├── Sprites ├── Fish.png └── Fish.pxm ├── ProjectSettings ├── ProjectVersion.txt ├── EditorBuildSettings.asset ├── NetworkManager.asset ├── TimeManager.asset ├── AudioManager.asset ├── EditorSettings.asset ├── TagManager.asset ├── DynamicsManager.asset ├── Physics2DSettings.asset ├── GraphicsSettings.asset ├── NavMeshAreas.asset ├── QualitySettings.asset ├── InputManager.asset └── ProjectSettings.asset ├── Assets ├── Sprites │ ├── Fish.png │ └── Fish.png.meta ├── Scenes │ ├── Level_01.unity.meta │ └── Level_01.unity ├── Prefabs │ ├── AiFish.prefab.meta │ ├── Player.prefab.meta │ ├── Player.prefab │ └── AiFish.prefab ├── Prefabs.meta ├── Scenes.meta ├── Scripts.meta ├── Sprites.meta └── Scripts │ ├── FishSpawn.cs.meta │ ├── AIFishController.cs.meta │ ├── PlayerController.cs.meta │ ├── ScoreLabelUpdater.cs.meta │ ├── ScoreLabelUpdater.cs │ ├── FishSpawn.cs │ ├── PlayerController.cs │ └── AIFishController.cs ├── CannibalFish.sublime-project ├── .gitignore └── CannibalFish.sublime-workspace /Sprites/Fish.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/CoR/CannibalFish/master/Sprites/Fish.png -------------------------------------------------------------------------------- /Sprites/Fish.pxm: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/CoR/CannibalFish/master/Sprites/Fish.pxm -------------------------------------------------------------------------------- /ProjectSettings/ProjectVersion.txt: -------------------------------------------------------------------------------- 1 | m_EditorVersion: 5.0.1f1 2 | m_StandardAssetsVersion: 0 3 | -------------------------------------------------------------------------------- /Assets/Sprites/Fish.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/CoR/CannibalFish/master/Assets/Sprites/Fish.png -------------------------------------------------------------------------------- /ProjectSettings/EditorBuildSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!1045 &1 4 | EditorBuildSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | m_Scenes: [] 8 | -------------------------------------------------------------------------------- /CannibalFish.sublime-project: -------------------------------------------------------------------------------- 1 | { 2 | "folders": 3 | [ 4 | { 5 | "path": "Assets/Scripts", 6 | "file_exclude_patterns": 7 | [ 8 | "*.dll", 9 | "*.meta" 10 | ] 11 | } 12 | ] 13 | } -------------------------------------------------------------------------------- /ProjectSettings/NetworkManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!149 &1 4 | 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/Assets/Prefabs/AiFish.prefab.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9481d10f199c64faf9699a676cf06ad0 3 | timeCreated: 1429908888 4 | licenseType: Free 5 | NativeFormatImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Prefabs/Player.prefab.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4912cd98fedd2436cb89c4fd2ce4512e 3 | timeCreated: 1429891755 4 | licenseType: Free 5 | NativeFormatImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Prefabs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c84b328edb7df4af09d407812d1258c9 3 | folderAsset: 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-------------------------------------------------------------------------------- /Assets/Sprites.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 7dd50aac77ace48ab85112c5ac10175e 3 | folderAsset: yes 4 | timeCreated: 1429825885 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Scripts/FishSpawn.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e68120cb9b83e42c08e662bcdf99cd30 3 | timeCreated: 1429908341 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Scripts/AIFishController.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c6720e866291e48c29f8a07ba0ab7167 3 | timeCreated: 1429891916 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Scripts/PlayerController.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: bb8fb9357a4d14c5dadb406ebcc960a5 3 | timeCreated: 1429826922 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/Scripts/ScoreLabelUpdater.