├── .gitignore ├── .vscode ├── extensions.json ├── launch.json └── settings.json ├── Assets ├── Fonts.meta ├── Fonts │ ├── Square.ttf │ ├── Square.ttf.meta │ ├── Squareo.ttf │ └── Squareo.ttf.meta ├── Physics.meta ├── Physics │ ├── Bouncy.physicsMaterial2D │ └── Bouncy.physicsMaterial2D.meta ├── Prefabs.meta ├── Prefabs │ ├── Asteroid.prefab │ ├── Asteroid.prefab.meta │ ├── Bullet.prefab │ └── Bullet.prefab.meta ├── Scenes.meta ├── Scenes │ ├── Asteroids.unity │ └── Asteroids.unity.meta ├── Scripts.meta ├── Scripts │ ├── Asteroid.cs │ ├── Asteroid.cs.meta │ ├── AsteroidSpawner.cs │ ├── AsteroidSpawner.cs.meta │ ├── Bullet.cs │ ├── Bullet.cs.meta │ ├── GameManager.cs │ ├── GameManager.cs.meta │ ├── Player.cs │ └── Player.cs.meta ├── Sprites.meta └── Sprites │ ├── Asteroid_01.png │ ├── Asteroid_01.png.meta │ ├── Asteroid_02.png │ ├── Asteroid_02.png.meta │ ├── Asteroid_03.png │ ├── Asteroid_03.png.meta │ ├── Asteroid_04.png │ ├── Asteroid_04.png.meta │ ├── Illustrator~ │ ├── Asteroid.ai │ └── Player.ai │ ├── Lives.png │ ├── Lives.png.meta │ ├── Player.png │ ├── Player.png.meta │ ├── Square.png │ └── Square.png.meta ├── Packages ├── manifest.json └── packages-lock.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── PackageManagerSettings.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityConnectSettings.asset ├── VFXManager.asset ├── VersionControlSettings.asset └── XRSettings.asset └── README.md /.gitignore: -------------------------------------------------------------------------------- 1 | # This .gitignore file should be placed at the root of your Unity project directory 2 | # 3 | # Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore 4 | # 5 | /[Ll]ibrary/ 6 | /[Tt]emp/ 7 | /[Oo]bj/ 8 | /[Bb]uild/ 9 | /[Bb]uilds/ 10 | /[Ll]ogs/ 11 | /[Uu]ser[Ss]ettings/ 12 | 13 | # MemoryCaptures can get excessive in size. 14 | # They also could contain extremely sensitive data 15 | /[Mm]emoryCaptures/ 16 | 17 | # Asset meta data should only be ignored when the corresponding asset is also ignored 18 | !/[Aa]ssets/**/*.meta 19 | 20 | # Uncomment this line if you wish to ignore the asset store tools plugin 21 | # /[Aa]ssets/AssetStoreTools* 22 | 23 | # Autogenerated Jetbrains Rider plugin 24 | /[Aa]ssets/Plugins/Editor/JetBrains* 25 | 26 | # Visual Studio cache directory 27 | .vs/ 28 | 29 | # Gradle cache directory 30 | .gradle/ 31 | 32 | # Autogenerated VS/MD/Consulo solution and project files 33 | ExportedObj/ 34 | .consulo/ 35 | *.csproj 36 | *.unityproj 37 | *.sln 38 | *.suo 39 | *.tmp 40 | *.user 41 | *.userprefs 42 | *.pidb 43 | *.booproj 44 | *.svd 45 | *.pdb 46 | *.mdb 47 | *.opendb 48 | *.VC.db 49 | 50 | # Unity3D generated meta files 51 | *.pidb.meta 52 | *.pdb.meta 53 | *.mdb.meta 54 | 55 | # Unity3D generated file on crash reports 56 | sysinfo.txt 57 | 58 | # Builds 59 | *.apk 60 | *.aab 61 | *.unitypackage 62 | 63 | # Crashlytics generated file 64 | crashlytics-build.properties 65 | 66 | # Packed Addressables 67 | /[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin* 68 | 69 | # Temporary auto-generated Android Assets 70 | /[Aa]ssets/[Ss]treamingAssets/aa.meta 71 | /[Aa]ssets/[Ss]treamingAssets/aa/* 72 | -------------------------------------------------------------------------------- /.vscode/extensions.json: -------------------------------------------------------------------------------- 1 | { 2 | "recommendations": [ 3 | "visualstudiotoolsforunity.vstuc" 4 | ] 5 | } -------------------------------------------------------------------------------- /.vscode/launch.json: 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-------------------------------------------------------------------------------- /Assets/Scenes/Asteroids.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2cda990e2423bbf4892e6590ba056729 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: bd32982fe368463439cd5cbe1e3c2a25 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/Asteroid.