3 Commits

Author SHA1 Message Date
2c93456a19 Fast fuckers will run away on taking damage 2024-10-28 16:17:27 -07:00
49937d80b5 We got fast fuckers now 2024-10-27 20:56:20 -07:00
773a30a6b9 Move Gun.cs to Assets/Scripts C#/ 2024-10-27 20:01:23 -07:00
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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.\"");
}
public void SetText(string text)
{
fullText = text;
textComponent.text = ""; // Clear current text
// Stop any existing typing coroutine before starting a new one
if (typingCoroutine != null)
{
StopCoroutine(typingCoroutine);
}
// Start typing the new text
typingCoroutine = StartCoroutine(TypeText());
}
private IEnumerator TypeText()
{
// Type each character one by one
foreach (char c in fullText)
{
textComponent.text += c;
yield return new WaitForSeconds(typingSpeed);
}
typingCoroutine = null; // Reset coroutine reference after finishing
}
// Optional method to speed up typing
public void SpeedUpTyping(float newSpeed)
{
typingSpeed = newSpeed;
}
}

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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
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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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@@ -1,11 +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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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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@@ -1,11 +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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@@ -1,11 +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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@@ -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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gunThrower: {fileID: 398740452138961375, guid: b1e1e6378fb12d47e989565896a737ef, type: 3}
fastFucker: {fileID: 7192111562784377269, guid: 2c67a9ffe3cbdc6989fcabe398ffd2dc, type: 3}
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@@ -7,11 +7,13 @@ public class GameState : MonoBehaviour
public GameObject shop;
public GameObject ratbot;
public GameObject gunThrower;
public GameObject fastFucker;
int[] counts = new int[2];
int[] counts = new int[3];
enum CountIndex : uint {
ratbot = 0,
gunThrower = 1
gunThrower = 1,
fastFucker = 2
}
void Start() {
@@ -52,6 +54,7 @@ public class GameState : MonoBehaviour
for (uint _ = 0; _ <= wave; _++) {
GameObject newRatbot = Instantiate(
SpawnRatbot(),
// Spawn ratbots in a circle around the player
Random.insideUnitCircle.normalized*20
+ new Vector2 (
playerPosition.x,
@@ -59,6 +62,8 @@ public class GameState : MonoBehaviour
),
Quaternion.identity
);
// Set ratbot damageStrength and health
// TODO: set speed
newRatbot.GetComponent<Ratbot>().damageStrength
= 5+wave*5;
newRatbot.GetComponent<Ratbot>().health = 5+wave*2;
@@ -66,12 +71,19 @@ public class GameState : MonoBehaviour
wave++;
}
public GameObject SpawnRatbot() {
// TODO: Convert this mess into a switch case
if (counts[(uint)CountIndex.gunThrower] < wave/3
&& wave > 3
) {
counts[(uint)CountIndex.gunThrower]++;
return gunThrower;
}
if (counts[(uint)CountIndex.fastFucker] < wave/4
&& wave > 2
) {
counts[(uint)CountIndex.fastFucker]++;
return fastFucker;
}
return ratbot;
}
}

View File

@@ -0,0 +1,34 @@
using UnityEngine;
using System.Collections;
public class FastFucker : Ratbot
{
bool attack = true;
void Update() {
if (attack)
MoveTowardsPlayer(moveSpeed*2);
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;
}
new void Damage (float hurtyAmount) {
RunAway();
base.Damage(hurtyAmount);
}
}

View File

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

@@ -10,28 +10,33 @@ public class Ratbot : MonoBehaviour
public static GameState gameState;
public static GameObject player;
public Rigidbody2D controller;
void Start() {
SetVars();
}
public void SetVars() {
controller = GetComponent<Rigidbody2D>();
// Set gameState and player objects
player = GameObject.FindGameObjectWithTag("Player");
gameState = GameObject.FindGameObjectWithTag("GameController").GetComponent<GameState>();
}
void Update() {
MoveTowardsPlayer();
MoveTowardsPlayer(moveSpeed);
}
public void MoveTowardsPlayer() {
Rigidbody2D controller = GetComponent<Rigidbody2D>();
Vector2 direction = (player.transform.position - transform.position).normalized;
controller.AddRelativeForce(direction*moveSpeed*Time.deltaTime);
public void MoveTowardsPlayer(float speed) {
controller.AddRelativeForce(
(player.transform.position - transform.position)
.normalized
*speed
*Time.deltaTime
);
}
void OnCollisionStay2D(Collision2D collision) {
public virtual void OnCollisionStay2D(Collision2D collision) {
// Deal damage when colliding with the player on a 0.5 second cooldown
if (collision.gameObject.tag != "Player") return;
if (lastDamageTime > Time.fixedTime-damageTimeoutSeconds) return;
@@ -41,7 +46,6 @@ public class Ratbot : MonoBehaviour
// Die if health below zero
public void Damage(float hurtyAmount) {
Debug.Log(hurtyAmount);
health -= hurtyAmount;
if (health <= 0) {
Destroy(gameObject);

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@@ -1,43 +1,5 @@
# 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
@@ -77,7 +39,7 @@ After successfully defeating the Paulbots, the rat took components of the Paulbo
- [x] Wave spawns enemies
- [x] Detect when wave ends
- [x] Activate new waves after powerup has been chosen by player
- [x] Dash ability
- [ ] Dash ability
### Enemy:
- [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:
- [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)
- [ ] Upon round end, pop-up menu for selecting powerup
- [x] Damage
- [x] Attack distance
- [x] Attack range
- [x] Attack cooldown
- [ ] Attack distance
- [ ] Attack range
- [ ] Attack cooldown
- [x] Health
- [x] Speed
- [x] Dash cooldown
- [x] Dash distance
- [ ] Dash cooldown
- [ ] Dash distance
- [ ] (Only an idea for now) Have a status bar at the bottom right to show your current stats
### UI / AUDIO:
- [x] Menu Screen
- [ ] Menu Screen
- [ ] Pause Screen
- [ ] Option for returning to main menu / resume
- [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
- [ ] 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.