mirror of
https://github.com/Steffo99/beat-td.git
synced 2024-11-25 00:34:18 +00:00
Done some more stuff
This commit is contained in:
parent
73aae2abcc
commit
6b78b2f701
21 changed files with 1533 additions and 58 deletions
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@ -75,6 +75,7 @@
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<Compile Include="Assets\Scripts\LargeEnemyMovement.cs" />
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<Compile Include="Assets\Scripts\LargeEnemyMovement.cs" />
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<Compile Include="Assets\Scripts\LoadSceneOnClick.cs" />
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<Compile Include="Assets\Scripts\LoadSceneOnClick.cs" />
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<Compile Include="Assets\Scripts\PositionFromMouse.cs" />
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<Compile Include="Assets\Scripts\PositionFromMouse.cs" />
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<Compile Include="Assets\Scripts\SnareCollision.cs" />
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<Compile Include="Assets\Scripts\SnareTower.cs" />
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<Compile Include="Assets\Scripts\SnareTower.cs" />
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<Compile Include="Assets\Scripts\SongData.cs" />
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<Compile Include="Assets\Scripts\SongData.cs" />
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<Compile Include="Assets\Scripts\SpriteOnLives.cs" />
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<Compile Include="Assets\Scripts\SpriteOnLives.cs" />
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7
Assets/Scenes/Over.unity.meta
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7
Assets/Scenes/Over.unity.meta
Normal file
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@ -5,23 +5,34 @@ using UnityEngine;
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public class EnemyStatus : MonoBehaviour {
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public class EnemyStatus : MonoBehaviour {
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|
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public int livesCost = 1;
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public int livesCost = 1;
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public int health = 10;
|
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public int masks = 1;
|
public int masks = 1;
|
||||||
|
public float baseHealth = 10f;
|
||||||
|
public float healthPerSecond = 0.6f;
|
||||||
|
|
||||||
private GameStatus gameStatus;
|
private GameStatus gameStatus;
|
||||||
|
private SongData songData;
|
||||||
|
private float health;
|
||||||
|
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
gameStatus = GameObject.FindGameObjectWithTag("GameController").GetComponent<GameStatus>();
|
gameStatus = GameObject.FindGameObjectWithTag("GameController").GetComponent<GameStatus>();
|
||||||
|
songData = GameObject.FindGameObjectWithTag("GameController").GetComponent<SongData>();
|
||||||
|
health = baseHealth + healthPerSecond * songData.songTime;
|
||||||
}
|
}
|
||||||
|
|
||||||
private void OnTriggerEnter2D(Collider2D collision)
|
private void OnTriggerEnter2D(Collider2D collision)
|
||||||
{
|
{
|
||||||
KickCollision kickCollision = collision.GetComponent("KickCollision") as KickCollision;
|
KickCollision kickCollision = collision.GetComponent("KickCollision") as KickCollision;
|
||||||
|
SnareCollision snareCollision = collision.GetComponent("SnareCollision") as SnareCollision;
|
||||||
if (kickCollision != null)
|
if (kickCollision != null)
|
||||||
{
