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Question by unity_67380 · yesterday · movement2d gamescripting beginnermovement scripttop-down

How to give the player a limited amount of moves?

How do I give the player a limited amount of moves? So if the player runs out of moves, a game over screen appears. My game is on a grid and only also horizontal and vertical movement. It also prevents the user from holding down to move.

{ public float moveSpeed = 5f;

 public Transform movePoint;
 public LayerMask whatStopsMovement;
 public Animator anim;

     // Start is called before the first frame update
     void Start()
 {
     movePoint.parent = null; // lets the Transform keep its local orientation rather than its global orientation
 }

 // Update is called once per frame
 bool isCanMove = true;
 void Update()
 {
     transform.position = Vector3.MoveTowards(transform.position, movePoint.position, moveSpeed * Time.deltaTime);
     if (Vector3.Distance(transform.position, movePoint.position) <= .05f)
     {
         if (Mathf.Abs(Input.GetAxisRaw("Horizontal")) == 1f && isCanMove)
         {
             if (!Physics2D.OverlapCircle(movePoint.position + new Vector3(Input.GetAxisRaw("Horizontal"), 0f, 0f), .2f, whatStopsMovement))
             {
                 movePoint.position += new Vector3(Input.GetAxisRaw("Horizontal"), 0f, 0f);
                 isCanMove = false;
                 StartCoroutine(WaitBeforeMove());
             }
         }
         else
         if (Mathf.Abs(Input.GetAxisRaw("Vertical")) == 1f && isCanMove)
         {
             if (!Physics2D.OverlapCircle(movePoint.position + new Vector3(0f, Input.GetAxisRaw("Vertical"), 0f), .2f, whatStopsMovement))
             {
                 movePoint.position += new Vector3(0f, Input.GetAxisRaw("Vertical"), 0f);
                 isCanMove = false;
                 StartCoroutine(WaitBeforeMove());
             }
         }

         anim.SetBool("moving", false); // Checks whether the player is moving
     }
     else
     {
         anim.SetBool("moving", true);
     }
 }
 IEnumerator WaitBeforeMove()
 {
     yield return new WaitForSeconds(1f); // Prevents user from holding down to move
     isCanMove = true;
 }

 public void OnTriggerEnter2D(Collider2D collider)
 {
     Debug.Log("Trigger!");
 }

}

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Answer by AnthonySpering · yesterday

What you can do is set up a timer what I mean is have a variable and make it so that whenever you move it goes up by one and when it reaches a certain number it disables the move key. Here is an example of a code.

 public class Move : MonoBehaviour
 {
    public int count;
 
    private void Start()
    {
        count = PlayerPrefs.GetInt("score", 0);
    }
 
     void Update()
     {
         if ("Player move")
         {
             count += 1;
         }
         if (count == 5)
             isCanMove = false;
     }
 }

This is just an example iIdon't think this code actually works but it shows the basic idea

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