Collider2D collision) {
if (collision.tag == "PU-SpeedPaddle")
{
Destroy(collision.gameObject);
ActivatePaddleSpeedUp();
StartCoroutine(ResetSpeedPaddle());
}
if (collision.tag == "PU-LongPaddle")
{
Destroy(collision.gameObject);
ActivatePaddleLong();
StartCoroutine(ResetLongPaddle());
}
}
public void ActivatePaddleSpeedUp()
{
rig.velocity *= magnitude;
GetComponent<SpriteRenderer>().color = Color.red;
Debug.Log("Paddle Speed Bertambah");
}
public void DeactivatePaddleSpeedUp()
{
rig.velocity /= magnitude;
GetComponent<SpriteRenderer>().color = Color.white;
Debug.Log("Paddle Speed Normal");
}
*/
public void ActivatePaddleLong()
{
Vector3 objectScale = transform.localScale;
transform.localScale = new Vector3(objectScale.x*1, objectScale.y*2, objectScale.z*1);
GetComponent<SpriteRenderer>().color = Color.green;
}
public void DeactivatePaddleLong()
{
Vector3 objectScale = transform.localScale;
transform.localScale = new Vector3(objectScale.x*1, objectScale.y/2, objectScale.z*1);
GetComponent<SpriteRenderer>().color = Color.white;
}
/*
private IEnumerator ResetSpeedPaddle()
{
yield return new WaitForSeconds(5f);
DeactivatePaddleSpeedUp();
}
private IEnumerator ResetLongPaddle()
{
yield return new WaitForSeconds(5f);
DeactivatePaddleLong();
}
*/
}
================================================
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================================================
FILE: Assets/Scripts/PowerUpManager.cs
================================================
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PowerUpManager : MonoBehaviour
{
public Transform spawnArea;
public int maxPowerUpAmount;
public int spawnInterval;
public Vector2 powerUpAreaMin;
public Vector2 powerUpAreaMax;
public List<GameObject> powerUpTemplateList;
private List<GameObject> powerUpList;
private float timer;
private void Start() {
powerUpList = new List<GameObject>();
timer = 0;
}
private void Update() {
timer += Time.deltaTime;
if( timer > spawnInterval)
{
GenerateRandomPowerUp();
timer -= spawnInterval;
}
}
public void GenerateRandomPowerUp()
{
GenerateRandomPowerUp(new Vector2(Random.Range(powerUpAreaMin.x, powerUpAreaMax.x), Random.Range(powerUpAreaMin.y, powerUpAreaMax.y)));
}
public void GenerateRandomPowerUp(Vector2 position)
{
if (powerUpList.Count >= maxPowerUpAmount)
{
return;
}
if (position.x < powerUpAreaMin.x ||
position.x > powerUpAreaMax.x ||
position.y < powerUpAreaMin.y ||
position.y > powerUpAreaMax.y)
{
return;
}
int randomIndex = Random.Range(0, powerUpTemplateList.Count);
GameObject powerUp = Instantiate(powerUpTemplateList[randomIndex], position, Quaternion.identity, spawnArea);
powerUp.SetActive(true);
powerUpList.Add(powerUp);
}
public void RemovePowerUp(GameObject powerUp)
{
powerUpList.Remove(powerUp);
Destroy(powerUp);
}
public void RemoveAllPowerUp()
{
while(powerUpList.Count > 0)
{
RemovePowerUp(powerUpList[0]);
}
}
}
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FILE: Assets/Scripts/ScoreController.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class ScoreController : MonoBehaviour
{
public Text skorKiri;
public Text skorKanan;
public ScoreManager manager;
private void Update()
{
skorKiri.text = manager.leftScore.ToString();
skorKanan.text = manager.rightScore.ToString();
}
public void BackToMainMenu()
{
SceneManager.LoadScene("MainMenu");
}
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FILE: Assets/Scripts/ScoreManager.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class ScoreManager : MonoBehaviour
