29 Commits

Author SHA1 Message Date
fa97990a67 Update Assets.md 2021-07-24 14:02:05 +02:00
2c5bf25c78 _ 2021-07-24 13:49:33 +02:00
c4e04e730a Bug fixes 2021-07-24 13:13:22 +02:00
bf5377cfce Merge branch 'master' of https://github.com/BRNSystems/GeoJam2021 2021-07-24 12:38:49 +02:00
d739b54515 Cutsceeens 2021-07-24 12:38:43 +02:00
ff48d52f9d Merge branch 'master' of https://github.com/BRNSystems/GeoJam2021 2021-07-23 17:35:32 +02:00
c9b9ae1cb0 _ 2021-07-23 17:16:48 +02:00
1c5be0cda2 Update EditorUserSettings.asset 2021-07-23 17:16:30 +02:00
4d0551d339 _ 2021-07-23 17:00:30 +02:00
ebc97d0d2b _ 2021-07-23 16:26:49 +02:00
0d9989f845 Merge branch 'master' of https://github.com/BRNSystems/GeoJam2021 2021-07-23 16:25:24 +02:00
8d552f561e _ 2021-07-23 16:24:38 +02:00
01d62e4daf Merge branch 'master' of https://github.com/BRNSystems/GeoJam2021 2021-07-23 16:18:08 +02:00
c5317dc131 _ 2021-07-23 16:17:56 +02:00
369d4713d7 Update README.md 2021-07-23 16:17:50 +02:00
3a2654da6a _ 2021-07-23 16:05:42 +02:00
acba88a4f4 _ 2021-07-23 16:05:01 +02:00
19ebcefa86 _ 2021-07-23 15:23:30 +02:00
d614da8a44 _ 2021-07-23 15:21:01 +02:00
5381aa88d2 Trust me I am a game dev 2021-07-23 15:09:43 +02:00
d1fab9b434 Some error correction 2021-07-23 13:55:58 +02:00
a4ddd9c7b6 Update geojam_banner.png 2021-07-23 10:53:05 +02:00
705e5d2bad _ 2021-07-23 09:56:57 +02:00
db537bd7b7 Did a few things 2021-07-23 09:45:12 +02:00
3da75e4cc6 Update Assets.md 2021-07-22 22:15:02 +02:00
d301584487 Update Assets.md 2021-07-22 22:13:35 +02:00
4a1e825fd6 Updated Readme 2021-07-22 22:04:06 +02:00
f6035eaa38 upgraded the game 2021-07-22 21:52:18 +02:00
2e017145f1 _ 2021-07-22 20:37:27 +02:00
374 changed files with 98937 additions and 2699 deletions

