RIZAL EDITED Grammarian Final
RIZAL EDITED Grammarian Final
Chapter 1
PROBLEM AND ITS SETTING
Introduction
touch screen mobile devices such as smart phones and tablet computers. The
operating system has developed a lot in last 15 years starting from black and
white phones to recent smart phones or mini computers. One of the most widely
used Operating system nowadays that can create various application is android it
revolutions, technology has also made our lives easier, faster, better, and more
fun.
technologies are tablets, mobile phone, computer and mini pads. Most of these
tablets are powered by Android OS system that is used to execute the android
programs. Over the years, operating system has evolved such as the mobile
operating system like Android 8, Android 9 and the latest Android version 10.
Android is the most popular mobile operating system in the world. Android
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to target a huge and diverse audience. Mobile and even other means of
People are all having this kind of gadget not just for personal and business
but to lessen the boredom from work and daily stressful life. Enjoyment which
might carried from the use of this gadgets and maintaining to use as stress and
boredom relievers. Games are one of the attractive features that the android
tablets, smartphones and touchpad have different version, styles and story of
games makes the common user curious to explore and enjoy from it.
The Philippines was once under the reign of Spain, Japan and America.
During the Spanish Colonial period, a lot of Filipinos suffered physical and mental
abuse.
shift providing a certain religious feelings and romantic mood, which later on
included a strain of fatalism. Such literatures were mostly oral art, consisting not
only of epics but also of songs, riddles, stories, and debates focused on the
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Fighting the guerrillas apart from the Japanese regular forces were a Japanese-
The game is about the life of Dr. Jose Rizal and history subject. The
researchers developed a game specially for the students who’s currently taking
History subject. The game mechanics is to answer all the questions and finish
The concept of the game is the thought of how the students nowadays will
remember the life of Dr. Jose Rizal by giving them a quality game experience.
This study aimed to develop a mobile game application but the developers
2. What are the evaluations user’s requirements of the system in terms of?
a) Portability
b) Functionality
c) Usability
d) Efficiency
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e) Maintainability
f) Reliability
application?
General Objective
The researchers aimed to develop a mobile game that will promote the
Specific Objectives
1. To give educational knowledge about the life and works of Dr. Jose Rizal.
them.
2. Programmers/ IT Students
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The teachers will benefit in this app because they can use this as method in
4. Future Researchers
The game will also help the future researchers. If they want to continue
the game and add additional effects, functions, heroes and display they can
5. Norzagaray College
The school will also benefit because they can use this thesis for future
reference.
Description - the game is about the life of Dr. Jose Rizal, his family
The study was conducted in order to benefit the user when it comes to
their thinking skills through the task given as well as to give entertainment,
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1. A main menu that was placed at the beginning of the game where the user
can choose either to enter a new game, exit, watch credits and option.
2. A game pause button wherein the user can pause and resume the game,
3. A level up game feature allows the user to unlock and enter the new
mission of the game by achieving the goal of the current mission. Once
the user fails, the player will repeat the mission or back in main menu.
Scopes
The mechanics of this game are, first, the player needs to choose Dr. Jose
Rizal as his/her hero. Then a prologue about Dr. Jose Rizal will show and
proceed to the main game, the instructions will pop-up to whom character he is
going find and that character will reveal the question for the player to answer.
But, the player needs to overcome missions like finding a bamboo and a
piece of log. After he collect it, he will back to the non-player character and it will
show the question. In different levels, the player needs to answer at least 5
questions correctly to earn points for the character to proceed to next level. But if
the player answers the questions incorrectly and once the points reach zero, the
Limitations
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This game is only tested for Android version 8.0 (marshmallow) Android
Ethical Considerations
The names, music, graphic features and interface used in this game are
only fictitious.
Software
Unity
Monodevelop C#
Mixamo Planning
Photoshop
Research
Adobe Fuse Rizaliana
Power Director Design
Build Adventure
Testing Quest
Hardware
Android Phone Evaluation
ISO System
Evaluation
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The Inputs are Unity, we use this language to create the game. Monodevelop C#,
to create a model, Power director for the tribute and Android phone for exporting
the game and the ISO 9126. In Process, there comes the Planning, Research,
Quest.”
Definition of Terms
technically:
Android version 9.0 (Pie)- android version of mobile phone wherein the
Android version 10.0 (Android 10) - android version of mobile phone wherein
longer hours.
