├── .gitignore ├── LICENSE.md ├── README.md ├── demo ├── demo.html └── demo.unity3d └── source ├── Assets ├── Animations.meta ├── Animations │ ├── Boss.controller │ ├── Boss.controller.meta │ ├── Boss_Attack.anim │ ├── Boss_Attack.anim.meta │ ├── Boss_Hit.anim │ ├── Boss_Hit.anim.meta │ ├── Boss_Idle.anim │ └── Boss_Idle.anim.meta ├── Materials.meta ├── Materials │ ├── cloud.mat │ └── cloud.mat.meta ├── Prefabs.meta ├── Prefabs │ ├── Boss.prefab │ ├── Boss.prefab.meta │ ├── BossShot.prefab │ ├── BossShot.prefab.meta │ ├── EnemyShot1.prefab │ ├── EnemyShot1.prefab.meta │ ├── Particles.meta │ ├── Particles │ │ ├── FireEffect.prefab │ │ ├── FireEffect.prefab.meta │ │ ├── SmokeEffect.prefab │ │ └── SmokeEffect.prefab.meta │ ├── Platform1.prefab │ ├── Platform1.prefab.meta │ ├── Platform2.prefab │ ├── Platform2.prefab.meta │ ├── Player.prefab │ ├── Player.prefab.meta │ ├── PlayerShot.prefab │ ├── PlayerShot.prefab.meta │ ├── Poulpi.prefab │ └── Poulpi.prefab.meta ├── Resources.meta ├── Resources │ ├── GUISkin.guiskin │ └── GUISkin.guiskin.meta ├── Scenes.meta ├── Scenes │ ├── Menu.unity │ ├── Menu.unity.meta │ ├── Stage1.unity │ ├── Stage1.unity.meta │ ├── TestAnimations.unity │ └── TestAnimations.unity.meta ├── Scripts.meta ├── Scripts │ ├── BossScript.cs │ ├── BossScript.cs.meta │ ├── EnemyScript.cs │ ├── EnemyScript.cs.meta │ ├── GameOverScript.cs │ ├── GameOverScript.cs.meta │ ├── HealthScript.cs │ ├── HealthScript.cs.meta │ ├── MenuScript.cs │ ├── MenuScript.cs.meta │ ├── MoveScript.cs │ ├── MoveScript.cs.meta │ ├── PlayerScript.cs │ ├── PlayerScript.cs.meta │ ├── RendererExtensions.cs │ ├── RendererExtensions.cs.meta │ ├── ScrollingScript.cs │ ├── ScrollingScript.cs.meta │ ├── ShotScript.cs │ ├── ShotScript.cs.meta │ ├── SoundEffectsHelper.cs │ ├── SoundEffectsHelper.cs.meta │ ├── SpecialEffectsHelper.cs │ ├── SpecialEffectsHelper.cs.meta │ ├── WeaponScript.cs │ └── WeaponScript.cs.meta ├── Sounds.meta ├── Sounds │ ├── Spintronic - Firecrackers.mp3 │ ├── Spintronic - Firecrackers.mp3.meta │ ├── sound_explosion.wav │ ├── sound_explosion.wav.meta │ ├── sound_shot_enemy.wav │ ├── sound_shot_enemy.wav.meta │ ├── sound_shot_player.wav │ └── sound_shot_player.wav.meta ├── Sprites.meta └── Sprites │ ├── Menu.meta │ ├── Menu │ ├── background.png │ ├── background.png.meta │ ├── button.png │ ├── button.png.meta │ ├── logo.png │ └── logo.png.meta │ ├── background.png │ ├── background.png.meta │ ├── boss.png │ ├── boss.png.meta │ ├── cloud.png │ ├── cloud.png.meta │ ├── platforms.png │ ├── platforms.png.meta │ ├── player.png │ ├── player.png.meta │ ├── poulpi.png │ ├── poulpi.png.meta │ ├── shot.png │ ├── shot.png.meta │ ├── shot_boss.png │ ├── shot_boss.png.meta │ ├── shot_poulpi.png │ └── shot_poulpi.png.meta └── ProjectSettings ├── AudioManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NavMeshLayers.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset └── TimeManager.asset /.gitignore: -------------------------------------------------------------------------------- 1 | # =============== # 2 | # Unity generated # 3 | # =============== # 4 | Temp/ 5 | Obj/ 6 | UnityGenerated/ 7 | Library/ 8 | 9 | # ===================================== # 10 | # Visual Studio / MonoDevelop generated # 11 | # ===================================== # 12 | ExportedObj/ 13 | *.svd 14 | *.userprefs 15 | *.csproj 16 | *.pidb 17 | *.suo 18 | *.sln 19 | *.user 20 | *.unityproj 21 | *.booproj 22 | 23 | # ============ # 24 | # OS generated # 25 | # ============ # 26 | .DS_Store 27 | .DS_Store? 