feat/teaser-prototype-playable-core (#1)
Co-authored-by: John Lamb <j.lamb13@gmail.com> Reviewed-on: #1
This commit was merged in pull request #1.
This commit is contained in:
538
Backyard CTF/Assets/Scripts/Game.cs
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538
Backyard CTF/Assets/Scripts/Game.cs
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@@ -0,0 +1,538 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using TMPro;
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public class Game : MonoBehaviour
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{
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// Auto-bootstrap when game starts - no Editor setup needed
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[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterSceneLoad)]
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static void Bootstrap()
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{
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if (Instance != null) return;
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var gameGO = new GameObject("Game");
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gameGO.AddComponent<Game>();
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}
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// ===========================================
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// CONFIGURATION - All tunable constants here
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// ===========================================
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// Gameplay
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public const int UnitsPerTeam = 3;
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public const float UnitSpeed = 5f;
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public const float UnitSize = 1f;
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public const float UnitColliderRadius = 0.5f;
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public const float MinGapSize = 2f; // Minimum gap between obstacles
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// Vision & Detection
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public const float VisionRadius = 6f;
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public const float TagRadius = 0.75f;
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public const float FlagPickupRadius = 0.75f;
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// Timing
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public const float RespawnDelay = 5f;
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public const float FlagReturnDelay = 5f;
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// Scoring
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public const int WinScore = 3;
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// Map - Large neighborhood (19:9 landscape, requires zoom)
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public const float MapWidth = 80f;
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public const float MapHeight = 40f;
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// Camera
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public const float CameraMinZoom = 8f;
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public const float CameraMaxZoom = 22f;
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public const float CameraStartZoom = 15f;
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// Bases
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public const float BaseSize = 6f;
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public const float BaseInset = 6f;
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// Neighborhood layout
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public const float StreetWidth = 4f;
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public const float HouseWidth = 5f;
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public const float HouseDepth = 4f;
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public const float YardDepth = 3f;
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// References set during setup
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public static Game Instance { get; private set; }
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public List<Unit> playerUnits = new();
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public List<Unit> enemyUnits = new();
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public Transform playerBase;
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public Transform enemyBase;
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public Flag playerFlag;
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public Flag enemyFlag;
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int playerScore;
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int enemyScore;
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bool gameOver;
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TextMeshProUGUI scoreText;
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TextMeshProUGUI gameOverText;
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void Awake()
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{
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Instance = this;
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}
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void Start()
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{
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// Seed random for consistent neighborhood layout
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Random.InitState(42);
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SetupCamera();
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CreateGround();
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CreateObstacles();
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CreateBases();
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CreateFlags();
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SpawnUnits();
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CreateUI();
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SetupSystems();
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}
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void SetupCamera()
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{
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var cam = Camera.main;
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if (cam != null)
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{
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cam.orthographic = true;
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cam.orthographicSize = CameraStartZoom;
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cam.transform.position = new Vector3(0, 0, -10);
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// Add camera controller for zoom/pan
