feat(gameplay): large zoomable map, neighborhood layout, tagging fix

Major changes:
- Map: 80x40 (was 38x18) - requires zoom/pan to navigate
- CameraController: pinch-to-zoom, drag-to-pan, scroll wheel zoom
- Neighborhood layout: streets grid with house rows, backyards, fences
- All gaps minimum 2.5 units wide for unit passage
- Streets visible on ground (gray paths)

Bug fixes:
- Tagging: only captured unit goes to jail, never the instigator
- Collision handled once (by lower instance ID)
- Respawn offset fixed for landscape mode

New constants:
- CameraMinZoom/MaxZoom/StartZoom
- MinGapSize, StreetWidth
- VisionRadius increased to 6 (larger map)

Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
John Lamb
2026-02-01 21:45:28 -06:00
parent c4b3507272
commit 1911da1e33
9 changed files with 354 additions and 81 deletions

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@@ -0,0 +1,187 @@
using UnityEngine;
using UnityEngine.InputSystem;
public class CameraController : MonoBehaviour
{
// Zoom settings
public float minZoom = 5f;
public float maxZoom = 25f;
public float zoomSpeed = 2f;
public float pinchZoomSpeed = 0.1f;
// Pan settings
public float panSpeed = 1f;
Camera cam;
Vector2 lastPanPosition;
bool isPanning;
float lastPinchDistance;
bool isPinching;
// Track if we started on a unit (don't pan if drawing route)
bool startedOnUnit;
void Start()
{
cam = Camera.main;
}
void Update()
{
HandleMouseInput();
HandleTouchInput();
ClampCameraPosition();
}
void HandleMouseInput()
{
var mouse = Mouse.current;
if (mouse == null) return;
// Scroll wheel zoom
float scroll = mouse.scroll.ReadValue().y;
if (Mathf.Abs(scroll) > 0.01f)
{
Zoom(-scroll * zoomSpeed * Time.deltaTime * 10f);
}
// Right-click pan (left-click is for route drawing)
if (mouse.rightButton.wasPressedThisFrame)
{
lastPanPosition = mouse.position.ReadValue();
isPanning = true;
}
else if (mouse.rightButton.wasReleasedThisFrame)
{
isPanning = false;
}
if (isPanning && mouse.rightButton.isPressed)
{
Vector2 currentPos = mouse.position.ReadValue();
Vector2 delta = currentPos - lastPanPosition;
Pan(-delta);
lastPanPosition = currentPos;
}
}
void HandleTouchInput()
{
var touch = Touchscreen.current;
if (touch == null) return;
int touchCount = 0;
foreach (var t in touch.touches)
{
if (t.press.isPressed) touchCount++;
}
if (touchCount == 2)
{
// Two finger pinch zoom and pan
var touch0 = touch.touches[0];
var touch1 = touch.touches[1];
Vector2 pos0 = touch0.position.ReadValue();
Vector2 pos1 = touch1.position.ReadValue();
float currentDistance = Vector2.Distance(pos0, pos1);
if (!isPinching)
{
isPinching = true;
lastPinchDistance = currentDistance;
lastPanPosition = (pos0 + pos1) / 2f;
}
else
{
// Pinch zoom
float deltaDistance = lastPinchDistance - currentDistance;
Zoom(deltaDistance * pinchZoomSpeed);
lastPinchDistance = currentDistance;
// Two-finger pan
Vector2 currentCenter = (pos0 + pos1) / 2f;
Vector2 delta = currentCenter - lastPanPosition;
Pan(-delta);
lastPanPosition = currentCenter;
}
isPanning = false; // Don't single-finger pan while pinching
}
else if (touchCount == 1)
{
isPinching = false;
var primaryTouch = touch.primaryTouch;
Vector2 touchPos = primaryTouch.position.ReadValue();
// Check if touch started on a unit
if (primaryTouch.press.wasPressedThisFrame)
{
Vector2 worldPos = cam.ScreenToWorldPoint(touchPos);
var hit = Physics2D.OverlapPoint(worldPos);
startedOnUnit = hit != null && hit.GetComponent<Unit>() != null;
if (!startedOnUnit)
{
lastPanPosition = touchPos;
isPanning = true;
}
}
else if (primaryTouch.press.wasReleasedThisFrame)
{
isPanning = false;
startedOnUnit = false;
}
// Single finger pan (only if not drawing route)
if (isPanning && !startedOnUnit && primaryTouch.press.isPressed)
{
Vector2 delta = touchPos - lastPanPosition;
Pan(-delta);
lastPanPosition = touchPos;
}
}
else
{
isPinching = false;
isPanning = false;
}
}
void Zoom(float delta)
{
float newSize = cam.orthographicSize + delta;
cam.orthographicSize = Mathf.Clamp(newSize, minZoom, maxZoom);
}
void Pan(Vector2 screenDelta)
{
// Convert screen delta to world delta
float worldUnitsPerPixel = cam.orthographicSize * 2f / Screen.height;
Vector3 worldDelta = new Vector3(
screenDelta.x * worldUnitsPerPixel * panSpeed,
screenDelta.y * worldUnitsPerPixel * panSpeed,
0
);
cam.transform.position += worldDelta;
}
void ClampCameraPosition()
{
// Keep camera within map bounds (with some padding for zoom)
float halfHeight = cam.orthographicSize;
float halfWidth = halfHeight * cam.aspect;
float minX = -Game.MapWidth / 2f + halfWidth;
float maxX = Game.MapWidth / 2f - halfWidth;
float minY = -Game.MapHeight / 2f + halfHeight;
float maxY = Game.MapHeight / 2f - halfHeight;
Vector3 pos = cam.transform.position;
pos.x = Mathf.Clamp(pos.x, minX, maxX);
pos.y = Mathf.Clamp(pos.y, minY, maxY);
cam.transform.position = pos;
}
}