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Portability- the system can run smoothly on different versions of android phone.
Reliability- the proposed game does not have an error handling feature.
Testability- the software meets the requirements when testing the app.
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Chapter 2
The literature and studies cited in this chapter tackles the different
development related to study from the past up to the present and which serves
as the proponent’s guide in developing the games. Those were included in this
chapter helped in familiarizing information that are relevant and similar to the
present study.
Theoretical/Technical Background
storyline. The game concept is based upon the life of Dr. Jose Rizal. The users
researchers aimed to develop a game that would make the mobile users
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According to the article "The gamification of education: why playing is the future
of education rather than using traditional way of educating students. That’s why
the researchers came up with the idea of using Dr. Jose Rizal and his history to
educate the students about the life and journey of our heroes in the early times.
Webster dictionary defines a hero as "a person who is admired for great or brave
games are very popular amongst players because of their high accessibility.
According to the Top Grossing chart in App Store, free-to-play mobile games
dominate the chart of the most profitable mobile games in such regions as
Russia, United States and Japan. Such statistics demonstrate that the free-to-
interesting subject to study. The aim of the thesis is to cover the topic of
monetization strategies of free-to-play mobile games and find out how different
mobile app monetization models affect each other in a free-to-play mobile game.
The final goal is to provide improvement recommendation for the mobile game
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even handheld game systems to some degree mobile phones reached across a
massive wide range of social and economic boundaries. Mobile phones are the
most powerful compact devices available for mobile computing processes. This
research firm has estimated that 200 million people play games in their mobile
phones in 2005 thus having a market in total of $6B. On the other hand, the
performance. Through the years, studies have yielded different results. Some of
them say that they are co-related when some say that they are not.
According to Sultan Ali Hamzah (2014) Online games have both positive
and negative effects on people specially students. They may become lazy when
it comes to studying and prefer playing the whole day long. Some may even skip
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In the world of today, there are different genres of online games. First are
the console games. Console games are more commonly referred to as video
games. They are played on a device specially made for game play called a
videogame console. The player interacts with the game through a controller, a
hand-held device with buttons and joysticks or pads. Video and sound are
Microsoft Xbox, Sony Play station, Nintendo GameCube, and Nintendo Wii.
Second are the real-time strategy games. This is a type of video game in
which players exercise strategy along the way, typically to conquer enemies and
reach a final destination without being eradicated. For example, to win, players
decide which routes to take, what needs to be done and how to do it. Contrast
running software on, more than one type of hardware platform. The most
universal cross platform application is the Web browser. Written for every
desktop computer and mobile platform, Web browsers render Web pages
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gaming since the introduction of Pac-man and Frogger stated that video
players the freedom to act as they see fit”, it reads. “And a deep world
simulation that allows them to solve problems in a variety of ways is the best
adventure game which allows the users to control three playing character.
Also, the concept of it is to fight the monster to save the world. In addition, Mr.
Panlaban worked as the lead artist of the team. Aside from it Mr. Panlaban
programs that is designed for the end user. Application software can be
divided into two general classes: systems software and application software
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offered of the early days of what has become ”historical game studies” – the
study of those games that in some way represent the past or relate to
attention from learners who otherwise lack interest in history and may
encourage them to study history of their own accord. Students who might
otherwise be disengaged might enjoy such an activity, with the added benefit
of learning material that they would not have under other circumstances.
classifying into various type which distinct by the game theme, goals,
physical stimulation nor both. Games playing its own role by develop skills
psychological.
The authors Harrison, Flood, and Duce (2013), stated that ―The
handiness has come to the detriment of the ease of use of these gadgets in a
few connections.
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The author Yifan (2013) wanted to be familiar with Android smart phone
phone. The author made a game that was about a drunken chicken going
back to his home, this was an endless running game. The author used
acceleration so the game would not be easy. The author developed the game
that has a concept of pet taming. Authors created this study because they
generations passed by. Authors made the interface of the game inspired by
promote the country to the local and foreign gamers. The game could be
played online to interact with other players and Windows as its Operating
System.
and Loeb (2013) created a study that combines machine learning and
but also personalized. The authors created a mobile app that focuses on
teaching players SAT 1 Math concepts using Pokémon game design model.
