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pSDRemoveMatte: 0
|
pSDRemoveMatte: 0
|
||||||
userData:
|
userData:
|
||||||
|
|||||||
@@ -160,8 +160,7 @@ TextureImporter:
|
|||||||
secondaryTextures: []
|
secondaryTextures: []
|
||||||
spriteCustomMetadata:
|
spriteCustomMetadata:
|
||||||
entries: []
|
entries: []
|
||||||
nameFileIdTable:
|
nameFileIdTable: {}
|
||||||
GYNxJn_0: 7760431067827908858
|
|
||||||
mipmapLimitGroupName:
|
mipmapLimitGroupName:
|
||||||
pSDRemoveMatte: 0
|
pSDRemoveMatte: 0
|
||||||
userData:
|
userData:
|
||||||
|
|||||||
@@ -160,8 +160,7 @@ TextureImporter:
|
|||||||
secondaryTextures: []
|
secondaryTextures: []
|
||||||
spriteCustomMetadata:
|
spriteCustomMetadata:
|
||||||
entries: []
|
entries: []
|
||||||
nameFileIdTable:
|
nameFileIdTable: {}
|
||||||
roborat_0: -4827719251672435245
|
|
||||||
mipmapLimitGroupName:
|
mipmapLimitGroupName:
|
||||||
pSDRemoveMatte: 0
|
pSDRemoveMatte: 0
|
||||||
userData:
|
userData:
|
||||||
|
|||||||
@@ -681,11 +681,8 @@ MonoBehaviour:
|
|||||||
m_EditorClassIdentifier:
|
m_EditorClassIdentifier:
|
||||||
state: 0
|
state: 0
|
||||||
wave: 0
|
wave: 0
|
||||||
shop: {fileID: 6569104281457075541, guid: c0d23b24c9c882ef89013998dab29dea, type: 3}
|
|
||||||
ratbot: {fileID: 398740452138961375, guid: 5887eeeb7c78eb5c7bf46c5893fd4846, type: 3}
|
ratbot: {fileID: 398740452138961375, guid: 5887eeeb7c78eb5c7bf46c5893fd4846, type: 3}
|
||||||
gunThrower: {fileID: 398740452138961375, guid: b1e1e6378fb12d47e989565896a737ef, type: 3}
|
shop: {fileID: 6569104281457075541, guid: c0d23b24c9c882ef89013998dab29dea, type: 3}
|
||||||
fastFucker: {fileID: 7192111562784377269, guid: 2c67a9ffe3cbdc6989fcabe398ffd2dc, type: 3}
|
|
||||||
creeper: {fileID: 398740452138961375, guid: ffe7e66eebc0e53d993926c0304591da, type: 3}
|
|
||||||
--- !u!4 &745837569
|
--- !u!4 &745837569
|
||||||
Transform:
|
Transform:
|
||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
|
||||||
|
|||||||
@@ -4,20 +4,8 @@ public class GameState : MonoBehaviour
|
|||||||
{
|
{
|
||||||
public State state;
|
public State state;
|
||||||
public uint wave;
|
public uint wave;
|
||||||
public GameObject shop;
|
|
||||||
public GameObject ratbot;
|
public GameObject ratbot;
|
||||||
public GameObject gunThrower;
|
public GameObject shop;
|
||||||
public GameObject fastFucker;
|
|
||||||
public GameObject creeper;
|
|
||||||
|
|
||||||
int[] counts = new int[4];
|
|
||||||
enum CountIndex : uint {
|
|
||||||
ratbot = 0,
|
|
||||||
gunThrower = 1,
|
|
||||||
fastFucker = 2,
|
|
||||||
creeper = 3
|
|
||||||
}
|
|
||||||
|
|
||||||
void Start() {
|
void Start() {
|
||||||
OpenShop();
|
OpenShop();
|
||||||
}
|
}
|
||||||
@@ -32,9 +20,7 @@ public class GameState : MonoBehaviour
|
|||||||
// Update is called once per frame
|
// Update is called once per frame
|
||||||
void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
if (GameObject.FindGameObjectsWithTag("Ratbot").Length == 0
|
if (GameObject.FindGameObjectsWithTag("Ratbot").Length == 0 && state == State.Wave) {
|
||||||
&& state == State.Wave
|
|
||||||
) {
|
|
||||||
OpenShop();
|
OpenShop();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -48,51 +34,16 @@ public class GameState : MonoBehaviour
|
|||||||
// Spawn ratbots around the player
|
// Spawn ratbots around the player
|
||||||
// Amount, health, and damage scale with waves
|
// Amount, health, and damage scale with waves
|
||||||
state = State.Wave;
|
state = State.Wave;
|
||||||
Vector3 playerPosition
|
Vector3 playerPosition = GameObject.FindGameObjectWithTag("Player").transform.position;
|
||||||
= GameObject
|
|
||||||
.FindGameObjectWithTag("Player")
|
|
||||||
.transform
|
|
||||||
.position;
|
|
||||||
for (uint _ = 0; _ <= wave; _++) {
|
for (uint _ = 0; _ <= wave; _++) {
|
||||||
GameObject newRatbot = Instantiate(