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var controller = cam.gameObject.AddComponent<CameraController>();
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controller.minZoom = CameraMinZoom;
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controller.maxZoom = CameraMaxZoom;
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}
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}
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void CreateGround()
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{
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// Grass background
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var ground = CreateSprite("Ground", new Color(0.2f, 0.35f, 0.15f), MapWidth, MapHeight);
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ground.transform.position = Vector3.zero;
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var sr = ground.GetComponent<SpriteRenderer>();
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sr.sortingOrder = -10;
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// Create streets (darker gray paths)
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Color streetColor = new Color(0.3f, 0.3f, 0.32f);
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// Main horizontal street (center)
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var mainStreet = CreateSprite("MainStreet", streetColor, MapWidth - 20f, StreetWidth);
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mainStreet.transform.position = new Vector3(0, 0, 0);
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mainStreet.GetComponent<SpriteRenderer>().sortingOrder = -9;
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// Upper horizontal street
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var upperStreet = CreateSprite("UpperStreet", streetColor, MapWidth - 30f, StreetWidth);
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upperStreet.transform.position = new Vector3(0, 10f, 0);
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upperStreet.GetComponent<SpriteRenderer>().sortingOrder = -9;
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// Lower horizontal street
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var lowerStreet = CreateSprite("LowerStreet", streetColor, MapWidth - 30f, StreetWidth);
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lowerStreet.transform.position = new Vector3(0, -10f, 0);
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lowerStreet.GetComponent<SpriteRenderer>().sortingOrder = -9;
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// Vertical cross streets
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float[] crossStreetX = { -20f, -8f, 8f, 20f };
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int streetIndex = 0;
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foreach (float x in crossStreetX)
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{
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var crossStreet = CreateSprite($"CrossStreet_{streetIndex++}", streetColor, StreetWidth, MapHeight - 10f);
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crossStreet.transform.position = new Vector3(x, 0, 0);
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crossStreet.GetComponent<SpriteRenderer>().sortingOrder = -9;
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}
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}
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void CreateObstacles()
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{
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// Create realistic neighborhood layout for 80x40 map
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// Pattern: horizontal streets with house rows, vertical cross-streets
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// All gaps minimum 2.5 units for unit passage
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var obstacles = new List<(Vector2 pos, Vector2 size, Color color)>();
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// Street grid creates the main routes
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// Houses line the streets with backyards creating sneaky routes
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// === ROW 1 (Top) - y around 12-16 ===
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CreateHouseRow(obstacles, y: 14f, xStart: -32f, xEnd: 32f, houseWidth: 5f, gapWidth: 3f, yardSide: -1);
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// === ROW 2 (Upper-mid) - y around 4-8 ===
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CreateHouseRow(obstacles, y: 6f, xStart: -28f, xEnd: 28f, houseWidth: 6f, gapWidth: 3.5f, yardSide: 1);
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// === ROW 3 (Center) - y around -2 to 2 ===
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// Staggered houses creating interesting chokepoints
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CreateHouseRow(obstacles, y: -1f, xStart: -25f, xEnd: 25f, houseWidth: 5f, gapWidth: 4f, yardSide: -1);
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// === ROW 4 (Lower-mid) - y around -8 to -4 ===
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CreateHouseRow(obstacles, y: -8f, xStart: -28f, xEnd: 28f, houseWidth: 6f, gapWidth: 3.5f, yardSide: 1);
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// === ROW 5 (Bottom) - y around -12 to -16 ===
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CreateHouseRow(obstacles, y: -14f, xStart: -32f, xEnd: 32f, houseWidth: 5f, gapWidth: 3f, yardSide: 1);
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// === Add some fences/hedges in backyards for extra cover ===
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// These create the sneaky backyard routes
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AddBackyardObstacles(obstacles);
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// Create all obstacles
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int houseIndex = 0;
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foreach (var (pos, size, color) in obstacles)
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{
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var house = CreateSprite($"House_{houseIndex++}", color, size.x, size.y);
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house.transform.position = new Vector3(pos.x, pos.y, 0);
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var collider = house.AddComponent<BoxCollider2D>();
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collider.size = Vector2.one;
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var sr = house.GetComponent<SpriteRenderer>();
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sr.sortingOrder = -5;
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}
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}
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void CreateHouseRow(List<(Vector2, Vector2, Color)> obstacles, float y, float xStart, float xEnd,
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float houseWidth, float gapWidth, int yardSide)