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SIPA: Karina Mendez (2012) created the mobile game SIPA; Street
Hack Sack, and Android/IOS application which brings to life one of the oldest
and most-loved street games in the Philippines. SIPA is the first ever Pinoy-
themed game available on Android market. The game puts you on control of
Buchukoy, a boy who plays sipa throughout the street of Manila. Earns points
everytime successfully hits the shuttlecock. You’ll be able to use these points
The review of related literature and related studies served as basis and
information in the past research, which we may relate to our current study.
Also, these reviews conclude to the researchers to create and think some
our study is based upon the past knowledge. The studies were very important
especially to the researchers because it gives some ideas about the proposed
project. These helped the researchers to understand the research better and
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The researchers came up with the mind of why not use today’s technology
in teaching students. That’s the researchers thought of why not study history on
their mobile phones. They can learn while they are being entertained. That’s why
the researchers came up with the thought that instead of restricting them from
playing games, why not use certain games that can increase their knowledge,
even handheld game systems to some degree mobile phones reached across a
massive wide range of social and economic boundaries. Mobile phones are the
most powerful compact devices available for mobile computing processes. This
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Chapter 3
This chapter discussed the research methods and the design of the study.
The purpose of research methods was to consider the factor related to the
project and to know if the investment of time and the other resources will produce
a desirable result.
Research Methodology
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Planning – In this phase of Agile method process, the researchers examined the
problems on how many Filipino still remember Dr. Jose Rizal. By the data
gathered by the proponents, the process of problem solving and planning took
place.
Design – The proponents gathered and presented the details of the information
previous study on documentary source. The proponents used Unity for building a
game, Monodevelop (C#) for coding, and Mixamo for animation, Photoshop for
Development – This phase involves designing and coding of the game and
Testing – The game was tested to know its capability and flexibility to ensure
researchers kept the system running and show the users how to use it.
the system is working. By the users’ feedback, the researchers were able to
know if the system needs to improve and if there are any recommendations.
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Requirement Analysis
The Data Flow Diagram is used to graphically represent the flow and the process
of the system.
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Requirement Documentation
Interface
e. Pause – If the player clicks this button the resume, load, main menu and
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i. Options - In option button, the player can adjust the music volume.
j. Quest button - displays the mission/s and the items that has to be
collected.
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l. Back button- If the player wishes to not continue the game, he/she can
m. Skip button- If the player doesn’t want to read the guidelines, he/she can
skip.
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Thirty-five (35) respondents took the survey and also to test the
member of the group will have to look for students, employed and unemployed
The mobile phones used to conduct the evaluation test were Android
version 8.0, Android version 9.0 and Android version 10.0. The researchers used
responses.
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The researchers used the ISO 9126 for the system evaluation. The
accurate result.
b) Reliability– System can handle failure set by the user or has an error
handling feature
c) Efficiency– System can run in longer hours; outputs are correct in generating
reports.
implementation
testing.
i) Portability– the extent to which the software will work under different phones
together.
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The data of this study were treated using the Statistical Package for
Social Science (SPSS) version 24. Furthermore, the following treatments were
used:
a. Weighted Mean-
The formula:
Where:
X = weighted mean
∑ wx
X= w = weights / frequency
Σw
x = numerical value
criterion.
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Implementation Plan
The table for Implementation Plan shows the Pre-study of the proposed
IMPLEMENTATION PLAN
June 16, 2020 June 16, 2020
MILESTONE START FINISHED
PRE-STUDY August 14, 2019 August 20, 2019
DESIGN August 21, 2019 June 9, 2019
IMPLEMENTATION May 18, 2020 May 18, 2020
CONTENT & DEMO
PREP.
DEMONSTRATION
EVALUATION May 19, 2020 June 9, 2020
PLATFORM DESIGN August 21, 2019 May 4, 2020
FINALIZATION
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CHAPTER 4
RESULTS AND DISCUSSIONS
This chapter presented the results of the system evaluation and data
gathering conducted to the respondents. The results were presented in tables for
I. Respondents’ Profile
Table 2
Frequency Distribution of Age
Ages Frequency Percent
18 5 14.3
19 7 20.0
20 8 22.9
21 10 28.6
22 5 14.3
Total 35 100
years old (28.6%) and 20years old (22.9%). Others were at age 19 (20.0%) and
Table 3
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Frequency Percent
Male 21 60%
Female 14 40%
Total 35 100%
In terms of gender, most respondents surveyed were male with 60% and
The respondents tested the mobile game in the phone provided by the
researchers. The respondents were asked to the game app evaluated the app
every test or trial. The researchers used the ISO 9126 for the system evaluation.