67
Assets.md Normal file
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# [Assets](https://github.com/BRNSystems/GeoJam2021/tree/master/Assets/)
## [Sprites](https://github.com/BRNSystems/GeoJam2021/tree/master/Sprites/):
[Finish](https://github.com/BRNSystems/GeoJam2021/tree/master/Sprites/Background/Finish.png) - Generated by [@Tucan444](https://github.com/Tucan444/)
[Menu](https://github.com/BRNSystems/GeoJam2021/tree/master/Sprites/Background/Menu.png) - Generated by [@Tucan444](https://github.com/Tucan444/)
[Planet](https://github.com/BRNSystems/GeoJam2021/blob/master/Assets/Sprites/Level/Intro/planet.png) - Created By [@BRNSystems](https://github.com/BRNSystems/) with [Paint 3D](https://www.microsoft.com/en-us/p/paint-3d/9nblggh5fv99)
Everything else: [@BRNSystems](https://github.com/BRNSystems/)(Self compiled [Aseprite](https://www.aseprite.org/))
## [Fonts](https://github.com/BRNSystems/GeoJam2021/tree/master/Fonts/):
Impact - Added into game by [@Tucan444](https://github.com/Tucan444/)
## [Scripts](https://github.com/BRNSystems/GeoJam2021/tree/master/Assets/Scripts/):
[CameraTracking](https://github.com/BRNSystems/GeoJam2021/blob/master/Assets/Scripts/CameraTracking.cs) - [@BRNSystems](https://github.com/BRNSystems/) and [@Tucan444](https://github.com/Tucan444/)
[Death](https://github.com/BRNSystems/GeoJam2021/blob/master/Assets/Scripts/Death.cs) - [@Tucan444](https://github.com/Tucan444/) and [@BRNSystems](https://github.com/BRNSystems/)
[Character Controller 2D](https://github.com/BRNSystems/GeoJam2021/blob/master/Assets/Scripts/CharacterController2D.cs) - [@Brackeys](https://github.com/Brackeys/) - [Original](https://github.com/Brackeys/2D-Character-Controller/blob/master/CharacterController2D.cs) and [@BRNSystems](https://github.com/BRNSystems/)
[ESCQuit](https://github.com/BRNSystems/GeoJam2021/blob/master/Assets/Scripts/ESCQuit.cs) - [@BRNSystems](https://github.com/BRNSystems/)
[Intro_player](https://github.com/BRNSystems/GeoJam2021/blob/master/Assets/Scripts/Intro_player.cs) - [@BRNSystems](https://github.com/BRNSystems/)
[CheckPoint](https://github.com/BRNSystems/GeoJam2021/blob/master/Assets/Scripts/Checkpoint.cs) - [@BRNSystems](https://github.com/BRNSystems/)
[MenuMouse](https://github.com/BRNSystems/GeoJam2021/blob/master/Assets/Scripts/MenuMouse.cs) - [@BRNSystems](https://github.com/BRNSystems/)
[MenuZoom](https://github.com/BRNSystems/GeoJam2021/blob/master/Assets/Scripts/MenuZoom.cs) - [@BRNSystems](https://github.com/BRNSystems/)
[MovingPlatform](https://github.com/BRNSystems/GeoJam2021/blob/master/Assets/Scripts/MovingPlatform.cs) - [@Tucan444](https://github.com/Tucan444/)
[Outro_Player](https://github.com/BRNSystems/GeoJam2021/blob/master/Assets/Scripts/Outro_Player.cs) - [@BRNSystems](https://github.com/BRNSystems/)
[PlayerControls](https://github.com/BRNSystems/GeoJam2021/blob/master/Assets/Scripts/PlayerControls.cs) - [@BRNSystems](https://github.com/BRNSystems/) and [@Tucan444](https://github.com/Tucan444/)
[RotateAroundSelfAxis](https://github.com/BRNSystems/GeoJam2021/blob/master/Assets/Scripts/RotateAroundSelfAxis.cs) - [@Tucan444](https://github.com/Tucan444/) and [@BRNSystems](https://github.com/BRNSystems/)
[Rotation](https://github.com/BRNSystems/GeoJam2021/blob/master/Assets/Scripts/Rotation.cs) - [@Tucan444](https://github.com/Tucan444/) and [@BRNSystems](https://github.com/BRNSystems/)
[SpawnStorage](https://github.com/BRNSystems/GeoJam2021/blob/master/Assets/Scripts/SpawnStorage.cs) - [@BRNSystems](https://github.com/BRNSystems/)
[Target](https://github.com/BRNSystems/GeoJam2021/blob/master/Assets/Scripts/Target.cs) - [@BRNSystems](https://github.com/BRNSystems/)
## [Physic Materials](https://github.com/BRNSystems/GeoJam2021/tree/master/Physic_Materials/):
[@BRNSystems](https://github.com/BRNSystems/) and [@Tucan444](https://github.com/Tucan444/)
## [Sounds](https://github.com/BRNSystems/GeoJam2021/tree/master/Sounds):
[Sound effects](https://github.com/BRNSystems/GeoJam2021/tree/master/SFX/) - [@BRNSystems](https://github.com/BRNSystems/)([BFXR](https://www.bfxr.net/))
[Music](https://github.com/BRNSystems/GeoJam2021/tree/master/Music/) - [@BRNSystems](https://github.com/BRNSystems/)([FL Studio](https://www.image-line.com/fl-studio/)) trial
## [Scenes](https://github.com/BRNSystems/GeoJam2021/tree/master/Scenes/):
[@BRNSystems](https://github.com/BRNSystems/) and [@Tucan444](https://github.com/Tucan444/)

