fix(config): 3 units, smartphone aspect ratio, denser map, 5s respawn

Changes based on playtesting feedback:
- UnitsPerTeam: 5 -> 3 (more manageable for demo)
- RespawnDelay: 3s -> 5s (tagged units out longer)
- Map aspect ratio: 40x30 -> 18x38 (9:19 smartphone portrait)
- Houses: 6 -> 19 (dense layout forcing route choices)
- Bases: moved to top/bottom center for vertical play

All gameplay numbers now organized as public constants for easy tuning.

Co-Authored-By: Claude <noreply@anthropic.com>
This commit is contained in:
John Lamb
2026-02-01 21:24:22 -06:00
parent 95b37a1606
commit 3fc62cde24

View File

@@ -15,17 +15,39 @@ public class Game : MonoBehaviour
gameGO.AddComponent<Game>(); gameGO.AddComponent<Game>();
} }
// Constants - tune later // ===========================================
// CONFIGURATION - All tunable constants here
// ===========================================
// Gameplay
public const int UnitsPerTeam = 3;
public const float UnitSpeed = 5f; public const float UnitSpeed = 5f;
public const float UnitSize = 1f;
public const float UnitColliderRadius = 0.5f;
// Vision & Detection
public const float VisionRadius = 4f; public const float VisionRadius = 4f;
public const float TagRadius = 0.75f; public const float TagRadius = 0.75f;
public const float RespawnDelay = 3f; public const float FlagPickupRadius = 0.75f;
// Timing
public const float RespawnDelay = 5f;
public const float FlagReturnDelay = 5f; public const float FlagReturnDelay = 5f;
// Scoring
public const int WinScore = 3; public const int WinScore = 3;
// Map dimensions // Map - 9:19 aspect ratio for smartphone (portrait)
const float MapWidth = 40f; public const float MapWidth = 18f;
const float MapHeight = 30f; public const float MapHeight = 38f;
// Bases
public const float BaseSize = 5f;
public const float BaseInset = 4f; // Distance from map edge
// Houses
public const float HouseMinSize = 2f;
public const float HouseMaxSize = 4f;
// References set during setup // References set during setup
public static Game Instance { get; private set; } public static Game Instance { get; private set; }
@@ -82,33 +104,79 @@ public class Game : MonoBehaviour
void CreateObstacles() void CreateObstacles()
{ {
// Houses as obstacles - asymmetric backyard layout // Dense house layout creating multiple route choices
// Layout designed for 18x38 map with bases at corners
// Houses create lanes, chokepoints, and flanking routes
Vector2[] housePositions = { Vector2[] housePositions = {
new(-12f, 8f), // Bottom section (near player base) - create 3 exit routes
new(-8f, -5f), new(-4f, -14f),
new(0f, 3f), new(4f, -12f),
new(5f, -8f), new(0f, -10f),
new(10f, 6f),
new(14f, -3f), // Lower-mid section - force route decisions
new(-6f, -6f),
new(-2f, -4f),
new(3f, -7f),
new(6f, -3f),
// Center section - dense, creates cat-and-mouse area
new(-5f, 2f),
new(-1f, 0f),
new(2f, 3f),
new(5f, -1f),
new(0f, 5f),
// Upper-mid section - mirror complexity
new(-6f, 8f),
new(-2f, 10f),
new(4f, 7f),
new(6f, 11f),
// Top section (near enemy base) - create 3 approach routes
new(-4f, 14f),
new(0f, 12f),
new(5f, 15f),
}; };
Vector2[] houseSizes = { Vector2[] houseSizes = {
new(4f, 3f), // Bottom section
new(3f, 4f), new(3f, 2.5f),
new(5f, 2.5f), new(2.5f, 3f),
new(3f, 3f), new(2f, 2f),
new(4f, 4f),
new(3.5f, 3f), // Lower-mid
new(2.5f, 3f),
new(3f, 2f),
new(2f, 2.5f),
new(2.5f, 2.5f),
// Center - varied sizes for interesting gaps
new(3f, 2f),
new(2f, 3f),
new(2.5f, 2f),
new(2f, 2.5f),
new(2f, 2f),
// Upper-mid
new(2.5f, 2.5f),
new(2f, 3f),
new(3f, 2.5f),
new(2f, 2f),
// Top section
new(2.5f, 3f),
new(3f, 2f),
new(2f, 2.5f),
}; };