A. Level of Performance
Table 4
System Evaluation on the Level of Performance
Tests Test 1 Test 2 Test 3 Overall
Level of
Mea Level of Level of Level of
Aspects
n Performance
Mean
Performance
Mean
Performance
Mean Perform
ance
Correctness 3.20 Good 3.46 Excellent 4.14 Excellent 3.60 Excellent
Reliability 3.00 Good 3.64 Excellent 4.18 Excellent 3.61 Excellent
Efficiency 2.92 Good 3.28 Good 4.66 Outstanding 3.62 Excellent
Integrity 2.82 Good 3.28 Good 4.20 Excellent 3.43 Excellent
Usability 2.82 Good 3.46 Excellent 3.48 Excellent 3.25 Good
Maintainability 2.88 Good 3.52 Excellent 4.14 Excellent 3.51 Excellent
Testability 2.74 Good 3.50 Excellent 4.20 Excellent 3.48 Excellent
Flexibility 2.84 Good 3.48 Excellent 4.22 Outstanding 3.51 Excellent
Portability 2.86 Good 3.52 Excellent 4.18 Excellent 3.52 Excellent
Interoperability 2.84 Good 3.46 Excellent 4.20 Excellent 3.50 Excellent
Overall Mean 2.89 Good 3.46 Excellent 4.16 Excellent 3.50 Excellent
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When looking at the individual means in Table 4, in the first test, the
system was rated Good at all aspects of the evaluation as well as the General
on the other hand, Efficiency and Integrity both rated Good with 3.28.
On the third test, Efficiency (4.66) and Flexibility (4.22) were rated
Outstanding while other aspects were rated Excellent. In general, all aspects
were rated Excellent for Usability which was rated Good (3.25).
B. Level of Acceptability
Using the same weighted means above, the researchers interpreted the
Table 5
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Level of Level of
Level of Mea Mea Mea Level of
Aspects Mean Performanc Performanc
Performance n n n Performance
e e
Slightly
Correctness 3.20 3.46 Acceptable 4.14 Acceptable 3.60 Acceptable
Acceptable
Slightly
Reliability 3.00 3.64 Acceptable 4.18 Acceptable 3.61 Acceptable
Acceptable
Slightly Slightly Very
Efficiency 2.92 3.28 4.66 3.62 Acceptable
Acceptable Acceptable Acceptable
Slightly
Integrity 2.82 3.28 Acceptable 4.20 Acceptable 3.43 Acceptable
Acceptable
Slightly Slightly
Usability 2.82 3.46 Acceptable 3.48 Acceptable 3.25
Acceptable Acceptable
Slightly
Maintainability 2.88 3.52 Acceptable 4.14 Acceptable 3.51 Acceptable
Acceptable
Slightly
Testability 2.74 3.50 Acceptable 4.20 Acceptable 3.48 Acceptable
Acceptable
Slightly Very
Flexibility 2.84 3.48 Acceptable 4.22 3.51 Acceptable
Acceptable Acceptable
Slightly
Portability 2.86 3.52 Acceptable 4.18 Acceptable 3.52 Acceptable
Acceptable
Slightly
Interoperability 2.84 3.46 Acceptable 4.20 Acceptable 3.50 Acceptable
Acceptable
Slightly
Overall Mean 2.89 3.46 Acceptable 4.16 Acceptable 3.50 Acceptable
Acceptable
In the first test of the system, respondents rated Slightly Acceptable in all
aspects of the system evaluation. In the second try, all aspects were evaluated
as Acceptable by the respondents except for Efficiency which was rated Slightly
Acceptable (3.28). Meanwhile, the system was Very Acceptable in the third try in
terms of Efficiency (4.66) and Flexibility (4.22) while the rests of the aspects were
rated Acceptable.