|
GameObject newRatbot = Instantiate(
|
||||||
SpawnRatbot(),
|
ratbot,
|
||||||
// Spawn ratbots in a circle around the player
|
Random.insideUnitCircle.normalized*20,
|
||||||
Random.insideUnitCircle.normalized*20
|
|
||||||
+ new Vector2 (
|
|
||||||
playerPosition.x,
|
|
||||||
playerPosition.y
|
|
||||||
),
|
|
||||||
Quaternion.identity
|
Quaternion.identity
|
||||||
);
|
);
|
||||||
// Set ratbot damageStrength and health
|
newRatbot.GetComponent<Ratbot>().damageStrength = 5+wave*5;
|
||||||
// TODO: set speed
|
|
||||||
newRatbot.GetComponent<Ratbot>().damageStrength
|
|
||||||
= 5+wave*5;
|
|
||||||
newRatbot.GetComponent<Ratbot>().health = 5+wave*2;
|
newRatbot.GetComponent<Ratbot>().health = 5+wave*2;
|
||||||
}
|
}
|
||||||
wave++;
|
wave++;
|
||||||
}
|
}
|
||||||
public GameObject SpawnRatbot() {
|
|
||||||
return creeper;
|
|
||||||
// TODO: Convert this mess into a switch case
|
|
||||||
if (counts[(uint)CountIndex.gunThrower] < wave/3
|
|
||||||
&& wave > 2
|
|
||||||
) {
|
|
||||||
counts[(uint)CountIndex.gunThrower]++;
|
|
||||||
return gunThrower;
|
|
||||||
}
|
|
||||||
if (counts[(uint)CountIndex.fastFucker] < wave/4
|
|
||||||
&& wave > 3
|
|
||||||
) {
|
|
||||||
counts[(uint)CountIndex.fastFucker]++;
|
|
||||||
return fastFucker;
|
|
||||||
}
|
|
||||||
if (counts[(uint)CountIndex.creeper] < wave/6
|
|
||||||
&& wave > 4
|
|
||||||
) {
|
|
||||||
counts[(uint)CountIndex.creeper]++;
|
|
||||||
return creeper;
|
|
||||||
}
|
|
||||||
return ratbot;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -7,36 +7,23 @@ public class Ratbot : MonoBehaviour
|
|||||||
public float damageTimeoutSeconds;
|
public float damageTimeoutSeconds;
|
||||||
public float health = 10;
|
public float health = 10;
|
||||||
float lastDamageTime;
|
float lastDamageTime;
|
||||||
|
GameState gameState;
|
||||||
public static GameState gameState;
|
GameObject player;
|
||||||
public static GameObject player;
|
|
||||||
public Rigidbody2D controller;
|
|
||||||
|
|
||||||
void Start() {
|
void Start() {
|
||||||
SetVars();
|
|
||||||
}
|
|
||||||
|
|
||||||
public void SetVars() {
|
|
||||||
controller = GetComponent<Rigidbody2D>();
|
|
||||||
// Set gameState and player objects
|
// Set gameState and player objects
|
||||||
player = GameObject.FindGameObjectWithTag("Player");
|
player = GameObject.FindGameObjectWithTag("Player");
|
||||||
gameState = GameObject.FindGameObjectWithTag("GameController").GetComponent<GameState>();
|
gameState = GameObject.FindGameObjectWithTag("GameController").GetComponent<GameState>();
|
||||||
}
|
}
|
||||||
|
|
||||||
void Update() {
|
void Update() {
|
||||||
MoveTowardsPlayer(moveSpeed);
|
// Constantly move towards player
|
||||||
|
Rigidbody2D controller = GetComponent<Rigidbody2D>();
|
||||||
|
Vector2 direction = (player.transform.position - transform.position).normalized;
|
||||||
|
controller.AddRelativeForce(direction*moveSpeed*Time.deltaTime);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void MoveTowardsPlayer(float speed) {
|
void OnCollisionStay2D(Collision2D collision) {
|
||||||
controller.AddRelativeForce(
|
|
||||||
(player.transform.position - transform.position)
|
|
||||||
.normalized
|
|
||||||
*speed
|
|
||||||
*Time.deltaTime
|
|
||||||
);
|
|
||||||
}
|
|
||||||
|
|
||||||
public virtual void OnCollisionStay2D(Collision2D collision) {
|
|
||||||
// Deal damage when colliding with the player on a 0.5 second cooldown
|
// Deal damage when colliding with the player on a 0.5 second cooldown
|
||||||
if (collision.gameObject.tag != "Player") return;
|
if (collision.gameObject.tag != "Player") return;
|
||||||
if (lastDamageTime > Time.fixedTime-damageTimeoutSeconds) return;
|
if (lastDamageTime > Time.fixedTime-damageTimeoutSeconds) return;
|
||||||
