24 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
365 changed files with 98161 additions and 2235 deletions

View File

@@ -6,6 +6,8 @@
[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/))
@@ -24,6 +26,8 @@ Impact - Added into game by [@Tucan444](https://github.com/Tucan444/)
[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/)
@@ -32,6 +36,8 @@ Impact - Added into game by [@Tucan444](https://github.com/Tucan444/)
[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/)

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class MenuPlay : MonoBehaviour
{
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public AudioSource sfx;
public MenuMouse mouse;
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}
}
}
}

View File

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was my first game in Unity, so it was a bit crappy.
I also want to thank
@Tucan444 and his very helpful parrot Kio for helping me out.
@Tucan444 and his very helpful parrot Kyo for helping me out.
I hope you
enjoyed it.
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17658
Assets/Scenes/Outro.unity Normal file

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difference[0] = player_pos[0] - camera_pos[0];
difference[1] = player_pos[1] - camera_pos[1];
float smoothing_ = smoothing / Time.deltaTime;
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View File

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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.
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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;
}
}
@@ -43,33 +35,18 @@ public class CharacterController2D : MonoBehaviour
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;
}
}

View File

@@ -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");
}
}

View File

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View File

@@ -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

@@ -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(1f, 180f)] 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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Unity User Reporting SDK Version 1.0
Included all source in the SDK instead of relying on DLLs.
Upgraded from WWW to UnityWebRequest.
For 2018.3 and above, added a new IUserReportingPlatform for asynchronous screen shots and report generation (DirectX only). To enable this feature, switch the UserReportingPlatform to Async on the UserReporting game object.
Fixed an issue where successful user report submissions were reporting as an error.
Fixed a possible memory leak when taking screenshots.
Fixed various small bugs.

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