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class MenuPlay : MonoBehaviour
{
public LayerMask contactFilter;
public MenuMouse mouse;
// Start is called before the first frame update
void Start()
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Cursor.visible = false;
}
// Update is called once per frame
void Update()
{
if (Input.GetMouseButtonDown(0)){
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SceneManager.LoadScene("Tutorial");
}
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was my first game in Unity, so it was a bit crappy.
I also want to thank
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@Tucan444 and his very helpful parrot Kyo for helping me out.
I hope you enjoyed it.
I hope you
enjoyed it.
BRN Systems'
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17658
Assets/Scenes/Outro.unity Normal file

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@@ -29,9 +29,7 @@ public class CameraTracking : MonoBehaviour
difference[0] = player_pos[0] - camera_pos[0];
difference[1] = player_pos[1] - camera_pos[1];
float smoothing_ = smoothing / Time.deltaTime;
camera_pos[0] += difference[0] / smoothing_;
camera_pos[1] += difference[1] / smoothing_;

View File

@@ -3,39 +3,31 @@ using UnityEngine.Events;
public class CharacterController2D : MonoBehaviour
{
public float m_JumpForce = 400f; // Amount of force added when the player jumps.
public float m_JumpVelocity = 20f;
public AudioSource SFX;
public AudioClip JumpSFX;
public LayerMask m_WhatIsGround; // A mask determining what is ground to the character
public Transform m_GroundCheck; // A position marking where to check if the player is grounded.
public LayerMask GroundLayer;
public Transform GroundCheckElement;
public float GroundCheckRadius = 0.2f;
bool OnGround;
public Rigidbody2D rb;
const float k_GroundedRadius = .2f; // Radius of the overlap circle to determine if grounded
private bool m_Grounded; // Whether or not the player is grounded.
const float k_CeilingRadius = .2f; // Radius of the overlap circle to determine if the player can stand up
private Rigidbody2D m_Rigidbody2D;
private bool m_FacingRight = true; // For determining which way the player is currently facing.
private Vector3 m_Velocity = Vector3.zero;
bool wasOnGround = false;
private void Awake()
{
m_Rigidbody2D = GetComponent<Rigidbody2D>();
}
bool CanJump = false;
private void FixedUpdate()
{
m_Grounded = false;
// The player is grounded if a circlecast to the groundcheck position hits anything designated as ground
// This can be done using layers instead but Sample Assets will not overwrite your project settings.
Collider2D[] colliders = Physics2D.OverlapCircleAll(m_GroundCheck.position, k_GroundedRadius, m_WhatIsGround);
for (int i = 0; i < colliders.Length; i++)
wasOnGround = OnGround;
if (Physics2D.CircleCast(GroundCheckElement.position, GroundCheckRadius, Vector2.zero, 0f, GroundLayer))
{
if (colliders[i].gameObject != gameObject)
{
m_Grounded = true;
}
OnGround = true;
}
else{
OnGround = false;
}
if (wasOnGround != OnGround && OnGround == true){
CanJump = true;
}
}
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public void Move(float move, bool jump)
{
// Move the character by finding the target velocity
Vector3 targetVelocity = rb.velocity;
targetVelocity[0] = move;
rb.velocity = targetVelocity;
Vector3 targetVelocity = m_Rigidbody2D.velocity;
targetVelocity[0] = move * 10f;
m_Rigidbody2D.velocity = targetVelocity;
// If the player should jump...
if (m_Grounded && jump)
if (OnGround && jump && CanJump)
{
m_Grounded = false;
targetVelocity = m_Rigidbody2D.velocity;
targetVelocity[1] = m_JumpForce;
m_Rigidbody2D.velocity = targetVelocity;
OnGround = false;
targetVelocity = rb.velocity;
targetVelocity[1] = m_JumpVelocity;
rb.velocity = targetVelocity;
SFX.clip = JumpSFX;
SFX.Play();
}
}
private void Flip()
{
// Switch the way the player is labelled as facing.
m_FacingRight = !m_FacingRight;
// Multiply the player's x local scale by -1.
Vector3 theScale = transform.localScale;
theScale.x *= -1;
transform.localScale = theScale;
}
}

