1 Commits
lore ... dash

Author SHA1 Message Date
7b15dbb593 Dashing into enemies creates a shockwave that pushes them away
You don't take damage from this
2024-10-27 21:27:38 -07:00
66 changed files with 548 additions and 3990 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;
Destroy(gameObject);
}
void Update() {
transform.Rotate(new Vector3 (0, 0, Time.deltaTime * 1000));
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transform.position,
GameObject.FindGameObjectWithTag("Player").transform.position
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}
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using System.Collections;
using UnityEngine;
using TMPro;
public class TypewriterEffectCh7 : MonoBehaviour
{
public TextMeshProUGUI textComponent; // Reference to the TextMeshProUGUI component
public float typingSpeed = 0.05f; // Speed of the typing effect
private string fullText; // Full text to display
private Coroutine typingCoroutine; // Coroutine to handle typing
public void Start()
{
// Example of starting the effect
SetText("Teo, armed up to the teeth, readily faces Gryan Breen. This was the battle that would go down in history. Sword in hand, fully focused, He readies for the attack. It was do or die.\n\n\"Then let it be known that you are the first and last man to ever see my full strength, Teo.\"");
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@@ -1,11 +0,0 @@
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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fileFormatVersion: 2
guid: de1d1090b47cba949902aaf554cdd286

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@@ -1,11 +0,0 @@
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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@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: 9f2426e4451e89443b283f8755b591ee

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@@ -1,11 +0,0 @@
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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@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: dc00c24c29f99884ea08fb9589d0b137

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@@ -1,11 +0,0 @@
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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@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: 6277fefe34a01f74e961bf46090a0be4

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@@ -1,11 +0,0 @@
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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@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: b7b659f6809d6f946ae3eb4bd3394377

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@@ -1,11 +0,0 @@
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
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@@ -1,11 +0,0 @@
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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@@ -681,7 +681,7 @@ MonoBehaviour:
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state: 0 state: 0
wave: 0 wave: 0
ratbot: {fileID: 398740452138961375, guid: b1e1e6378fb12d47e989565896a737ef, type: 3} ratbot: {fileID: 398740452138961375, guid: 5887eeeb7c78eb5c7bf46c5893fd4846, type: 3}
shop: {fileID: 6569104281457075541, guid: c0d23b24c9c882ef89013998dab29dea, type: 3} shop: {fileID: 6569104281457075541, guid: c0d23b24c9c882ef89013998dab29dea, type: 3}
--- !u!4 &745837569 --- !u!4 &745837569
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@@ -1400,7 +1400,7 @@ RectTransform:
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@@ -4,16 +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;
int[] counts = new int[2];
enum CountIndex : uint {
ratbot = 0,
gunThrower = 1
}
void Start() { void Start() {
OpenShop(); OpenShop();
} }
@@ -28,9 +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();
} }
} }
@@ -44,34 +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,
Random.insideUnitCircle.normalized*20 Random.insideUnitCircle.normalized*20,
+ new Vector2 (
playerPosition.x,
playerPosition.y
),
Quaternion.identity Quaternion.identity
); );
newRatbot.GetComponent<Ratbot>().damageStrength newRatbot.GetComponent<Ratbot>().damageStrength = 5+wave*5;
= 5+wave*5;
newRatbot.GetComponent<Ratbot>().health = 5+wave*2; newRatbot.GetComponent<Ratbot>().health = 5+wave*2;
} }
wave++; wave++;
} }
public GameObject SpawnRatbot() {
if (counts[(uint)CountIndex.gunThrower] < wave/3
&& wave > 3
) {
counts[(uint)CountIndex.gunThrower]++;
return gunThrower;
}
return ratbot;
}
} }

View File

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

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@@ -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;
}
}

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@@ -1,2 +0,0 @@
fileFormatVersion: 2
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View File

@@ -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;
} }
} }

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@@ -1,43 +1,5 @@
# RatStabber # 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: ### 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.