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90 commits

Author SHA1 Message Date
6ba1ed7d78
Update README.md 2021-04-30 11:58:53 +03:00
b2c59f5386 Implement Gameover handling on player death 2019-09-07 12:31:07 +03:00
a9023a7efd Make player die when in contact wiht enemy 2019-09-07 12:17:37 +03:00
5e6c27b672 Clean GameManager & UpgradeBase variable names 2019-08-31 11:49:41 +03:00
649a0f7b59 Rename Sprites/Ammo to Sprites/Items 2019-08-31 11:47:15 +03:00
362435fc70 Fix DestrictibleWall variable names 2019-08-31 11:45:22 +03:00
641a8bc46d Change ExitDoor sprite 2019-08-31 11:43:29 +03:00
14c7fd7607
Merge pull request #85 from dnutiu/bombutil-refactor
Bombutil refactor
2019-08-26 21:43:26 +03:00
e56982568b Improve exitDoor script 2019-08-26 21:41:58 +03:00
369a86c9d8 Refactor BombUtil and couple with player 2019-08-26 21:36:26 +03:00
01bddcc821
Merge pull request #84 from dnutiu/player-input-handler
Player input handler
2019-08-25 23:05:56 +03:00
9f3423890c Create a Sprite sub-gameobject for each upgrade 2019-08-25 22:42:25 +03:00
712965e5ad Couple PlayerUpgrade with Player 2019-08-25 22:38:20 +03:00
52a7a536c8 Cleanup BombUtilManager 2019-08-24 19:27:32 +03:00
22af655678 Renamed Ammo to Bomb 2019-08-24 19:23:36 +03:00
13ab2ddb9c Renamed Resources/Ammo to Resources/Items and Explosion to BombExplosion 2019-08-24 19:19:44 +03:00
d6ffb9b095 Refactored Player and deleted BombSpawner 2019-08-24 19:11:14 +03:00
2aa1e9c054 Delete Animations/Misc folder 2019-08-24 14:42:33 +03:00
38daff83ef
Merge pull request #80 from dnutiu/singletons-refactor
Singletons refactor
2019-08-24 13:25:21 +03:00
9b10e457e4 LevelManager cleanup 2019-08-24 00:38:20 +03:00
e4a0b9838c Remove Enemy/Dummy folder 2019-08-24 00:35:37 +03:00
ef98d2e2f3 Remove unused Misc animations 2019-08-24 00:33:26 +03:00
c8059dcf24 Turn all Singletons into GameObjects 2019-08-24 00:29:38 +03:00
22830ee4be Implement player death and godmode 2019-08-22 20:39:20 +03:00
5d8fb3fbc9 Add animation for enemy death 2019-08-22 20:05:58 +03:00
7395be7496
Merge pull request #71 from dnutiu/enemy-death-animation
Implement enemy death animation
2019-08-22 19:10:17 +03:00
18e95b16b6 Implement enemy death animation 2019-08-21 19:23:28 +03:00
c972ce5514
Create README.md 2019-08-17 12:28:37 +03:00
d2d3f4f7a5
Merge pull request #69 from dnutiu/upgrades-upgrade
Added sprites for the upgrades
2019-08-17 12:27:07 +03:00
9e4d029f86 Update packages file 2019-08-17 12:07:31 +03:00
21fe05bdee Add new upgrade GoldenBomb: +1 bomb & +1 flame 2019-08-17 11:45:15 +03:00
826e714797 Changing upgrade sprites 2019-08-17 11:37:32 +03:00
9e9c53c7ab Use android ndk when building 2019-08-09 21:41:08 +03:00
f761e2ce7f Update build settings 2019-08-09 21:15:38 +03:00
317fa2d780 Merge into master 2019-08-09 21:10:10 +03:00
ec7100203e Remove credits from main menu 2019-08-09 21:09:37 +03:00
408d26c736
Merge pull request #68 from dnutiu/bomb-anim
Bomb anim
2019-08-09 21:06:24 +03:00
8909f1fbbf Change Bomb animation 2019-08-09 21:04:03 +03:00
5113bab98a Move DevMock enemies to Resources 2019-08-09 20:55:35 +03:00
4474d45f42 Increase starting zone protection for enemy spawning 2019-08-09 20:38:09 +03:00
3589834a48 Fix bomb animation 2019-08-09 20:32:32 +03:00
f28a1efbef
Merge pull request #66 from dnutiu/enemy-unstuck
Fix enemy stucking
2019-08-09 15:35:35 +03:00
1ce89ad8bf
Merge branch 'master' into enemy-unstuck 2019-08-09 15:33:29 +03:00
e04e0681f7 try 2019-08-08 23:48:40 +03:00
f917c78e61 try 2019-08-08 23:47:30 +03:00
c02cbde544 try1 2019-08-08 23:43:08 +03:00
bdce3e0a08 try 2019-08-08 23:42:33 +03:00