21
Assets/Scripts/ESCQuit.cs Normal file
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@@ -0,0 +1,21 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ESCQuit : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update ()
{
if(Input.GetKeyDown(KeyCode.Escape) == true)
{
Application.Quit();
}
}
}

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@@ -0,0 +1,49 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class Intro_player : MonoBehaviour
{
public Animator animator;
public AudioSource sfx;
public AudioSource EngineSfx;
public ParticleSystem explosion;
public ParticleSystem engine;
public Rigidbody2D rb;
public bool crashed;
private void OnCollisionEnter2D (Collision2D collisionInfo)
{
if (collisionInfo.collider.name == "Planet") {
animator.SetBool("crashed", true);
crashed = true;
explosion.Play();
sfx.Play();
engine.Stop();
EngineSfx.Stop();
}
}
// Update is called once per frame
void Update()
{
Vector3 targetVelocity = rb.velocity;
if(!crashed){
targetVelocity[0] = 12f;
targetVelocity[1] = 0f;
}
else{
targetVelocity[0] = 0f;
targetVelocity[1] = 0f;
StartCoroutine(Example());
}
rb.velocity = targetVelocity;
}
IEnumerator Example()
{
yield return new WaitForSecondsRealtime(2);
SceneManager.LoadScene("Tutorial");
}
}

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@@ -16,8 +16,14 @@ public class MenuMouse : MonoBehaviour
// Update is called once per frame
void Update()
{
pos.x += Input.GetAxisRaw("Mouse X") * Time.deltaTime * 40f;
pos.y += Input.GetAxisRaw("Mouse Y") * Time.deltaTime * 40f;
if (Application.platform == RuntimePlatform.WebGLPlayer){
pos.x += Input.GetAxisRaw("Mouse X") * Time.deltaTime * 40f;
pos.y += Input.GetAxisRaw("Mouse Y") * Time.deltaTime * 40f;
}
else{
pos.x += Input.GetAxisRaw("Mouse X") * Time.deltaTime * 10f;
pos.y += Input.GetAxisRaw("Mouse Y") * Time.deltaTime * 10f;
}
pos.z = -8f;
if (pos.x > 8.62f){
pos.x = 8.62f;

View File

@@ -0,0 +1,44 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class MenuPlay : MonoBehaviour
{
public LayerMask contactFilter;
public AudioSource sfx;
public MenuMouse mouse;
public SpriteRenderer sr;
private bool hover = false;
private bool previous_hover = false;
// Start is called before the first frame update
void Start()
{
Cursor.visible = false;
}
// Update is called once per frame
void Update()
{
if(Physics2D.CircleCast(mouse.pos, 1f, Vector2.zero, 0f, contactFilter)){
if (Input.GetMouseButtonDown(0)){
sfx.Play();
SceneManager.LoadScene("Intro");
}
previous_hover = hover;
hover = true;
} else {
previous_hover = hover;
hover = false;
}
if (hover != previous_hover) {
if(hover) {
sr.color = new Color(202f / 255f, 202f / 255f, 242f / 255f, 201f / 255f);
} else {
sr.color = new Color(149f / 255f, 189f / 255f, 253f / 255f, 201f / 255f);
}
}
}
}

