Updated Unity Version

Added graphics options and rendering quality level settings
Added new movement patterns to the dumb enemy AI
Added chance for Coward Enemies to drop a random
Added method to correctly reset the game variables on death and win screens
Updated the UI to work on different resolutions without breaking
Moved Sprites into a sprites folder
Fixed issue where score would overflow the int because the multiplier was too high
Fixed issue where new lives gained from the score breakpoints were not being calculated correctly
Fixed issue where clicking off a menu element then trying to control the menu with the controller did not correctly reselect a menu item
Fixed issue where enemies colliding with the outer boundary too much would break the sfx and music (i assume from a buffering issue)
This commit is contained in:
iDunnoDev
2022-07-23 14:43:52 +01:00
committed by iDunnoDev
parent fb3415c7b2
commit 62254a0332
145 changed files with 26991 additions and 1397 deletions

View File

@ -31,14 +31,19 @@ public class DumbEnemyHoverMovement : HoverMovement
private bool _aiJump;
public float maxRNGThrust;
public float movementDecayRate;
public float movementTickMax;
private float _movementCurrentTick;
public float movementDecayRate;
private List<TimerHelper> _movementMoveTimers = new List<TimerHelper>();
public float patternChangeInterval;
private TimerHelper _movementPatternTimer;
private float _currentHoldHeight;
private float _heightChangeTick;
public float heightChangeInterval;
private int _currentPattern;
private int _nextThrustDir;
private int _nextTurnDir;
protected override void DoAwakeTasks()
{
base.DoAwakeTasks();
@ -64,6 +69,10 @@ public class DumbEnemyHoverMovement : HoverMovement
_currentHoldHeight = GetCurrentHeight();
_heightChangeTick = 0.0f;
_movementPatternTimer = new TimerHelper(patternChangeInterval, false);
_movementPatternTimer.HasTicked(patternChangeInterval + 100.0f);
_currentPattern = Random.Range(0, 4);
BaseOnStart();
// Custom start stuff can go here
}
@ -97,35 +106,126 @@ public class DumbEnemyHoverMovement : HoverMovement
float playerHeight = _player.GetComponent<PlayerHoverMovement>().GetCurrentHeight();
_aiVert = 1;
if (_movementCurrentTick >= movementTickMax)
if (_movementPatternTimer.HasTicked(currentTimeStep))
{
// Pick a random horz value
if (_aiHorz == 0)
_currentPattern = Random.Range(0, 4);
_movementMoveTimers.Clear();
switch (_currentPattern)
{
_aiHorz = Random.Range(0, maxRNGThrust);
default:
case 0:
int dirRandom = Random.Range(0, 2);
if (dirRandom == 0)
{
_nextTurnDir = -1;
}
else
{
_nextTurnDir = 1;
}
_movementMoveTimers.Add(new TimerHelper(30.0f, false));
_movementMoveTimers.Add(new TimerHelper(3.0f, false));
break;
case 1:
_movementMoveTimers.Add(new TimerHelper(10.0f));
break;
case 2:
int zigRandom = Random.Range(0, 2);
if (zigRandom == 0)
{
_nextTurnDir = -1;
}
else
{
_nextTurnDir = 1;
}
_movementMoveTimers.Add(new TimerHelper(3.0f, false));
break;
case 3:
_movementMoveTimers.Add(new TimerHelper(15.0f, false));
break;
}
// Pick a random vert value
if (_aiVert == 0)
{
_aiVert = Random.Range(0, maxRNGThrust);
}
_movementCurrentTick = 0.0f;
_movementPatternTimer.RestartTimer();
}
else
{
// Reset the variables to stop it turning/moving
if (_aiHorz > 0)
switch (_currentPattern)
{
_aiHorz = Mathf.Clamp(_aiHorz - movementDecayRate, 0, maxRNGThrust); ;
}
if (_aiVert > 0)
{
_aiVert = Mathf.Clamp(_aiVert - movementDecayRate, 0, maxRNGThrust);
}
default:
case 0:
_aiVert = 1.0f;
if (_movementMoveTimers[0].HasTicked(currentTimeStep))
{
if (_movementMoveTimers[1].HasTicked(currentTimeStep))
{
int dirRandom = Random.Range(0, 2);
if (dirRandom == 0)
{
_nextTurnDir = -1;
}
else
{
_nextTurnDir = 1;
}
_movementCurrentTick += currentTimeStep;
_movementMoveTimers[0].RestartTimer();
_movementMoveTimers[1].RestartTimer();
}
else
{
_aiHorz = _nextTurnDir;
}
}
else
{
_aiHorz = 0.0f;
}
break;
case 1:
_aiVert = 1.0f;
if (_movementMoveTimers[0].HasTicked(currentTimeStep))
{
int dirTimesRan = _movementMoveTimers[0].TimesRun % 2;
if (dirTimesRan == 0)
{
_aiHorz = 1;
}
else
{
_aiHorz = -1;
}
}
break;
case 2:
_aiVert = 1.0f;
if (_movementMoveTimers[0].HasTicked(currentTimeStep))
{
_nextTurnDir *= -1;
_movementMoveTimers[0].RestartTimer();
}
else
{
_aiHorz = _nextTurnDir;
}
break;
case 3:
if (_movementMoveTimers[0].HasTicked(currentTimeStep))
{
_nextThrustDir = Random.Range(0, 2);
_nextTurnDir = Random.Range(-1, 2);
_movementMoveTimers[0].RestartTimer();
}
else
{
_aiVert = _nextThrustDir;
_aiHorz = _nextTurnDir;
}
break;
}
}
if (_currentHoldHeight >= GetCurrentHeight())
@ -188,7 +288,7 @@ public class DumbEnemyHoverMovement : HoverMovement
if (vertInput > 0)
{
_thrusting = true;
_thrustDirection = 1;
_thrustDirection = 1.0f * _aiVert;
if (_residualThrust < residualThrustMax)
{
_residualThrust += residualThrustStep * currentTimeStep;
@ -208,7 +308,7 @@ public class DumbEnemyHoverMovement : HoverMovement
else
{
_thrusting = true;
_thrustDirection = -1;
_thrustDirection = -1.0f * _aiVert;
}
}
else
@ -224,7 +324,7 @@ public class DumbEnemyHoverMovement : HoverMovement
else
{
_thrusting = false;
_thrustDirection = 0;
_thrustDirection = 0.0f;
}
}