From c91a40522763d0aac2bd8c909a89190440eda559 Mon Sep 17 00:00:00 2001 From: Miguel Astor Date: Wed, 5 Aug 2026 01:23:47 -0400 Subject: [PATCH] TO SQUASH: Added shooting bars. --- .../Prefabs/Horizontal Bar Component.prefab | 283 +++ .../Horizontal Bar Component.prefab.meta | 7 + Assets/Prefabs/Vertical Bar Component.prefab | 283 +++ .../Vertical Bar Component.prefab.meta | 7 + Assets/Scenes/Game.unity | 4 +- Assets/Scripts/Game/Balls/BallBase.cs | 40 + Assets/Scripts/Game/Balls/BallBase.cs.meta | 2 + Assets/Scripts/Game/Balls/BasicBall.cs | 14 +- Assets/Scripts/Game/Balls/EyeBall.cs | 16 +- Assets/Scripts/Game/Balls/FruitBall.cs | 14 +- Assets/Scripts/Game/Balls/GlassBall.cs | 107 +- Assets/Scripts/Game/Balls/NukeBall.cs | 30 +- Assets/Scripts/Game/Balls/OozeBall.cs | 14 +- Assets/Scripts/Game/HorizontalBar.cs | 92 + Assets/Scripts/Game/HorizontalBar.cs.meta | 2 + Assets/Scripts/Game/Player.cs | 36 +- Assets/Scripts/Game/VerticalBar.cs | 92 + Assets/Scripts/Game/VerticalBar.cs.meta | 2 + Assets/Sprites/200.png | Bin 0 -> 121 bytes Assets/Sprites/200.png.meta | 169 ++ Assets/Sprites/202.png | Bin 0 -> 123 bytes Assets/Sprites/202.png.meta | 169 ++ Assets/_Recovery.meta | 8 + Assets/_Recovery/0 (1).unity | 2224 +++++++++++++++++ Assets/_Recovery/0 (1).unity.meta | 7 + Assets/_Recovery/0 (2).unity | 2224 +++++++++++++++++ Assets/_Recovery/0 (2).unity.meta | 7 + Assets/_Recovery/0.unity | 2224 +++++++++++++++++ Assets/_Recovery/0.unity.meta | 7 + ProjectSettings/TagManager.asset | 1 + 30 files changed, 7987 insertions(+), 98 deletions(-) create mode 100644 Assets/Prefabs/Horizontal Bar Component.prefab create mode 100644 Assets/Prefabs/Horizontal Bar Component.prefab.meta create mode 100644 Assets/Prefabs/Vertical Bar Component.prefab create mode 100644 Assets/Prefabs/Vertical Bar Component.prefab.meta create mode 100644 Assets/Scripts/Game/Balls/BallBase.cs create mode 100644 Assets/Scripts/Game/Balls/BallBase.cs.meta create mode 100644 Assets/Scripts/Game/HorizontalBar.cs create mode 100644 Assets/Scripts/Game/HorizontalBar.cs.meta create mode 100644 Assets/Scripts/Game/VerticalBar.cs create mode 100644 Assets/Scripts/Game/VerticalBar.cs.meta create mode 100644 Assets/Sprites/200.png create mode 100644 Assets/Sprites/200.png.meta create mode 100644 Assets/Sprites/202.png create mode 100644 Assets/Sprites/202.png.meta create mode 100644 Assets/_Recovery.meta create mode 100644 Assets/_Recovery/0 (1).unity create mode 100644 Assets/_Recovery/0 (1).unity.meta create mode 100644 Assets/_Recovery/0 (2).unity create mode 100644 Assets/_Recovery/0 (2).unity.meta create mode 100644 Assets/_Recovery/0.unity create mode 100644 Assets/_Recovery/0.unity.meta diff --git a/Assets/Prefabs/Horizontal Bar Component.prefab b/Assets/Prefabs/Horizontal Bar Component.prefab new file mode 100644 index 0000000..68ac7dc --- /dev/null +++ b/Assets/Prefabs/Horizontal Bar Component.prefab @@ -0,0 +1,283 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!1 &6045656660314469869 +GameObject: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + serializedVersion: 6 + m_Component: + - 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private Animator animator; - - public AudioClip spawnSound; - - public AudioClip bounceSound; - - public AudioClip hitSound; - - private AudioSource audioSource; - - private Vector2 speed; - // Start is called once before the first execution of Update after the MonoBehaviour is created void Start() { diff --git a/Assets/Scripts/Game/Balls/EyeBall.cs b/Assets/Scripts/Game/Balls/EyeBall.cs index 258060a..aeecc84 100644 --- a/Assets/Scripts/Game/Balls/EyeBall.cs +++ b/Assets/Scripts/Game/Balls/EyeBall.cs @@ -1,19 +1,7 @@ using UnityEngine; -public class EyeBall : MonoBehaviour +public class EyeBall : BallBase { - private