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>();
}
// Constants - tune later
// ===========================================
// CONFIGURATION - All tunable constants here
// ===========================================
// Gameplay
public const int UnitsPerTeam = 3;
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 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;
// Scoring
public const int WinScore = 3;
// Map dimensions
const float MapWidth = 40f;
const float MapHeight = 30f;
// Map - 9:19 aspect ratio for smartphone (portrait)
public const float MapWidth = 18f;
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
public static Game Instance { get; private set; }
@@ -82,33 +104,79 @@ public class Game : MonoBehaviour
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 = {
new(-12f, 8f),
new(-8f, -5f),
new(0f, 3f),
new(5f, -8f),
new(10f, 6f),
new(14f, -3f),
// Bottom section (near player base) - create 3 exit routes
new(-4f, -14f),
new(4f, -12f),
new(0f, -10f),
// 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 = {
new(4f, 3f),
new(3f, 4f),
new(5f, 2.5f),
new(3f, 3f),
new(4f, 4f),
new(3.5f, 3f),
// Bottom section
new(3f, 2.5f),
new(2.5f, 3f),
new(2f, 2f),
// 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++)
{
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);
var collider = house.AddComponent<BoxCollider2D>();
// Size is (1,1) in local space - scale handles actual size
collider.size = Vector2.one;
collider.size = Vector2.one; // Local space - scale handles actual size
var sr = house.GetComponent<SpriteRenderer>();
sr.sortingOrder = -5;
@@ -117,30 +185,30 @@ public class Game : MonoBehaviour
void CreateBases()
{
// Player base - bottom left
var playerBaseGO = CreateSprite("PlayerBase", new Color(0.2f, 0.3f, 0.8f, 0.5f), 6f, 6f);
playerBaseGO.transform.position = new Vector3(-MapWidth / 2f + 5f, -MapHeight / 2f + 5f, 0);
// Player base - bottom center
var playerBaseGO = CreateSprite("PlayerBase", new Color(0.2f, 0.3f, 0.8f, 0.5f), BaseSize, BaseSize);
playerBaseGO.transform.position = new Vector3(0, -MapHeight / 2f + BaseInset, 0);
playerBase = playerBaseGO.transform;
var sr1 = playerBaseGO.GetComponent<SpriteRenderer>();
sr1.sortingOrder = -8;
var playerBaseTrigger = playerBaseGO.AddComponent<BoxCollider2D>();
playerBaseTrigger.isTrigger = true;
playerBaseTrigger.size = Vector2.one; // Local space - scale handles actual size
playerBaseTrigger.size = Vector2.one;
var playerBaseZone = playerBaseGO.AddComponent<BaseZone>();
playerBaseZone.team = Unit.Team.Player;
// Enemy base - top right
var enemyBaseGO = CreateSprite("EnemyBase", new Color(0.8f, 0.2f, 0.2f, 0.5f), 6f, 6f);
enemyBaseGO.transform.position = new Vector3(MapWidth / 2f - 5f, MapHeight / 2f - 5f, 0);
// Enemy base - top center
var enemyBaseGO = CreateSprite("EnemyBase", new Color(0.8f, 0.2f, 0.2f, 0.5f), BaseSize, BaseSize);
enemyBaseGO.transform.position = new Vector3(0, MapHeight / 2f - BaseInset, 0);
enemyBase = enemyBaseGO.transform;
var sr2 = enemyBaseGO.GetComponent<SpriteRenderer>();
sr2.sortingOrder = -8;
var enemyBaseTrigger = enemyBaseGO.AddComponent<BoxCollider2D>();
enemyBaseTrigger.isTrigger = true;
enemyBaseTrigger.size = Vector2.one; // Local space - scale handles actual size
enemyBaseTrigger.size = Vector2.one;
var enemyBaseZone = enemyBaseGO.AddComponent<BaseZone>();
enemyBaseZone.team = Unit.Team.Enemy;
@@ -157,7 +225,7 @@ public class Game : MonoBehaviour
var flagCollider1 = playerFlagGO.AddComponent<CircleCollider2D>();
flagCollider1.isTrigger = true;
flagCollider1.radius = 0.75f;
flagCollider1.radius = FlagPickupRadius;
var rb1 = playerFlagGO.AddComponent<Rigidbody2D>();
rb1.bodyType = RigidbodyType2D.Kinematic;
@@ -174,7 +242,7 @@ public class Game : MonoBehaviour
var flagCollider2 = enemyFlagGO.AddComponent<CircleCollider2D>();
flagCollider2.isTrigger = true;
flagCollider2.radius = 0.75f;
flagCollider2.radius = FlagPickupRadius;
var rb2 = enemyFlagGO.AddComponent<Rigidbody2D>();
rb2.bodyType = RigidbodyType2D.Kinematic;
@@ -185,27 +253,35 @@ public class Game : MonoBehaviour
void SpawnUnits()
{
// Spawn 5 player units near player base
for (int i = 0; i < 5; i++)
// Spawn player units near player base
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($"PlayerUnit_{i}", Unit.Team.Player, playerBase.position + offset);
playerUnits.Add(unit);
}
// Spawn 5 enemy units near enemy base
for (int i = 0; i < 5; i++)
// Spawn enemy units near enemy base
for (int i = 0; i < UnitsPerTeam; i++)
{
var offset = new Vector3((i - 2) * 1.5f, 2f, 0);
var offset = GetUnitSpawnOffset(i, UnitsPerTeam, isPlayer: false);
var unit = CreateUnit($"EnemyUnit_{i}", Unit.Team.Enemy, enemyBase.position + offset);
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)
{
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;
var unit = unitGO.AddComponent<Unit>();
@@ -213,7 +289,7 @@ public class Game : MonoBehaviour
var collider = unitGO.AddComponent<CircleCollider2D>();
collider.isTrigger = true;
collider.radius = 0.5f;
collider.radius = UnitColliderRadius;
var rb = unitGO.AddComponent<Rigidbody2D>();
rb.bodyType = RigidbodyType2D.Kinematic;
@@ -320,13 +396,13 @@ public class Game : MonoBehaviour
// Respawn all units at bases
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);
}
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);
}
}