diff --git a/Assets/Scenes/_Scene_0.unity b/Assets/Scenes/_Scene_0.unity
index f49b861..b497992 100644
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diff --git a/Assets/_Prefabs/Enemy_4.prefab.meta b/Assets/_Prefabs/Enemy_4.prefab.meta
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index 0000000..c59b3d4
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diff --git a/Assets/__Scripts/BoundsCheck.cs b/Assets/__Scripts/BoundsCheck.cs
new file mode 100644
index 0000000..87036d5
--- /dev/null
+++ b/Assets/__Scripts/BoundsCheck.cs
@@ -0,0 +1,62 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+///
+/// Keeps a GameObject on screen.
+/// Note that this ONLY works for an orthographic Main Camera at [ 0, 0, 0 ].
+///
+
+public class BoundsCheck : MonoBehaviour
+{
+ [Header("Set in Inspector")]
+ public float radius = 1f;
+
+ [Header("Set Dynamically")]
+ public float camWidth;
+ public float camHeight;
+
+ void Awake() {
+ camHeight = Camera.main.orthographicSize;
+ camWidth = camHeight * Camera.main.aspect;
+ }
+
+ void LateUpdate () {
+ Vector3 pos = transform.position;
+
+ if (pos.x > camWidth - radius) {
+ pos.x = camWidth - radius;
+ }
+
+ if (pos.x < -camWidth + radius) {
+ pos.x = -camWidth + radius;
+ }
+
+ if (pos.y > camHeight - radius) {
+ pos.y = camHeight - radius;
+ }
+ if (pos.y < -camHeight + radius) {
+ pos.y = -camHeight + radius;
+ }
+
+ transform.position = pos;
+ }
+
+ // Draw the bounds in the Scene pane using OnDrawGizmos()
+ void OnDrawGizmos () {
+ if (!Application.isPlaying) return;
+ Vector3 boundSize = new Vector3(camWidth* 2, camHeight* 2, 0.1f);
+ Gizmos.DrawWireCube(Vector3.zero, boundSize);
+ }
+
+ // Start is called before the first frame update
+ void Start()
+ {
+
+ }
+
+ // Update is called once per frame
+ void Update()
+ {
+
+ }
+}
diff --git a/Assets/__Scripts/BoundsCheck.cs.meta b/Assets/__Scripts/BoundsCheck.cs.meta
new file mode 100644
index 0000000..d6d8ae9
--- /dev/null
+++ b/Assets/__Scripts/BoundsCheck.cs.meta
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diff --git a/Assets/__Scripts/Hero.cs b/Assets/__Scripts/Hero.cs
new file mode 100644
index 0000000..ce06924
--- /dev/null
+++ b/Assets/__Scripts/Hero.cs
@@ -0,0 +1,48 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class Hero : MonoBehaviour
+{
+ static public Hero S;
+
+ [Header("Set in Inspector")]
+ // These fields control the movement of the ship
+ public float speed = 30;
+ public float rollMult = -45;
+ public float pitchMult = 30;
+
+ [Header("Set Dynamically")]
+ public float shieldLevel = 1;
+
+ void Awake() {
+ if (S == null) {
+ S = this;
+ } else {
+ Debug.LogError("Hero.Awake() - Attempted to assign second Hero.S!");
+ }
+ }
+
+ // Start is called before the first frame update
+ void Start()
+ {
+
+ }
+
+ // Update is called once per frame
+ void Update()
+ {
+ // Pull in information from the Input class
+ float xAxis = Input.GetAxis("Horizontal");
+ float yAxis = Input.GetAxis("Vertical");
+
+ // Change transform.position based on the axes
+ Vector3 pos = transform.position;
+ pos.x += xAxis * speed * Time.deltaTime;
+ pos.y += yAxis * speed * Time.deltaTime;
+ transform.position = pos;
+
+ // Rotate the ship to make it feel more dynamic
+ transform.rotation = Quaternion.Euler(yAxis*pitchMult,xAxis*rollMult,0);
+ }
+}
diff --git a/Assets/__Scripts/Hero.cs.meta b/Assets/__Scripts/Hero.cs.meta
new file mode 100644
index 0000000..13b0dd4
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diff --git a/Assets/__Scripts/Shield.cs b/Assets/__Scripts/Shield.cs
new file mode 100644
index 0000000..b265407
--- /dev/null
+++ b/Assets/__Scripts/Shield.cs
@@ -0,0 +1,36 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+public class Shield : MonoBehaviour
+{
+ [Header("Set in Inspector")]
+ public float rotationsPerSecond = 0.1f;
+
+ [Header("Set Dynamically")]
+ public int levelShown = 0;
+
+ // This non-public variable will not appear in the Inspector
+ Material mat;
+ // Start is called before the first frame update
+ void Start()
+ {
+ mat = GetComponent().material;
+ }
+
+ // Update is called once per frame
+ void Update()
+ {
+ // Read the current shield level from the Hero Singleton
+ int currLevel = Mathf.FloorToInt(Hero.S.shieldLevel);
+ // If this is different from levelShown...
+ if (levelShown != currLevel) {
+ levelShown = currLevel;
+ // Adjust the texture offset to show different shield level
+ mat.mainTextureOffset = new Vector2( 0.2f*levelShown, 0);
+ }
+ // Rotate the shield a bit every frame in a time-based way
+ float rZ = -(rotationsPerSecond*Time.time*3600) % 360f;
+ transform.rotation = Quaternion.Euler( 0, 0, rZ );
+ }
+}
diff --git a/Assets/__Scripts/Shield.cs.meta b/Assets/__Scripts/Shield.cs.meta
new file mode 100644
index 0000000..0f81fb0
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