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172 Commits

Author SHA1 Message Date
a532e3dc5a chore: improve README 2025-07-30 00:38:08 -04:00
6c1237f39b chore: update gif in README 2025-07-30 00:28:53 -04:00
1ee46c5a5d chore: remove link to play 2022-12-10 01:20:32 -05:00
52a34d851d chore: disable compression webgl build 2021-07-03 22:48:39 -04:00
86cbd29829 chore: update readme (again) 2021-07-03 22:40:44 -04:00
0d898fd3ec chore: update readme 2021-07-03 22:39:49 -04:00
6fd84998d5 chore: update readme 2021-07-03 04:24:50 -04:00
7b34ce5111 feat: upgrade unity project version 2021-07-02 21:26:29 -04:00
3d917f73a6 Merge branch 'master' of https://github.com/SweetTini/GlobalGameJam2020 2020-02-03 09:33:58 -05:00
68cd1d63dc changes 2020-02-03 09:33:53 -05:00
Jack Rus
b3ccc2df46 minor scene fix 2020-02-02 16:52:13 -05:00
b2c4010ddb Merge branch 'master' of https://github.com/SweetTini/GlobalGameJam2020 2020-02-02 16:45:37 -05:00
Jack Rus
b00811a8b0 added coffee 2020-02-02 16:39:20 -05:00
9c6bf8eb14 changes 2020-02-02 16:28:35 -05:00
chyknkat
80371ff1cc Merge branch 'master' of https://github.com/SweetTini/GlobalGameJam2020 2020-02-02 16:23:33 -05:00
chyknkat
ec4eb9d013 add sounds to intro story 2020-02-02 16:23:26 -05:00
0c270a7b62 Merge branch 'master' of https://github.com/SweetTini/GlobalGameJam2020 2020-02-02 16:17:28 -05:00
c162d67c79 some changes 2020-02-02 16:17:20 -05:00
Jack Rus
e02b302b19 minor 2020-02-02 16:16:55 -05:00
Jack Rus
c6d768fbd8 Merge branch 'master' of https://github.com/SweetTini/GlobalGameJam2020 2020-02-02 16:12:56 -05:00
Jack Rus
b5caf97b2b changed game over button 2020-02-02 16:12:31 -05:00
Sweet Tini
3d19fa6243 Merge branch 'master' of https://github.com/SweetTini/GlobalGameJam2020 2020-02-02 16:12:28 -05:00
11b1d4e721 changes 2020-02-02 16:11:24 -05:00
0dd1d0f87a last changes 2020-02-02 16:10:45 -05:00
8b6df6d828 merge 2020-02-02 16:04:06 -05:00
b3960e8d36 scene changes 2020-02-02 16:03:22 -05:00
Sweet Tini
837085cd9d Commit to complete merge. 2020-02-02 16:03:10 -05:00
Jack Rus
d80afb6d75 Merge branch 'master' of https://github.com/SweetTini/GlobalGameJam2020 2020-02-02 16:01:59 -05:00
Sweet Tini
e9ccb280a1 Finish game intro cutscene 2020-02-02 16:01:40 -05:00
Jack Rus
a8919fccf6 added bugs 2020-02-02 15:59:19 -05:00
0706b3497b level design 2020-02-02 15:53:52 -05:00
1530bf249e Merge branch 'master' of https://github.com/SweetTini/GlobalGameJam2020 2020-02-02 15:27:31 -05:00
91d53ac010 stamina and health fix 2020-02-02 15:26:50 -05:00
Jack Rus
8ad5624675 Merge branch 'master' of https://github.com/SweetTini/GlobalGameJam2020 2020-02-02 15:16:55 -05:00
Jack Rus
add46e7203 progress 2020-02-02 15:16:44 -05:00
fca0c2ad75 Merge branch 'master' of https://github.com/SweetTini/GlobalGameJam2020 2020-02-02 15:16:31 -05:00
0aeea4833c fixe collectibles 2020-02-02 15:16:13 -05:00
chyknkat
e37f77ef94 Update GameIntro.unity 2020-02-02 15:07:28 -05:00
Sweet Tini
94ace763a5 Merge branch 'master' of https://github.com/SweetTini/GlobalGameJam2020 2020-02-02 15:04:22 -05:00
Sweet Tini
87c7b5f447 Building game intro sequence. 2020-02-02 15:03:58 -05:00
Jack Rus
34ee0e7357 Merge branch 'master' of https://github.com/SweetTini/GlobalGameJam2020 2020-02-02 15:03:44 -05:00
c84faa8b58 Merge branch 'master' of https://github.com/SweetTini/GlobalGameJam2020 2020-02-02 15:00:38 -05:00
4ecd89e406 added button animation 2020-02-02 15:00:34 -05:00
Jack Rus
49696ef9fa progress 2020-02-02 15:00:33 -05:00
chyknkat
c6c394343f change sound levels 2020-02-02 14:25:49 -05:00