d227893699 Rename enemies 2019-08-08 23:39:31 +03:00
047ca6cc9c Rename enemy classes 2019-08-08 23:37:12 +03:00
108bb21a41 Update gitignore 2019-08-08 23:29:56 +03:00
4f7e20ef02 Move Test scene in scenes 2019-08-08 23:27:32 +03:00
ecebabf013
Merge pull request #67 from dnutiu/create-testscene-and-dummy-enemies
Add test env
2019-08-08 23:20:44 +03:00
Andrei Gavra
af3de2fc10 Add test env 2019-08-08 20:24:15 +03:00
Andrei Gavra
143d9dc200 Fix enemy stucking 2019-08-06 23:34:26 +03:00
Juravski
eaed21b897
Merge pull request #65 from dnutiu/fix-enemy-spawn
Fix enemy spawn position
2019-08-06 20:06:16 +03:00
Andrei Gavra
1f4a1f9158 Try2 2019-08-06 19:59:07 +03:00
Andrei Gavra
22b0fb2080 Merge branch 'fix-enemy-spawn' of github.com:dnutiu/projekt-bombs into fix-enemy-spawn 2019-08-06 19:48:25 +03:00
Andrei Gavra
6e4eafd369 Try 2019-08-06 19:48:10 +03:00
Andrei Gavra
3efcb6e515 Merge branch 'fix-enemy-spawn' of github.com:dnutiu/projekt-bombs into fix-enemy-spawn 2019-08-06 19:41:44 +03:00
Andrei Gavra
7ff62dd5ae Fix enemy spawn position 2019-08-06 19:38:51 +03:00
Andrei Gavra
dd8da33e99 Fix enemy spawn position 2019-08-05 21:50:53 +03:00
408c4af6ba
Merge pull request #64 from dnutiu/enemy-sprite-update
Update Dumber's sprite
2019-08-05 20:52:17 +03:00
5e5764eb28 Update SnowEnemy sprite and animations 2019-08-05 20:46:34 +03:00
311d05bfa1 Update Dumber's sprite 2019-08-04 22:27:45 +03:00
7297b298f7 Minor MainMenu fixes 2019-08-03 14:34:05 +03:00
21c86caede Update build metadata 2019-08-03 14:27:05 +03:00
0251b20cb2 Implement DynamicLevelData interface and refactor LevelManager 2019-08-03 14:23:49 +03:00
6160c52428
Merge pull request #63 from dnutiu/main-menu
Main menu
2019-08-03 14:02:29 +03:00
8912b23f8d Update build metadata 2019-08-03 14:00:34 +03:00
41a701cea8 Implementing main-menu 2019-08-03 13:49:24 +03:00
2917d880af
Merge pull request #61 from dnutiu/level-resources
Level resources
2019-07-28 23:31:31 +03:00
de3ea0e294 Implement LevelData progression 2019-07-28 21:40:48 +03:00
391af7efb2 Extract Count into Helper class 2019-07-28 19:31:01 +03:00
0b4796e6fa
Merge pull request #60 from dnutiu/camera-shake
Add camera shake
2019-07-21 18:13:31 +03:00
277d763553 Add camera shake 2019-07-21 18:04:53 +03:00
30b97bc582
Merge pull request #58 from dnutiu/stop-movement
Implement a way to stop player and enemies from moving
2019-07-21 17:07:26 +03:00
a8320b2b3f Implement a way to stop player and enemies from moving 2019-07-16 20:07:10 +03:00
929045a7b9 Hotfix null pointer exception when respawning player 2019-07-14 15:05:56 +03:00
064f47d52a
Merge pull request #53 from dnutiu/exit-strategy
Exit strategy
2019-07-14 14:46:56 +03:00
7031e02778 Add levelnumber in level initialization log 2019-07-14 14:15:14 +03:00
6cc8a4e6b3 Increase pre-stage font-size when on mobile 2019-07-14 11:11:44 +03:00
d9bdd30ab6 Fix place bomb button sprite 2019-07-14 11:04:22 +03:00
66a91cb618 Implement LogVerbose & update level manager's logging 2019-07-13 18:35:29 +03:00
ffa46c2426 Add back respawn player 2019-07-13 18:26:06 +03:00
73f3ff25da Fix exitDoorPrefab not destroying itself 2019-07-13 18:15:46 +03:00
d3243016f9 Implement exit strategy 2019-07-13 18:10:32 +03:00
97b09ec1e5 Update .gitignore 2019-07-13 16:06:52 +03:00
b0782ecc62 Import PlaceBombButton sprite 2019-07-10 22:01:45 +03:00
c7ea8ef1b4
Merge pull request #50 from dnutiu/obufg-fixes
Obufg fixes
2019-07-10 20:46:37 +03:00
86c5086195
Merge pull request #46 from dnutiu/stage-intro
Stage intro
2019-07-06 21:10:36 +03:00
165 changed files with 6462 additions and 13467 deletions