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | [RequireComponent(typeof(SpriteRenderer))] 4 | [RequireComponent(typeof(Rigidbody2D))] 5 | public class Asteroid : MonoBehaviour 6 | { 7 | private Rigidbody2D rb; 8 | private SpriteRenderer spriteRenderer; 9 | 10 | [SerializeField] 11 | private Sprite[] sprites; 12 | 13 | public float size = 1f; 14 | public float minSize = 0.35f; 15 | public float maxSize = 1.65f; 16 | public float movementSpeed = 50f; 17 | public float maxLifetime = 30f; 18 | 19 | private void Awake() 20 | { 21 | rb = GetComponent(); 22 | spriteRenderer = GetComponent(); 23 | } 24 | 25 | private void Start() 26 | { 27 | // Assign random properties to make each asteroid feel unique 28 | spriteRenderer.sprite = sprites[Random.Range(0, sprites.Length)]; 29 | transform.eulerAngles = new Vector3(0f, 0f, Random.value * 360f); 30 | 31 | // Set the scale and mass of the asteroid based on the assigned size so 32 | // the physics is more realistic 33 | transform.localScale = Vector3.one * size; 34 | rb.mass = size; 35 | 36 | // Destroy the asteroid after it reaches its max lifetime 37 | Destroy(gameObject, maxLifetime); 38 | } 39 | 40 | public void SetTrajectory(Vector2 direction) 41 | { 42 | // The asteroid only needs a force to be added once since they have no 43 | // drag to make them stop moving 44 | rb.AddForce(direction * movementSpeed); 45 | } 46 | 47 | private void OnCollisionEnter2D(Collision2D collision) 48 | { 49 | if (collision.gameObject.CompareTag("Bullet")) 50 | { 51 | // Check if the asteroid is large enough to split in half 52 | // (both parts must be greater than the minimum size) 53 | if ((size * 0.5f) >= minSize) 54 | { 55 | CreateSplit(); 56 | CreateSplit(); 57 | } 58 | 59 | GameManager.Instance.OnAsteroidDestroyed(this); 60 | 61 | // Destroy the current asteroid since it is either replaced by two 62 | // new asteroids or small enough to be destroyed by the bullet 63 | Destroy(gameObject); 64 | } 65 | } 66 | 67 | private Asteroid CreateSplit() 68 | { 69 | // Set the new asteroid poistion to be the same as the current asteroid 70 | // but with a slight offset so they do not spawn inside each other 71 | Vector2 position = transform.position; 72 | position += Random.insideUnitCircle * 0.5f; 73 | 74 | // Create the new asteroid at half the size of the current 75 | Asteroid half = Instantiate(this, position, transform.rotation); 76 | half.size = size * 0.5f; 77 | 78 | // Set a random trajectory 79 | half.SetTrajectory(Random.insideUnitCircle.normalized); 80 | 81 | return half; 82 | } 83 | 84 | } 85 | -------------------------------------------------------------------------------- /Assets/Scripts/Asteroid.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 16ab32283fc743344aafff56f9f8983a 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/AsteroidSpawner.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public class AsteroidSpawner : MonoBehaviour 4 | { 5 | public Asteroid asteroidPrefab; 6 | public float spawnDistance = 12f; 7 | public float spawnRate = 1f; 8 | public int amountPerSpawn = 1; 9 | [Range(0f, 45f)] 10 | public float trajectoryVariance = 15f; 11 | 12 | private void Start() 13 | { 14 | InvokeRepeating(nameof(Spawn), spawnRate, spawnRate); 15 | } 16 | 17 | public void Spawn() 18 | { 19 | for (int i = 0; i < amountPerSpawn; i++) 20 | { 21 | // Choose a random direction from the center of the spawner and 22 | // spawn the asteroid a distance away 23 | Vector3 spawnDirection = Random.insideUnitCircle.normalized; 24 | Vector3 spawnPoint = transform.position + (spawnDirection * spawnDistance); 25 | 26 | // Calculate a random variance in the asteroid's rotation which will 27 | // cause its trajectory to change 28 | float variance = Random.Range(-trajectoryVariance, trajectoryVariance); 29 | Quaternion rotation = Quaternion.AngleAxis(variance, Vector3.forward); 30 | 31 | // Create the new asteroid by cloning the prefab and set a random 32 | // size within the range 33 | Asteroid asteroid = Instantiate(asteroidPrefab, spawnPoint, rotation); 34 | asteroid.size = Random.Range(asteroid.minSize, asteroid.maxSize); 35 | 36 | // Set the trajectory to move in the direction of the spawner 37 | Vector2 trajectory = rotation * -spawnDirection; 38 | asteroid.SetTrajectory(trajectory); 39 | } 40 | } 41 | 42 | } 43 | -------------------------------------------------------------------------------- /Assets/Scripts/AsteroidSpawner.