e65ae28903 Merge branch 'master' of https://github.com/SweetTini/GlobalGameJam2020 2020-02-02 13:43:19 -05:00
b0f14d6f98 changes 2020-02-02 13:41:52 -05:00
Jack Rus
0598179ff3 Merge branch 'master' of https://github.com/SweetTini/GlobalGameJam2020 2020-02-02 13:39:17 -05:00
Jack Rus
7c85fdd17f new coffee animation 2020-02-02 13:38:11 -05:00
d56af3e3e3 Merge branch 'master' of https://github.com/SweetTini/GlobalGameJam2020 2020-02-02 13:22:51 -05:00
401ae023a2 fixed jack bug levitating 2020-02-02 13:21:44 -05:00
chyknkat
5a443a70a6 Merge branch 'master' of https://github.com/SweetTini/GlobalGameJam2020 2020-02-02 13:20:30 -05:00
chyknkat
a81bd99ad8 add story music 2020-02-02 13:20:27 -05:00
Jack Rus
33f9042b2b progress 2020-02-02 13:03:45 -05:00
3944996031 Merge branch 'master' of https://github.com/SweetTini/GlobalGameJam2020 2020-02-02 12:19:49 -05:00
1efd116c1f Merge branch 'master' of https://github.com/SweetTini/GlobalGameJam2020 2020-02-02 12:19:35 -05:00
Jack Rus
4d402932ce Merge branch 'master' of https://github.com/SweetTini/GlobalGameJam2020 2020-02-02 12:19:26 -05:00
Jack Rus
ec881f2c7c new scene game over 2020-02-02 12:17:44 -05:00
d4cca79ab3 made more bugs 2020-02-02 12:12:11 -05:00
chyknkat
f65bbf2567 add music to game over 2020-02-02 11:48:50 -05:00
Jack Rus
5e2c7a9c97 Merge branch 'master' of https://github.com/SweetTini/GlobalGameJam2020 2020-02-02 11:38:59 -05:00
Jack Rus
eaa3de56e4 game over scene 2020-02-02 11:35:23 -05:00
chyknkat
7512ffff69 fix conficts 2020-02-02 11:34:03 -05:00
chyknkat
134bf02055 add win and game over music 2020-02-02 11:32:55 -05:00
Sweet Tini
682b2159ad Merge branch 'master' of https://github.com/SweetTini/GlobalGameJam2020 2020-02-02 11:02:08 -05:00
Sweet Tini
e372a00d84 Add parallax scrolling to level 2020-02-02 11:01:59 -05:00
chyknkat
7cd3f2083d fix conflicts 2020-02-02 10:37:55 -05:00
chyknkat
da15566f31 add fight sounds 2020-02-02 10:35:28 -05:00
b93b0f7cfe Merge branch 'master' of https://github.com/SweetTini/GlobalGameJam2020 2020-02-02 10:33:06 -05:00
16d9e40638 Merge branch 'master' of https://github.com/SweetTini/GlobalGameJam2020 2020-02-02 10:32:16 -05:00
Jack Rus
508204b3b8 minor fixes for sorting layers 2020-02-02 10:31:47 -05:00
34fef55f67 Merge branch 'master' of https://github.com/SweetTini/GlobalGameJam2020 2020-02-02 10:22:01 -05:00
Jack Rus
7875611cba Merge branch 'master' of https://github.com/SweetTini/GlobalGameJam2020 2020-02-02 10:21:44 -05:00
Jack Rus
21b65df41f started parallax 2020-02-02 10:21:38 -05:00
c2977d355d finished fixing events control 2020-02-02 10:20:34 -05:00
Sweet Tini
df2cad77b9 Add Jack Bug animation 2020-02-02 09:32:37 -05:00
a87e8ff093 merge update 2020-02-02 01:28:35 -05:00
6c390252fa Merge branch 'master' of https://github.com/SweetTini/GlobalGameJam2020 2020-02-02 01:28:25 -05:00
e39ea0197d Fixed issue with friction on wall 2020-02-02 01:16:26 -05:00
Jack Rus
90e3b877ef Merge branch 'master' of https://github.com/SweetTini/GlobalGameJam2020 2020-02-02 00:10:48 -05:00
Jack Rus
c5c909a59e layer sorting fixes 2020-02-02 00:10:21 -05:00
chyknkat
a7f4b807f3 Merge branch 'master' of https://github.com/SweetTini/GlobalGameJam2020 2020-02-02 00:04:47 -05:00
chyknkat
6f2196aa81 add drink and enemy sounds 2020-02-02 00:04:39 -05:00
Jack Rus
1d02c56737 merge 2020-02-01 23:56:01 -05:00
Jack Rus
e4b46c25cd completed landscape 2020-02-01 23:53:18 -05:00
fd246fb6fc merge 2020-02-01 23:52:52 -05:00
79812da2c5 Added fighting animation 2020-02-01 23:51:06 -05:00
Sweet Tini