{
public int leftScore;
public int rightScore;
public int maxScore;
public BallControl ball;
public void AddLeftScore(int increment)
{
leftScore += increment;
ball.ResetBall();
if (leftScore >= maxScore)
{
Debug.Log("Player 2 Win");
GameOver();
}
}
public void AddRightScore(int increment)
{
rightScore += increment;
ball.ResetBall();
if (rightScore >= maxScore)
{
Debug.Log("Player 1 Win");
GameOver();
}
}
public void GameOver()
{
SceneManager.LoadScene("MainMenu");
}
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gitextract_qm28rucy/
├── .gitattributes
├── .gitignore
├── Assets/
│ ├── Ball.png.meta
│ ├── Font/
│ │ ├── gunplay 3d.ttf.meta
│ │ └── gunplay rg.ttf.meta
│ ├── Font.meta
│ ├── Physics/
│ │ ├── Bola.physicsMaterial2D
│ │ ├── Bola.physicsMaterial2D.meta
│ │ ├── BouncewithFriction.physicsMaterial2D
│ │ └── BouncewithFriction.physicsMaterial2D.meta
│ ├── Physics.meta
│ ├── PongPaddle.jpg.meta
│ ├── Scenes/
│ │ ├── Credit.unity
│ │ ├── Credit.unity.meta
│ │ ├── Game.unity
│ │ ├── Game.unity.meta
│ │ ├── MainMenu.unity
│ │ └── MainMenu.unity.meta
│ ├── Scenes.meta
│ ├── Screenshot_2.png.meta
│ ├── Scripts/
│ │ ├── BallControl.cs
│ │ ├── BallControl.cs.meta
│ │ ├── GoalController.cs
│ │ ├── GoalController.cs.meta
│ │ ├── MainMenuController.cs
│ │ ├── MainMenuController.cs.meta
│ │ ├── PU_PaddleUp.cs
│ │ ├── PU_PaddleUp.cs.meta
│ │ ├── PU_SpeedPaddleController.cs
│ │ ├── PU_SpeedPaddleController.cs.meta
│ │ ├── PU_SpeedUpController.cs
│ │ ├── PU_SpeedUpController.cs.meta
│ │ ├── Paddle.cs
│ │ ├── Paddle.cs.meta
│ │ ├── PowerUpManager.cs
│ │ ├── PowerUpManager.cs.meta
│ │ ├── ScoreController.cs
│ │ ├── ScoreController.cs.meta
│ │ ├── ScoreManager.cs
│ │ └── ScoreManager.cs.meta
│ └── Scripts.meta
├── Packages/
│ ├── manifest.json
│ └── packages-lock.json
├── ProjectSettings/
│ ├── AudioManager.asset
│ ├── ClusterInputManager.asset
│ ├── DynamicsManager.asset
│ ├── EditorBuildSettings.asset
│ ├── EditorSettings.asset
│ ├── GraphicsSettings.asset
│ ├── InputManager.asset
│ ├── NavMeshAreas.asset
│ ├── NetworkManager.asset
│ ├── PackageManagerSettings.asset
│ ├── Physics2DSettings.asset
│ ├── PresetManager.asset
│ ├── ProjectSettings.asset
│ ├── ProjectVersion.txt
│ ├── QualitySettings.asset
│ ├── SceneTemplateSettings.json
│ ├── TagManager.asset
│ ├── TimeManager.asset
│ ├── TimelineSettings.asset
│ ├── UnityConnectSettings.asset
│ ├── VFXManager.asset
│ ├── VersionControlSettings.asset
│ └── XRSettings.asset
├── README.md
└── UserSettings/
└── EditorUserSettings.asset
SYMBOL INDEX (49 symbols across 10 files)
FILE: Assets/Scripts/BallControl.cs
class BallControl (line 5) | public class BallControl : MonoBehaviour
method Start (line 16) | void Start()
method OnTriggerEnter2D (line 22) | private void OnTriggerEnter2D(Collider2D collision) {
method ResetBall (line 47) | public void ResetBall()
method ActivatePUSpeedUp (line 52) | public void ActivatePUSpeedUp()
method DeactivatePUSpeedUp (line 59) | public void DeactivatePUSpeedUp()
method ActivatePaddleSpeedUp (line 66) | public void ActivatePaddleSpeedUp()
method DeactivatePaddleSpeedUp (line 74) | public void DeactivatePaddleSpeedUp()
method ActivatePaddleLong (line 82) | public void ActivatePaddleLong()
method DeactivatePaddleLong (line 92) | public void DeactivatePaddleLong()
method ResetSpeedPaddle (line 102) | private IEnumerator ResetSpeedPaddle()
method ResetLongPaddle (line 108) | private IEnumerator ResetLongPaddle()