5
.gitignore vendored
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@ -6,3 +6,5 @@ Installed Packages:
====
Cinemachine 2.2.9
TextMeshPro 1.4.1
PixelPerfect 1.0.1

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@ -1,25 +0,0 @@
using src.Base;
using src.Managers;
using UnityEngine;
namespace src.Ammo
{
public class BombsSpawner : GameplayComponent
{
public GameObject bombPrefab;
private readonly BombsUtilManager _bombsUtil = BombsUtilManager.Instance;
public void PlaceBomb(Transform transform)
{
var absX = Mathf.RoundToInt(transform.position.x);
var absY = Mathf.RoundToInt(transform.position.y);
var position = new Vector2(absX, absY);
if (_bombsUtil.CanPlaceBomb(position))
{
Instantiate(bombPrefab, position, Quaternion.identity);
_bombsUtil.PlaceBomb(position);
}
}
}
}

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@ -1,62 +1,136 @@
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using src.Helpers;
using src.Managers;
using UnityEngine;
public abstract class EnemyBase : MonoBehaviour, IExplosable
namespace src.Base
{
protected Vector2[] _directions = { Vector3.up, Vector3.down, Vector3.left, Vector3.right };
protected Rigidbody2D Rigidbody2d { get; set; }
protected float Speed { get; set; }
protected Vector2 Direction { get; set; }
// Start is called before the first frame update
protected void Start()
public abstract class EnemyBase : GameplayComponent, IExplosable
{
Direction = _directions.ChoseRandom();
Rigidbody2d = GetComponent<Rigidbody2D>();
}
private readonly Vector2[] _directions = {Vector3.up, Vector3.down, Vector3.left, Vector3.right};
private readonly GameStateManager _gameStateManager = GameStateManager.instance;
// Update is called once per frame
protected void FixedUpdate()
{
Rigidbody2d.MovePosition(Rigidbody2d.position + Direction * Speed * Time.deltaTime);
}
protected Rigidbody2D Rigidbody2d { get; set; }
private Collider2D Collider2D { get; set; }
private Animator Animator { get; set; }
protected float Speed { get; set; }
protected Vector2 Direction { get; set; }
public void OnTriggerEnter2D(Collider2D other)
{
if (other.CompareTag("Explosion"))
private readonly List<Vector3> _allowedDirections = new List<Vector3>();
private bool _isStuck;
private bool _isDead;
private static readonly int AnimExplode = Animator.StringToHash("animExplode");
// Start is called before the first frame update
protected void Start()
{
onExplosion();
Direction = _directions.ChoseRandom();
Rigidbody2d = GetComponent<Rigidbody2D>();
Collider2D = GetComponent<Collider2D>();
Animator = GetComponentInChildren<Animator>();
}
// Update is called once per frame
protected void FixedUpdate()
{
if (_gameStateManager.IsGamePaused || _gameStateManager.IsPlayerMovementForbidden || _isDead)
{
return;
}
if (_isStuck)
{
Unstuck();
}
HandleMovement();
}
/// <summary>
/// This function is implemented by subclasses and should provided personalized movement logic.
/// </summary>
protected abstract void HandleMovement();
public void OnTriggerEnter2D(Collider2D other)
{
if (other.CompareTag("Explosion"))
{
OnExplosion();
}
}
public void OnExplosion()
{
Collider2D.enabled = false;
_isDead = true;
Animator.SetTrigger(AnimExplode);
Destroy(gameObject, 0.7f);
}
public void OnCollisionEnter2D(Collision2D col)
{
MoveToCenterOfTheCell();
Unstuck();
}
public void OnCollisionStay2D(Collision2D col)
{
MoveToCenterOfTheCell();
Unstuck();
}
protected void MoveToCenterOfTheCell()
{
var position = transform.position;
var absX = Mathf.RoundToInt(position.x);
var absY = Mathf.RoundToInt(position.y);
var newPosition = new Vector2(absX, absY);
transform.SetPositionAndRotation(newPosition, Quaternion.identity);
}
protected Vector2 ChooseRandomDirection()
{
return _directions.ChoseRandom();
}
protected Vector2 ChooseRandomExceptCertainDirection(Vector2 direction)
{
return _directions.ChoseRandomExcept(direction);
}
private void Unstuck()
{
_allowedDirections.Clear();
StartCoroutine(CheckForObstacle(Vector3.down));
StartCoroutine(CheckForObstacle(Vector3.left));
StartCoroutine(CheckForObstacle(Vector3.up));
StartCoroutine(CheckForObstacle(Vector3.right));
if (_allowedDirections.Count == 0)
{
_isStuck = true;
}
else
{
Direction = _allowedDirections.PeekRandom();
_isStuck = false;
}
}
private IEnumerator CheckForObstacle(Vector3 direction)
{
const int layerMask = 1 << 8; // Block layer
var currentPosition = transform.position;
var hit = Physics2D.Raycast(new Vector2(currentPosition.x + 0.5f, currentPosition.y + 0.5f),
direction, 1, layerMask);
if (!hit.collider)
{
_allowedDirections.Add(direction);
}
yield return new WaitForSeconds(0.05f);
}
}
public void onExplosion()
{
Destroy(gameObject);
}
public void OnCollisionEnter2D(Collision2D col)
{
MoveToCenterOfTheCell();
Direction = _directions.ChoseRandomExcept(Direction);
}
protected void MoveToCenterOfTheCell()
{
var absX = Mathf.RoundToInt(transform.position.x);
var absY = Mathf.RoundToInt(transform.position.y);
Vector2 position = new Vector2(absX, absY);
transform.SetPositionAndRotation(position, Quaternion.identity);
}
protected Vector2 ChooseRandomDirection()
{
return _directions.ChoseRandom();
}
protected Vector2 ChooseRandomExceptCertainDirection(Vector2 direction)
{
return _directions.ChoseRandomExcept(direction);
}
}
}

