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5162
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wave++;
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8
Assets/Scripts C#/Ratbots.meta
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8
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26
Assets/Scripts C#/Ratbots/Creeper.cs
Normal file
26
Assets/Scripts C#/Ratbots/Creeper.cs
Normal file
@@ -0,0 +1,26 @@
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
2
Assets/Scripts C#/Ratbots/Creeper.cs.meta
Normal file
2
Assets/Scripts C#/Ratbots/Creeper.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d23c0105448702c45b209f27f497780f
|
||||
30
Assets/Scripts C#/Ratbots/FastFucker.cs
Normal file
30
Assets/Scripts C#/Ratbots/FastFucker.cs
Normal file
@@ -0,0 +1,30 @@
|
||||
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;
|
||||
}
|
||||
}
|
||||
2
Assets/Scripts C#/Ratbots/FastFucker.cs.meta
Normal file
2
Assets/Scripts C#/Ratbots/FastFucker.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 07603fdf7ab38f05493e2a22ef5cae06
|
||||
21
Assets/Scripts C#/Ratbots/Gun.cs
Normal file
21
Assets/Scripts C#/Ratbots/Gun.cs
Normal file
@@ -0,0 +1,21 @@
|
||||
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);
|
||||
}
|
||||
}
|
||||
2
Assets/Scripts C#/Ratbots/Gun.cs.meta
Normal file
2
Assets/Scripts C#/Ratbots/Gun.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9960e65b78321cc8a85166a904f8f617
|
||||
28
Assets/Scripts C#/Ratbots/GunThrower.cs
Normal file
28
Assets/Scripts C#/Ratbots/GunThrower.cs
Normal file
@@ -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;
|
||||
}
|
||||
}
|
||||
2
Assets/Scripts C#/Ratbots/GunThrower.cs.meta
Normal file
2
Assets/Scripts C#/Ratbots/GunThrower.cs.meta
Normal file
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3ebac0379db13f0c3932982bc0ebed28
|
||||
@@ -7,23 +7,36 @@ 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;
|
||||
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() {
|
||||
// Constantly move towards player
|
||||
Rigidbody2D controller = GetComponent<Rigidbody2D>();
|
||||
Vector2 direction = (player.transform.position - transform.position).normalized;
|
||||
controller.AddRelativeForce(direction*moveSpeed*Time.deltaTime);
|
||||
MoveTowardsPlayer(moveSpeed);
|
||||
}
|
||||
|
||||
void OnCollisionStay2D(Collision2D collision) {
|
||||
public void MoveTowardsPlayer(float speed) {
|
||||
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
|
||||
if (collision.gameObject.tag != "Player") return;
|
||||
if (lastDamageTime > Time.fixedTime-damageTimeoutSeconds) return;
|
||||
@@ -33,6 +46,7 @@ public class Ratbot : MonoBehaviour
|
||||
|
||||
// Die if health below zero
|
||||
public void Damage(float hurtyAmount) {
|
||||
Debug.Log(hurtyAmount);
|
||||
health -= hurtyAmount;
|
||||
if (health <= 0) {
|
||||
Destroy(gameObject);
|
||||
@@ -10,7 +10,6 @@ public class Teo : MonoBehaviour
|
||||
public float swingDistance = 10;
|
||||
public float damageStrength = 10;
|
||||
public float attackCooldownSeconds = 10;
|
||||
public float spamPunishMultiplier = 0.5F;
|
||||
public float dashDistance = 5F;
|
||||
public float dashCooldownSeconds = 5;
|
||||
public float lastAttackTime = 0;
|
||||
@@ -68,13 +67,15 @@ public class Teo : MonoBehaviour
|
||||
Input.mousePosition.x - Screen.width/2
|
||||
)) > swingRangeDeg * Mathf.Deg2Rad
|
||||
) continue;
|
||||
// Apply a multiplier to damageStrength based on attack cooldown.
|
||||
// If multiplier > 1, just do damageStrength
|
||||
float damageAmount = damageStrength * (Time.fixedTime - lastAttackTime)/attackCooldownSeconds;
|
||||
// Apply x^2 multiplier to damage if not fully charged
|
||||
// Just use damageStrength if fully charged
|
||||
float timeWaited = Time.fixedTime - lastAttackTime;
|
||||
ratbot.Damage(
|
||||
(damageAmount > damageStrength)
|
||||
? damageStrength
|
||||
: damageAmount * spamPunishMultiplier
|
||||
(timeWaited < attackCooldownSeconds)
|
||||
? Mathf.Pow(timeWaited, 2) *
|
||||
damageStrength /
|
||||
Mathf.Pow(attackCooldownSeconds, 2)
|
||||
: damageStrength
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
67
README.md
67
README.md
@@ -1,5 +1,43 @@
|
||||
# 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:
|
||||
|
||||
- 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
|
||||
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user