2910f5548d Merge branch 'master' of https://github.com/SweetTini/GlobalGameJam2020 2020-02-01 23:47:46 -05:00
Sweet Tini
457d3c6a50 Add Hurt animation to player 2020-02-01 23:47:43 -05:00
0e16dc5f9f finally fixed player getting stuck 2020-02-01 23:10:39 -05:00
9aca11b57b Merge branch 'master' of https://github.com/SweetTini/GlobalGameJam2020 2020-02-01 22:45:18 -05:00
30c965ddc4 Continued working on event controls 2020-02-01 22:45:05 -05:00
Jack Rus
a0c56f41bf Merge branch 'master' of https://github.com/SweetTini/GlobalGameJam2020 2020-02-01 22:45:02 -05:00
Jack Rus
ba5a2ebf9e new tile map 2020-02-01 22:44:45 -05:00
chyknkat
d940ad88dd add intro music 2020-02-01 22:42:47 -05:00
chyknkat
7b9073457d add bug laugh 2020-02-01 22:15:40 -05:00
chyknkat
c30fbb95d6 Merge branch 'master' of https://github.com/SweetTini/GlobalGameJam2020 2020-02-01 21:31:12 -05:00
chyknkat
c801dbbec6 add scream and wrong button to assets and sound manager 2020-02-01 21:30:59 -05:00
a5ffb63a31 Merge branch 'master' of https://github.com/SweetTini/GlobalGameJam2020 2020-02-01 21:28:23 -05:00
393d6fa4cb merge 2020-02-01 21:28:12 -05:00
chyknkat
e4294a01ac Merge branch 'master' of https://github.com/SweetTini/GlobalGameJam2020 2020-02-01 21:09:23 -05:00
chyknkat
40521063e4 add jump sound 2020-02-01 21:09:17 -05:00
5ada160f60 fixed player bugs 2020-02-01 21:09:12 -05:00
Sweet Tini
4f4f374658 Add stamina bar piece 2020-02-01 20:50:30 -05:00
Jack Rus
0173c229f9 Merge branch 'master' of https://github.com/SweetTini/GlobalGameJam2020 2020-02-01 20:32:28 -05:00
Jack Rus
0f76de2938 completed health and stamikna script 2020-02-01 20:32:24 -05:00
Sweet Tini
e83d6ccf59 Add tileset. 2020-02-01 20:05:47 -05:00
chyknkat
8fbae5384d add music 2020-02-01 19:42:19 -05:00
chyknkat
e537b45f42 new buttons and plus 2020-02-01 18:38:02 -05:00
Jack Rus
b74112993e completed landscape 2020-02-01 18:00:20 -05:00
Jack Rus
714c6fcd49 Merge branch 'master' of https://github.com/SweetTini/GlobalGameJam2020 2020-02-01 17:47:54 -05:00
Jack Rus
77a896bd44 progress landscape 2020-02-01 17:42:34 -05:00
0ff71d5942 Merge branch 'master' of https://github.com/SweetTini/GlobalGameJam2020 2020-02-01 17:42:00 -05:00
080bfadb7a Continued working on event controls 2020-02-01 17:41:50 -05:00
Sweet Tini
8c8402595f merge 2020-02-01 17:40:02 -05:00
Sweet Tini
9304fac22a Add bug fight animation 2020-02-01 17:35:21 -05:00
0f9a2d2d16 Merge branch 'master' of https://github.com/SweetTini/GlobalGameJam2020 2020-02-01 16:24:25 -05:00
2cbc3e965d fixed camera issue 2020-02-01 16:24:17 -05:00
Jack Rus
266ab4bbaf Merge branch 'master' of https://github.com/SweetTini/GlobalGameJam2020 2020-02-01 16:23:52 -05:00
Jack Rus
f36312f9f6 landscape fixes 2020-02-01 16:23:21 -05:00
chyknkat
a022aed792 update coffee 2020-02-01 16:22:14 -05:00
87dbaae212 merge 2020-02-01 15:59:22 -05:00
7b2ea7d2c0 Merge branch 'master' of https://github.com/SweetTini/GlobalGameJam2020 2020-02-01 15:58:02 -05:00
03cb2ece8b fixed issues with player 2020-02-01 15:50:49 -05:00
Jack Rus
7993d7c2b8 Merge branch 'master' of https://github.com/SweetTini/GlobalGameJam2020 2020-02-01 15:50:24 -05:00
Jack Rus
281685f3bb landscape - almost done 2020-02-01 15:46:38 -05:00
chyknkat
93f8fc11bb added plus asset 2020-02-01 15:25:45 -05:00
chyknkat
62f7b1e512 add buttons asset 2020-02-01 15:12:00 -05:00
5f33cf6259 fixed run animation 2020-02-01 14:43:41 -05:00
c02f16e389 Add control 2020-02-01 14:39:57 -05:00
a3e6a4e304 event controls WIP 2020-02-01 14:39:17 -05:00
Sweet Tini
2175ef438e Set up enemy animation and HUD elements 2020-02-01 14:37:59 -05:00