View File

@@ -6,7 +6,8 @@ public class MenuZoom : MonoBehaviour
{
public Camera cam;
public GameObject objects;
bool firstrun = true;
bool flag1 = true;
bool flag2 = false;
// Start is called before the first frame update
void Start()
{
@@ -16,14 +17,22 @@ public class MenuZoom : MonoBehaviour
// Update is called once per frame
void Update()
{
if (firstrun){
firstrun = false;
while(cam.fieldOfView > 3f){
cam.fieldOfView -= 0.001f;
if (flag1){
if(cam.orthographicSize > 1f){
cam.orthographicSize -= 0.1f;
}
objects.SetActive(true);
while(cam.fieldOfView < 5f){
cam.fieldOfView += 0.001f;
else{
flag1 = false;
flag2 = true;
objects.SetActive(true);
}
}
if(flag2){
if(cam.orthographicSize < 5f){
cam.orthographicSize += 0.06f;
}
else{
flag2 = false;
}
}
}

View File

@@ -7,7 +7,7 @@ public class MovingPlatform : MonoBehaviour
public float width;
public float height;
[Range(0.1f, 8)] [SerializeField] private float speed = 1;
[Range(0.1f, 80 )] [SerializeField] private float speed = 1;
private bool movingLeft = false;
private bool movingUp = false;

View File

@@ -0,0 +1,57 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class Outro_Player : MonoBehaviour
{
public AudioSource enginesfx;
public ParticleSystem engine;
public Rigidbody2D rb;
public bool running = false;
// Start is called before the first frame update
void Start()
{
StartCoroutine(starting());
}
// Update is called once per frame
void Update()
{
Vector3 targetVelocity = rb.velocity;
if(running){
targetVelocity[0] = 0f;
targetVelocity[1] = 12f;
}
else{
targetVelocity[0] = 0f;
targetVelocity[1] = 0f;
}
rb.velocity = targetVelocity;
}
IEnumerator starting()
{
yield return new WaitForSecondsRealtime(3f);
engine.Play();
enginesfx.Play();
yield return new WaitForSecondsRealtime(1f);
engine.Stop();
enginesfx.Stop();
yield return new WaitForSecondsRealtime(3f);
engine.Play();
enginesfx.Play();
yield return new WaitForSecondsRealtime(2f);
engine.Stop();
enginesfx.Stop();
yield return new WaitForSecondsRealtime(3f);
engine.Play();
running = true;
enginesfx.Play();
yield return new WaitForSecondsRealtime(5f);
SceneManager.LoadScene("Finish");
}
}

View File

@@ -0,0 +1,11 @@
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View File

@@ -35,12 +35,12 @@ public class PlayerControls : MonoBehaviour
if (switchy){
sprite.flipY = true;
rb.sharedMaterial = top;
controller.m_JumpForce = controller.m_JumpForce * 2f;
controller.m_JumpVelocity = controller.m_JumpVelocity * 2f;
}
else {
sprite.flipY = false;
rb.sharedMaterial = bottom;
controller.m_JumpForce = controller.m_JumpForce / 2f;
controller.m_JumpVelocity = controller.m_JumpVelocity / 2f;
}
sfx.clip = RotateSFX;
sfx.Play();
@@ -69,7 +69,7 @@ public class PlayerControls : MonoBehaviour
}
void FixedUpdate(){
controller.Move(horizonatalaxis * runspeed * Time.fixedDeltaTime, jumping);
controller.Move(horizonatalaxis * runspeed, jumping);
}
}

View File

@@ -10,7 +10,7 @@ public class Rotation : MonoBehaviour
public bool static_center = true;
public bool right_rotation = true;
public bool flipping = false;
[Range(0.1f, 8)] public float speed = 1;
[Range(0.1f, 180f)] public float speed = 1;
[Range(0, (float)Math.PI * 2)] public float flip_angle = 0;
private float angle;

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