Animator animator; - - public AudioClip spawnSound; - - public AudioClip bounceSound; - - public AudioClip hitSound; - - private AudioSource audioSource; - - private Vector2 speed; - // Start is called once before the first execution of Update after the MonoBehaviour is created void Start() { @@ -29,6 +17,8 @@ public class EyeBall : MonoBehaviour { AnimatorStateInfo stateInfo = animator.GetCurrentAnimatorStateInfo(0); + // TODO: Adjust eye ball direction based on the player's bar if active. + if (stateInfo.IsName("EyeBallMove")) { transform.Translate(speed); } diff --git a/Assets/Scripts/Game/Balls/FruitBall.cs b/Assets/Scripts/Game/Balls/FruitBall.cs index 739dea2..25b9a67 100644 --- a/Assets/Scripts/Game/Balls/FruitBall.cs +++ b/Assets/Scripts/Game/Balls/FruitBall.cs @@ -1,19 +1,7 @@ using UnityEngine; -public class FruitBall : MonoBehaviour +public class FruitBall : BallBase { - private Animator animator; - - public AudioClip spawnSound; - - public AudioClip bounceSound; - - public AudioClip hitSound; - - private AudioSource audioSource; - - private Vector2 speed; - private float speedMultiplier = 1.0f; private float speedIncreaseTimer = 0.0f; diff --git a/Assets/Scripts/Game/Balls/GlassBall.cs b/Assets/Scripts/Game/Balls/GlassBall.cs index 42d6eae..9fffe20 100644 --- a/Assets/Scripts/Game/Balls/GlassBall.cs +++ b/Assets/Scripts/Game/Balls/GlassBall.cs @@ -1,24 +1,18 @@ using UnityEngine; using System.Collections; -public class GlassBall : MonoBehaviour +public class GlassBall : BallBase { - private Animator animator; - - public AudioClip spawnSound; - - public AudioClip bounceSound; - - public AudioClip hitSound; - public AudioClip breakSound; - private AudioSource audioSource; - - private Vector2 speed; - private int health = 3; + private bool isBroken = false; + + private float damageTimer = 0.0f; + + private float damageCooldown = 0.5f; + private SpriteRenderer spriteRenderer; // Start is called once before the first execution of Update after the MonoBehaviour is created @@ -35,6 +29,11 @@ public class GlassBall : MonoBehaviour // Update is called once per frame void FixedUpdate() { + if (damageTimer > 0.0f) + { + damageTimer -= Time.fixedDeltaTime; + } + AnimatorStateInfo stateInfo = animator.GetCurrentAnimatorStateInfo(0); if (stateInfo.IsName("GlassBallMove1") || @@ -54,32 +53,56 @@ public class GlassBall : MonoBehaviour speed = Vector2.Reflect(speed, contact.normal); // Glass balls take damage when colliding with other GlassBalls - // TODO: Check for collisions with a bar. if (collision.gameObject.CompareTag("GlassBall")) { - health--; - - if (health < 0) - { - health = 0; - } - - animator.SetInteger("health", health); - - if (health > 0) - { - audioSource.PlayOneShot(hitSound); - } else - { - audioSource.PlayOneShot(breakSound); - } + Damage(); } } } + private void Damage() + { + if (isBroken || damageTimer > 0.0f) + { + return; + } + + health--; + damageTimer = damageCooldown; + + if (health < 0) + { + health = 0; + } + + animator.SetInteger("health", health); + + if (health > 0) + { + audioSource.PlayOneShot(hitSound); + } + else + { + audioSource.PlayOneShot(breakSound); + } + } + public void Break() { + if (isBroken) + { + return; + } + + isBroken = true; spriteRenderer.enabled = false; + var collider = GetComponent(); + + if (collider != null) + { + collider.enabled = false; + } + StartCoroutine(BreakCoroutine()); } @@ -89,4 +112,28 @@ public class GlassBall : MonoBehaviour Destroy(gameObject); } + + void OnTriggerEnter2D(Collider2D other) + { + if(other.gameObject.CompareTag("Bar")) + { + Damage(); + + // Destroy all bar segments when the ball hits a bar. + var barSegments = GameObject.FindGameObjectsWithTag("Bar"); + + foreach (var barSegment in barSegments) + { + Destroy(barSegment); + } + + // Notify