Sweet Tini
1428953f92 Merge branch 'master' of https://github.com/SweetTini/GlobalGameJam2020 2020-02-01 14:01:56 -05:00
Sweet Tini
cdf0067357 Add Gio bug animation 2020-02-01 14:01:54 -05:00
chyknkat
43c962f9a5 add heart asset 2020-02-01 13:37:36 -05:00
588df6407f Finished making successful path for event controls 2020-02-01 13:27:07 -05:00
Sweet Tini
26083d4112 Merge branch 'master' of https://github.com/SweetTini/GlobalGameJam2020 2020-02-01 11:51:34 -05:00
Sweet Tini
9c18c13e8d Modify player logic to use animation parameters 2020-02-01 11:51:23 -05:00
950efeab81 Merge branch 'master' of https://github.com/SweetTini/GlobalGameJam2020 2020-02-01 11:44:46 -05:00
5b812bbb32 Finished event control displaying and movement 2020-02-01 11:44:43 -05:00
chyknkat
c69f89b174 stamina bar asset 2020-02-01 11:36:57 -05:00
Sweet Tini
23d4e7fa14 Merge branch 'master' of https://github.com/SweetTini/GlobalGameJam2020 2020-02-01 11:30:09 -05:00
Sweet Tini
3b2c37d29c Add rest of basic player animations 2020-02-01 11:30:03 -05:00
chyknkat
edcd568d1c Merge branch 'master' of https://github.com/SweetTini/GlobalGameJam2020 2020-02-01 10:43:51 -05:00
chyknkat
0bf6f4473c add kat bug walking sprite 2020-02-01 10:43:20 -05:00
Jack Rus
9b23e5deff Merge branch 'master' of https://github.com/SweetTini/GlobalGameJam2020 2020-02-01 10:38:15 -05:00
Jack Rus
bae45ec7cf landscape design 2020-02-01 10:38:09 -05:00
Sweet Tini
8f988754a8 Merge branch 'master' of https://github.com/SweetTini/GlobalGameJam2020 2020-02-01 10:30:54 -05:00
Sweet Tini
9e2f748353 Remove compression quality on sprites 2020-02-01 10:30:40 -05:00
9b5476d72d Added player animation to script 2020-02-01 10:29:31 -05:00
3fc172965a Merge branch 'master' of https://github.com/SweetTini/GlobalGameJam2020 2020-02-01 09:56:21 -05:00
2c447fa890 events control WIP 2020-02-01 09:56:08 -05:00
Sweet Tini
bc7d2eb08b Merge branch 'master' of https://github.com/SweetTini/GlobalGameJam2020 2020-02-01 09:55:35 -05:00
Sweet Tini
2e29aa91a2 Add basic animations 2020-02-01 09:55:33 -05:00
Jack Rus
96e7318a91 Merge branch 'master' of https://github.com/SweetTini/GlobalGameJam2020 2020-02-01 09:30:16 -05:00
Jack Rus
1a2908a9de progress 2020-02-01 09:28:35 -05:00
3c794540ce fixed merge 2020-02-01 09:25:02 -05:00
Jack Rus
fe1bb75ae0 Merge branch 'master' of https://github.com/SweetTini/GlobalGameJam2020 2020-02-01 09:00:24 -05:00
Jack Rus
6902571489 progress 2020-02-01 08:58:53 -05:00
a04f7504c1 Fixed issue with wall jump and added event controls 2020-02-01 08:58:17 -05:00
4d72e6851b day one complete 2020-02-01 01:47:44 -05:00
31528efac5 progress 2020-01-31 23:46:30 -05:00
Sweet Tini
66276c733f Merge branch 'master' of https://github.com/SweetTini/GlobalGameJam2020 2020-01-31 23:39:39 -05:00
Sweet Tini
f691215f7e Update pixel per unit to 16 2020-01-31 23:34:26 -05:00
5841f35164 progress 2020-01-31 23:23:31 -05:00
111bb5e27e in progress bug movement 2020-01-31 23:03:38 -05:00
Jack Rus
5f521efcd3 Merge branch 'master' of https://github.com/SweetTini/GlobalGameJam2020 2020-01-31 21:21:22 -05:00
Jack Rus
e7caa4ba0a minor 2020-01-31 21:21:14 -05:00
f24f2c24a0 Merge branch 'master' of https://github.com/SweetTini/GlobalGameJam2020 2020-01-31 21:10:05 -05:00
7013b12cd8 created player movement, jump and run faster 2020-01-31 21:09:46 -05:00
Jack Rus
92da5013a4 bug sprite added 2020-01-31 21:09:16 -05:00
137d74733b Add player and sprite placeholders 2020-01-31 19:26:52 -05:00
398 changed files with 79561 additions and 324 deletions