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tests that were conducted relative to the evaluation of the system. The pairing
Table 6
Paired Differences
Pairings Std. t α
Mean
Deviation
Correctness (T1) - Correctness (T2) -.26000 .56460 -3.256 .002
Correctness (T2)- Correctness (T3) -.68000 .47121 -10.204 .000
Reliability (T1)- Reliability (T2) -.64000 .48487 -9.333 .000
Reliability (T2)- Reliability (T3) -.54000 .50346 -7.584 .000
Effciency (T1)- Effciency (T2) -.36000 .48487 -5.250 .000
Effciency (T2)- Effciency (T3) -1.38000 .49031 -19.902 .000
Integrity (T1) - Integrity (T2) -.46000 .50346 -6.461 .000
Integrity (T2) - Integrity (T3) -.92000 0.56569 -11.500 .000
Usability (T1) - Usability (T2) -.64000 .48487 -9.333 .000
Usability (T2)- Usability (T3) -.02000 .37742 -0.375 .709
Maintainability (T1) - Maintainability (T2) -.64000 .48487 -9.333 .000
Maintainability (T2)- Maintainability (T3) -.62000 .49031 -8.941 .000
Testability (T1)- Testability (T2) -.76000 .43142 -12.457 .000
Testability (T2)- Testability (T3) -.70000 .46291 -10.693 .000
Flexibility (T1)- Flexibility (T2) -.64000 .48487 -9.333 .000
Flexibility (T2)- Flexibility (T3) -.74000 .44309 -11.809 .000
Portability (T1)- Portability (T2) -.66000 .47852 -9.753 .000
Portability (T2)- Portability (T3) -.66000 .47852 -9.753 .000
Interoperationability (T1)- Interoperationability(T2) -.62000 .49031 -8.941 .000
Interoperationability (T2)- Interoperationability (T3) -.74000 .52722 -9.925 .000
* Significant at α= .05 level.
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tests conducted in all aspects of the system except for Usability Test 2 and 3
means that the evaluations of the respondents in the second and third test in
Table 7
Paired Differences
Pairings Std. t α
Mean
Deviation
MEAN_TEST1 - MEAN_TEST2 -.56800 .35018 -11.469 .000
MEAN_TEST2 - MEAN_TEST3 -.70000 .32950 -15.022 .000
* Significant at α= .05 level.
differences between Test 1 and test 2 (t=--11.469, α=.000) and Test 2 and Test 3
CHAPTER 5
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recommendations that will help the next proponents to improve the proposed
system.
Summary of Findings
majority of the respondents marked all the criterion set by the proponents as
excellent and acceptable. It proves that the game “Rizaliana Adventure Quest” is
acceptable to provide educational game that will serve as a tool to enhance the
knowledge and thinking skills of the students and increase their interest towards
Conclusions
Recommendations
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2. The game must have collected item according to Dr. Jose Rizal works
or achievements.
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References
Bargonse, R. (2017). The Computer Games Journal. Vol. 6, Issue 4, pp. 239-
255.
https:// labulakenya.com/2012/sipa-a-proudly-pinoy-made-mobile-app
Fu (2016)
https://www.researchgate.net
Kelly, A. (2017)
PC Gamer, p.96
Logarta, M. (2014)
Yifan (2013)
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Survey Questionnaire
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Appendix 2
Certificate of Statistician
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Appendix 3
Certificate of Grammarian
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Appendix 4
Certificate of Plagiarism
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Appendix 5
Biographical Statement
Jenna May Cruz a student from Norzagaray College with a degree course of
Bachelor of Science in Computer Science (BSCS). She is also one of the
documentary on this thesis project, she elected as the classroom secretary, she
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loves watching Netflix series and doing crochets. She also believes in saying that
“Problems are not stop signs; they are guidelines”
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Appendix 6
System Codes
Code for Character Control
using System;
using UnityEngine;
using UnityStandardAssets.CrossPlatformInput;
namespace UnityStandardAssets.Characters.ThirdPerson
{
[RequireComponent(typeof (ThirdPersonCharacter))]
public class ThirdPersonUserControl : MonoBehaviour
{
private ThirdPersonCharacter m_Character; // A reference
to the ThirdPersonCharacter on the object
private Transform m_Cam; // A reference
to the main camera in the scenes transform
private Vector3 m_CamForward; // The current
forward direction of the camera
private Vector3 m_Move;
private bool m_Jump; // the world-
relative desired move direction, calculated from the camForward
and user input.
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private void Start()
{
// get the transform of the main camera
if (Camera.main != null)
{
m_Cam = Camera.main.transform;
}
else
{
Debug.LogWarning(
"Warning: no main camera found. Third person
character needs a Camera tagged \"MainCamera\", for camera-
relative controls.", gameObject);
// we use self-relative controls in this case,
which probably isn't what the user wants, but hey, we warned th
em!