the player that the bar has been hit. + var player = GameObject.FindGameObjectWithTag("Player"); + + if (player != null) + { + player.GetComponent().OnBarHit(); + } + } + } } diff --git a/Assets/Scripts/Game/Balls/NukeBall.cs b/Assets/Scripts/Game/Balls/NukeBall.cs index 0bb8bb9..11322b6 100644 --- a/Assets/Scripts/Game/Balls/NukeBall.cs +++ b/Assets/Scripts/Game/Balls/NukeBall.cs @@ -1,29 +1,19 @@ using UnityEngine; -public class NukeBall : MonoBehaviour +public class NukeBall : BallBase { - private Animator animator; - - public AudioClip spawnSound; - - public AudioClip bounceSound; - - public AudioClip hitSound; - public AudioClip criticalSound; public AudioClip explosionSound; - private AudioSource audioSource; - - private Vector2 speed; - + // Tracks escalating danger/critical phases for audio cues. private int criticalState = 0; private float criticalTime = 1.0f; private float criticalTimer = 0.0f; + // Initial resting height the ball bounces back toward after a floor hit. private float height; private Collider2D selfCollider; @@ -41,13 +31,17 @@ public class NukeBall : MonoBehaviour // Start is called once before the first execution of Update after the MonoBehaviour is created void Start() { + // Cache frequently used components once. audioSource = GetComponent(); animator = GetComponent(); selfCollider = GetComponent(); + + // Start with a small random horizontal drift. speed = new Vector2(Random.Range(-0.09f, 0.09f), 0.0f); height = GetComponent().position.y; fallTargetY = height; + // Find the closest valid floor point under the current position. UpdateFallTargetFromCurrentPosition(); audioSource.PlayOneShot(spawnSound); @@ -68,12 +62,14 @@ public class NukeBall : MonoBehaviour bounceTimer += Time.fixedDeltaTime; float t = Mathf.Clamp01(bounceTimer / bounceDuration); + // Ease-out ascent: fast start, gentle finish near target height. float easedT = 1.0f - Mathf.Pow(1.0f - t, 2.0f); currentPosition.y = Mathf.Lerp(bounceStartY, height, easedT); if (t >= 1.0f) { + // Reached top of bounce arc; resume falling phase. isBouncingToHeight = false; bounceTimer = 0.0f; currentPosition.y = height; @@ -85,6 +81,7 @@ public class NukeBall : MonoBehaviour bounceTimer += Time.fixedDeltaTime; float t = Mathf.Clamp01(bounceTimer / bounceDuration); + // Ease-in descent: gentle start, faster approach to floor. float easedT = t * t; currentPosition.y = Mathf.Lerp(height, fallTargetY, easedT); @@ -110,6 +107,7 @@ public class NukeBall : MonoBehaviour audioSource.PlayOneShot(criticalSound); } + // Restart timing window for the next critical beep. criticalTimer = 0.0f; } } @@ -120,6 +118,8 @@ public class NukeBall : MonoBehaviour if (collision.gameObject.CompareTag("Wall")) { ContactPoint2D contact = collision.GetContact(0); + + // Reflect horizontal movement from wall surfaces. speed = Vector2.Reflect(speed, contact.normal); speed.y = 0.0f; @@ -130,6 +130,8 @@ public class NukeBall : MonoBehaviour { isBouncingToHeight = true; bounceTimer = 0.0f; + + // Use exact contact point as bounce origin so visual contact feels grounded. bounceStartY = contact.point.y; fallTargetY = bounceStartY; @@ -142,8 +144,10 @@ public class NukeBall : MonoBehaviour private void UpdateFallTargetFromCurrentPosition() { + // Default to current y in case no valid floor is found. fallTargetY = transform.position.y; + // Probe straight down and choose nearest upward-facing wall surface. RaycastHit2D[] hits = Physics2D.RaycastAll(transform.position, Vector2.down, 100.0f); float closestDistance = float.MaxValue; diff --git a/Assets/Scripts/Game/Balls/OozeBall.cs b/Assets/Scripts/Game/Balls/OozeBall.cs index 784c245..ad7d77a 100644 --- a/Assets/Scripts/Game/Balls/OozeBall.cs +++ b/Assets/Scripts/Game/Balls/OozeBall.cs @@ -1,16 +1,8 @@ using UnityEngine; using