|
{
|
||||||
health -= kickCollision.damage;
|
health -= kickCollision.damage;
|
||||||
}
|
}
|
||||||
|
if (snareCollision != null)
|
||||||
|
{
|
||||||
|
health -= snareCollision.damage;
|
||||||
|
Destroy(snareCollision.gameObject);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void Update()
|
void Update()
|
||||||
|
|
|
@ -2,24 +2,56 @@
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.UI;
|
using UnityEngine.UI;
|
||||||
|
using UnityEngine.SceneManagement;
|
||||||
|
|
||||||
public class GameStatus : MonoBehaviour {
|
public class GameStatus : MonoBehaviour {
|
||||||
|
|
||||||
public int money = 0;
|
public int money = 0;
|
||||||
public int lives = 10;
|
public int lives = 10;
|
||||||
|
|
||||||
|
public int[] towerCosts = new int[] { 0, 0, 0 };
|
||||||
|
|
||||||
public GameObject moneyTextObject;
|
public GameObject moneyTextObject;
|
||||||
|
|
||||||
|
private SongData songData;
|
||||||
private Text moneyText;
|
private Text moneyText;
|
||||||
|
private bool gameOver;
|
||||||
|
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
moneyText = moneyTextObject.GetComponent<Text>();
|
moneyText = moneyTextObject.GetComponent<Text>();
|
||||||
|
songData = GetComponent<SongData>();
|
||||||
}
|
}
|
||||||
|
|
||||||
void Update()
|
void Update()
|
||||||
|
{
|
||||||
|
if (moneyText != null)
|
||||||
{
|
{
|
||||||
moneyText.text = money.ToString();
|
moneyText.text = money.ToString();
|
||||||
}
|
}
|
||||||
|
if (lives <= 0 && !gameOver)
|
||||||
|
{
|
||||||
|
GameOver();
|
||||||
|
}
|
||||||
|
else if(gameOver)
|
||||||
|
{
|
||||||
|
GameObject.FindGameObjectWithTag("Score").GetComponent<Text>().text = "You survived " + songData.songTime.ToString("0.0") + " seconds.";
|
||||||
|
Destroy(gameObject);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void GameOver()
|
||||||
|
{
|
||||||
|
gameOver = true;
|
||||||
|
DontDestroyOnLoad(gameObject);
|
||||||
|
foreach(Transform child in transform)
|
||||||
|
{
|
||||||
|
Destroy(child.gameObject);
|
||||||
|
}
|
||||||
|
Time.timeScale = 0;
|
||||||
|
GetComponent<AudioSource>().Stop();
|
||||||
|
SceneManager.LoadScene("Over");
|
||||||
|
}
|
||||||
|
|
||||||
public void EnemyFinishedPath(GameObject enemy)
|
public void EnemyFinishedPath(GameObject enemy)
|
||||||
{
|
{
|
||||||
|
|
|
@ -35,7 +35,7 @@ public class HatTower : MonoBehaviour {
|
||||||
{
|
{
|
||||||
//Calculate the power of the
|
//Calculate the power of the
|
||||||
//power = Sqrt(Cos(pi * t))
|
//power = Sqrt(Cos(pi * t))
|
||||||
float power = Mathf.Pow(Mathf.Abs(Mathf.Cos(songData.songTime * Mathf.PI * songData.bpm / 30)) * ((cooldown - cooldownRemaining) / cooldown), 2);
|
float power = Mathf.Sqrt(Mathf.Abs(Mathf.Cos(songData.songTime * Mathf.PI * songData.bpm / 30)) * ((cooldown - cooldownRemaining) / cooldown));
|
||||||
//Play the sound
|
//Play the sound
|
||||||
hatSource.volume = power;
|
hatSource.volume = power;
|
||||||
hatSource.Play();
|
hatSource.Play();
|
||||||
|
|
|
@ -7,9 +7,6 @@ public class LoadSceneOnClick : MonoBehaviour {
|
||||||
|
|
||||||
public void Play () {
|
public void Play () {
|
||||||
SceneManager.LoadScene("Game");
|
SceneManager.LoadScene("Game");
|
||||||
Scene menu = SceneManager.GetSceneByName("Menu");
|
Time.timeScale = 1;
|
||||||
Scene game = SceneManager.GetSceneByName("Game");
|
|
||||||
SceneManager.SetActiveScene(game);
|
|
||||||
SceneManager.UnloadSceneAsync(menu);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
23
Assets/Scripts/SnareCollision.cs
Normal file
23
Assets/Scripts/SnareCollision.cs
Normal file
|
@ -0,0 +1,23 @@
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class SnareCollision : MonoBehaviour {
|
||||||
|
|
||||||
|
public int damage;
|
||||||