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 34ae525bc4b9305449cd0ea5e041c61e 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/Bullet.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | [RequireComponent(typeof(Rigidbody2D))] 4 | public class Bullet : MonoBehaviour 5 | { 6 | private Rigidbody2D rb; 7 | 8 | public float speed = 500f; 9 | public float maxLifetime = 10f; 10 | 11 | private void Awake() 12 | { 13 | rb = GetComponent(); 14 | } 15 | 16 | public void Shoot(Vector2 direction) 17 | { 18 | // The bullet only needs a force to be added once since they have no 19 | // drag to make them stop moving 20 | rb.AddForce(direction * speed); 21 | 22 | // Destroy the bullet after it reaches it max lifetime 23 | Destroy(gameObject, maxLifetime); 24 | } 25 | 26 | private void OnCollisionEnter2D(Collision2D collision) 27 | { 28 | // Destroy the bullet as soon as it collides with anything 29 | Destroy(gameObject); 30 | } 31 | 32 | } 33 | -------------------------------------------------------------------------------- /Assets/Scripts/Bullet.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 974bb0120a2279345bfde94c3063ff1b 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/GameManager.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.UI; 3 | 4 | [DefaultExecutionOrder(-1)] 5 | public class GameManager : MonoBehaviour 6 | { 7 | public static GameManager Instance { get; private set; } 8 | 9 | [SerializeField] private Player player; 10 | [SerializeField] private ParticleSystem explosionEffect; 11 | [SerializeField] private GameObject gameOverUI; 12 | [SerializeField] private Text scoreText; 13 | [SerializeField] private Text livesText; 14 | 15 | public int score { get; private set; } = 0; 16 | public int lives { get; private set; } = 3; 17 | 18 | private void Awake() 19 | { 20 | if (Instance != null) { 21 | DestroyImmediate(gameObject); 22 | } else { 23 | Instance = this; 24 | } 25 | } 26 | 27 | private void OnDestroy() 28 | { 29 | if (Instance == this) { 30 | Instance = null; 31 | } 32 | } 33 | 34 | private void Start() 35 | { 36 | NewGame(); 37 | } 38 | 39 | private void Update() 40 | { 41 | if (lives <= 0 && Input.GetKeyDown(KeyCode.Return)) { 42 | NewGame(); 43 | } 44 | } 45 | 46 | private void NewGame() 47 | { 48 | Asteroid[] asteroids = FindObjectsOfType(); 49 | 50 | for (int i = 0; i < asteroids.Length; i++) { 51 | Destroy(asteroids[i].gameObject); 52 | } 53 | 54 | gameOverUI.SetActive(false); 55 | 56 | SetScore(0); 57 | SetLives(3); 58 | Respawn(); 59 | } 60 | 61 | private void SetScore(int score) 62 | { 63 | this.score = score; 64 | scoreText.text = score.ToString(); 65 | } 66 | 67 | private void SetLives(int lives) 68 | { 69 | this.lives = lives; 70 | livesText.text = lives.ToString(); 71 | } 72 | 73 | private void Respawn() 74 | { 75 | player.transform.position = Vector3.zero; 76 | player.gameObject.SetActive(true); 77 | } 78 | 79 | public void OnAsteroidDestroyed(Asteroid asteroid) 80 | { 81 | explosionEffect.transform.position = asteroid.transform.position; 82 | explosionEffect.Play(); 83 | 84 | if (asteroid.size < 0.7f) { 85 | SetScore(score + 100); // small asteroid 86 | } else if (asteroid.size < 1.4f) { 87 | SetScore(score + 50); // medium asteroid 88 | } else { 89 | SetScore(score + 25); // large asteroid 90 | } 91 | } 92 | 93 | public void OnPlayerDeath(Player player) 94 | { 95 | player.gameObject.SetActive(false); 96 | 97 | explosionEffect.transform.position = player.transform.position; 98 | explosionEffect.Play(); 99 | 100 | SetLives(lives - 1); 101 | 102 | if (lives <= 0) { 103 | gameOverUI.SetActive(true); 104 | } else { 105 | Invoke(nameof(Respawn), player.respawnDelay); 106 | } 107 | } 108 | 109 | } 110 | -------------------------------------------------------------------------------- /Assets/Scripts/GameManager.