@@ -1,8 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 80a6f9e1f8fdfdbcfb3c74283bd49306
|
|
||||||
folderAsset: yes
|
|
||||||
DefaultImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@@ -1,26 +0,0 @@
|
|||||||
using UnityEngine;
|
|
||||||
|
|
||||||
public class Creeper : Ratbot
|
|
||||||
{
|
|
||||||
public GameObject particles;
|
|
||||||
float countdown;
|
|
||||||
|
|
||||||
void Update() {
|
|
||||||
if (Vector3.Distance(player.transform.position, transform.position) > 5) {
|
|
||||||
MoveTowardsPlayer(moveSpeed);
|
|
||||||
float newTime = countdown + Time.deltaTime;
|
|
||||||
countdown = Mathf.Min(newTime, 1);
|
|
||||||
} else {
|
|
||||||
countdown -= Time.deltaTime;
|
|
||||||
if (countdown < 0) Explode();
|
|
||||||
}
|
|
||||||
transform.GetChild(0).localScale = new Vector3 (countdown * 3.5F, 0.25F, 1);
|
|
||||||
}
|
|
||||||
void Explode() {
|
|
||||||
Destroy(gameObject);
|
|
||||||
Instantiate(particles);
|
|
||||||
if (Vector3.Distance(player.transform.position, transform.position) < 5) {
|
|
||||||
player.GetComponent<Teo>().health -= damageStrength;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,2 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: d23c0105448702c45b209f27f497780f
|
|
||||||
@@ -1,30 +0,0 @@
|
|||||||
using UnityEngine;
|
|
||||||
using System.Collections;
|
|
||||||
|
|
||||||
public class FastFucker : Ratbot
|
|
||||||
{
|
|
||||||
bool attack = true;
|
|
||||||
void Update() {
|
|
||||||
if (attack)
|
|
||||||
MoveTowardsPlayer(moveSpeed*3);
|
|
||||||
else
|
|
||||||
MoveAwayFromPlayer(moveSpeed);
|
|
||||||
}
|
|
||||||
void MoveAwayFromPlayer(float speed) {
|
|
||||||
controller.AddRelativeForce(
|
|
||||||
(transform.position - player.transform.position)
|
|
||||||
.normalized
|
|
||||||
*speed
|
|
||||||
*Time.deltaTime
|
|
||||||
);
|
|
||||||
}
|
|
||||||
new void OnCollisionStay2D (Collision2D collision) {
|
|
||||||
base.OnCollisionStay2D(collision);
|
|
||||||
StartCoroutine("RunAway");
|
|
||||||
}
|
|
||||||
IEnumerator RunAway() {
|
|
||||||
attack = false;
|
|
||||||
yield return new WaitForSeconds (1F);
|
|
||||||
attack = true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,2 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 07603fdf7ab38f05493e2a22ef5cae06
|
|
||||||
@@ -1,21 +0,0 @@
|
|||||||
using UnityEngine;
|
|
||||||
|
|
||||||
public class Gun : MonoBehaviour
|
|
||||||
{
|
|
||||||
public float damageStrength;
|
|
||||||
|
|
||||||
void OnTriggerEnter2D (Collider2D hit) {
|
|
||||||
// Damage player and destroy self on impact
|
|
||||||
if (hit.tag != "Player") return;
|
|
||||||
hit.GetComponent<Teo>().health -= damageStrength;
|
|
||||||
Destroy(gameObject);
|
|
||||||
}
|
|
||||||
|
|
||||||
void Update() {
|
|
||||||
transform.Rotate(new Vector3 (0, 0, Time.deltaTime * 1000));
|
|
||||||
if (Vector3.Distance(
|
|
||||||
transform.position,
|
|
||||||
GameObject.FindGameObjectWithTag("Player").transform.position
|
|
||||||
) > 20) Destroy(gameObject);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,2 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 9960e65b78321cc8a85166a904f8f617
|
|
||||||
@@ -1,28 +0,0 @@
|
|||||||
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<Rigidbody2D>().AddRelativeForce((
|
|
||||||
player.transform.position - thrown.transform.position
|
|
||||||
).normalized * throwSpeed);
|
|
||||||
thrown.GetComponent<Gun>().damageStrength = damageStrength;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,2 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 3ebac0379db13f0c3932982bc0ebed28
|
|
||||||
@@ -94,9 +94,21 @@ public class Teo : MonoBehaviour
|
|||||||
).normalized * dashDistance);
|
).normalized * dashDistance);
|
||||||
// Wait 0.2 seconds before ending the dash
|
// Wait 0.2 seconds before ending the dash
|
||||||
yield return new WaitForSeconds(0.2F);