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1a06f8ab304104efa9041ea529e893ab 3 | timeCreated: 1429901650 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /ProjectSettings/AudioManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!11 &1 4 | AudioManager: 5 | m_ObjectHideFlags: 0 6 | m_Volume: 1 7 | Rolloff Scale: 1 8 | Doppler Factor: 1 9 | Default Speaker Mode: 2 10 | m_SampleRate: 0 11 | m_DSPBufferSize: 0 12 | m_VirtualVoiceCount: 512 13 | m_RealVoiceCount: 32 14 | m_DisableAudio: 0 15 | -------------------------------------------------------------------------------- /ProjectSettings/EditorSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!159 &1 4 | EditorSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 3 7 | m_ExternalVersionControlSupport: Visible Meta Files 8 | m_SerializationMode: 2 9 | m_WebSecurityEmulationEnabled: 0 10 | m_WebSecurityEmulationHostUrl: http://www.mydomain.com/mygame.unity3d 11 | m_DefaultBehaviorMode: 1 12 | m_SpritePackerMode: 2 13 | -------------------------------------------------------------------------------- /Assets/Scripts/ScoreLabelUpdater.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.UI; 3 | using System.Collections; 4 | 5 | public class ScoreLabelUpdater : MonoBehaviour { 6 | 7 | public PlayerController playerController; 8 | 9 | // Use this for initialization 10 | void Start () { 11 | 12 | } 13 | 14 | // Update is called once per frame 15 | void Update () { 16 | GetComponent().text = "Score " + playerController.currentLevel; 17 | } 18 | } 19 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | # =============== # 2 | # Unity generated # 3 | # =============== # 4 | Temp/ 5 | Library/ 6 | 7 | # ===================================== # 8 | # Visual Studio / MonoDevelop generated # 9 | # ===================================== # 10 | ExportedObj/ 11 | obj/ 12 | *.svd 13 | *.userprefs 14 | /*.csproj 15 | *.pidb 16 | *.suo 17 | /*.sln 18 | *.user 19 | *.unityproj 20 | *.booproj 21 | 22 | # Sublime text 23 | 24 | # ============ # 25 | # OS generated # 26 | # ============ # 27 | .DS_Store 28 | .DS_Store? 29 | ._* 30 | .Spotlight-V100 31 | .Trashes 32 | ehthumbs.db 33 | 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m_ObjectHideFlags: 0 6 | m_Gravity: {x: 0, y: -9.81000042, z: 0} 7 | m_DefaultMaterial: {fileID: 0} 8 | m_BounceThreshold: 2 9 | m_SleepThreshold: .00499999989 10 | m_DefaultContactOffset: .00999999978 11 | m_SolverIterationCount: 6 12 | m_RaycastsHitTriggers: 1 13 | m_EnableAdaptiveForce: 0 14 | m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff 15 | -------------------------------------------------------------------------------- /Assets/Scripts/FishSpawn.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class FishSpawn : MonoBehaviour { 5 | 6 | public GameObject enemyToSpawn; 7 | public float previousSpawnTimeStamp; 8 | public float delayBetweenSpawns = 5f; 9 | 10 | // Use this for initialization 11 | void Start () { 12 | previousSpawnTimeStamp = Time.time; 13 | 14 | } 15 | 16 | // Update is called once per frame 17 | void Update () { 18 | 19 | if (Time.time > previousSpawnTimeStamp + delayBetweenSpawns) { 20 | SpawnEnemyNow(); 21 | 22 | } 23 | 24 | 25 | } 26 | 27 | void SpawnEnemyNow() { 28 | GameObject clone; 29 | clone = Instantiate(enemyToSpawn, transform.position, transform.rotation) as GameObject; 30 | clone.GetComponent().enabled = true; 31 | previousSpawnTimeStamp = Time.time; 32 | } 33 | } 34 | -------------------------------------------------------------------------------- /ProjectSettings/Physics2DSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!19 &1 4 | Physics2DSettings: 5 | m_ObjectHideFlags: 0 6 | m_Gravity: {x: 0, y: 0} 7 | m_DefaultMaterial: {fileID: 0} 8 | m_VelocityIterations: 8 9 | m_PositionIterations: 3 10 | 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cost: 1 52 | - name: 53 | cost: 1 54 | - name: 55 | cost: 1 56 | - name: 57 | cost: 1 58 | - name: 59 | cost: 1 60 | - name: 61 | cost: 1 62 | - name: 63 | cost: 1 64 | - name: 65 | cost: 1 66 | - name: 67 | cost: 1 68 | - name: 69 | cost: 1 70 | - name: 71 | cost: 1 72 | -------------------------------------------------------------------------------- /Assets/Sprites/Fish.png.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4e26a6d528d894e1ca713cc12f495475 3 | timeCreated: 1429826672 4 | licenseType: Free 5 | TextureImporter: 6 | fileIDToRecycleName: {} 7 | serializedVersion: 2 8 | mipmaps: 9 | mipMapMode: 0 10 | enableMipMap: 1 11 | linearTexture: 0 12 | correctGamma: 0 13 | fadeOut: 0 14 | borderMipMap: 0 15 | mipMapFadeDistanceStart: 1 16 | mipMapFadeDistanceEnd: 3 17 | bumpmap: 18 | convertToNormalMap: 0 19 | externalNormalMap: 0 20 | heightScale: .25 21 | normalMapFilter: 0 22 | isReadable: 0 23 | 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System.Collections; 3 | 4 | public class PlayerController : MonoBehaviour { 5 | 6 | Rigidbody2D rb; 7 | public float moveSpeedMultiplier = 0.05f; 8 | public float slowDownMultiplier = 0.999f; 9 | 10 | public float growValuePerLevel = 0.1f; 11 | public float growValuePerUpdate = 0.01f; 12 | 13 | public bool facingRight = true; 14 | 15 | public float deadZone = 0.2f; 16 | 17 | public int currentLevel = 0; 18 | 19 | float initialWidth = 1f; 20 | 21 | // Use this for initialization 22 | void Start () { 23 | rb = GetComponent(); 24 | initialWidth = transform.localScale.x; 25 | } 26 | 27 | // Update is called once per frame 28 | void Update () { 29 | 30 | float horizontalInput = Input.GetAxis("Horizontal"); 31 | float verticalInput = Input.GetAxis("Vertical"); 32 | 33 | Vector2 inputVector = new Vector2(horizontalInput, verticalInput); 34 | 35 | 36 | rb.velocity += (moveSpeedMultiplier * inputVector); 37 | 38 | if (Mathf.Abs(horizontalInput) <= deadZone) { 39 | rb.velocity = new Vector2(rb.velocity.x * slowDownMultiplier, rb.velocity.y); 40 | } 41 | 42 | if (Mathf.Abs(verticalInput) <= deadZone) { 43 | rb.velocity = new Vector2(rb.velocity.x, rb.velocity.y * slowDownMultiplier); 44 | } 45 | 46 | 47 | } 48 | 49 | void FixedUpdate() { 50 | 51 | float horizontalSpeed = rb.velocity.x; 52 | 53 | // flip the transform when we're facing the wrong direction 54 | if (horizontalSpeed > 0 && !facingRight) { 55 | Flip (); 56 | } 57 | else if (horizontalSpeed < 0 && facingRight) { 58 | Flip (); 59 | } 60 | 61 | UpdateSize(); 62 | } 63 | 64 | void Flip() { 65 | facingRight = !facingRight; 66 | Vector3 scale = transform.localScale; 67 | scale.x *= -1; // flip the transform 68 | transform.localScale = scale; 69 | } 70 | 71 | void UpdateSize() { 72 | 73 | Vector3 scale = transform.localScale; 74 | 75 | if (Mathf.Abs(scale.x) < initialWidth + currentLevel * growValuePerLevel - growValuePerUpdate) { 76 | scale.x *= (1 + growValuePerUpdate); 77 | scale.y *= (1 + growValuePerUpdate); 78 | } 79 | 80 | else if (Mathf.Abs(scale.x) > initialWidth + currentLevel * growValuePerLevel + growValuePerUpdate) { 81 | scale.x *= (1 - growValuePerUpdate); 82 | scale.y *= (1 - growValuePerUpdate); 83 | } 84 | 85 | transform.localScale = scale; 86 | 87 | } 88 | 89 | } 90 | -------------------------------------------------------------------------------- /Assets/Scripts/AIFishController.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections; 3 | 4 | public class AIFishController : MonoBehaviour { 5 | 6 | Rigidbody2D rb; 7 | public PlayerController playerController; 8 | 9 | 10 | public float moveSpeedMultiplier = 0.05f; 11 | public float slowDownMultiplier = 0.999f; 12 | 13 | public float growValuePerLevel = 0.1f; 14 | public float growValuePerUpdate = 0.01f; 15 | 16 | public bool facingRight = true; 17 | 18 | public float deadZone = 0.2f; 19 | 20 | public bool enabled = false; 21 | 22 | public int currentLevel = 0; 23 | 24 | float initialWidth = 1f; 25 | 26 | public float horizontalSpeed = 3f; 27 | public float verticalSpeed = 0f; 28 | 29 | 30 | public int playerLayer = 8; 31 | 32 | bool alive = true; // a bool to prevent double collisions 33 | 34 | 35 | // Use this for initialization 36 | void Start () { 37 | rb = GetComponent(); 38 | initialWidth = transform.localScale.x; 39 | } 40 | 41 | // Update is called once per frame 42 | void Update () { 43 | 44 | 45 | // PLAYER INPUT ISN'T NEEDED 46 | // ------------------------- 47 | 48 | // float horizontalInput = Input.GetAxis("Horizontal"); 49 | // float verticalInput = Input.GetAxis("Vertical"); 50 | 51 | // Vector2 inputVector = new Vector2(horizontalInput, verticalInput); 52 | 53 | 54 | // rb.velocity += (moveSpeedMultiplier * inputVector); 55 | 56 | // if (Mathf.Abs(horizontalInput) <= deadZone) { 57 | // rb.velocity = new Vector2(rb.velocity.x * slowDownMultiplier, rb.velocity.y); 58 | // } 59 | 60 | // if (Mathf.Abs(verticalInput) <= deadZone) { 61 | // rb.velocity = new Vector2(rb.velocity.x, rb.velocity.y * slowDownMultiplier); 62 | // } 63 | 64 | 65 | if (enabled) { 66 | 67 | Vector2 newVelocity = new Vector2(horizontalSpeed, verticalSpeed); 68 | rb.velocity = newVelocity; 69 | } 70 | 71 | } 72 | 73 | void FixedUpdate() { 74 | 75 | float horizontalSpeed = rb.velocity.x; 76 | 77 | // flip the transform when we're facing the wrong direction 78 | if (horizontalSpeed > 0 && !facingRight) { 79 | Flip (); 80 | } 81 | else if (horizontalSpeed < 0 && facingRight) { 82 | Flip (); 83 | } 84 | 85 | UpdateSize(); 86 | } 87 | 88 | void Flip() { 89 | facingRight = !facingRight; 90 | Vector3 scale = transform.localScale; 91 | scale.x *= -1; // flip the transform 92 | transform.localScale = scale; 93 | } 94 | 95 | void UpdateSize() { 96 | 97 | Vector3 scale = transform.localScale; 98 | 99 | if (Mathf.Abs(scale.x) < initialWidth + currentLevel * growValuePerLevel - growValuePerUpdate) { 100 | scale.x 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