}
private void Update()
{
if (!m_Jump)
{
m_Jump = CrossPlatformInputManager.GetButtonDown(
"Jump");
}
}
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");
bool crouch = Input.GetKey(KeyCode.C);
public class AddScore3 : MonoBehaviour {
public int adds,colls,add1,colls1;
//public TextMeshProUGUI Add, Coll;
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public Text addtext;
public Text collecttext;
public Text HighScore;
public Text scoretext;
float score;
int highscore;
public GameObject C7CorrectMenu1,C7WrongMenu1, C7CorrectButt1
,C7WrongButt1;
public GameObject C8CorrectMenu2, C8CorrectButt2,C8WrongMenu,
C8WrongButt1;
public GameObject C6CorrectMenu2, C6CorrectButt2,C6WrongMenu,
C6WrongButt1;
public GameObject C9CorrectMenu2, C9CorrectButt2,C9WrongMenu,
C9WrongButt1;
public GameObject C11CorrectMenu2, C11CorrectButt2,C11WrongMe
nu,C11WrongButt1;
public GameObject C12CorrectMenu2, C12CorrectButt2,C12WrongMe
nu,C12WrongButt1;
public GameObject C13CorrectMenu2, C13CorrectButt2,C13WrongMe
nu,C13WrongButt1;
public GameObject C14CorrectMenu2, C14CorrectButt2,C14WrongMe
nu,C14WrongButt1;
public GameObject C15CorrectMenu2, C15CorrectButt2,C15WrongMe
nu,C15WrongButt1;
public GameObject C18CorrectMenu2, C18CorrectButt2,C18WrongMe
nu,C18WrongButt1;
public GameObject C10CorrectMenu2, C10CorrectButt2,C10WrongMe
nu,C10WrongButt1;
void Start () {
}
void Update () {
//Add.text = adds.ToString ();
//Coll.text = colls.ToString ();
addtext.text = add1.ToString ();
collecttext.text = colls1.ToString ();
highscore = (int)add1;
addtext.text = highscore.ToString ();
if (PlayerPrefs.GetInt ("Score") <= highscore)
PlayerPrefs.SetInt ("Score", highscore);
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}
public void C7AddsCore()
{
C7CorrectButt1.SetActive (true);
C7CorrectMenu1.SetActive (false);
Time.timeScale = 1f;
add1 += 50;
colls1 += 1;
score += 50;
}
public void C7MinusScore()
{
C7WrongButt1.SetActive (true);
C7WrongMenu1.SetActive (false);
Time.timeScale = 1f;
add1 -= 30;
}
public void C8Addscore()
{
C8CorrectButt2.SetActive (true);
C8CorrectMenu2.SetActive (false);
Time.timeScale = 1f;
add1 += 50;
colls1 += 1;
}
public void C8MinusScore()
{
C8WrongButt1.SetActive (true);
C8WrongMenu.SetActive (false);
Time.timeScale = 1f;
add1 -= 30;
}
public void C6Addscore()
{
C6CorrectButt2.SetActive (true);
C6CorrectMenu2.SetActive (false);
Time.timeScale = 1f;
add1 += 50;
colls1 += 1;
score += 50;
}
public void C6MinusScore()
{
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C6WrongButt1.SetActive (true);
C6WrongMenu.SetActive (false);
Time.timeScale = 1f;
add1 -= 30;
}
public void C9Addscore()
{
C9CorrectButt2.SetActive (true);
C9CorrectMenu2.SetActive (false);
Time.timeScale = 1f;
add1 += 50;
colls1 += 1;
score += 50;
}
public void C9MinusScore()
{
C9WrongButt1.SetActive (true);
C9WrongMenu.SetActive (false);
Time.timeScale = 1f;
add1 -= 30;
}
public void C10Addscore()
{
C10CorrectButt2.SetActive (true);
C10CorrectMenu2.SetActive (false);
Time.timeScale = 1f;
add1 += 50;
colls1 += 1;
score += 50;
}
public void C10MinusScore()
{
C10WrongButt1.SetActive (true);
C10WrongMenu.SetActive (false);
Time.timeScale = 1f;
add1 -= 30;
}
public void C11Addscore()
{
C11CorrectButt2.SetActive (true);
C11CorrectMenu2.SetActive (false);
Time.timeScale = 1f;
add1 += 50;
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colls1 += 1;
score += 50;
}
public void C11MinusScore()
{
C11WrongButt1.SetActive (true);
C11WrongMenu.SetActive (false);
Time.timeScale = 1f;
add1 -= 30;
}
public void C12Addscore()
{
C12CorrectButt2.SetActive (true);
C12CorrectMenu2.SetActive (false);
Time.timeScale = 1f;
add1 += 50;
colls1 += 1;
score += 50;
}
