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m_LinearDamping: 10 + m_LinearDamping: 15 m_AngularDamping: 0.05 m_GravityScale: 1 m_Material: {fileID: 0} diff --git a/Assets/Scenes/SampleScene.unity b/Assets/Scenes/SampleScene.unity index 5bdfbd4..e22e425 100644 --- a/Assets/Scenes/SampleScene.unity +++ b/Assets/Scenes/SampleScene.unity @@ -681,7 +681,7 @@ MonoBehaviour: m_EditorClassIdentifier: state: 0 wave: 0 - ratbot: {fileID: 398740452138961375, guid: 5887eeeb7c78eb5c7bf46c5893fd4846, type: 3} + ratbot: {fileID: 398740452138961375, guid: b1e1e6378fb12d47e989565896a737ef, type: 3} shop: {fileID: 6569104281457075541, guid: c0d23b24c9c882ef89013998dab29dea, type: 3} --- !u!4 &745837569 Transform: diff --git a/Assets/Scripts C#/GameState.cs b/Assets/Scripts C#/GameState.cs index 49e6ec8..6f6b41e 100644 --- a/Assets/Scripts C#/GameState.cs +++ b/Assets/Scripts C#/GameState.cs @@ -4,8 +4,16 @@ public class GameState : MonoBehaviour { public State state; public uint wave; - public GameObject ratbot; public GameObject shop; + public GameObject ratbot; + public GameObject gunThrower; + + int[] counts = new int[2]; + enum CountIndex : uint { + ratbot = 0, + gunThrower = 1 + } + void Start() { OpenShop(); } @@ -20,7 +28,9 @@ public class GameState : MonoBehaviour // Update is called once per frame void Update() { - if (GameObject.FindGameObjectsWithTag("Ratbot").Length == 0 && state == State.Wave) { + if (GameObject.FindGameObjectsWithTag("Ratbot").Length == 0 + && state == State.Wave + ) { OpenShop(); } } @@ -34,16 +44,34 @@ public class GameState : MonoBehaviour // Spawn ratbots around the player // Amount, health, and damage scale with waves state = State.Wave; - Vector3 playerPosition = GameObject.FindGameObjectWithTag("Player").transform.position; + Vector3 playerPosition + = GameObject + .FindGameObjectWithTag("Player") + .transform + .position; for (uint _ = 0; _ <= wave; _++) { GameObject newRatbot = Instantiate( - ratbot, - Random.insideUnitCircle.normalized*20, + SpawnRatbot(), + Random.insideUnitCircle.normalized*20 + + new Vector2 ( + playerPosition.x, + playerPosition.y + ), Quaternion.identity ); - newRatbot.GetComponent().damageStrength = 5+wave*5; + newRatbot.GetComponent().damageStrength + = 5+wave*5; newRatbot.GetComponent().health = 5+wave*2; } wave++; } + public GameObject SpawnRatbot() { + if (counts[(uint)CountIndex.gunThrower] < wave/3 + && wave > 3 + ) { + counts[(uint)CountIndex.gunThrower]++; + return gunThrower; + } + return ratbot; + } } diff --git a/Assets/Scripts C#/Ratbots.meta b/Assets/Scripts C#/Ratbots.meta new file mode 100644 index 0000000..14fb108 --- /dev/null +++ b/Assets/Scripts C#/Ratbots.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 80a6f9e1f8fdfdbcfb3c74283bd49306 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts C#/Ratbots/GunThrower.cs b/Assets/Scripts C#/Ratbots/GunThrower.cs new file mode 100644 index 0000000..c6d3e8c --- /dev/null +++ b/Assets/Scripts C#/Ratbots/GunThrower.cs @@ -0,0 +1,28 @@ +using UnityEngine; + +public class GunThrower : Ratbot +{ + public GameObject gun; + public float throwSpeed; + + void Start() { + SetVars(); + InvokeRepeating( + "ThrowGun", + Random.Range(1, 3), + Random.Range(1, 3) + ); + } + + void ThrowGun() { + GameObject thrown = Instantiate( + gun, + transform.position, + Quaternion.identity + ); + thrown.GetComponent().AddRelativeForce(( + player.transform.position - thrown.transform.position + ).normalized * throwSpeed); + thrown.GetComponent().damageStrength = damageStrength; + } +} diff --git a/Assets/Scripts C#/Ratbots/GunThrower.cs.meta b/Assets/Scripts C#/Ratbots/GunThrower.cs.meta new file mode 100644 index 0000000..a56c9d8 --- /dev/null +++ b/Assets/Scripts C#/Ratbots/GunThrower.