14
.gitignore vendored
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@@ -8,6 +8,10 @@
/[Bb]uild/
/[Bb]uilds/
/[Ll]ogs/
/[Uu]ser[Ss]ettings/
# MemoryCaptures can get excessive in size.
# They also could contain extremely sensitive data
/[Mm]emoryCaptures/
# Asset meta data should only be ignored when the corresponding asset is also ignored
@@ -17,7 +21,7 @@
# /[Aa]ssets/AssetStoreTools*
# Autogenerated Jetbrains Rider plugin
[Aa]ssets/Plugins/Editor/JetBrains*
/[Aa]ssets/Plugins/Editor/JetBrains*
# Visual Studio cache directory
.vs/
@@ -53,8 +57,16 @@ sysinfo.txt
# Builds
*.apk
*.aab
*.unitypackage
# Crashlytics generated file
crashlytics-build.properties
# Packed Addressables
/[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin*
# Temporary auto-generated Android Assets
/[Aa]ssets/[Ss]treamingAssets/aa.meta
/[Aa]ssets/[Ss]treamingAssets/aa/*
/.DS_Store

72
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CoffeeOrPizza : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
private void OnTriggerEnter2D(Collider2D collision)
{
collision.gameObject.GetComponent<Player>().OnConsumable(GetComponent<Collider2D>());
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.Tilemaps;
namespace Assets.Model
{
public class EventControlTile
{
public KeyCode keyCode;
public Tile tile;
public Tile pressedTile;
public Tile successTile;
public Tile failTile;
public Vector3Int position;
public bool isPlusTile;
public bool isPerformed;
public bool isPressed;
public EventControlTile(KeyCode keyCode, Tile tile, Tile pressedTile, Tile successTile, Tile failTile, Vector3Int position, bool isPlusTile = false)
{
this.keyCode = keyCode;
this.tile = tile;
this.pressedTile = pressedTile;
this.successTile = successTile;
this.failTile = failTile;
this.position = position;
this.isPlusTile = isPlusTile;
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
namespace Assets.Model
{
public static class TileToKeyMappings
{
public static List<KeyCode> TileToKey = new List<KeyCode>
{
KeyCode.Q,
KeyCode.W,
KeyCode.E,
KeyCode.A,
KeyCode.S,
KeyCode.D
};
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ParallaxBackground : MonoBehaviour
{
[SerializeField] Camera baseCamera;
[SerializeField] SpriteRenderer baseRenderer;
public Vector2 scrollRate = Vector2.one * .4f;
Vector2 tileSize;
Vector2 offset = new Vector2(8f, 7.5f);
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void Start()
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baseCamera.transform.position.y - offset.y,
baseRenderer.transform.position.z);
tileSize = baseRenderer.size;
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var scrollOffset = baseCamera.transform.position * scrollRate;
scrollOffset = new Vector2(scrollOffset.x % tileSize.x, scrollOffset.y % tileSize.y);
var position = basePosition - scrollOffset - tileSize * new Vector2(1, -1);
baseRenderer.transform.position = new Vector3(position.x, position.y, depth);
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BugMovement : MonoBehaviour
{
[SerializeField] private float secondsGoingLeft = 1;
[SerializeField] private float secondsGoingRight = 1;
[SerializeField] private float movementSpeed = 10;
[SerializeField] public int eventTriggerCount = 3;
[SerializeField] public int controlTriggerCounterEvent = 3;
[SerializeField] Collider2D playerCollider;
[SerializeField] EventControls eventControls;
[SerializeField] Player player;
private int leftAccumalator = 0;
private int rightAccumalator = 0;
private Rigidbody2D rigidBody;
private bool isMovementDisabled = false;
private int framesPerSecond => 60;
private void Start()
{
rigidBody = GetComponent<Rigidbody2D>();
}
// Update is called once per frame
private void Update()
{
if (HasEncounteredPlayer())
eventControls.TriggerEvent(playerCollider, GetComponent<Collider2D>(), player);
if (isMovementDisabled)
return;
var totalFramesGoingLeft = framesPerSecond * secondsGoingLeft;
var totalFramesGoingRight = framesPerSecond * secondsGoingRight;
if (leftAccumalator <= totalFramesGoingLeft)
{
MoveLeft();
leftAccumalator++;
if (leftAccumalator == totalFramesGoingLeft)
rightAccumalator = 0;
}
else if (rightAccumalator <= totalFramesGoingRight)
{
MoveRight();
rightAccumalator++;