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{
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Color houseColor = new Color(0.4f, 0.35f, 0.3f); // Brown-ish houses
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float houseDepth = 4f;
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float x = xStart;
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while (x < xEnd - houseWidth)
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{
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// Vary house sizes slightly for visual interest
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float w = houseWidth + Random.Range(-0.5f, 0.5f);
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float h = houseDepth + Random.Range(-0.3f, 0.3f);
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// Skip houses near bases (leave clear zones)
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if (Mathf.Abs(x) > 12f || Mathf.Abs(y) < 10f)
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{
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obstacles.Add((new Vector2(x + w / 2f, y), new Vector2(w, h), houseColor));
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}
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x += w + gapWidth;
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}
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}
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void AddBackyardObstacles(List<(Vector2, Vector2, Color)> obstacles)
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{
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Color fenceColor = new Color(0.5f, 0.4f, 0.3f); // Fence brown
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Color hedgeColor = new Color(0.15f, 0.35f, 0.15f); // Hedge green
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// Fences between yards (vertical) - create backyard maze
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float[] fenceXPositions = { -22f, -14f, -6f, 6f, 14f, 22f };
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foreach (float fx in fenceXPositions)
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{
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// Upper backyard fences
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if (Random.value > 0.3f)
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obstacles.Add((new Vector2(fx, 10f), new Vector2(0.5f, 3f), fenceColor));
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// Lower backyard fences
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if (Random.value > 0.3f)
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obstacles.Add((new Vector2(fx, -10f), new Vector2(0.5f, 3f), fenceColor));
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}
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// Hedges along some property lines (horizontal)
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float[] hedgeYPositions = { 10f, 2.5f, -4f, -11f };
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foreach (float hy in hedgeYPositions)
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{
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float hx = Random.Range(-20f, 20f);
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if (Mathf.Abs(hx) > 8f) // Not too close to center
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{
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obstacles.Add((new Vector2(hx, hy), new Vector2(4f, 1f), hedgeColor));
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}
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}
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// Some sheds/garages in backyards
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Color shedColor = new Color(0.45f, 0.4f, 0.35f);
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Vector2[] shedPositions = {
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new(-18f, 10f), new(-10f, -10f), new(8f, 10f), new(16f, -10f),
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new(-26f, 2f), new(26f, -3f)
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};
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foreach (var pos in shedPositions)
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{
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if (Random.value > 0.4f)
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obstacles.Add((pos, new Vector2(2.5f, 2.5f), shedColor));
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}
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}
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void CreateBases()
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{
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// Player base - left side
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var playerBaseGO = CreateSprite("PlayerBase", new Color(0.2f, 0.3f, 0.8f, 0.5f), BaseSize, BaseSize);
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playerBaseGO.transform.position = new Vector3(-MapWidth / 2f + BaseInset, 0, 0);
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playerBase = playerBaseGO.transform;
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var sr1 = playerBaseGO.GetComponent<SpriteRenderer>();
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sr1.sortingOrder = -8;
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var playerBaseTrigger = playerBaseGO.AddComponent<BoxCollider2D>();
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playerBaseTrigger.isTrigger = true;
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playerBaseTrigger.size = Vector2.one;
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var playerBaseZone = playerBaseGO.AddComponent<BaseZone>();
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playerBaseZone.team = Unit.Team.Player;
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// Enemy base - right side
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var enemyBaseGO = CreateSprite("EnemyBase", new Color(0.8f, 0.2f, 0.2f, 0.5f), BaseSize, BaseSize);
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enemyBaseGO.transform.position = new Vector3(MapWidth / 2f - BaseInset, 0, 0);
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enemyBase = enemyBaseGO.transform;
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var sr2 = enemyBaseGO.GetComponent<SpriteRenderer>();
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sr2.sortingOrder = -8;
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var enemyBaseTrigger = enemyBaseGO.AddComponent<BoxCollider2D>();
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enemyBaseTrigger.isTrigger = true;
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enemyBaseTrigger.size = Vector2.one;
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var enemyBaseZone = enemyBaseGO.AddComponent<BaseZone>();
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enemyBaseZone.team = Unit.Team.Enemy;
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}