28 | ._* 29 | .Spotlight-V100 30 | .Trashes 31 | Icon? 32 | ehthumbs.db 33 | Thumbs.db -------------------------------------------------------------------------------- /LICENSE.md: -------------------------------------------------------------------------------- 1 | LICENSES 2 | =========== 3 | 4 | ## Source code and sounds 5 | 6 | The provided source code and the sounds, except the music, are licensed under the [MIT License][http://opensource.org/licenses/MIT) 7 | 8 | The MIT License (MIT) 9 | 10 | Copyright (c) 2013 Pixelnest Studio 11 | 12 | Permission is hereby granted, free of charge, to any person obtaining a copy 13 | of this software and associated documentation files (the "Software"), to deal 14 | in the Software without restriction, including without limitation the rights 15 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 16 | copies of the Software, and to permit persons to whom the Software is 17 | furnished to do so, subject to the following conditions: 18 | 19 | The above copyright notice and this permission notice shall be included in 20 | all copies or substantial portions of the Software. 21 | 22 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 23 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 24 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 25 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 26 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 27 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN 28 | THE SOFTWARE. 29 | 30 | ## Images, sprites, graphical assets 31 | 32 | All images are licensed [CC-BY-NC](http://creativecommons.org/licenses/by-nc/2.0/). They are from the game The Great Paper Adventure and have been by [Thibault Person](http://twitter.com/mrlapinou). 33 | 34 | You are free: 35 | 36 | - to Share — to copy, distribute and transmit the work 37 | - to Remix — to adapt the work 38 | 39 | Under the following conditions: 40 | 41 | - Attribution — You must attribute the work in the manner specified by the author or licensor (but not in any way that suggests that they endorse you or your use of the work). 42 | - Noncommercial — You may not use this work for commercial purposes. 43 | 44 | With the understanding that: 45 | 46 | - Waiver — Any of the above conditions can be waived if you get permission from the copyright holder. 47 | - Public Domain — Where the work or any of its elements is in the public domain under applicable law, that status is in no way affected by the license. 48 | - Other Rights — In no way are any of the following rights affected by the license: 49 | 50 | - Your fair dealing or fair use rights, or other applicable copyright exceptions and limitations; 51 | - The author's moral rights; 52 | - Rights other persons may have either in the work itself or in how the work is used, such as publicity or privacy rights. 53 | 54 | ## Music 55 | 56 | Firecracker, a song of Spintronic (Cyril Brouillard) under CC-BY-NC license). See [http://spintronic.fr][http://spintronic.fr] for more information and more songs. 57 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | Make a 2D game with Unity 5 2 | ============================= 3 | 4 | This is the repository related to our tutorial [Creating a 2D game with Unity](http://pixelnest.io/tutorials/2d-game-unity/). 5 | 6 | It contains the final source code, assets and license information of our little demo project, a shoot them up based on [The Great Paper Adventure](http://dmayance.com/the-great-paper-adventure-of/). 7 | 8 | -------------------------------------------------------------------------------- /demo/demo.html: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | Unity Web Player | A 2D game Unity tutorial 6 | 7 | 15 | 63 | 117 | 118 | 119 |

Unity Web Player | A 2D game Unity tutorial

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123 | 124 | Unity Web Player. Install now! 125 | 126 |