if (rightAccumalator == totalFramesGoingRight)
leftAccumalator = 0;
}
}
private void MoveLeft()
{
var actualSpeed = movementSpeed * -1;
rigidBody.velocity = new Vector2(actualSpeed, rigidBody.velocity.y);
}
private void MoveRight()
{
var actualSpeed = movementSpeed;
rigidBody.velocity = new Vector2(actualSpeed, rigidBody.velocity.y);
}
private bool HasEncounteredPlayer()
{
return rigidBody.IsTouchingLayers(LayerMask.GetMask(LayerNames.Player));
}
public void DisableMovement()
{
isMovementDisabled = true;
rigidBody.constraints = RigidbodyConstraints2D.FreezeAll;
}
public void EnableMovement()
{
isMovementDisabled = false;
rigidBody.constraints = RigidbodyConstraints2D.FreezeRotation | RigidbodyConstraints2D.FreezePositionY;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CameraMovement : MonoBehaviour
{
[SerializeField] GameObject player;
[SerializeField] float offsetY = 0;
[SerializeField] float offsetZ = -10;
[SerializeField] float interpolate = 0.2f;
private void Start()
{
}
private void Update()
{
transform.position = Vector2.Lerp(transform.position, player.transform.position + new Vector3(0, offsetY, 0), interpolate);
transform.position = new Vector3(transform.position.x, transform.position.y, offsetZ);
}
}

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using Assets.Model;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.Tilemaps;
public class EventControls : MonoBehaviour
{
[SerializeField] private Player player;
[SerializeField] private Camera camera;
[SerializeField] private GameObject music;
[SerializeField] private List<Tile> tiles;
[SerializeField] private List<Tile> pressedTiles;
[SerializeField] private List<Tile> successTiles;
[SerializeField] private List<Tile> failTiles;
[SerializeField] private Tile plusTile;
[SerializeField] private float framesPerControlTile = 15;
[SerializeField] private int nextControlYOffset = 0;
private int nextControlXOffset => 0 - maxNumberOfControlTiles + 1;
[SerializeField] private float tileMapClearDelayInSeconds = 0.5f;
private int numberOfEventsCount = 0;
private int maxNumberOfEvents => currentEnemyCollider.gameObject
.GetComponent<BugMovement>()
.eventTriggerCount;
private int maxNumberOfControlTiles => currentEnemyCollider.gameObject
.GetComponent<BugMovement>()
.controlTriggerCounterEvent;
private Tilemap tilemap;
/* For drawing event control tiles */
private Vector3Int? initialCameraPosition;
private int numberOfControlTilesSet = 0;
private int nextControlAccumalator = 0;
private bool eventDrawn = false;
private bool eventTriggered = false;
private float eventCycleInSeconds = 2.8f;
private int eventCycleAccumalator = 0;
private int tileMapClearDelayAccumalator = 0;
private EventControlTile currentEventControl;
private bool isInBattle = false;
private bool hasFailed = false;
private int buttonPressAnimationAccumalator = 0;
private Collider2D currentPlayerCollider;
private Collider2D currentEnemyCollider;
private List<EventControlTile> eventControlTilesInCycle;
private Queue<EventControlTile> eventControlTilesInCycleQueue;
private bool? isControlTile = null;
private int framesPerSecond => 60;
private Vector3Int nextControlOffSetAsVector => new Vector3Int(nextControlXOffset, nextControlYOffset, 0);
public void TriggerEvent(Collider2D playerCollider, Collider2D enemyCollider, Player player)
{
if (isInBattle)
return;
currentPlayerCollider = playerCollider;
currentEnemyCollider = enemyCollider;
enemyCollider.gameObject.GetComponent<SpriteRenderer>().enabled = false;
enemyCollider.gameObject.GetComponent<BugMovement>().DisableMovement();
player.StartEncounter();
Physics2D.IgnoreCollision(playerCollider, enemyCollider, true);
eventTriggered = true;
isInBattle = true;
}
public bool IsEventTriggered()
{
return eventTriggered;
}
private void Start()
{
tilemap = GetComponent<Tilemap>();
eventControlTilesInCycle = new List<EventControlTile>();
}
private void Update()
{
if (eventTriggered)
{
SetTile();
// SetTileMapPosition();
}
if (eventDrawn && eventTriggered)
{
PerformControlEvent();
}
if (eventDrawn && !eventTriggered)
{
Reset();
}
}
private void SetTile()
{
if (nextControlAccumalator >= framesPerControlTile && numberOfControlTilesSet < maxNumberOfControlTiles)
{
if (initialCameraPosition == null)