|
public float maxRange;
|
||||||
|
public float speed;
|
||||||
|
private float distance = 0;
|
||||||
|
|
||||||
|
private void Update()
|
||||||
|
{
|
||||||
|
if(distance >= maxRange)
|
||||||
|
{
|
||||||
|
Destroy(gameObject);
|
||||||
|
}
|
||||||
|
distance += speed * Time.deltaTime;
|
||||||
|
transform.Translate(Vector3.down * speed * Time.deltaTime);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
}
|
11
Assets/Scripts/SnareCollision.cs.meta
Normal file
11
Assets/Scripts/SnareCollision.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 12e817cc5c12bdd4bb95e359298b8d56
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -6,6 +6,9 @@ public class SnareTower : MonoBehaviour {
|
||||||
|
|
||||||
public Sprite standardSprite;
|
public Sprite standardSprite;
|
||||||
public Sprite alternateSprite;
|
public Sprite alternateSprite;
|
||||||
|
public GameObject projectileObject;
|
||||||
|
public float maxRange;
|
||||||
|
public float maxDamage;
|
||||||
|
|
||||||
private AudioSource snareSource;
|
private AudioSource snareSource;
|
||||||
private SongData songData;
|
private SongData songData;
|
||||||
|
@ -38,6 +41,12 @@ public class SnareTower : MonoBehaviour {
|
||||||
//Play the sound
|
//Play the sound
|
||||||
snareSource.volume = power;
|
snareSource.volume = power;
|
||||||
snareSource.Play();
|
snareSource.Play();
|
||||||
|
//Instantiate the projectile
|
||||||
|
GameObject projectile = Instantiate(projectileObject, transform.position, transform.rotation);
|
||||||
|
SnareCollision sc = projectile.GetComponent<SnareCollision>();
|
||||||
|
sc.maxRange = power * maxRange;
|
||||||
|
sc.damage = Mathf.CeilToInt(power * maxDamage);
|
||||||
|
projectile.transform.localScale = new Vector3(power, power, 1);
|
||||||
//Start the cooldown
|
//Start the cooldown
|
||||||
cooldownRemaining = cooldown;
|
cooldownRemaining = cooldown;
|
||||||
//Change the sprite
|
//Change the sprite
|
||||||
|
|
|
@ -5,11 +5,16 @@ using UnityEngine;
|
||||||
public class TowerPlacer : MonoBehaviour
|
public class TowerPlacer : MonoBehaviour
|
||||||
{
|
{
|
||||||
public GameObject selected = null;
|
public GameObject selected = null;
|
||||||
|
|
||||||
|
GameStatus gameStatus;
|
||||||
|
TowerSelector towerSelector;
|
||||||
SpriteRenderer cursorSprite;
|
SpriteRenderer cursorSprite;
|
||||||
SpriteRenderer towerGhost;
|
SpriteRenderer towerGhost;
|
||||||
|
|
||||||
void Start()
|
void Start()
|
||||||
{
|
{
|
||||||
|
gameStatus = GameObject.FindGameObjectWithTag("GameController").GetComponent<GameStatus>();
|
||||||
|
towerSelector = gameObject.GetComponent<TowerSelector>();
|
||||||
SpriteRenderer[] spriteRenderers = gameObject.GetComponentsInChildren<SpriteRenderer>();
|
SpriteRenderer[] spriteRenderers = gameObject.GetComponentsInChildren<SpriteRenderer>();
|
||||||
foreach (SpriteRenderer spriteRenderer in spriteRenderers)
|
foreach (SpriteRenderer spriteRenderer in spriteRenderers)
|
||||||
{
|
{
|
||||||
|
@ -23,27 +28,49 @@ public class TowerPlacer : MonoBehaviour
|
||||||
}
|
}
|
||||||
|
|
||||||
void Update () {
|
void Update () {
|
||||||
|
//Check if the player has enough money to place the tower
|
||||||
|
bool hasEnoughMoney = gameStatus.money >= gameStatus.towerCosts[towerSelector.index];
|
||||||
//Check if there's nothing else under the cursor
|
//Check if there's nothing else under the cursor
|
||||||
Collider2D collider = Physics2D.OverlapPoint(transform.position);
|
Collider2D collider = Physics2D.OverlapPoint(transform.position);
|
||||||
if (collider == null || collider.tag == "Hit")
|
if (collider == null || collider.tag == "Hit")
|
||||||
|
{
|
||||||
|
if (hasEnoughMoney)
|
||||||
{
|
{
|
||||||
cursorSprite.color = Color.white;
|