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@ -1,46 +0,0 @@
using System;
using src.Helpers;
using UnityEngine;
namespace src.Base
{
public abstract class PlayerBase : GameplayComponent, IExplosable
{
public float movementSpeed = 4f;
/* Movement */
protected Rigidbody2D rigidbody2d;
protected void Start()
{
rigidbody2d = GetComponent<Rigidbody2D>();
}
public void OnTriggerEnter2D(Collider2D other)
{
if (other.CompareTag("Explosion"))
{
onExplosion();
}
if (other.CompareTag("Enemy"))
{
OnContactWithEnemy();
}
}
public void onExplosion()
{
DebugHelper.LogInfo("Player hit by explosion");
}
private void OnContactWithEnemy()
{
DebugHelper.LogInfo("Player hit by enemy");
}
public void IncreaseSpeed(float speed)
{
movementSpeed += speed;
}
}
}

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@ -1,17 +1,19 @@
using src.Base;
using src.Interfaces;
using src.Managers;
using src.Player;
using src.Upgrade;
using UnityEngine;
namespace src.Upgrade
namespace src.Base
{
public class UpgradeBase : GameplayComponent, IUpgrade
{
protected GameManager gameManager;
private UpgradeManager _upgradeManager;
protected PlayerController PlayerToUpgrade;
public void Start()
{
gameManager = GameManager.Instance;
_upgradeManager = UpgradeManager.instance;
}
public virtual void PerformUpgrade()
@ -22,7 +24,9 @@ namespace src.Upgrade
public void OnTriggerEnter2D(Collider2D other)
{
if (!other.CompareTag("Player")) return;
PlayerToUpgrade = other.GetComponent<PlayerController>();
PerformUpgrade();
_upgradeManager.ClaimUpgrade(gameObject);
Destroy(gameObject);
}
}