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fileFormatVersion: 2
guid: 95e5070ee05d6462bbee9fa1ca4917d9

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@@ -24,9 +24,10 @@ public class Game : MonoBehaviour
public const float UnitSpeed = 5f;
public const float UnitSize = 1f;
public const float UnitColliderRadius = 0.5f;
public const float MinGapSize = 2f; // Minimum gap between obstacles
// Vision & Detection
public const float VisionRadius = 4f;
public const float VisionRadius = 6f;
public const float TagRadius = 0.75f;
public const float FlagPickupRadius = 0.75f;
@@ -37,17 +38,24 @@ public class Game : MonoBehaviour
// Scoring
public const int WinScore = 3;
// Map - 19:9 aspect ratio for smartphone (landscape)
public const float MapWidth = 38f;
public const float MapHeight = 18f;
// Map - Large neighborhood (19:9 landscape, requires zoom)
public const float MapWidth = 80f;
public const float MapHeight = 40f;
// Camera
public const float CameraMinZoom = 8f;
public const float CameraMaxZoom = 22f;
public const float CameraStartZoom = 15f;
// Bases
public const float BaseSize = 5f;
public const float BaseInset = 4f; // Distance from map edge
public const float BaseSize = 6f;
public const float BaseInset = 6f;
// Houses
public const float HouseMinSize = 2f;
public const float HouseMaxSize = 4f;
// Neighborhood layout
public const float StreetWidth = 4f;
public const float HouseWidth = 5f;
public const float HouseDepth = 4f;
public const float YardDepth = 3f;
// References set during setup
public static Game Instance { get; private set; }
@@ -73,6 +81,9 @@ public class Game : MonoBehaviour
void Start()
{
// Seed random for consistent neighborhood layout
Random.InitState(42);
SetupCamera();
CreateGround();
CreateObstacles();
@@ -89,101 +100,163 @@ public class Game : MonoBehaviour
if (cam != null)
{
cam.orthographic = true;
cam.orthographicSize = MapHeight / 2f + 2f;
cam.orthographicSize = CameraStartZoom;
cam.transform.position = new Vector3(0, 0, -10);
// Add camera controller for zoom/pan
var controller = cam.gameObject.AddComponent<CameraController>();
controller.minZoom = CameraMinZoom;
controller.maxZoom = CameraMaxZoom;
}
}
void CreateGround()
{
var ground = CreateSprite("Ground", new Color(0.2f, 0.4f, 0.2f), MapWidth, MapHeight);
// Grass background
var ground = CreateSprite("Ground", new Color(0.2f, 0.35f, 0.15f), MapWidth, MapHeight);
ground.transform.position = Vector3.zero;
var sr = ground.GetComponent<SpriteRenderer>();
sr.sortingOrder = -10;
// Create streets (darker gray paths)
Color streetColor = new Color(0.3f, 0.3f, 0.32f);
// Main horizontal street (center)
var mainStreet = CreateSprite("MainStreet", streetColor, MapWidth - 20f, StreetWidth);
mainStreet.transform.position = new Vector3(0, 0, 0);
mainStreet.GetComponent<SpriteRenderer>().sortingOrder = -9;
// Upper horizontal street
var upperStreet = CreateSprite("UpperStreet", streetColor, MapWidth - 30f, StreetWidth);
upperStreet.transform.position = new Vector3(0, 10f, 0);
upperStreet.GetComponent<SpriteRenderer>().sortingOrder = -9;
// Lower horizontal street
var lowerStreet = CreateSprite("LowerStreet", streetColor, MapWidth - 30f, StreetWidth);
lowerStreet.transform.position = new Vector3(0, -10f, 0);
lowerStreet.GetComponent<SpriteRenderer>().sortingOrder = -9;
// Vertical cross streets
float[] crossStreetX = { -20f, -8f, 8f, 20f };
int streetIndex = 0;
foreach (float x in crossStreetX)
{
var crossStreet = CreateSprite($"CrossStreet_{streetIndex++}", streetColor, StreetWidth, MapHeight - 10f);
crossStreet.transform.position = new Vector3(x, 0, 0);
crossStreet.GetComponent<SpriteRenderer>().sortingOrder = -9;
}
}
void CreateObstacles()
{
// Dense house layout for landscape 38x18 map
// Bases on left/right, houses create horizontal lanes with cross-routes
// Create realistic neighborhood layout for 80x40 map
// Pattern: horizontal streets with house rows, vertical cross-streets
// All gaps minimum 2.5 units for unit passage
Vector2[] housePositions = {
// Left section (near player base) - create 3 exit lanes
new(-14f, 5f),
new(-12f, -4f),
new(-10f, 0f),
var obstacles = new List<(Vector2 pos, Vector2 size, Color color)>();
// Left-mid section - force route decisions
new(-6f, 6f),
new(-4f, 2f),
new(-7f, -3f),
new(-3f, -5f),
// Street grid creates the main routes