System.Collections; -public class OozeBall : MonoBehaviour +public class OozeBall : BallBase { - private Animator animator; - - public AudioClip spawnSound; - - public AudioClip bounceSound; - - public AudioClip hitSound; - public AudioClip timerSound; public AudioClip splitSound; @@ -19,12 +11,8 @@ public class OozeBall : MonoBehaviour public BallSpawner spawner; - private AudioSource audioSource; - private SpriteRenderer spriteRenderer; - private Vector2 speed; - private float splitTimer = 10.0f; private float tickTimer = 0.5f; diff --git a/Assets/Scripts/Game/HorizontalBar.cs b/Assets/Scripts/Game/HorizontalBar.cs new file mode 100644 index 0000000..11a57e4 --- /dev/null +++ b/Assets/Scripts/Game/HorizontalBar.cs @@ -0,0 +1,92 @@ +using UnityEngine; + +public class HorizontalBar : MonoBehaviour +{ + public float firingSpeed = 0.03f; + + public GameObject horizontalBarrierPrefab; + + public bool canFireLeft = true; + + public bool canFireRight = true; + + private float firingTimer = 0.0f; + + private Bounds bounds; + + private bool canFire = true; + + // Start is called once before the first execution of Update after the MonoBehaviour is created + void Start() + { + SpriteRenderer spriteRenderer = GetComponent(); + bounds = spriteRenderer.bounds; + + var walls = GameObject.FindGameObjectsWithTag("Wall"); + + if (walls.Length > 0) + { + foreach (var wall in walls) + { + if (wall.GetComponent().bounds.Intersects(bounds)) + { + canFire = false; + break; + } + } + } + } + + // Update is called once per frame + void FixedUpdate() + { + if (canFire) + { + firingTimer += Time.fixedDeltaTime; + + if (firingTimer >= firingSpeed) + { + if (canFireLeft) + { + Vector3 leftSide = new Vector3( + bounds.min.x - (bounds.size.x / 2.0f), + bounds.center.y, + bounds.center.z + ); + + var left = Instantiate(horizontalBarrierPrefab, leftSide, Quaternion.identity); + var leftBarScript = left.GetComponent(); + leftBarScript.firingSpeed = firingSpeed; + leftBarScript.canFireRight = false; + + Physics2D.IgnoreCollision( + left.GetComponent(), + GetComponent(), + true + ); + } + + if (canFireRight) + { + Vector3 rightSide = new Vector3( + bounds.max.x + (bounds.size.x / 2.0f), + bounds.center.y, + bounds.center.z + ); + var right = Instantiate(horizontalBarrierPrefab, rightSide, Quaternion.identity); + var rightBarScript = right.GetComponent(); + rightBarScript.firingSpeed = firingSpeed; + rightBarScript.canFireLeft = false; + + Physics2D.IgnoreCollision( + right.GetComponent(), + GetComponent(), + true + ); + } + + canFire = false; + } + } + } +} diff --git a/Assets/Scripts/Game/HorizontalBar.cs.meta b/Assets/Scripts/Game/HorizontalBar.cs.meta new file mode 100644 index 0000000..fd33993 --- /dev/null +++ b/Assets/Scripts/Game/HorizontalBar.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 3f0f68050bf7251f7b0cac4505293fdc \ No newline at end of file diff --git a/Assets/Scripts/Game/Player.cs b/Assets/Scripts/Game/Player.cs index e27d7ad..22d81a5 100644 --- a/Assets/Scripts/Game/Player.cs +++ b/Assets/Scripts/Game/Player.cs @@ -30,12 +30,18 @@ public class Player : MonoBehaviour public Fader fader; + public GameObject horizontalBarrierPrefab; + + public GameObject verticalBarrierPrefab; + private bool flipped = false; private bool gameOver = false; private AudioSource audioSource; + private bool canFire = true; + // Start is called once before the first execution of Update after the MonoBehaviour is created void Start() { @@ -65,8 +71,8 @@ public class Player : MonoBehaviour Vector3 mouseWorld = cam.ScreenToWorldPoint(new Vector3(mouseScreen.x, mouseScreen.y, screenZ)); Vector3 extents = playerBounds.extents; - float clampedX = Mathf.Clamp(mouseWorld.x, boardBounds.min.x + extents.x, boardBounds.max.x - extents.x); - float clampedY = Mathf.Clamp(mouseWorld.y, boardBounds.min.y + extents.y, boardBounds.max.y - extents.y); + float clampedX = Mathf.Clamp(mouseWorld.x, boardBounds.min.x + extents.x / 2.0f, boardBounds.max.x - extents.x / 2.0f); + float clampedY = Mathf.Clamp(mouseWorld.y, boardBounds.min.y + extents.y / 2.0f, boardBounds.max.y - extents.y / 2.0f); transform.position = new Vector3(clampedX, clampedY, transform.position.z); @@ -85,6 +91,21 @@ public class Player : MonoBehaviour } } + if (Mouse.current.leftButton.wasPressedThisFrame && canFire) + { + canFire = false; + audioSource.PlayOneShot(normalShoot); + + if (flipped) + { + Instantiate(verticalBarrierPrefab, transform.position, Quaternion.identity); + } + else + { + Instantiate(horizontalBarrierPrefab, transform.position, Quaternion.identity); + } + } + if (gameOver) { StartCoroutine(EndGame()); @@ -126,4 +147,15 @@ public class Player : MonoBehaviour yield return new WaitForSeconds(1.3f); fader.ResetFader(); } + + public void BarrierFinished() + { + canFire = true; + } + + public void OnBarHit() + { + // TODO: Lose a life or end the game + canFire = true; // Allow firing again after bar hit + } } diff --git a/Assets/Scripts/Game/VerticalBar.cs b/Assets/Scripts/Game/VerticalBar.cs new file mode 100644 index 0000000..009b880 --- /dev/null +++ b/Assets/Scripts/Game/VerticalBar.cs @@ -0,0 +1,92 @@ +using UnityEngine; + +public class VerticalBar : MonoBehaviour +{ + public float firingSpeed = 0.03f; + + public GameObject verticalBarrierPrefab; + + public bool canFireTop = true; + + public bool canFireBottom = true; + + private float firingTimer = 0.0f; + + private Bounds bounds; + + private bool canFire = true; + + // Start is called once before the first execution of Update after the MonoBehaviour is created + void Start() + { + SpriteRenderer spriteRenderer = GetComponent(); + bounds = spriteRenderer.bounds; + + var walls = GameObject.FindGameObjectsWithTag("Wall"); + + if (walls.Length > 0) + { + foreach (var wall in walls) + { + if (wall.GetComponent().bounds.Intersects(bounds)) + { + canFire = false; + break; + } + } + } + } + + // Update is called once per frame + void FixedUpdate() + { + if (canFire) + { + firingTimer += Time.fixedDeltaTime; + + if (firingTimer >= firingSpeed) + { + if (canFireTop) + { + Vector3 topSide = new Vector3( + bounds.center.x, + bounds.max.y + (bounds.size.y / 2.0f), + bounds.center.z + ); + + var top = Instantiate(verticalBarrierPrefab, topSide, Quaternion.identity); + var topBarScript = top.GetComponent(); + topBarScript.firingSpeed = firingSpeed; + topBarScript.canFireBottom = false; + + Physics2D.IgnoreCollision( + top.GetComponent(), + GetComponent(), + true + ); + } + + if (canFireBottom) + { + Vector3 bottomSide = new Vector3( + bounds.center.x, + bounds.min.y - (bounds.size.y / 2.0f), + bounds.center.z + ); + var bottom = Instantiate(verticalBarrierPrefab, bottomSide, Quaternion.identity); + var bottomBarScript = bottom.GetComponent(); + bottomBarScript.firingSpeed = firingSpeed; + bottomBarScript.canFireTop = false; + + Physics2D.IgnoreCollision( + bottom.GetComponent(), + GetComponent(), + true + ); + } + + canFire = false; + } + } + } +} diff --git a/Assets/Scripts/Game/VerticalBar.cs.meta b/Assets/Scripts/Game/VerticalBar.cs.meta new file mode 100644 index 0000000..b1a83e9 --- /dev/null +++ b/Assets/Scripts/Game/VerticalBar.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 6dc29ecf320c579669972d171a926ff4 \ No newline at end of file diff --git a/Assets/Sprites/200.png b/Assets/Sprites/200.png new file mode 100644 index 0000000000000000000000000000000000000000..711d4a8729b0f307307b25dbcb8f5207b1c0796f GIT binary patch literal 121 zcmeAS@N?(olHy`uVBq!ia0vp^93afW1|*O0@9PFq4xTQKAr-fh3knN=u3xf*<=BlI 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