16 Commits
dash ... lore

Author SHA1 Message Date
0c3b65aecc Merge branch 'main' into lore 2024-10-28 15:43:36 -07:00
ProtoSharkk
bd1090aabe Merge pull request #10 from ProtoSharkk/variants
Gun thrower ratbots
2024-10-27 19:19:14 -07:00
719ecf18aa Ratbots now spawn around player instead of around (0, 0) 2024-10-27 19:16:35 -07:00
0865da7870 Destroy gun when out of view 2024-10-27 19:11:47 -07:00
2908b53812 Past wave 3 a third of ratbots are gun throwers 2024-10-27 19:01:57 -07:00
e3a96303bc Guns spin and die and self destruct on impact 2024-10-27 18:30:18 -07:00
73ab694f7c Guns travel towards player 2024-10-27 18:15:14 -07:00
89953e7cd6 Create Gun thrower subclass of ratbot that spawns gun objects 2024-10-27 17:59:13 -07:00
Iazubi
1e878b2b67 Update README.md 2024-10-27 02:05:58 -07:00
Iazubi
8f970dfbc2 Update README.md 2024-10-27 02:01:45 -07:00
Iazubi
8ee568a2f0 never let me cook again bro
what the heck am I creating...
2024-10-27 01:53:02 -07:00
Iazubi
58a60cbd0b CHANGED BACKGROUND COLOURS (SHOULD PUT THIS IN MAIN)
Finally found the background scene colours and accidentally messed up all of my preferenes oh well but the background is finally black now.
2024-10-27 01:44:06 -07:00
Iazubi
3ebf3b2022 Added GameObjects for selecting ANY chapter
You can now enter all the chapters via the corresponding buttons
2024-10-27 01:00:49 -07:00
Iazubi
67e9116a80 Merge branch 'main' into lore 2024-10-27 00:33:57 -07:00
Iazubi
76f4ef93cd Testing Chapter 7 lore 2024-10-27 00:23:26 -07:00
Iazubi
a22699423c More lore added
title
2024-10-27 00:21:32 -07:00
65 changed files with 3988 additions and 534 deletions

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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;
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using System.Collections;
using UnityEngine;
using TMPro;
public class TypewriterEffectCh7 : MonoBehaviour
{
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public float typingSpeed = 0.05f; // Speed of the typing effect
private string fullText; // Full text to display
private Coroutine typingCoroutine; // Coroutine to handle typing
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{
// Example of starting the effect
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m_ClearFlags: 2
m_BackGroundColor: {r: 0, g: 0, b: 0, a: 0}
m_projectionMatrixMode: 1
m_GateFitMode: 2
m_FOVAxisMode: 0

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@@ -0,0 +1,11 @@
using UnityEngine;
using UnityEngine.SceneManagement;
public class ToCh2 : MonoBehaviour
{
// Method to load the "Lore" scene
public void LoadCh2()
{
SceneManager.LoadScene("Chapter2");
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: de1d1090b47cba949902aaf554cdd286

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@@ -0,0 +1,11 @@
using UnityEngine;
using UnityEngine.SceneManagement;
public class ToCh3 : MonoBehaviour
{
// Method to load the "Lore" scene
public void LoadCh3()
{
SceneManager.LoadScene("Chapter3");
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 9f2426e4451e89443b283f8755b591ee

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@@ -0,0 +1,11 @@
using UnityEngine;
using UnityEngine.SceneManagement;
public class ToCh4 : MonoBehaviour
{
// Method to load the "Lore" scene
public void LoadCh4()
{
SceneManager.LoadScene("Chapter4");
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: dc00c24c29f99884ea08fb9589d0b137

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@@ -0,0 +1,11 @@
using UnityEngine;
using UnityEngine.SceneManagement;
public class ToCh5 : MonoBehaviour
{
// Method to load the "Lore" scene
public void LoadCh5()
{
SceneManager.LoadScene("Chapter5");
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 6277fefe34a01f74e961bf46090a0be4

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@@ -0,0 +1,11 @@
using UnityEngine;
using UnityEngine.SceneManagement;
public class ToCh6 : MonoBehaviour
{
// Method to load the "Lore" scene
public void LoadCh6()
{
SceneManager.LoadScene("Chapter6");
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: b7b659f6809d6f946ae3eb4bd3394377