// Houses line the streets with backyards creating sneaky routes
// Center section - dense, creates cat-and-mouse area
new(2f, 5f),
new(0f, 1f),
new(-2f, -2f),
new(3f, -4f),
new(-1f, -6f),
new(1f, 6f),
// === ROW 1 (Top) - y around 12-16 ===
CreateHouseRow(obstacles, y: 14f, xStart: -32f, xEnd: 32f, houseWidth: 5f, gapWidth: 3f, yardSide: -1);
// Right-mid section - mirror complexity
new(6f, 5f),
new(4f, -2f),
new(7f, -5f),
new(5f, 2f),
// === ROW 2 (Upper-mid) - y around 4-8 ===
CreateHouseRow(obstacles, y: 6f, xStart: -28f, xEnd: 28f, houseWidth: 6f, gapWidth: 3.5f, yardSide: 1);
// Right section (near enemy base) - create 3 approach lanes
new(14f, 4f),
new(12f, -3f),
new(10f, 0f),
};
// === ROW 3 (Center) - y around -2 to 2 ===
// Staggered houses creating interesting chokepoints
CreateHouseRow(obstacles, y: -1f, xStart: -25f, xEnd: 25f, houseWidth: 5f, gapWidth: 4f, yardSide: -1);
Vector2[] houseSizes = {
// Left section
new(2.5f, 3f),
new(3f, 2.5f),
new(2f, 2f),
// === ROW 4 (Lower-mid) - y around -8 to -4 ===
CreateHouseRow(obstacles, y: -8f, xStart: -28f, xEnd: 28f, houseWidth: 6f, gapWidth: 3.5f, yardSide: 1);
// Left-mid
new(3f, 2.5f),
new(2f, 3f),
new(2.5f, 2f),
new(2.5f, 2.5f),
// === ROW 5 (Bottom) - y around -12 to -16 ===
CreateHouseRow(obstacles, y: -14f, xStart: -32f, xEnd: 32f, houseWidth: 5f, gapWidth: 3f, yardSide: 1);
// Center - varied sizes for interesting gaps
new(2f, 3f),
new(3f, 2f),
new(2f, 2.5f),
new(2.5f, 2f),
new(2f, 2f),
new(2.5f, 2.5f),
// === Add some fences/hedges in backyards for extra cover ===
// These create the sneaky backyard routes
AddBackyardObstacles(obstacles);
// Right-mid
new(2.5f, 2.5f),
new(3f, 2f),
new(2.5f, 3f),
new(2f, 2f),
// Right section
new(3f, 2.5f),
new(2f, 3f),
new(2.5f, 2f),
};
for (int i = 0; i < housePositions.Length; i++)
// Create all obstacles
int houseIndex = 0;
foreach (var (pos, size, color) in obstacles)
{
var house = CreateSprite($"House_{i}", new Color(0.35f, 0.35f, 0.4f), houseSizes[i].x, houseSizes[i].y);
house.transform.position = new Vector3(housePositions[i].x, housePositions[i].y, 0);
var house = CreateSprite($"House_{houseIndex++}", color, size.x, size.y);
house.transform.position = new Vector3(pos.x, pos.y, 0);
var collider = house.AddComponent<BoxCollider2D>();
collider.size = Vector2.one; // Local space - scale handles actual size
collider.size = Vector2.one;
var sr = house.GetComponent<SpriteRenderer>();
sr.sortingOrder = -5;
}
}
void CreateHouseRow(List<(Vector2, Vector2, Color)> obstacles, float y, float xStart, float xEnd,
float houseWidth, float gapWidth, int yardSide)
{
Color houseColor = new Color(0.4f, 0.35f, 0.3f); // Brown-ish houses
float houseDepth = 4f;
float x = xStart;
while (x < xEnd - houseWidth)
{
// Vary house sizes slightly for visual interest
float w = houseWidth + Random.Range(-0.5f, 0.5f);
float h = houseDepth + Random.Range(-0.3f, 0.3f);
// Skip houses near bases (leave clear zones)
if (Mathf.Abs(x) > 12f || Mathf.Abs(y) < 10f)
{
obstacles.Add((new Vector2(x + w / 2f, y), new Vector2(w, h), houseColor));
}
x += w + gapWidth;
}
}
void AddBackyardObstacles(List<(Vector2, Vector2, Color)> obstacles)
{
Color fenceColor = new Color(0.5f, 0.4f, 0.3f); // Fence brown
Color hedgeColor = new Color(0.15f, 0.35f, 0.15f); // Hedge green
// Fences between yards (vertical) - create backyard maze
float[] fenceXPositions = { -22f, -14f, -6f, 6f, 14f, 22f };
foreach (float fx in fenceXPositions)
{
// Upper backyard fences
if (Random.value > 0.3f)
obstacles.Add((new Vector2(fx, 10f), new Vector2(0.5f, 3f), fenceColor));
// Lower backyard fences
if (Random.value > 0.3f)
obstacles.Add((new Vector2(fx, -10f), new Vector2(0.5f, 3f), fenceColor));
}
// Hedges along some property lines (horizontal)
float[] hedgeYPositions = { 10f, 2.5f, -4f, -11f };
foreach (float hy in hedgeYPositions)
{
float hx = Random.Range(-20f, 20f);
if (Mathf.Abs(hx) > 8f) // Not too close to center
{
obstacles.Add((new Vector2(hx, hy), new Vector2(4f, 1f), hedgeColor));
}
}
// Some sheds/garages in backyards
Color shedColor = new Color(0.45f, 0.4f, 0.35f);
Vector2[] shedPositions = {
new(-18f, 10f), new(-10f, -10f), new(8f, 10f), new(16f, -10f),
new(-26f, 2f), new(26f, -3f)
};
foreach (var pos in shedPositions)
{
if (Random.value > 0.4f)
obstacles.Add((pos, new Vector2(2.5f, 2.5f), shedColor));
}
}
void CreateBases()
{
// Player base - left side