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-------------------------------------------------------------------------------- /source/Assets/Scenes/TestAnimations.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5e249d76a34015c498d9b8e500b5f501 3 | DefaultImporter: 4 | userData: 5 | -------------------------------------------------------------------------------- /source/Assets/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 696687a019c1f76428a36187e0eb9ef7 3 | folderAsset: yes 4 | DefaultImporter: 5 | userData: 6 | -------------------------------------------------------------------------------- /source/Assets/Scripts/BossScript.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | /// 4 | /// Enemy generic behavior 5 | /// 6 | public class BossScript : MonoBehaviour 7 | { 8 | private bool hasSpawn; 9 | 10 | // Component references 11 | private MoveScript moveScript; 12 | private WeaponScript[] weapons; 13 | private Animator animator; 14 | private SpriteRenderer[] renderers; 15 | 16 | // Boss pattern (bot really an AI) 17 | public float minAttackCooldown = 0.5f; 18 | public float maxAttackCooldown = 2f; 19 | 20 | private float aiCooldown; 21 | private bool isAttacking; 22 | private Vector2 positionTarget; 23 | 24 | void Awake() 25 | { 26 | // Retrieve the weapon only once 27 | weapons = GetComponentsInChildren(); 28 | 29 | // Retrieve scripts to disable when not spawn 30 | moveScript = GetComponent(); 31 | 32 | // Get the animator 33 | animator = GetComponent(); 34 | 35 | // Get the renderers in children 36 | renderers = GetComponentsInChildren(); 37 | } 38 | 39 | void Start() 40 | { 41 | hasSpawn = false; 42 | 43 | // Disable everything 44 | // -- collider 45 | GetComponent().enabled = false; 46 | // -- Moving 47 | moveScript.enabled = false; 48 | // -- Shooting 49 | foreach (WeaponScript weapon in weapons) 50 | { 51 | weapon.enabled = false; 52 | } 53 | 54 | // Default behavior 55 | isAttacking = false; 56 | aiCooldown = maxAttackCooldown; 57 | } 58 | 59 | void Update() 60 | { 61 | // Check if the enemy has spawned 62 | if (hasSpawn == false) 63 | { 64 | // We check only the first renderer for simplicity. 65 | // But we don't know if it's the body, and eye or the mouth... 66 | if (renderers[0].IsVisibleFrom(Camera.main)) 67 | { 68 | Spawn(); 69 | } 70 | } 71 | else 72 | { 73 | // AI 74 | //------------------------------------ 75 | // Move or attack. permute. Repeat. 76 | aiCooldown -= Time.deltaTime; 77 | 78 | if (aiCooldown <= 0f) 79 | { 80 | isAttacking = !isAttacking; 81 | aiCooldown = Random.Range(minAttackCooldown, maxAttackCooldown); 82 | positionTarget = Vector2.zero; 83 | 84 | // Set or unset the attack animation 85 | animator.SetBool("Attack", isAttacking); 86 | } 87 | 88 | // Attack 89 | //---------- 90 | if (isAttacking) 91 | { 92 | // Stop any movement 93 | moveScript.direction = Vector2.zero; 94 | 95 | foreach (WeaponScript weapon in weapons) 96 | { 97 | if (weapon != null && weapon.enabled && weapon.CanAttack) 98 | { 99 | weapon.Attack(true); 100 | SoundEffectsHelper.Instance.MakeEnemyShotSound(); 101 | } 102 | } 103 | } 104 | // Move 105 | //---------- 106 | else 107 | { 108 | // Define a target? 109 | if (positionTarget == Vector2.zero) 110 | { 111 | // Get a point on the screen, convert to world 112 | Vector2 randomPoint = new Vector2(Random.Range(0f, 1f), Random.Range(0f, 1f)); 113 | 114 | positionTarget = Camera.main.ViewportToWorldPoint(randomPoint); 115 | } 116 | 117 | // Are we at the target? If so, find a new one 118 | if (GetComponent().OverlapPoint(positionTarget)) 119 | { 120 | // Reset, will be set at the next frame 121 | positionTarget = Vector2.zero; 122 | } 123 | 124 | // Go to the point 125 | Vector3 direction = ((Vector3)positionTarget - this.transform.position); 126 | 127 | // Remember to use the move script 128 | moveScript.direction = Vector3.Normalize(direction); 129 | } 130 | } 131 | } 132 | 133 | private void