for (int i = 0; i < housePositions.Length; i++) for (int i = 0; i < housePositions.Length; i++)
{ {
var house = CreateSprite($"House_{i}", new Color(0.4f, 0.4f, 0.4f), houseSizes[i].x, houseSizes[i].y); var house = CreateSprite($"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); house.transform.position = new Vector3(housePositions[i].x, housePositions[i].y, 0);
var collider = house.AddComponent<BoxCollider2D>(); var collider = house.AddComponent<BoxCollider2D>();
// Size is (1,1) in local space - scale handles actual size collider.size = Vector2.one; // Local space - scale handles actual size
collider.size = Vector2.one;
var sr = house.GetComponent<SpriteRenderer>(); var sr = house.GetComponent<SpriteRenderer>();
sr.sortingOrder = -5; sr.sortingOrder = -5;
@@ -117,30 +185,30 @@ public class Game : MonoBehaviour
void CreateBases() void CreateBases()
{ {
// Player base - bottom left // Player base - bottom center
var playerBaseGO = CreateSprite("PlayerBase", new Color(0.2f, 0.3f, 0.8f, 0.5f), 6f, 6f); var playerBaseGO = CreateSprite("PlayerBase", new Color(0.2f, 0.3f, 0.8f, 0.5f), BaseSize, BaseSize);
playerBaseGO.transform.position = new Vector3(-MapWidth / 2f + 5f, -MapHeight / 2f + 5f, 0); playerBaseGO.transform.position = new Vector3(0, -MapHeight / 2f + BaseInset, 0);
playerBase = playerBaseGO.transform; playerBase = playerBaseGO.transform;
var sr1 = playerBaseGO.GetComponent<SpriteRenderer>(); var sr1 = playerBaseGO.GetComponent<SpriteRenderer>();
sr1.sortingOrder = -8; sr1.sortingOrder = -8;
var playerBaseTrigger = playerBaseGO.AddComponent<BoxCollider2D>(); var playerBaseTrigger = playerBaseGO.AddComponent<BoxCollider2D>();
playerBaseTrigger.isTrigger = true; playerBaseTrigger.isTrigger = true;
playerBaseTrigger.size = Vector2.one; // Local space - scale handles actual size playerBaseTrigger.size = Vector2.one;
var playerBaseZone = playerBaseGO.AddComponent<BaseZone>(); var playerBaseZone = playerBaseGO.AddComponent<BaseZone>();
playerBaseZone.team = Unit.Team.Player; playerBaseZone.team = Unit.Team.Player;
// Enemy base - top right // Enemy base - top center
var enemyBaseGO = CreateSprite("EnemyBase", new Color(0.8f, 0.2f, 0.2f, 0.5f), 6f, 6f); var enemyBaseGO = CreateSprite("EnemyBase", new Color(0.8f, 0.2f, 0.2f, 0.5f), BaseSize, BaseSize);
enemyBaseGO.transform.position = new Vector3(MapWidth / 2f - 5f, MapHeight / 2f - 5f, 0); enemyBaseGO.transform.position = new Vector3(0, MapHeight / 2f - BaseInset, 0);
enemyBase = enemyBaseGO.transform; enemyBase = enemyBaseGO.transform;
var sr2 = enemyBaseGO.GetComponent<SpriteRenderer>(); var sr2 = enemyBaseGO.GetComponent<SpriteRenderer>();
sr2.sortingOrder = -8; sr2.sortingOrder = -8;
var enemyBaseTrigger = enemyBaseGO.AddComponent<BoxCollider2D>(); var enemyBaseTrigger = enemyBaseGO.AddComponent<BoxCollider2D>();
enemyBaseTrigger.isTrigger = true; enemyBaseTrigger.isTrigger = true;
enemyBaseTrigger.size = Vector2.one; // Local space - scale handles actual size enemyBaseTrigger.size = Vector2.one;
var enemyBaseZone = enemyBaseGO.AddComponent<BaseZone>(); var enemyBaseZone = enemyBaseGO.AddComponent<BaseZone>();
enemyBaseZone.team = Unit.Team.Enemy; enemyBaseZone.team = Unit.Team.Enemy;
@@ -157,7 +225,7 @@ public class Game : MonoBehaviour
var flagCollider1 = playerFlagGO.AddComponent<CircleCollider2D>(); var flagCollider1 = playerFlagGO.AddComponent<CircleCollider2D>();
flagCollider1.isTrigger = true; flagCollider1.isTrigger = true;
flagCollider1.radius = 0.75f; flagCollider1.radius = FlagPickupRadius;
var rb1 = playerFlagGO.AddComponent<Rigidbody2D>(); var rb1 = playerFlagGO.AddComponent<Rigidbody2D>();
rb1.bodyType = RigidbodyType2D.Kinematic; rb1.bodyType = RigidbodyType2D.Kinematic;