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@@ -0,0 +1,11 @@
using UnityEngine;
using UnityEngine.SceneManagement;
public class ToCh7 : MonoBehaviour
{
// Method to load the "Lore" scene
public void LoadCh7()
{
SceneManager.LoadScene("Chapter7");
}
}

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fileFormatVersion: 2
guid: a9852c58614949244839c49c4daaca29

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@@ -0,0 +1,11 @@
using UnityEngine;
using UnityEngine.SceneManagement;
public class ToCh8 : MonoBehaviour
{
// Method to load the "Lore" scene
public void LoadCh8()
{
SceneManager.LoadScene("Chapter8");
}
}

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fileFormatVersion: 2
guid: 972e6fce751672d45872a906a9c1f943

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@@ -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:

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@@ -899,8 +899,8 @@ Camera:
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m_Enabled: 1
serializedVersion: 2
m_ClearFlags: 1
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m_ClearFlags: 2
m_BackGroundColor: {r: 0, g: 0, b: 0, a: 0}
m_projectionMatrixMode: 1
m_GateFitMode: 2
m_FOVAxisMode: 0
@@ -1400,7 +1400,7 @@ RectTransform:
m_GameObject: {fileID: 1621325360}
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m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 11.2, y: 11.2, z: 11.2}
m_LocalScale: {x: 11.348959, y: 11.348959, z: 11.348959}
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 447492282}

View File

@@ -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<Ratbot>().damageStrength = 5+wave*5;
newRatbot.GetComponent<Ratbot>().damageStrength
= 5+wave*5;
newRatbot.GetComponent<Ratbot>().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;
}
}

View File

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fileFormatVersion: 2
guid: 80a6f9e1f8fdfdbcfb3c74283bd49306
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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@@ -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<Rigidbody2D>().AddRelativeForce((
player.transform.position - thrown.transform.position
).normalized * throwSpeed);
thrown.GetComponent<Gun>().damageStrength = damageStrength;
}
}

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@@ -7,17 +7,25 @@ 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<GameState>();
}
void Update() {
// Constantly move towards player
MoveTowardsPlayer();
}
public void MoveTowardsPlayer() {
Rigidbody2D controller = GetComponent<Rigidbody2D>();
Vector2 direction = (player.transform.position - transform.position).normalized;
controller.AddRelativeForce(direction*moveSpeed*Time.deltaTime);

View File

@@ -21,25 +21,25 @@ EditorBuildSettings:
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path: Assets/Scenes/LoreScenes/Chapter 2/Chapter 2.unity
path: Assets/Scenes/LoreScenes/Chapter 2/Chapter2.unity
guid: 91b375b41f7f04641a76992b976a4285
- enabled: 1
path: Assets/Scenes/LoreScenes/Chapter 3/Chapter 3.unity
path: Assets/Scenes/LoreScenes/Chapter 3/Chapter3.unity
guid: a64ebc35f77b7c04da00bb8467ee5eb0
- enabled: 1
path: Assets/Scenes/LoreScenes/Chapter 4/Chapter 4.unity
path: Assets/Scenes/LoreScenes/Chapter 4/Chapter4.unity
guid: 2c53b3e3922eacb48a48737551e0d77d
- enabled: 1
path: Assets/Scenes/LoreScenes/Chapter 5/Chapter 5.unity
path: Assets/Scenes/LoreScenes/Chapter 5/Chapter5.unity
guid: d54c774766d6a854c9295003d3382df1
- enabled: 1
path: Assets/Scenes/LoreScenes/Chapter 6/Chapter 6.unity
path: Assets/Scenes/LoreScenes/Chapter 6/Chapter6.unity
guid: 73d5a0e5a25819b47a4d9d304f0c85b5
- enabled: 1
path: Assets/Scenes/LoreScenes/Chapter 7/Chapter 7.unity
path: Assets/Scenes/LoreScenes/Chapter 7/Chapter7.unity
guid: d2d69ae04b5e07b42a2c61663fd6ad9d
- enabled: 1
path: Assets/Scenes/LoreScenes/Chapter 8/Chapter 8.unity
path: Assets/Scenes/LoreScenes/Chapter 8/Chapter8.unity
guid: 923241cfbec2e844c92936db89fac8a1
- enabled: 1
path: Assets/Scenes/LoreScenes/Secret Chapter/Secret Chapter.unity

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View File

@@ -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