initialCameraPosition = GetCameraPosition();
// Store tiles for event cycle
EventControlTile eventControlTile = null;
if (isControlTile == null || isControlTile.GetValueOrDefault())
{
eventControlTile = GenerateEventControlTile(GetNextTilePosition() + nextControlOffSetAsVector);
isControlTile = false;
numberOfControlTilesSet++;
}
else
{
eventControlTile = GenerateEventControlPlusTile(GetNextPlusTilePosition() + nextControlOffSetAsVector);
isControlTile = true;
}
eventControlTilesInCycle.Add(eventControlTile);
tilemap.SetTile(eventControlTile.position, eventControlTile.tile);
nextControlAccumalator = 0;
}
else if (numberOfControlTilesSet == maxNumberOfControlTiles)
{
initialCameraPosition = null;
isControlTile = null;
eventDrawn = true;
}
else
{
nextControlAccumalator++;
}
}
private Vector3Int GetCameraPosition()
{
return new Vector3Int((int)camera.transform.position.x,
(int)camera.transform.position.y,
(int)camera.transform.position.z);
}
private Vector3Int GetNextTilePosition()
{
return (initialCameraPosition + new Vector3Int(numberOfControlTilesSet * 2, 0, 0))
.GetValueOrDefault();
}
private Vector3Int GetNextPlusTilePosition()
{
return (initialCameraPosition + new Vector3Int(numberOfControlTilesSet * 2 - 1, 0, 0))
.GetValueOrDefault();
}
IEnumerator PlayVictoryMusic()
{
music = GameObject.Find("Music");
var audioSrc = music.GetComponent<AudioSource>();
audioSrc.Pause();
SoundManagerScript.PlaySound("win");
var clipSeconds = SoundManagerScript.audioSrc.clip.length;
yield return new WaitForSeconds(clipSeconds);
audioSrc.Play();
}
private void PerformControlEvent()
{
nextControlAccumalator = 0;
if (currentEventControl == null)
currentEventControl = eventControlTilesInCycle.First(x => !x.isPlusTile && !x.isPerformed);
else
{
if (buttonPressAnimationAccumalator >= framesPerControlTile)
{
tilemap.SetTile(currentEventControl.position, currentEventControl.isPressed ? currentEventControl.pressedTile :
currentEventControl.tile);
currentEventControl.isPressed = !currentEventControl.isPressed;
buttonPressAnimationAccumalator = 0;
}
else
buttonPressAnimationAccumalator++;
}
if (Input.GetKeyDown(currentEventControl.keyCode))
{
currentEventControl.isPerformed = true;
tilemap.SetTile(currentEventControl.position, currentEventControl.successTile);
currentEventControl = null;
if (eventControlTilesInCycle.Where(x => !x.isPlusTile && !x.isPerformed).Count() == 0)
{
numberOfEventsCount++;
eventTriggered = false;
eventCycleAccumalator = 0;
if (maxNumberOfEvents == numberOfEventsCount)
{
player.EndEncounter();
isInBattle = false;
// Destroy(currentEnemyCollider.gameObject);
// currentEnemyCollider = null;
hasFailed = false;
StartCoroutine(PlayVictoryMusic());
}
}
return;
}
else if (eventCycleAccumalator >= eventCycleInSeconds * framesPerSecond * player.GetStaminaDifficultyFactor())
{
eventTriggered = false;
isInBattle = false;
eventCycleAccumalator = 0;
currentEventControl = null;
numberOfEventsCount = 0;
hasFailed = true;
player.ThrowUserInTheAirHurt();
SoundManagerScript.PlaySound("bug laugh");
currentEnemyCollider.gameObject.GetComponent<SpriteRenderer>().enabled = true;
currentEnemyCollider.gameObject.GetComponent<BugMovement>().EnableMovement();
player.EndEncounter();
return;
}
else if (FailedToClickCorrect(currentEventControl.keyCode))
{
SoundManagerScript.PlaySound("wrong");
tilemap.SetTile(currentEventControl.position, currentEventControl.failTile);
eventTriggered = false;
isInBattle = false;
eventCycleAccumalator = 0;
currentEventControl = null;
numberOfEventsCount = 0;
hasFailed = true;
player.ThrowUserInTheAirHurt();
currentEnemyCollider.gameObject.GetComponent<SpriteRenderer>().enabled = true;
currentEnemyCollider.gameObject.GetComponent<BugMovement>().EnableMovement();
player.EndEncounter();
SoundManagerScript.PlaySound("bug laugh");
return;
}
eventCycleAccumalator++;
}
private void Reset()
{
if (tileMapClearDelayAccumalator >= tileMapClearDelayInSeconds * framesPerSecond)
{
eventControlTilesInCycle.Clear();
tilemap.ClearAllTiles();
tileMapClearDelayAccumalator = 0;
eventDrawn = false;
numberOfControlTilesSet = 0;
if (maxNumberOfEvents == numberOfEventsCount)
{
if (currentEnemyCollider != null && hasFailed)
Physics2D.IgnoreCollision(currentPlayerCollider, currentEnemyCollider, false);
