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author | Carson Katri <carson.katri@gmail.com> | 2021-06-12 12:52:30 -0400 |
---|---|---|
committer | Carson Katri <carson.katri@gmail.com> | 2021-06-12 12:52:30 -0400 |
commit | 00f001ab1df95c96d5d148133bf1dbd790baae05 (patch) | |
tree | 6036134f9c3239fc71677142986c951bba332ffd | |
parent | ff111d95db1878f9c35d99e7d4fa0b4d9a0de37c (diff) | |
download | gmtk-gamejam-00f001ab1df95c96d5d148133bf1dbd790baae05.tar.gz gmtk-gamejam-00f001ab1df95c96d5d148133bf1dbd790baae05.tar.zst gmtk-gamejam-00f001ab1df95c96d5d148133bf1dbd790baae05.zip |
Add player graphics
-rw-r--r-- | Assets/Prefabs/Ball.prefab | 14 | ||||
-rw-r--r-- | Assets/Prefabs/Player.prefab | 1174 | ||||
-rw-r--r-- | Assets/Scenes/Main.unity | 267 | ||||
-rw-r--r-- | Assets/Scripts/Controllers/Ball.cs | 24 | ||||
-rw-r--r-- | Assets/Scripts/Controllers/Ball.cs.meta | 3 | ||||
-rw-r--r-- | Assets/Scripts/Controllers/GameController.cs | 113 | ||||
-rw-r--r-- | Assets/Scripts/Controllers/GameController.cs.meta | 3 | ||||
-rw-r--r-- | Assets/Scripts/Controllers/Player/PlayerController.cs | 67 | ||||
-rw-r--r-- | Assets/Scripts/Controllers/Player/PlayerSegment.cs | 8 | ||||
-rw-r--r-- | Assets/Sprites/Player.png | bin | 0 -> 654 bytes | |||
-rw-r--r-- | Assets/Sprites/Player.png.meta | 240 |
11 files changed, 1730 insertions, 183 deletions
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\ No newline at end of file diff --git a/Assets/Scripts/Controllers/GameController.cs b/Assets/Scripts/Controllers/GameController.cs new file mode 100644 index 0000000..2ae5f21 --- /dev/null +++ b/Assets/Scripts/Controllers/GameController.cs @@ -0,0 +1,113 @@ +using System; +using UnityEngine; + +namespace Controllers +{ + /// <summary> + /// The controller for the basketball-game logic. + /// </summary> + public class GameController : MonoBehaviour + { + private State state = State.JumpBall; // A basketball game always starts with a jump ball. + + public Player player; + public Player enemy; + + /// <summary> + /// The single ball for the game. + /// </summary> + [SerializeField] private Ball ball; + + private void Awake() + { + player = new Player { isEnemy = false, controller = this }; + enemy = new Player { isEnemy = true, controller = this }; + ball.controller = this; + } + + public struct Player + { + /// <summary> + /// Whether this player is the AI-enemy. + /// </summary> + internal bool isEnemy; + + /// <summary> + /// A back-reference to the containing GameController. + /// </summary> + internal GameController controller; + + private State dribble => isEnemy ? State.EnemyDribble : State.PlayerDribble; + private State shoot => isEnemy ? State.EnemyShoot : State.PlayerShoot; + + /// <summary> + /// When dribbling, move the ball with the player. + /// </summary> + /// <param name="handPosition">The position of the hand dribbling the ball.</param> + public void Move(Vector2 handPosition) + { + if (controller.state == (isEnemy ? State.EnemyDribble : State.PlayerDribble)) // Make sure they're dribbling. + controller.ball.transform.position = handPosition; // TODO: Make this perform a dribbling motion, otherwise it looks like they're travelling. + } + + /// <summary> + /// Grab the ball if possible given the current game state. + /// </summary> + /// <param name="handPosition">The position of the hand to attempt grabbing from.</param> + /// <returns>Whether or not the ball was able to be picked up.</returns> + public bool GrabBall(Vector2 handPosition) + { + // Don't allow the ball to be picked up if someone shot it. Also don't try picking it up if we're already holding it. + if (controller.state.IsShot() || controller.state == dribble) return false; + + // Make sure its within their grab area. + if (Vector2.Distance(controller.ball.transform.position, handPosition) > 0.75f) return false; + + controller.state = dribble; + Move(handPosition); + return true; + } + + /// <summary> + /// Shoot the ball if possible. + /// </summary> + /// <param name="playerTransform"></param> + /// <returns>Whether or not the ball was shot</returns> + public bool Shoot(Transform playerTransform) + { + if (controller.state != dribble) return false; // We must be dribbling the ball to shoot it. + controller.state = shoot; + controller.ball.Shoot(playerTransform); + return true; + } + } + + internal void BallDropped() + { + state = State.Idle; + } + + internal enum State + { + Idle, + JumpBall, + PlayerDribble, + PlayerShoot, + EnemyDribble, + EnemyShoot, + } + } + + internal static class GameControllerStateExtensions + { + internal static bool IsShot(this GameController.State state) + { + return state == GameController.State.EnemyShoot || state == GameController.State.PlayerShoot; + } + + internal static bool IsDribble(this GameController.State state) + { + return state == GameController.State.EnemyDribble || state == GameController.State.PlayerDribble; + } + } +} diff --git a/Assets/Scripts/Controllers/GameController.cs.meta b/Assets/Scripts/Controllers/GameController.cs.meta new file mode 100644 index 0000000..90c96aa --- /dev/null +++ b/Assets/Scripts/Controllers/GameController.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 6639705c6da14aab845bd87d3d8fbf38 +timeCreated: 1623502380
