TO SQUASH: Added shooting bars.

This commit is contained in:
2026-08-05 01:23:47 -04:00
parent 2c7e02887c
commit c91a405227
30 changed files with 7987 additions and 98 deletions
+40
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@@ -0,0 +1,40 @@
using UnityEngine;
public class BallBase : MonoBehaviour
{
public AudioClip spawnSound;
public AudioClip bounceSound;
public AudioClip hitSound;
protected Animator animator;
protected AudioSource audioSource;
protected Vector2 speed;
void OnTriggerEnter2D(Collider2D other)
{
if(other.gameObject.CompareTag("Bar"))
{
audioSource.PlayOneShot(hitSound);
// 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<Player>().OnBarHit();
}
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: d18fc23633602a1af955e537c3ec7f6f
+1 -13
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@@ -1,19 +1,7 @@
using UnityEngine;
public class BasicBall : MonoBehaviour
public class BasicBall : 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()
{
+3 -13
View File
@@ -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);
}
+1 -13
View File
@@ -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;
+77 -30
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@@ -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<Collider2D>();
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<Player>().OnBarHit();
}
}
}
}
+17 -13
View File
@@ -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<AudioSource>();
animator = GetComponent<Animator>();
selfCollider = GetComponent<Collider2D>();
// Start with a small random horizontal drift.
speed = new Vector2(Random.Range(-0.09f, 0.09f), 0.0f);
height = GetComponent<Transform>().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;
+1 -13
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@@ -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;
+92
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@@ -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<SpriteRenderer>();
bounds = spriteRenderer.bounds;
var walls = GameObject.FindGameObjectsWithTag("Wall");
if (walls.Length > 0)
{
foreach (var wall in walls)
{
if (wall.GetComponent<Collider2D>().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<HorizontalBar>();
leftBarScript.firingSpeed = firingSpeed;
leftBarScript.canFireRight = false;
Physics2D.IgnoreCollision(
left.GetComponent<Collider2D>(),
GetComponent<Collider2D>(),
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<HorizontalBar>();
rightBarScript.firingSpeed = firingSpeed;
rightBarScript.canFireLeft = false;
Physics2D.IgnoreCollision(
right.GetComponent<Collider2D>(),
GetComponent<Collider2D>(),
true
);
}
canFire = false;
}
}
}
}
@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 3f0f68050bf7251f7b0cac4505293fdc
+34 -2
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@@ -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
}
}
+92
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@@ -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<SpriteRenderer>();
bounds = spriteRenderer.bounds;
var walls = GameObject.FindGameObjectsWithTag("Wall");
if (walls.Length > 0)
{
foreach (var wall in walls)
{
if (wall.GetComponent<Collider2D>().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<VerticalBar>();
topBarScript.firingSpeed = firingSpeed;
topBarScript.canFireBottom = false;
Physics2D.IgnoreCollision(
top.GetComponent<Collider2D>(),
GetComponent<Collider2D>(),
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<VerticalBar>();
bottomBarScript.firingSpeed = firingSpeed;
bottomBarScript.canFireTop = false;
Physics2D.IgnoreCollision(
bottom.GetComponent<Collider2D>(),
GetComponent<Collider2D>(),
true
);
}
canFire = false;
}
}
}
}
+2
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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 6dc29ecf320c579669972d171a926ff4