public void C12MinusScore()
{
C12WrongButt1.SetActive (true);
C12WrongMenu.SetActive (false);
Time.timeScale = 1f;
add1 -= 30;
}
public void C13Addscore()
{
C13CorrectButt2.SetActive (true);
C13CorrectMenu2.SetActive (false);
Time.timeScale = 1f;
add1 += 50;
colls1 += 1;
score += 50;
}
public void C13MinusScore()
{
C13WrongButt1.SetActive (true);
C13WrongMenu.SetActive (false);
Time.timeScale = 1f;
add1 -= 30;
}
public void C14Addscore()
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{
C14CorrectButt2.SetActive (true);
C14CorrectMenu2.SetActive (false);
Time.timeScale = 1f;
add1 += 50;
colls1 += 1;
score += 50;
}
public void C14MinusScore()
{
C14WrongButt1.SetActive (true);
C14WrongMenu.SetActive (false);
Time.timeScale = 1f;
add1 -= 30;
}
public void C15Addscore()
{
C15CorrectButt2.SetActive (true);
C15CorrectMenu2.SetActive (false);
Time.timeScale = 1f;
add1 += 50;
colls1 += 1;
score += 50;
}
public void C15MinusScore()
{
C15WrongButt1.SetActive (true);
C15WrongMenu.SetActive (false);
Time.timeScale = 1f;
add1 -= 30;
}
public void C18Addscore()
{
C18CorrectButt2.SetActive (true);
C18CorrectMenu2.SetActive (false);
Time.timeScale = 1f;
add1 += 50;
score += 50;
colls1 += 1;
}
public void C18MinusScore()
{
C18WrongButt1.SetActive (true);
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C18WrongMenu.SetActive (false);
Time.timeScale = 1f;
add1 -= 30;
}
public void LoadScore()
{
HighScore.text = PlayerPrefs.GetInt ("Score").ToString ()
;
}
}
public class Pua : MonoBehaviour {
public GameObject pauseMenuUI, pausebutton;
public void Pausee()
{
pauseMenuUI.SetActive (true);
pausebutton.SetActive (true);
Time.timeScale = 0f;
}
public void Resume()
{
pauseMenuUI.SetActive (false);
pausebutton.SetActive (true);
Time.timeScale = 1f;
}
public void Settingz()
{
pauseMenuUI.SetActive (false);
pausebutton.SetActive (false);
Time.timeScale = 0f;
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}
public void LoadMenu()
{
SceneManager.LoadScene ("MainMenu");
}
public void QuitGame()
{
Debug.Log("Qutting game.....");
Application.Quit ();
}
}
Code for Volume up and down;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class VolumeCode : MonoBehaviour {
private AudioSource audioSrc;
private float musicVolume = 1f;
void Start () {
audioSrc = GetComponent<AudioSource>();
}
void Update () {
audioSrc.volume = musicVolume;
}
public void SetVolume(float vol)
{
musicVolume = vol;
}
}
Code for ShowDialogs;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Showdialog : MonoBehaviour {
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NORZAGARAY COLLEGE
public GameObject D1,D2,D3,D4,D5;
public GameObject N1, N2, N3, N4, N5,panel;
public GameObject Destroy1;
void Start () {
Time.timeScale = 0f;
}
public void Next1()
{
D1.SetActive (false);
D2.SetActive (true);
D3.SetActive (false);
D4.SetActive (false);
D5.SetActive (false);
N1.SetActive (false);
N2.SetActive (true);
N3.SetActive (false);
N4.SetActive (false);
N5.SetActive (false);
Time.timeScale = 0f;
}
public void Next2()
{
D1.SetActive (false);
D2.SetActive (false);
D3.SetActive (true);
D4.SetActive (false);
D5.SetActive (false);
N1.SetActive (false);
N2.SetActive (false);
N3.SetActive (true);
N4.SetActive (false);
N5.SetActive (false);
Time.timeScale = 0f;
}
public void Next3()
{
D1.SetActive (false);
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D2.SetActive (false);
D3.SetActive (false);
D4.SetActive (true);
D5.SetActive (false);
N1.SetActive (false);
N2.SetActive (false);
N3.SetActive (false);
N4.SetActive (true);
N5.SetActive (false);
Time.timeScale = 0f;
}
public void Next4()
{
D1.SetActive (false);
D2.SetActive (false);
D3.SetActive (false);
D4.SetActive (false);