numberOfEventsCount = 0;
currentPlayerCollider = null;
currentEnemyCollider = null;
}
else
{
eventTriggered = true && !hasFailed;
isInBattle = true && !hasFailed;
if (hasFailed)
{
if (currentEnemyCollider != null)
Physics2D.IgnoreCollision(currentPlayerCollider, currentEnemyCollider, false);
}
}
}
else
{
tileMapClearDelayAccumalator++;
}
}
//private void SetTileMapPosition()
//{
// var offset = camera.transform.position.x - (int)camera.transform.position.x;
// transform.position = new Vector3(transform.position.x + offset, transform.position.y, 0);
//}
private EventControlTile GenerateEventControlTile(Vector3Int position)
{
var randomNumber = Random.Range(0, TileToKeyMappings.TileToKey.Count);
return new EventControlTile(TileToKeyMappings.TileToKey[randomNumber],
tiles[randomNumber],
pressedTiles[randomNumber],
successTiles[randomNumber],
failTiles[randomNumber],
position);
}
private EventControlTile GenerateEventControlPlusTile(Vector3Int position)
{
return new EventControlTile(KeyCode.Escape,
plusTile,
null,
null,
null,
position,
true);
}
private bool FailedToClickCorrect(KeyCode correctKey)
{
var allKeysButCorrect = TileToKeyMappings.TileToKey.Where(x => x != correctKey);
return allKeysButCorrect.Any(x => Input.GetKeyDown(x));
}
}

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using System.Collections;
using UnityEngine;
using UnityEngine.SceneManagement;
public class GameIntroCutscene : Cutscene
{
public SpriteRenderer sceneA;
public SpriteRenderer sceneB;
public SpriteRenderer sceneC;
public Sprite[] sprites;
public Camera gameCamera;
private Vector3 basePosition;
private int shakeTime = 0;
private void Start()
{
basePosition = gameCamera.transform.position;
}
private void Update()
{
if (shakeTime > 0)
{
gameCamera.transform.position = basePosition + new Vector3(
Random.Range(-0.2f, 0.2f), Random.Range(-0.2f, 0.2f), basePosition.z);
shakeTime--;
if (shakeTime == 0)
gameCamera.transform.position = basePosition;
}
}
void Shake(int time)
{
shakeTime = time;
}
protected override IEnumerator OnScenePlay()
{
yield return TestA();
yield return TestB();
yield return TestC();
}
protected override void OnSceneEnd()
{
var nextIndex = SceneManager.GetActiveScene().buildIndex + 1;
if (SceneManager.sceneCountInBuildSettings > nextIndex)
SceneManager.LoadScene(nextIndex);
}
IEnumerator TestA()
{
sceneA.sprite = sprites[1];
sceneB.sprite = sprites[0];
sceneC.sprite = sprites[2];
for (int i = 0; i <= 150; i++)
{
var percent = 1f * i / 150;
sceneA.transform.position = Vector3.Lerp(
new Vector3(-0.16f, -0.04f, 10f),
new Vector3(3.08f, -0.04f, 10f),
percent);
sceneB.transform.position = Vector3.Lerp(
new Vector3(2.02f, -1.22f, 0f),
new Vector3(.4f, -1.22f, 0f),
percent);
sceneC.transform.position = Vector3.Lerp(
new Vector3(0.38f, -1.08f, 9f),
new Vector3(3.62f, -1.08f, 9f),
percent);
yield return null;
}
yield return new WaitForSeconds(.8f);
sceneC.sprite = sprites[3];
SoundManagerScript.PlaySound("slam");
Shake(15);
yield return new WaitForSeconds(1f);
}
IEnumerator TestB()
{
sceneA.sprite = sprites[5];
sceneB.sprite = sprites[4];
sceneC.gameObject.SetActive(false);
sceneA.transform.position = new Vector3(0f, 0f, 1f);
sceneB.transform.position = new Vector3(0f, 0f, 0f);
Shake(30);
for (int i = 0; i <= 90; i++)
{
var test = i % 4 >= 2;
sceneA.transform.localScale = new Vector3(test ? -1f : 1f, 1f, 1f);
yield return null;
}
sceneA.transform.localScale = Vector3.one;
}
IEnumerator TestC()
{
sceneA.sprite = sprites[1];
sceneB.sprite = sprites[0];
sceneC.sprite = sprites[3];
sceneC.gameObject.SetActive(true);
sceneA.transform.position = new Vector3(3.08f, -0.04f, 10f);
sceneB.transform.position = new Vector3(.4f, -1.22f, 0f);
sceneC.transform.position = new Vector3(3.62f, -1.08f, 9f);
yield return new WaitForSeconds(.8f);
sceneC.sprite = sprites[2];
sceneB.sprite = sprites[6];
SoundManagerScript.PlaySound("slam");
Shake(20);
yield return new WaitForSeconds(1.5f);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public static class LayerNames
{
public static string Enemies => "Enemies";
public static string Ground => "Ground";
public static string Player => "Player";
}

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