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void CreateFlags()
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{
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// Player flag at player base
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var playerFlagGO = CreateSprite("PlayerFlag", new Color(0.3f, 0.5f, 1f), 1f, 1.5f);
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playerFlagGO.transform.position = playerBase.position;
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playerFlag = playerFlagGO.AddComponent<Flag>();
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playerFlag.team = Unit.Team.Player;
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playerFlag.homePosition = playerBase;
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var flagCollider1 = playerFlagGO.AddComponent<CircleCollider2D>();
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flagCollider1.isTrigger = true;
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flagCollider1.radius = FlagPickupRadius;
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var rb1 = playerFlagGO.AddComponent<Rigidbody2D>();
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rb1.bodyType = RigidbodyType2D.Kinematic;
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var sr1 = playerFlagGO.GetComponent<SpriteRenderer>();
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sr1.sortingOrder = 5;
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// Enemy flag at enemy base
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var enemyFlagGO = CreateSprite("EnemyFlag", new Color(1f, 0.3f, 0.3f), 1f, 1.5f);
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enemyFlagGO.transform.position = enemyBase.position;
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enemyFlag = enemyFlagGO.AddComponent<Flag>();
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enemyFlag.team = Unit.Team.Enemy;
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enemyFlag.homePosition = enemyBase;
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var flagCollider2 = enemyFlagGO.AddComponent<CircleCollider2D>();
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flagCollider2.isTrigger = true;
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flagCollider2.radius = FlagPickupRadius;
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var rb2 = enemyFlagGO.AddComponent<Rigidbody2D>();
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rb2.bodyType = RigidbodyType2D.Kinematic;
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var sr2 = enemyFlagGO.GetComponent<SpriteRenderer>();
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sr2.sortingOrder = 5;
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}
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void SpawnUnits()
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{
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// Spawn player units near player base
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for (int i = 0; i < UnitsPerTeam; i++)
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{
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var offset = GetUnitSpawnOffset(i, UnitsPerTeam, isPlayer: true);
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var unit = CreateUnit($"PlayerUnit_{i}", Unit.Team.Player, playerBase.position + offset);
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playerUnits.Add(unit);
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}
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// Spawn enemy units near enemy base
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for (int i = 0; i < UnitsPerTeam; i++)
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{
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var offset = GetUnitSpawnOffset(i, UnitsPerTeam, isPlayer: false);
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var unit = CreateUnit($"EnemyUnit_{i}", Unit.Team.Enemy, enemyBase.position + offset);
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enemyUnits.Add(unit);
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}
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}
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Vector3 GetUnitSpawnOffset(int index, int total, bool isPlayer)
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{
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float spacing = 1.8f;
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float yOffset = (index - (total - 1) / 2f) * spacing;
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float xOffset = isPlayer ? 2f : -2f; // Offset toward center of map
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return new Vector3(xOffset, yOffset, 0);
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}
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Unit CreateUnit(string name, Unit.Team team, Vector3 position)
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{
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Color color = team == Unit.Team.Player ? new Color(0.3f, 0.5f, 1f) : new Color(1f, 0.3f, 0.3f);
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var unitGO = CreateSprite(name, color, UnitSize, UnitSize);
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unitGO.transform.position = position;
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var unit = unitGO.AddComponent<Unit>();
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unit.team = team;
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var collider = unitGO.AddComponent<CircleCollider2D>();
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collider.isTrigger = true;
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collider.radius = UnitColliderRadius;
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var rb = unitGO.AddComponent<Rigidbody2D>();
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rb.bodyType = RigidbodyType2D.Kinematic;
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var sr = unitGO.GetComponent<SpriteRenderer>();
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sr.sortingOrder = 10;
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return unit;
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}
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void CreateUI()
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{
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// Create Canvas
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var canvasGO = new GameObject("Canvas");
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var canvas = canvasGO.AddComponent<Canvas>();
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canvas.renderMode = RenderMode.ScreenSpaceOverlay;
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canvasGO.AddComponent<UnityEngine.UI.CanvasScaler>();
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canvasGO.AddComponent<UnityEngine.UI.GraphicRaycaster>();
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// Score text
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var scoreGO = new GameObject("ScoreText");
