Files
Backyard-CTF/Backyard CTF/Assets/Scripts/Game.cs
john 0de174eb1a feat/teaser-prototype-playable-core (#1)
Co-authored-by: John Lamb <j.lamb13@gmail.com>
Reviewed-on: #1
2026-02-05 02:30:45 +00:00

539 lines
18 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
public class Game : MonoBehaviour
{
// Auto-bootstrap when game starts - no Editor setup needed
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterSceneLoad)]
static void Bootstrap()
{
if (Instance != null) return;
var gameGO = new GameObject("Game");
gameGO.AddComponent<Game>();
}
// ===========================================
// 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;
public const float MinGapSize = 2f; // Minimum gap between obstacles
// Vision & Detection
public const float VisionRadius = 6f;
public const float TagRadius = 0.75f;
public const float FlagPickupRadius = 0.75f;
// Timing
public const float RespawnDelay = 5f;
public const float FlagReturnDelay = 5f;
// Scoring
public const int WinScore = 3;
// 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 = 6f;
public const float BaseInset = 6f;
// 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; }
public List<Unit> playerUnits = new();
public List<Unit> enemyUnits = new();
public Transform playerBase;
public Transform enemyBase;
public Flag playerFlag;
public Flag enemyFlag;
int playerScore;
int enemyScore;
bool gameOver;
TextMeshProUGUI scoreText;
TextMeshProUGUI gameOverText;
void Awake()
{
Instance = this;
}
void Start()
{
// Seed random for consistent neighborhood layout
Random.InitState(42);
SetupCamera();
CreateGround();
CreateObstacles();
CreateBases();
CreateFlags();
SpawnUnits();
CreateUI();
SetupSystems();
}
void SetupCamera()
{
var cam = Camera.main;
if (cam != null)
{
cam.orthographic = true;
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()
{
// 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($"CrossStreet_{streetIndex++}", streetColor, StreetWidth, MapHeight - 10f);
crossStreet.transform.position = new Vector3(x, 0, 0);
crossStreet.GetComponent<SpriteRenderer>().sortingOrder = -9;
}
}
void CreateObstacles()
{
// Create realistic neighborhood layout for 80x40 map
// Pattern: horizontal streets with house rows, vertical cross-streets
// All gaps minimum 2.5 units for unit passage
var obstacles = new List<(Vector2 pos, Vector2 size, Color color)>();
// Street grid creates the main routes
// Houses line the streets with backyards creating sneaky routes
// === ROW 1 (Top) - y around 12-16 ===
CreateHouseRow(obstacles, y: 14f, xStart: -32f, xEnd: 32f, houseWidth: 5f, gapWidth: 3f, yardSide: -1);
// === ROW 2 (Upper-mid) - y around 4-8 ===
CreateHouseRow(obstacles, y: 6f, xStart: -28f, xEnd: 28f, houseWidth: 6f, gapWidth: 3.5f, yardSide: 1);
// === ROW 3 (Center) - y around -2 to 2 ===
// Staggered houses creating interesting chokepoints
CreateHouseRow(obstacles, y: -1f, xStart: -25f, xEnd: 25f, houseWidth: 5f, gapWidth: 4f, yardSide: -1);
// === ROW 4 (Lower-mid) - y around -8 to -4 ===
CreateHouseRow(obstacles, y: -8f, xStart: -28f, xEnd: 28f, houseWidth: 6f, gapWidth: 3.5f, yardSide: 1);
// === ROW 5 (Bottom) - y around -12 to -16 ===
CreateHouseRow(obstacles, y: -14f, xStart: -32f, xEnd: 32f, houseWidth: 5f, gapWidth: 3f, yardSide: 1);
// === Add some fences/hedges in backyards for extra cover ===
// These create the sneaky backyard routes
AddBackyardObstacles(obstacles);
// Create all obstacles
int houseIndex = 0;
foreach (var (pos, size, color) in obstacles)
{
var house = CreateSprite($"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;
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
var playerBaseGO = CreateSprite("PlayerBase", new Color(0.2f, 0.3f, 0.8f, 0.5f), BaseSize, BaseSize);
playerBaseGO.transform.position = new Vector3(-MapWidth / 2f + BaseInset, 0, 0);
playerBase = playerBaseGO.transform;
var sr1 = playerBaseGO.GetComponent<SpriteRenderer>();
sr1.sortingOrder = -8;
var playerBaseTrigger = playerBaseGO.AddComponent<BoxCollider2D>();
playerBaseTrigger.isTrigger = true;
playerBaseTrigger.size = Vector2.one;
var playerBaseZone = playerBaseGO.AddComponent<BaseZone>();
playerBaseZone.team = Unit.Team.Player;
// Enemy base - right side
var enemyBaseGO = CreateSprite("EnemyBase", new Color(0.8f, 0.2f, 0.2f, 0.5f), BaseSize, BaseSize);
enemyBaseGO.transform.position = new Vector3(MapWidth / 2f - BaseInset, 0, 0);
enemyBase = enemyBaseGO.transform;
var sr2 = enemyBaseGO.GetComponent<SpriteRenderer>();
sr2.sortingOrder = -8;
var enemyBaseTrigger = enemyBaseGO.AddComponent<BoxCollider2D>();
enemyBaseTrigger.isTrigger = true;
enemyBaseTrigger.size = Vector2.one;
var enemyBaseZone = enemyBaseGO.AddComponent<BaseZone>();