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@@ -137,25 +137,25 @@ public class Unit : MonoBehaviour
void HandleTagCollision(Unit other)
{
// Only process collision once - lower instance ID handles it
if (GetInstanceID() > other.GetInstanceID()) return;
// Determine who gets tagged: farther from their own base loses
// The instigator (closer to their base) is NOT captured
Transform myBase = Game.Instance.GetBase(team);
Transform theirBase = Game.Instance.GetBase(other.team);
float myDistance = Vector2.Distance(transform.position, myBase.position);
float theirDistance = Vector2.Distance(other.transform.position, theirBase.position);
// Only the one farther from their base gets tagged
if (myDistance > theirDistance)
{
TagOut();
}
else if (theirDistance > myDistance)
{
other.TagOut();
}
else
{
// Equal distance - both get tagged (more chaos!)
TagOut();
// They are farther or equal - they get tagged
other.TagOut();
}
}
@@ -193,9 +193,10 @@ public class Unit : MonoBehaviour
{
yield return new WaitForSeconds(Game.RespawnDelay);
// Respawn at base
// Respawn at base (landscape - horizontal offset toward center)
Transform baseTransform = Game.Instance.GetBase(team);
Vector3 offset = new Vector3(Random.Range(-2f, 2f), team == Team.Player ? -2f : 2f, 0);
float xOffset = team == Team.Player ? 2f : -2f;
Vector3 offset = new Vector3(xOffset, Random.Range(-2f, 2f), 0);
transform.position = baseTransform.position + offset;
isTaggedOut = false;

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