@@ -174,7 +242,7 @@ public class Game : MonoBehaviour
var flagCollider2 = enemyFlagGO.AddComponent<CircleCollider2D>(); var flagCollider2 = enemyFlagGO.AddComponent<CircleCollider2D>();
flagCollider2.isTrigger = true; flagCollider2.isTrigger = true;
flagCollider2.radius = 0.75f; flagCollider2.radius = FlagPickupRadius;
var rb2 = enemyFlagGO.AddComponent<Rigidbody2D>(); var rb2 = enemyFlagGO.AddComponent<Rigidbody2D>();
rb2.bodyType = RigidbodyType2D.Kinematic; rb2.bodyType = RigidbodyType2D.Kinematic;
@@ -185,27 +253,35 @@ public class Game : MonoBehaviour
void SpawnUnits() void SpawnUnits()
{ {
// Spawn 5 player units near player base // Spawn player units near player base
for (int i = 0; i < 5; i++) for (int i = 0; i < UnitsPerTeam; i++)
{ {
var offset = new Vector3((i - 2) * 1.5f, -2f, 0); var offset = GetUnitSpawnOffset(i, UnitsPerTeam, isPlayer: true);
var unit = CreateUnit($"PlayerUnit_{i}", Unit.Team.Player, playerBase.position + offset); var unit = CreateUnit($"PlayerUnit_{i}", Unit.Team.Player, playerBase.position + offset);
playerUnits.Add(unit); playerUnits.Add(unit);
} }
// Spawn 5 enemy units near enemy base // Spawn enemy units near enemy base
for (int i = 0; i < 5; i++) for (int i = 0; i < UnitsPerTeam; i++)
{ {
var offset = new Vector3((i - 2) * 1.5f, 2f, 0); var offset = GetUnitSpawnOffset(i, UnitsPerTeam, isPlayer: false);
var unit = CreateUnit($"EnemyUnit_{i}", Unit.Team.Enemy, enemyBase.position + offset); var unit = CreateUnit($"EnemyUnit_{i}", Unit.Team.Enemy, enemyBase.position + offset);
enemyUnits.Add(unit); enemyUnits.Add(unit);
} }
} }
Vector3 GetUnitSpawnOffset(int index, int total, bool isPlayer)
{
float spacing = 1.8f;
float xOffset = (index - (total - 1) / 2f) * spacing;
float yOffset = isPlayer ? -2f : 2f;
return new Vector3(xOffset, yOffset, 0);
}
Unit CreateUnit(string name, Unit.Team team, Vector3 position) Unit CreateUnit(string name, Unit.Team team, Vector3 position)
{ {
Color color = team == Unit.Team.Player ? new Color(0.3f, 0.5f, 1f) : new Color(1f, 0.3f, 0.3f); Color color = team == Unit.Team.Player ? new Color(0.3f, 0.5f, 1f) : new Color(1f, 0.3f, 0.3f);
var unitGO = CreateSprite(name, color, 1f, 1f); var unitGO = CreateSprite(name, color, UnitSize, UnitSize);
unitGO.transform.position = position; unitGO.transform.position = position;
var unit = unitGO.AddComponent<Unit>(); var unit = unitGO.AddComponent<Unit>();
@@ -213,7 +289,7 @@ public class Game : MonoBehaviour
var collider = unitGO.AddComponent<CircleCollider2D>(); var collider = unitGO.AddComponent<CircleCollider2D>();
collider.isTrigger = true; collider.isTrigger = true;
collider.radius = 0.5f; collider.radius = UnitColliderRadius;
var rb = unitGO.AddComponent<Rigidbody2D>(); var rb = unitGO.AddComponent<Rigidbody2D>();
rb.bodyType = RigidbodyType2D.Kinematic; rb.bodyType = RigidbodyType2D.Kinematic;
@@ -320,13 +396,13 @@ public class Game : MonoBehaviour
// Respawn all units at bases // Respawn all units at bases
for (int i = 0; i < playerUnits.Count; i++) for (int i = 0; i < playerUnits.Count; i++)
{ {
var offset = new Vector3((i - 2) * 1.5f, -2f, 0); var offset = GetUnitSpawnOffset(i, playerUnits.Count, isPlayer: true);
playerUnits[i].ForceRespawn(playerBase.position + offset); playerUnits[i].ForceRespawn(playerBase.position + offset);
} }
for (int i = 0; i < enemyUnits.Count; i++) for (int i = 0; i < enemyUnits.Count; i++)
{ {
var offset = new Vector3((i - 2) * 1.5f, 2f, 0); var offset = GetUnitSpawnOffset(i, enemyUnits.Count, isPlayer: false);
enemyUnits[i].ForceRespawn(enemyBase.position + offset); enemyUnits[i].ForceRespawn(enemyBase.position + offset);
} }
} }