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ASTROBRISK

Infinite scroller android game source.

Screenshots

Main menu PowerUp Shop Game Retry Screen

How does the game work?

Please keep in mind that this readme.md was made for an earlier version of the game. Some stuff may have been changed.

0_main.unity:

MainMenuController

* controls the buttons on the main menu
* controls the audio on the main menu

Canvas/0_MainMenu

* has everything that's included in the main menu
* HEADER: game name, currently "Placeholder Text"
* LoadGame: button to load game
* BOTTOM: stuff on the bottom of the screen, shop button and money display

Canvas/1_PupShop -> MainMenuShop.cs

* gets the loaded powerups and displays them on a list in the shop
* controls the open/close function of the shop 

ConsoleViewerCanvas

* just a debug console drawn on top of everything

PowerUpManager

* singleton. accesible everywhere. always on scene.
* loads all powerups contained in Resources/PowerUps
* acts as an intermediary between the ui and the powerups

1_game.unity:

LevelController

* controls the speed increment and the rate at which the speed will increment

Player

PlayerController.cs
* controls the player position on the screen
* clamps the player pos
* animates the spaceship for a small feedback
* plays sfx
PlayerUI.cs
* fades the curtain out
* shows the current speed in u/s
* shows the currentmoney
* spawns moneytext when you destroy an asteroid
PowerUP_Spawner.cs
* checks if you have any powerups and if they have gameobjects implemented on them. if they do, spawns them in position

Player/PlayerModel/Model

* two types of models. the normal one, with a non broken spaceship, trails, particlesystem, powerups, and the broken one, that enables when you die and disperses the objects with the collision magnitude.

Player/CameraCanvas

* CAMERA_RENDER no longer used
* Game has everything that the player sees when normally playing. RoseCam not longer used
* RetryScreen has the buttons for retrying the game and going back to the main menu

Player/Destroyer

* barrier that destroys everything in its path. useful for asteroids to dissapear when no longer needed.

AsteroidGenerator

* infinitely generates asteroids with the given parameters

Small FAQ

How do I create a new PowerUp?

* create a new PowerUpSO (ScriptableObject, right click -> Create New PowerUp)
* give its parameters
* if it's an active powerup (like the missile shooter), give it a gameobject for instantiating on the player.

Why everytime I open the game, I have to rebuy everything?!

whilst the Load function is implemented on the powerups, I haven't implemented the load ingame YET.

What's this EventsCoroutiner that's creating itself on the game?

a small tool for creating quick coroutines in a function. quick and easy to use, useful for some stuff like delayed starts.

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