method ResetPower (line 114) | private IEnumerator ResetPower()
FILE: Assets/Scripts/GoalController.cs
class GoalController (line 5) | public class GoalController : MonoBehaviour
method OnTriggerEnter2D (line 11) | private void OnTriggerEnter2D(Collider2D collision) {
FILE: Assets/Scripts/MainMenuController.cs
class MainMenuController (line 6) | public class MainMenuController : MonoBehaviour
method PlayGame (line 8) | public void PlayGame()
method Credit (line 14) | public void Credit()
method BackToMainMenu (line 19) | public void BackToMainMenu()
FILE: Assets/Scripts/PU_PaddleUp.cs
class PU_PaddleUp (line 5) | public class PU_PaddleUp : MonoBehaviour
method Start (line 14) | private void Start() {
method Update (line 18) | private void Update() {
FILE: Assets/Scripts/PU_SpeedPaddleController.cs
class PU_SpeedPaddleController (line 5) | public class PU_SpeedPaddleController : MonoBehaviour
method Start (line 16) | private void Start() {
method Update (line 20) | private void Update() {
FILE: Assets/Scripts/PU_SpeedUpController.cs
class PU_SpeedUpController (line 5) | public class PU_SpeedUpController : MonoBehaviour
method Start (line 16) | private void Start() {
method Update (line 20) | private void Update() {
FILE: Assets/Scripts/Paddle.cs
class Paddle (line 5) | public class Paddle : MonoBehaviour
method Start (line 15) | void Start()
method Update (line 22) | void Update()
method GetInput (line 27) | private Vector2 GetInput()
method MoveObject (line 43) | private void MoveObject(Vector2 movement)
method ActivatePaddleLong (line 81) | public void ActivatePaddleLong()
method DeactivatePaddleLong (line 88) | public void DeactivatePaddleLong()
FILE: Assets/Scripts/PowerUpManager.cs
class PowerUpManager (line 5) | public class PowerUpManager : MonoBehaviour
method Start (line 17) | private void Start() {
method Update (line 22) | private void Update() {
method GenerateRandomPowerUp (line 32) | public void GenerateRandomPowerUp()
method GenerateRandomPowerUp (line 37) | public void GenerateRandomPowerUp(Vector2 position)
method RemovePowerUp (line 62) | public void RemovePowerUp(GameObject powerUp)
method RemoveAllPowerUp (line 68) | public void RemoveAllPowerUp()
FILE: Assets/Scripts/ScoreController.cs
class ScoreController (line 7) | public class ScoreController : MonoBehaviour
method Update (line 14) | private void Update()
method BackToMainMenu (line 20) | public void BackToMainMenu()
FILE: Assets/Scripts/ScoreManager.cs
class ScoreManager (line 6) | public class ScoreManager : MonoBehaviour
method AddLeftScore (line 15) | public void AddLeftScore(int increment)
method AddRightScore (line 27) | public void AddRightScore(int increment)
method GameOver (line 39) | public void GameOver()
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About this extraction
This page contains the full source code of the mailmaul/Ismail-149251970101-14 GitHub repository, extracted and formatted as plain text for AI agents and large language models (LLMs). The extraction includes 68 files (220.1 KB), approximately 89.2k tokens, and a symbol index with 49 extracted functions, classes, methods, constants, and types. Use this with OpenClaw, Claude, ChatGPT, Cursor, Windsurf, or any other AI tool that accepts text input. You can copy the full output to your clipboard or download it as a .txt file.
Extracted by GitExtract — free GitHub repo to text converter for AI. Built by Nikandr Surkov.