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 3ebac0379db13f0c3932982bc0ebed28 \ No newline at end of file diff --git a/Assets/Scripts C#/Ratbot.cs b/Assets/Scripts C#/Ratbots/Ratbot.cs similarity index 86% rename from Assets/Scripts C#/Ratbot.cs rename to Assets/Scripts C#/Ratbots/Ratbot.cs index 94a3eba..66dc560 100644 --- a/Assets/Scripts C#/Ratbot.cs +++ b/Assets/Scripts C#/Ratbots/Ratbot.cs @@ -7,21 +7,29 @@ public class Ratbot : MonoBehaviour public float damageTimeoutSeconds; public float health = 10; float lastDamageTime; - GameState gameState; - GameObject player; + + public static GameState gameState; + public static GameObject player; void Start() { + SetVars(); + } + + public void SetVars() { // Set gameState and player objects player = GameObject.FindGameObjectWithTag("Player"); gameState = GameObject.FindGameObjectWithTag("GameController").GetComponent(); - } + } void Update() { - // Constantly move towards player + MoveTowardsPlayer(); + } + + public void MoveTowardsPlayer() { Rigidbody2D controller = GetComponent(); Vector2 direction = (player.transform.position - transform.position).normalized; controller.AddRelativeForce(direction*moveSpeed*Time.deltaTime); - } + } void OnCollisionStay2D(Collision2D collision) { // Deal damage when colliding with the player on a 0.5 second cooldown diff --git a/Assets/Scripts C#/Ratbot.cs.meta b/Assets/Scripts C#/Ratbots/Ratbot.cs.meta similarity index 100% rename from Assets/Scripts C#/Ratbot.cs.meta rename to Assets/Scripts C#/Ratbots/Ratbot.cs.meta diff --git a/README.md b/README.md index 2c84e03..ddb0652 100644 --- a/README.md +++ b/README.md @@ -1,5 +1,43 @@ # RatStabber +![TeoSword_clear](https://github.com/user-attachments/assets/5cc699a3-c4a2-47c5-9d7f-10f8546ad48f) + +### Fight off the ratbots and save the rat cities as the hunky man Teo himself! (and all the goofy ai generated images of him and everyone else) + + +## LORE: +After successfully defeating the Paulbots, the rat took components of the Paulbots and improved the design to create the rat bots. He could finally get revenge on Paul for the destruction of his kind. However, the Paul Bots managed to regain consciousness inside of the new and improved Rat Bots, making the Ratbots turn against the rat, taking his weapons and his last hopes of defeating Paul. You (Teo) have arrived to protect the rat and help him figure out a way to stop the now evil rat bots and discover the dark, hidden secrets while ending this war once and for all. + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +## And that's the game... I guess... + ### Alright, Here's the Basic Vision: - The Player (Teo) moves around an infinite field with the camera following the player @@ -39,7 +77,7 @@ - [x] Wave spawns enemies - [x] Detect when wave ends - [x] Activate new waves after powerup has been chosen by player -- [ ] Dash ability +- [x] Dash ability ### Enemy: - [x] All Enemies have simple pathfinding towards the player @@ -60,34 +98,29 @@ ### In-Game UI: - [x] Player health on bottom left -- [ ] Round / Wave on bottom left (?) +- [x] Round / Wave on bottom left (?) - [ ] Maybe show enemy remaining count? (We can make a hard mode that removes UI except health) - [ ] Upon round end, pop-up menu for selecting powerup - [x] Damage - - [ ] Attack distance - - [ ] Attack range - - [ ] Attack cooldown + - [x] Attack distance + - [x] Attack range + - [x] Attack cooldown - [x] Health - [x] Speed - - [ ] Dash cooldown - - [ ] Dash distance + - [x] Dash cooldown + - [x] Dash distance - [ ] (Only an idea for now) Have a status bar at the bottom right to show your current stats ### UI / AUDIO: -- [ ] Menu Screen +- [x] Menu Screen - [ ] Pause Screen - [ ] Option for returning to main menu / resume -- [ ] Menu Music -- [ ] Level Music -- [ ] A section where the player can view unlocked lore by completing more of the game - - - -## LORE: -After successfully defeating the Paul bots, the rat improved upon the design to create the rat bots. He could finally get revenge on Paul for the destruction of his kind. However, the Paul Bots managed to regain consciousness inside of the new and improved Rat Bots, in-turn making the Ratbots turn against the rat, taking his weapons and his last hopes of defeating Paul as well. You (Teo) have arrived to protect the rat and help him figure out a way to stop the now evil rat bots and put an end to this war once and for all. - +- [x] Menu Music +- [x] Level Music +- [x] A section where the player can view unlocked lore by completing more of the game + - [ ] LORE GETS UNLOCKED EVERY 10 ROUNDS BEATEN + BOSS BEATEN