cursorSprite.color = Color.white;
|
||||||
towerGhost.color = Color.white;
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
cursorSprite.color = Color.yellow;
|
||||||
|
}
|
||||||
|
towerGhost.color = new Color(towerGhost.color.r, towerGhost.color.g, towerGhost.color.b, 1);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
cursorSprite.color = Color.red;
|
cursorSprite.color = Color.red;
|
||||||
towerGhost.color = new Color(1, 1, 1, 0);
|
towerGhost.color = new Color(towerGhost.color.r, towerGhost.color.g, towerGhost.color.b, 0);
|
||||||
}
|
}
|
||||||
if (Input.GetMouseButtonDown(0))
|
if (Input.GetMouseButtonDown(0))
|
||||||
{
|
{
|
||||||
//Check if something is selected
|
//Check if the player has enough money
|
||||||
if (selected == null) return;
|
if (!hasEnoughMoney) return;
|
||||||
//Ensure there is nothing below
|
//Ensure there is nothing below
|
||||||
if (collider != null && collider.tag != "Hit") return;
|
if (collider != null && collider.tag != "Hit") return;
|
||||||
//Place the item
|
//Place the item
|
||||||
Vector3 position = new Vector3(transform.position.x, transform.position.y, 0);
|
Vector3 position = new Vector3(transform.position.x, transform.position.y, 0);
|
||||||
Instantiate(selected, position, transform.rotation);
|
Instantiate(selected, position, transform.rotation);
|
||||||
|
//Deduct the money
|
||||||
|
gameStatus.money -= gameStatus.towerCosts[towerSelector.index];
|
||||||
|
//Increase the costs
|
||||||
|
if(gameStatus.towerCosts[towerSelector.index] == 0)
|
||||||
|
{
|
||||||
|
//TODO: quick hack
|
||||||
|
gameStatus.towerCosts = new int[] { 1, 1, 1 };
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
gameStatus.towerCosts[towerSelector.index] *= 2;
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -5,8 +5,8 @@ using UnityEngine;
|
||||||
public class TowerSelector : MonoBehaviour {
|
public class TowerSelector : MonoBehaviour {
|
||||||
|
|
||||||
public GameObject[] towerList;
|
public GameObject[] towerList;
|
||||||
|
public int index;
|
||||||
|
|
||||||
private int index;
|
|
||||||
private TowerPlacer towerPlacer;
|
private TowerPlacer towerPlacer;
|
||||||
private SpriteRenderer towerGhost;
|
private SpriteRenderer towerGhost;
|
||||||
|
|
||||||
|
|
|
@ -45,7 +45,7 @@ TextureImporter:
|
||||||
spriteMeshType: 1
|
spriteMeshType: 1
|
||||||
alignment: 0
|
alignment: 0
|
||||||
spritePivot: {x: 0.5, y: 0.5}
|
spritePivot: {x: 0.5, y: 0.5}
|
||||||
spritePixelsToUnits: 64
|
spritePixelsToUnits: 32
|
||||||
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
|
spriteBorder: {x: 0, y: 0, z: 0, w: 0}
|
||||||
spriteGenerateFallbackPhysicsShape: 0
|
spriteGenerateFallbackPhysicsShape: 0
|
||||||
alphaUsage: 1
|
alphaUsage: 1
|
||||||
|
|
|
@ -5,7 +5,16 @@ EditorBuildSettings:
|
||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
||||||
m_Scenes:
|
m_Scenes:
|
||||||
|
- enabled: 0
|
||||||
|
path:
|
||||||
|
guid: 00000000000000000000000000000000
|
||||||
- enabled: 1
|
- enabled: 1
|
||||||
path: Assets/Scenes/SampleScene.unity
|
path: Assets/Scenes/Menu.unity
|
||||||
|
guid: 9729010b44bf87041aaee0bc130b9c44
|
||||||
|
- enabled: 1
|
||||||
|
path: Assets/Scenes/Game.unity
|
||||||
guid: 2cda990e2423bbf4892e6590ba056729
|
guid: 2cda990e2423bbf4892e6590ba056729
|
||||||
|
- enabled: 1
|
||||||
|
path: Assets/Scenes/Over.unity
|
||||||
|
guid: b3190d5ca2b9a164488b703447670060
|
||||||
m_configObjects: {}
|
m_configObjects: {}
|
||||||
|
|
|
@ -7,6 +7,7 @@ TagManager:
|
||||||
- Enemy
|
- Enemy
|
||||||
- Tower
|
- Tower
|
||||||
- Hit
|
- Hit
|
||||||
|
- Score
|
||||||
layers:
|
layers:
|
||||||
- Default
|
- Default
|
||||||
- TransparentFX
|
- TransparentFX
|
||||||
|
|
Loading…
Reference in a new issue