Spawn() 134 | { 135 | hasSpawn = true; 136 | 137 | // Enable everything 138 | // -- Collider 139 | GetComponent().enabled = true; 140 | // -- Moving 141 | moveScript.enabled = true; 142 | // -- Shooting 143 | foreach (WeaponScript weapon in weapons) 144 | { 145 | weapon.enabled = true; 146 | } 147 | 148 | // Stop the main scrolling 149 | foreach (ScrollingScript scrolling in FindObjectsOfType()) 150 | { 151 | if (scrolling.isLinkedToCamera) 152 | { 153 | scrolling.speed = Vector2.zero; 154 | } 155 | } 156 | } 157 | 158 | void OnTriggerEnter2D(Collider2D otherCollider2D) 159 | { 160 | // Taking damage? Change animation 161 | ShotScript shot = otherCollider2D.gameObject.GetComponent(); 162 | if (shot != null) 163 | { 164 | if (shot.isEnemyShot == false) 165 | { 166 | // Stop attacks and start moving awya 167 | aiCooldown = Random.Range(minAttackCooldown, maxAttackCooldown); 168 | isAttacking = false; 169 | 170 | // Change animation 171 | animator.SetTrigger("Hit"); 172 | } 173 | } 174 | } 175 | 176 | void OnDrawGizmos() 177 | { 178 | // A little tip: you can display debug information in your scene with Gizmos 179 | if (hasSpawn && isAttacking == false) 180 | { 181 | Gizmos.DrawSphere(positionTarget, 0.5f); 182 | } 183 | } 184 | } -------------------------------------------------------------------------------- /source/Assets/Scripts/BossScript.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 459946d29af33954c8e7565e005e220f 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /source/Assets/Scripts/EnemyScript.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | /// 4 | /// Enemy generic behavior 5 | /// 6 | public class EnemyScript : MonoBehaviour 7 | { 8 | private bool hasSpawn; 9 | private MoveScript moveScript; 10 | private WeaponScript[] weapons; 11 | 12 | void Awake() 13 | { 14 | // Retrieve the weapon only once 15 | weapons = GetComponentsInChildren(); 16 | 17 | // Retrieve scripts to disable when not spawn 18 | moveScript = GetComponent(); 19 | } 20 | 21 | void Start() 22 | { 23 | hasSpawn = false; 24 | 25 | // Disable everything 26 | // -- collider 27 | GetComponent().enabled = false; 28 | // -- Moving 29 | moveScript.enabled = false; 30 | // -- Shooting 31 | foreach (WeaponScript weapon in weapons) 32 | { 33 | weapon.enabled = false; 34 | } 35 | } 36 | 37 | void Update() 38 | { 39 | // Check if the enemy has spawned 40 | if (hasSpawn == false) 41 | { 42 | if (GetComponent().IsVisibleFrom(Camera.main)) 43 | { 44 | Spawn(); 45 | } 46 | } 47 | else 48 | { 49 | // Auto-fire 50 | foreach (WeaponScript weapon in weapons) 51 | { 52 | if (weapon != null && weapon.enabled && weapon.CanAttack) 53 | { 54 | weapon.Attack(true); 55 | SoundEffectsHelper.Instance.MakeEnemyShotSound(); 56 | } 57 | } 58 | 59 | // Out of camera? 60 | if (GetComponent().IsVisibleFrom(Camera.main) == false) 61 | { 62 | Destroy(gameObject); 63 | } 64 | } 65 | } 66 | 67 | private void Spawn() 68 | { 69 | hasSpawn = true; 70 | 71 | // Enable everything 72 | // -- Collider 73 | GetComponent().enabled = true; 74 | // -- Moving 75 | moveScript.enabled = true; 76 | // -- Shooting 77 | foreach (WeaponScript weapon in weapons) 78 | { 79 | weapon.enabled = true; 80 | } 81 | } 82 | } -------------------------------------------------------------------------------- /source/Assets/Scripts/EnemyScript.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: eebbbee48ddff5444a60c58daa77e5cc 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /source/Assets/Scripts/GameOverScript.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.UI; 3 | 4 | /// 5 | /// Start or quit the game 6 | /// 7 | public class GameOverScript : MonoBehaviour 8 | { 9 | private Button[] buttons; 10 | 11 | void Awake() 12 | { 13 | // Get the buttons 14 | buttons = GetComponentsInChildren