\ No newline at end of file diff --git a/Assets/Scripts/Controllers/Player/PlayerController.cs b/Assets/Scripts/Controllers/Player/PlayerController.cs index c5cfc3d..e0de738 100644 --- a/Assets/Scripts/Controllers/Player/PlayerController.cs +++ b/Assets/Scripts/Controllers/Player/PlayerController.cs @@ -1,3 +1,4 @@ +using System; using System.Linq; using Controllers.Player; using UnityEngine; @@ -10,15 +11,18 @@ namespace Controllers.Player [SerializeField] private float sensitivity; [SerializeField] private float verticalSensitivity; - [SerializeField] private Rigidbody2D ballPrefab; - [SerializeField] private float ballSpeed; + [SerializeField] private GameController game; + [SerializeField] private Controls controls; + private void Update() { + // Loop over each body segment and control it. for (var i = 0; i < segments.Length; i++) { var segment = segments[i]; var isRoot = i == 0; + var isTop = i == segments.Length - 1; // Update icons foreach (var control in new[] {segment.left, segment.right}) @@ -31,45 +35,34 @@ namespace Controllers.Player // Add forces if (Input.GetKey(segment.left.keyCode)) - segment.Rigidbody.AddForceAtPosition(Vector2.left * (sensitivity * (isRoot ? 2f : 1f)) + Vector2.up * (verticalSensitivity * (isRoot ? -1f : 1f)), segment.transform.position + (segment.Sprite.bounds.size.y * segment.forceOrigin)); + segment.Rigidbody.AddForceAtPosition(Vector2.left * (sensitivity * (isRoot ? 2f : 1f)) + Vector2.up * (verticalSensitivity * (isRoot ? -1f : 1f)), segment.transform.position + (segment.height * segment.forceOrigin)); if (Input.GetKey(segment.right.keyCode)) - segment.Rigidbody.AddForceAtPosition(Vector2.right * (sensitivity * (isRoot ? 2f : 1f)) + Vector2.up * (verticalSensitivity * (isRoot ? -1f : 1f)), segment.transform.position + (segment.Sprite.bounds.size.y * segment.forceOrigin)); - } + segment.Rigidbody.AddForceAtPosition(Vector2.right * (sensitivity * (isRoot ? 2f : 1f)) + Vector2.up * (verticalSensitivity * (isRoot ? -1f : 1f)), segment.transform.position + (segment.height * segment.forceOrigin)); - // if (Input.GetKey(KeyCode.D)) - // { - // segments[0].AddForceAtPosition(Vector2.right * sensitivity, (Vector2)segments[0].transform.position - Vector2.up * 0.5f); - // } - // else if (Input.GetKey(KeyCode.A)) - // { - // segments[0].AddForceAtPosition(Vector2.left * sensitivity, (Vector2)segments[0].transform.position - Vector2.up * 0.5f); - // } - // - // if (Input.GetKey(KeyCode.L)) - // { - // segments[1].AddForceAtPosition(Vector2.right * sensitivity, (Vector2)segments[1].transform.position + Vector2.up * 0.5f); - // } - // else if (Input.GetKey(KeyCode.J)) - // { - // segments[1].AddForceAtPosition(Vector2.left * sensitivity, (Vector2)segments[1].transform.position + Vector2.up * 0.5f); - // } - // - // if (Input.GetKey(KeyCode.RightArrow)) - // { - // segments[2].AddForceAtPosition(Vector2.right * sensitivity, (Vector2)segments[2].transform.position + Vector2.up * 0.5f); - // } - // else if (Input.GetKey(KeyCode.LeftArrow)) - // { - // segments[2].AddForceAtPosition(Vector2.left * sensitivity, (Vector2)segments[2].transform.position + Vector2.up * 0.5f); - // } - // - if (Input.GetKeyDown(KeyCode.Space)) + if (isTop) + game.player.Move(segment.transform.position); + } + + // Try grabbing the ball if pressed. + if (Input.GetKeyDown(controls.grab)) { - var ball = Instantiate(ballPrefab); - var lastSegment = segments.Last(); - ball.transform.position = lastSegment.transform.position; - ball.AddForce((lastSegment.transform.right + lastSegment.transform.up) * ballSpeed); + // Try grabbing at each segment, and then the segment can pass it up to the top guy. + foreach (var segment in segments) + { + if (game.player.GrabBall(segment.transform.position)) break; // Stop after we successfully grab. + } } + + // Try shooting the ball if pressed. + if (Input.GetKeyDown(controls.shoot)) + game.player.Shoot(segments.Last().transform); + } + + [Serializable] + private struct Controls + { + [SerializeField] internal KeyCode grab; + [SerializeField] internal KeyCode shoot; } } } diff --git a/Assets/Scripts/Controllers/Player/PlayerSegment.cs b/Assets/Scripts/Controllers/Player/PlayerSegment.cs index 6306201..b4b3267 100644 --- a/Assets/Scripts/Controllers/Player/PlayerSegment.cs +++ b/Assets/Scripts/Controllers/Player/PlayerSegment.cs @@ -4,19 +4,17 @@ using UnityEngine; namespace Controllers.Player { [RequireComponent(typeof(Rigidbody2D))] - 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