D5.SetActive (true);
N1.SetActive (false);
N2.SetActive (false);
N3.SetActive (false);
N4.SetActive (false);
N5.SetActive (true);
Time.timeScale = 0f;
}
public void Next5()
{
D1.SetActive (false);
D2.SetActive (false);
D3.SetActive (false);
D4.SetActive (false);
D5.SetActive (false);
N1.SetActive (false);
N2.SetActive (false);
N3.SetActive (false);
N4.SetActive (false);
N5.SetActive (false);
panel.SetActive (false);
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Time.timeScale = 1f;
Destroy (Destroy1);
}
}
Code for QuestUI’s;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
public class Pangquest : MonoBehaviour {
void Start () {
Trivia.SetActive (false);
Question.SetActive (false);
Correct.SetActive (false);
CorrectButt.SetActive (false);
Wrong.SetActive (false);
WrongButt.SetActive (false);
Time.timeScale = 0f;
}
void Update () {
//AddScoreText.text = addscore.ToString ();
//CollectedText.text = addcol.ToString ();
}
public void ToQuestion()
{
Trivia.SetActive (true);
Question.SetActive (true);
Correct.SetActive (false);
CorrectButt.SetActive (false);
Wrong.SetActive (false);
WrongButt.SetActive (false);
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}
public void CorrectAns()
{
Trivia.SetActive (false);
Question.SetActive (false);
Correct.SetActive (true);
CorrectButt.SetActive (true);
Wrong.SetActive (false);
WrongButt.SetActive (false);
Time.timeScale = 0f;
// addscore += 50;
/// addcol += 1;
}
public void WrongAns()
{
Trivia.SetActive (false);
Question.SetActive (false);
Correct.SetActive (false);
CorrectButt.SetActive (false);
Wrong.SetActive (true);
WrongButt.SetActive (true);
Time.timeScale = 0f;
// addscore += 50;
/// addcol += 1;
}
}
Code for UI’s;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Tanong : MonoBehaviour {
public GameObject questUI;
//private bool alreadyPlayed = false;
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void OnTriggerEnter(Collider other)
{
if (other.gameObject.tag == "Boys" && questUI.activeSelf
== false )//& alreadyPlayed == false)
questUI.SetActive (true);
//alreadyPlayed = true;
Time.timeScale = 0f;
}
}
Code for EndingPortals;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class endingstage1 : MonoBehaviour {
public GameObject portal1,portal2,tao1,message;
void Start () {
message.SetActive (false);
}
void OnTriggerEnter(Collider other)
{
if (other.gameObject.tag == "Boys" && message.activeSelf
== false)
portal1.SetActive (false);
portal2.SetActive (false);
message.SetActive (true);
tao1.SetActive (false);
Time.timeScale = 1f;
}
}
Code for NewGame;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
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public class Newgame : MonoBehaviour {
public void PlayGame01 ()
{
SceneManager.LoadScene ("poly");
}
}
Code for MainMenu;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class Tribute : MonoBehaviour {
public void PlayGame ()
{
SceneManager.LoadScene ("poly");
Time.timeScale = 1f;
}
}
Code for Collecting Woods,Kawayan,Timba and other UI’s;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CollectingCube : MonoBehaviour {
public GameObject Cube11,CUbe2,cube3;
public GameObject destriy;
void Start () {
Cube11.SetActive ( false);
CUbe2.SetActive (false);
cube3.SetActive (false);
}
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void OnTriggerEnter (Collider other)
{
if (other.gameObject.tag == "Boys")
Cube11.SetActive (true);
Destroy(destriy);
}
}
Code for Tribute;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class MainMenu : MonoBehaviour {
public void PlayGame ()
{
SceneManager.LoadScene ("pilipinomenu");
Time.timeScale = 1f;
}
}
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