|
yield return new WaitForSeconds(0.2F);
|
||||||
// Re enable collision and linearDamping after dash complete
|
// Re enable collision and linearDamping after dash
|
||||||
dashing = false;
|
dashing = false;
|
||||||
collider.enabled = true;
|
|
||||||
controller.linearDamping = 15;
|
controller.linearDamping = 15;
|
||||||
|
// Push enemies away at end of dash
|
||||||
|
foreach (Collider2D hit in Physics2D.OverlapCircleAll(
|
||||||
|
transform.position, 3
|
||||||
|
)) {
|
||||||
|
if (hit.tag != "Ratbot") continue;
|
||||||
|
hit.GetComponent<Rigidbody2D>().AddRelativeForce(
|
||||||
|
(hit.transform.position - transform.position)
|
||||||
|
.normalized * dashDistance
|
||||||
|
);
|
||||||
|
}
|
||||||
|
// Don't take damage at end of dash
|
||||||
|
yield return new WaitForSeconds(0.2F);
|
||||||
|
collider.enabled = true;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
67
README.md
67
README.md
@@ -1,43 +1,5 @@
|
|||||||
# RatStabber
|
# RatStabber
|
||||||
|
|
||||||

|
|
||||||
|
|
||||||
### 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:
|
### Alright, Here's the Basic Vision:
|
||||||
|
|
||||||
- The Player (Teo) moves around an infinite field with the camera following the player
|
- The Player (Teo) moves around an infinite field with the camera following the player
|
||||||
@@ -77,7 +39,7 @@ After successfully defeating the Paulbots, the rat took components of the Paulbo
|
|||||||
- [x] Wave spawns enemies
|
- [x] Wave spawns enemies
|
||||||
- [x] Detect when wave ends
|
- [x] Detect when wave ends
|
||||||
- [x] Activate new waves after powerup has been chosen by player
|
- [x] Activate new waves after powerup has been chosen by player
|
||||||
- [x] Dash ability
|
- [ ] Dash ability
|
||||||
|
|
||||||
### Enemy:
|
### Enemy:
|
||||||
- [x] All Enemies have simple pathfinding towards the player
|
- [x] All Enemies have simple pathfinding towards the player
|
||||||
@@ -98,29 +60,34 @@ After successfully defeating the Paulbots, the rat took components of the Paulbo
|
|||||||
|
|
||||||
### In-Game UI:
|
### In-Game UI:
|
||||||
- [x] Player health on bottom left
|
- [x] Player health on bottom left
|
||||||
- [x] Round / Wave on bottom left (?)
|
- [ ] Round / Wave on bottom left (?)
|
||||||
- [ ] Maybe show enemy remaining count? (We can make a hard mode that removes UI except health)
|
- [ ] 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
|
- [ ] Upon round end, pop-up menu for selecting powerup
|
||||||
- [x] Damage
|
- [x] Damage
|
||||||
- [x] Attack distance
|
- [ ] Attack distance
|
||||||
- [x] Attack range
|
- [ ] Attack range
|
||||||
- [x] Attack cooldown
|
- [ ] Attack cooldown
|
||||||
- [x] Health
|
- [x] Health
|
||||||
- [x] Speed
|
- [x] Speed
|
||||||
- [x] Dash cooldown
|
- [ ] Dash cooldown
|
||||||
- [x] Dash distance
|
- [ ] Dash distance
|
||||||
|
|
||||||
- [ ] (Only an idea for now) Have a status bar at the bottom right to show your current stats
|
- [ ] (Only an idea for now) Have a status bar at the bottom right to show your current stats
|
||||||
|
|
||||||
|
|
||||||
### UI / AUDIO:
|
### UI / AUDIO:
|
||||||
- [x] Menu Screen
|
- [ ] Menu Screen
|
||||||
- [ ] Pause Screen
|
- [ ] Pause Screen
|
||||||
- [ ] Option for returning to main menu / resume
|
- [ ] Option for returning to main menu / resume
|
||||||
- [x] Menu Music
|
- [ ] Menu Music
|
||||||
- [x] Level Music
|
- [ ] Level Music
|
||||||
- [x] A section where the player can view unlocked lore by completing more of the game
|
- [ ] A section where the player can view unlocked lore by completing more of the game
|
||||||
- [ ] LORE GETS UNLOCKED EVERY 10 ROUNDS BEATEN + BOSS BEATEN
|
|
||||||
|
|
||||||
|
|
||||||
|
## 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.
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user