enemyBaseZone.team = Unit.Team.Enemy;
}
void CreateFlags()
{
// Player flag at player base
var playerFlagGO = CreateSprite("PlayerFlag", new Color(0.3f, 0.5f, 1f), 1f, 1.5f);
playerFlagGO.transform.position = playerBase.position;
playerFlag = playerFlagGO.AddComponent<Flag>();
playerFlag.team = Unit.Team.Player;
playerFlag.homePosition = playerBase;
var flagCollider1 = playerFlagGO.AddComponent<CircleCollider2D>();
flagCollider1.isTrigger = true;
flagCollider1.radius = FlagPickupRadius;
var rb1 = playerFlagGO.AddComponent<Rigidbody2D>();
rb1.bodyType = RigidbodyType2D.Kinematic;
var sr1 = playerFlagGO.GetComponent<SpriteRenderer>();
sr1.sortingOrder = 5;
// Enemy flag at enemy base
var enemyFlagGO = CreateSprite("EnemyFlag", new Color(1f, 0.3f, 0.3f), 1f, 1.5f);
enemyFlagGO.transform.position = enemyBase.position;
enemyFlag = enemyFlagGO.AddComponent<Flag>();
enemyFlag.team = Unit.Team.Enemy;
enemyFlag.homePosition = enemyBase;
var flagCollider2 = enemyFlagGO.AddComponent<CircleCollider2D>();
flagCollider2.isTrigger = true;
flagCollider2.radius = FlagPickupRadius;
var rb2 = enemyFlagGO.AddComponent<Rigidbody2D>();
rb2.bodyType = RigidbodyType2D.Kinematic;
var sr2 = enemyFlagGO.GetComponent<SpriteRenderer>();
sr2.sortingOrder = 5;
}
void SpawnUnits()
{
// Spawn player units near player base
for (int i = 0; i < UnitsPerTeam; i++)
{
var offset = GetUnitSpawnOffset(i, UnitsPerTeam, isPlayer: true);
var unit = CreateUnit($"PlayerUnit_{i}", Unit.Team.Player, playerBase.position + offset);
playerUnits.Add(unit);
}
// Spawn enemy units near enemy base
for (int i = 0; i < UnitsPerTeam; i++)
{
var offset = GetUnitSpawnOffset(i, UnitsPerTeam, isPlayer: false);
var unit = CreateUnit($"EnemyUnit_{i}", Unit.Team.Enemy, enemyBase.position + offset);
enemyUnits.Add(unit);
}
}
Vector3 GetUnitSpawnOffset(int index, int total, bool isPlayer)
{
float spacing = 1.8f;
float yOffset = (index - (total - 1) / 2f) * spacing;
float xOffset = isPlayer ? 2f : -2f; // Offset toward center of map
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, UnitSize, UnitSize);
unitGO.transform.position = position;
var unit = unitGO.AddComponent<Unit>();
unit.team = team;
var collider = unitGO.AddComponent<CircleCollider2D>();
collider.isTrigger = true;
collider.radius = UnitColliderRadius;
var rb = unitGO.AddComponent<Rigidbody2D>();
rb.bodyType = RigidbodyType2D.Kinematic;
var sr = unitGO.GetComponent<SpriteRenderer>();
sr.sortingOrder = 10;
return unit;
}
void CreateUI()
{
// Create Canvas
var canvasGO = new GameObject("Canvas");
var canvas = canvasGO.AddComponent<Canvas>();
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
canvasGO.AddComponent<UnityEngine.UI.CanvasScaler>();
canvasGO.AddComponent<UnityEngine.UI.GraphicRaycaster>();
// Score text
var scoreGO = new GameObject("ScoreText");
scoreGO.transform.SetParent(canvasGO.transform, false);
scoreText = scoreGO.AddComponent<TextMeshProUGUI>();
scoreText.text = "0 - 0";
scoreText.fontSize = 48;
scoreText.alignment = TextAlignmentOptions.Center;
scoreText.color = Color.white;
var scoreRect = scoreGO.GetComponent<RectTransform>();
scoreRect.anchorMin = new Vector2(0.5f, 1f);
scoreRect.anchorMax = new Vector2(0.5f, 1f);
scoreRect.pivot = new Vector2(0.5f, 1f);
scoreRect.anchoredPosition = new Vector2(0, -20);
scoreRect.sizeDelta = new Vector2(200, 60);
// Game over text (hidden initially)
var gameOverGO = new GameObject("GameOverText");
gameOverGO.transform.SetParent(canvasGO.transform, false);
gameOverText = gameOverGO.AddComponent<TextMeshProUGUI>();
gameOverText.text = "";
gameOverText.fontSize = 72;
gameOverText.alignment = TextAlignmentOptions.Center;
gameOverText.color = Color.white;
gameOverText.gameObject.SetActive(false);
var gameOverRect = gameOverGO.GetComponent<RectTransform>();
gameOverRect.anchorMin = new Vector2(0.5f, 0.5f);
gameOverRect.anchorMax = new Vector2(0.5f, 0.5f);
gameOverRect.pivot = new Vector2(0.5f, 0.5f);
gameOverRect.anchoredPosition = Vector2.zero;
gameOverRect.sizeDelta = new Vector2(400, 100);
}
void SetupSystems()
{
// Add RouteDrawer
gameObject.AddComponent<RouteDrawer>();
// Add Visibility system
var visibility = gameObject.AddComponent<Visibility>();
visibility.playerUnits = playerUnits.ToArray();
visibility.enemyUnits = enemyUnits.ToArray();
visibility.enemyFlag = enemyFlag;
// Add SimpleAI
var ai = gameObject.AddComponent<SimpleAI>();
ai.aiUnits = enemyUnits.ToArray();
ai.playerFlag = playerFlag;
ai.aiBase = enemyBase;
}
public void Score(Unit.Team team)
{
if (gameOver) return;
if (team == Unit.Team.Player)
playerScore++;
else
enemyScore++;
UpdateScoreUI();
Debug.Log($"Score: {playerScore} - {enemyScore}");
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;
}