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@ -0,0 +1,56 @@
using System.Collections;
using Cinemachine;
using src.Base;
using src.Managers;
using UnityEngine;
namespace src.Bomb
{
public class BombCameraShake : GameplayComponent
{
private BombsUtilManager _bombsUtilManager;
public float amplitudeGain = 3f;
public float frequencyGain = 3f;
private int _currentlyShaking;
private CinemachineVirtualCamera _virtualCamera;
private CinemachineBasicMultiChannelPerlin _noiseMachine;
// Start is called before the first frame update
private void Start()
{
_bombsUtilManager = BombsUtilManager.instance;
_virtualCamera = GetComponent<CinemachineVirtualCamera>();
_noiseMachine = _virtualCamera.GetCinemachineComponent<CinemachineBasicMultiChannelPerlin>();
}
public void StartCameraShakeCoro()
{
StartCoroutine(_startCameraShake());
}
private IEnumerator _startCameraShake()
{
SetCameraNoise(amplitudeGain, frequencyGain);
yield return new WaitForSeconds(_bombsUtilManager.explosionDuration);
SetCameraNoise(0, 0);
}
internal void SetCameraNoise(float amplitude, float frequency) {
/* Fix camera shaking when multiple instances request shake at the same time. */
if (amplitude > 0 || frequency > 0)
{
_currentlyShaking += 1;
}
else
{
_currentlyShaking -= 1;
}
if (_currentlyShaking > 0 && amplitude == 0f || frequencyGain == 0f)
{
return;
}
_noiseMachine.m_AmplitudeGain = amplitude;
_noiseMachine.m_FrequencyGain = frequency;
}
}
}

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@ -1,5 +1,5 @@
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@ -1,29 +1,32 @@
using System.Collections;
using src.Base;
using src.Helpers;
using src.Managers;
using UnityEngine;
namespace src.Ammo
namespace src.Bomb
{
public class BombController : GameplayComponent, IExplosable
{
public GameObject explosionPrefab;
private readonly BombsUtilManager _bombsUtil = BombsUtilManager.Instance;
private readonly BombsUtilManager _bombsUtil = BombsUtilManager.instance;
private BombCameraShake _cameraShake;
private SpriteRenderer _spriteRenderer;
private bool _exploded;
// Start is called before the first frame update
void Start()
private void Start()
{
Invoke(nameof(Explode), _bombsUtil.Timer);
_cameraShake = GameObject.Find("VCAM1").GetComponent<BombCameraShake>();
_spriteRenderer = GetComponentInChildren<SpriteRenderer>();
Invoke(nameof(Explode), _bombsUtil.timer);
}
void Explode()
private void Explode()
{
Instantiate(explosionPrefab, transform.position, Quaternion.identity);
GetComponentInChildren<SpriteRenderer>().enabled = false;
Instantiate(PrefabAtlas.BombExplosion, transform.position, Quaternion.identity);
_spriteRenderer.enabled = false;
_cameraShake.StartCameraShakeCoro();
StartCoroutine(CreateExplosions(Vector3.down));
StartCoroutine(CreateExplosions(Vector3.left));
StartCoroutine(CreateExplosions(Vector3.up));
@ -38,21 +41,20 @@ namespace src.Ammo
private IEnumerator CreateExplosions(Vector3 direction)
{
var currentPosition = transform.position;
for (var i = 1; i < _bombsUtil.Power; i++)
for (var i = 1; i < _bombsUtil.power; i++)
{
var hit = Physics2D.Raycast(new Vector2(currentPosition.x + 0.5f,
currentPosition.y + 0.5f), direction, i, 1 << 8);
if (!hit.collider)
{
Instantiate(explosionPrefab, transform.position + i * direction,
explosionPrefab.transform.rotation);
Instantiate(PrefabAtlas.BombExplosion, transform.position + i * direction,
PrefabAtlas.BombExplosion.transform.rotation);
}
else
{
Debug.Log("Hit something");
var key = hit.collider.GetComponent<IExplosable>();
key?.onExplosion();
key?.OnExplosion();
break;
}
}
@ -64,19 +66,19 @@ namespace src.Ammo
{
if (!_exploded && other.CompareTag("Explosion"))
{
onExplosion();
OnExplosion();
}
}
public void onExplosion()
public void OnExplosion()
{
CancelInvoke(nameof(Explode));
Explode();
}
public void OnDestroy()
{
_bombsUtil.RemoveBomb(transform.position);
{
_bombsUtil.UnregisterBomb(transform.position);
}
}
}

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