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scoreGO.transform.SetParent(canvasGO.transform, false);
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scoreText = scoreGO.AddComponent<TextMeshProUGUI>();
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scoreText.text = "0 - 0";
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scoreText.fontSize = 48;
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scoreText.alignment = TextAlignmentOptions.Center;
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scoreText.color = Color.white;
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var scoreRect = scoreGO.GetComponent<RectTransform>();
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scoreRect.anchorMin = new Vector2(0.5f, 1f);
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scoreRect.anchorMax = new Vector2(0.5f, 1f);
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scoreRect.pivot = new Vector2(0.5f, 1f);
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scoreRect.anchoredPosition = new Vector2(0, -20);
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scoreRect.sizeDelta = new Vector2(200, 60);
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// Game over text (hidden initially)
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var gameOverGO = new GameObject("GameOverText");
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gameOverGO.transform.SetParent(canvasGO.transform, false);
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gameOverText = gameOverGO.AddComponent<TextMeshProUGUI>();
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gameOverText.text = "";
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gameOverText.fontSize = 72;
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gameOverText.alignment = TextAlignmentOptions.Center;
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gameOverText.color = Color.white;
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gameOverText.gameObject.SetActive(false);
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var gameOverRect = gameOverGO.GetComponent<RectTransform>();
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gameOverRect.anchorMin = new Vector2(0.5f, 0.5f);
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gameOverRect.anchorMax = new Vector2(0.5f, 0.5f);
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gameOverRect.pivot = new Vector2(0.5f, 0.5f);
|
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gameOverRect.anchoredPosition = Vector2.zero;
|
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gameOverRect.sizeDelta = new Vector2(400, 100);
|
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}
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void SetupSystems()
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{
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// Add RouteDrawer
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gameObject.AddComponent<RouteDrawer>();
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// Add Visibility system
|
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var visibility = gameObject.AddComponent<Visibility>();
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visibility.playerUnits = playerUnits.ToArray();
|
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visibility.enemyUnits = enemyUnits.ToArray();
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visibility.enemyFlag = enemyFlag;
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// Add SimpleAI
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var ai = gameObject.AddComponent<SimpleAI>();
|
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ai.aiUnits = enemyUnits.ToArray();
|
||||
ai.playerFlag = playerFlag;
|
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ai.aiBase = enemyBase;
|
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}
|
||||
|
||||
public void Score(Unit.Team team)
|
||||
{
|
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if (gameOver) return;
|
||||
|
||||
if (team == Unit.Team.Player)
|
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playerScore++;
|
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else
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enemyScore++;
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UpdateScoreUI();
|
||||
Debug.Log($"Score: {playerScore} - {enemyScore}");
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||||
|
||||
if (playerScore >= WinScore)
|
||||
EndGame(true);
|
||||
else if (enemyScore >= WinScore)
|
||||
EndGame(false);
|
||||
else
|
||||
ResetRound();
|
||||
}
|
||||
|
||||
void UpdateScoreUI()
|
||||
{
|
||||
if (scoreText != null)
|
||||
scoreText.text = $"{playerScore} - {enemyScore}";
|
||||
}
|
||||
|
||||
void ResetRound()
|
||||
{
|
||||
// Return flags to home
|
||||
playerFlag.ReturnHome();
|
||||
enemyFlag.ReturnHome();
|
||||
|
||||
// Respawn all units at bases
|
||||
for (int i = 0; i < playerUnits.Count; i++)
|
||||
{
|
||||
var offset = GetUnitSpawnOffset(i, playerUnits.Count, isPlayer: true);
|
||||
playerUnits[i].ForceRespawn(playerBase.position + offset);
|
||||
}
|
||||
|
||||
for (int i = 0; i < enemyUnits.Count; i++)
|
||||
{
|
||||
var offset = GetUnitSpawnOffset(i, enemyUnits.Count, isPlayer: false);
|
||||
enemyUnits[i].ForceRespawn(enemyBase.position + offset);
|
||||
}
|
||||
}
|
||||
|
||||
void EndGame(bool playerWon)
|
||||
{
|
||||
gameOver = true;
|
||||
|
||||
if (gameOverText != null)
|
||||
{
|
||||
gameOverText.text = playerWon ? "YOU WIN!" : "YOU LOSE!";
|
||||
gameOverText.color = playerWon ? Color.green : Color.red;
|
||||
gameOverText.gameObject.SetActive(true);
|
||||
}
|
||||
|
||||
Debug.Log(playerWon ? "Player wins!" : "Enemy wins!");
|
||||
}
|
||||
|
||||
public Transform GetBase(Unit.Team team)
|
||||
{
|
||||
return team == Unit.Team.Player ? playerBase : enemyBase;
|
||||
}
|
||||
|
||||
public Flag GetFlag(Unit.Team team)
|
||||
{
|
||||
return team == Unit.Team.Player ? playerFlag : enemyFlag;
|
||||
}
|
||||
|
||||
// Helper to create a colored sprite
|
||||
GameObject CreateSprite(string name, Color color, float width, float height)
|
||||
{
|
||||
var go = new GameObject(name);
|
||||
var sr = go.AddComponent<SpriteRenderer>();
|
||||
sr.sprite = CreateRectSprite();
|
||||
sr.color = color;
|
||||
go.transform.localScale = new Vector3(width, height, 1);
|
||||
return go;
|
||||
}
|
||||
|
||||
// Create a simple white 1x1 sprite
|
||||
static Sprite cachedSprite;
|
||||
static Sprite CreateRectSprite()
|
||||
{
|
||||
if (cachedSprite != null) return cachedSprite;
|
||||
|
||||
var tex = new Texture2D(1, 1);
|
||||
tex.SetPixel(0, 0, Color.white);
|
||||
tex.Apply();
|
||||
|
||||
cachedSprite = Sprite.Create(tex, new Rect(0, 0, 1, 1), new Vector2(0.5f, 0.5f), 1);
|
||||
return cachedSprite;
|
||||
}
|
||||
}
|
||||
|
||||
// Simple component to identify base zones
|
||||
public class BaseZone : MonoBehaviour
|
||||
{
|
||||
public Unit.Team team;
|
||||
}
|
||||
Reference in New Issue
Block a user