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 935cde9f66065794b9f0a139a8c05e48 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Scripts/Player.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | [RequireComponent(typeof(Rigidbody2D))] 4 | public class Player : MonoBehaviour 5 | { 6 | private Rigidbody2D rb; 7 | 8 | [SerializeField] 9 | private Bullet bulletPrefab; 10 | 11 | public float thrustSpeed = 1f; 12 | public bool thrusting { get; private set; } 13 | 14 | public float rotationSpeed = 0.1f; 15 | private float turnDirection; 16 | 17 | public float respawnDelay = 3f; 18 | public float respawnInvulnerability = 3f; 19 | 20 | public bool screenWrapping = true; 21 | private Bounds screenBounds; 22 | 23 | private void Awake() 24 | { 25 | rb = GetComponent(); 26 | } 27 | 28 | private void Start() 29 | { 30 | GameObject[] boundaries = GameObject.FindGameObjectsWithTag("Boundary"); 31 | 32 | // Disable all boundaries if screen wrapping is enabled 33 | for (int i = 0; i < boundaries.Length; i++) { 34 | boundaries[i].SetActive(!screenWrapping); 35 | } 36 | 37 | // Convert screen space bounds to world space bounds 38 | screenBounds = new Bounds(); 39 | screenBounds.Encapsulate(Camera.main.ScreenToWorldPoint(Vector3.zero)); 40 | screenBounds.Encapsulate(Camera.main.ScreenToWorldPoint(new Vector3(Screen.width, Screen.height, 0f))); 41 | } 42 | 43 | private void OnEnable() 44 | { 45 | // Turn off collisions for a few seconds after spawning to ensure the 46 | // player has enough time to safely move away from asteroids 47 | TurnOffCollisions(); 48 | Invoke(nameof(TurnOnCollisions), respawnInvulnerability); 49 | } 50 | 51 | private void Update() 52 | { 53 | thrusting = Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.UpArrow); 54 | 55 | if (Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.LeftArrow)) { 56 | turnDirection = 1f; 57 | } else if (Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.RightArrow)) { 58 | turnDirection = -1f; 59 | } else { 60 | turnDirection = 0f; 61 | } 62 | 63 | if (Input.GetKeyDown(KeyCode.Space) || Input.GetMouseButtonDown(0)) { 64 | Shoot(); 65 | } 66 | } 67 | 68 | private void FixedUpdate() 69 | { 70 | if (thrusting) { 71 | rb.AddForce(transform.up * thrustSpeed); 72 | } 73 | 74 | if (turnDirection != 0f) { 75 | rb.AddTorque(rotationSpeed * turnDirection); 76 | } 77 | 78 | if (screenWrapping) { 79 | ScreenWrap(); 80 | } 81 | } 82 | 83 | private void ScreenWrap() 84 | { 85 | // Move to the opposite side of the screen if the player exceeds the bounds 86 | if (rb.position.x > screenBounds.max.x + 0.5f) { 87 | rb.position = new Vector2(screenBounds.min.x - 0.5f, rb.position.y); 88 | } 89 | else if (rb.position.x < screenBounds.min.x - 0.5f) { 90 | rb.position = new Vector2(screenBounds.max.x + 0.5f, rb.position.y); 91 | } 92 | else if (rb.position.y > screenBounds.max.y + 0.5f) { 93 | rb.position = new Vector2(rb.position.x, screenBounds.min.y - 0.5f); 94 | } 95 | else if (rb.position.y < screenBounds.min.y - 0.5f) { 96 | rb.position = new Vector2(rb.position.x, screenBounds.max.y + 0.5f); 97 | } 98 | } 99 | 100 | private void Shoot() 101 | { 102 | Bullet bullet = Instantiate(bulletPrefab, 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-------------------------------------------------------------------------------- 1 | { 2 | "m_SettingKeys": [ 3 | "VR Device Disabled", 4 | "VR Device User Alert" 5 | ], 6 | "m_SettingValues": [ 7 | "False", 8 | "False" 9 | ] 10 | } -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Asteroids (2D) 2 | 3 | > Asteroids is a space-themed multidirectional shooter arcade game designed by Lyle Rains, Ed Logg, and Dominic Walsh and released in November 1979 by Atari, Inc. The player controls a single spaceship in an asteroid field which is periodically traversed by flying saucers. The object of the game is to shoot and destroy the asteroids and saucers, while not colliding with either, or being hit by the saucers' counter-fire. The game becomes harder as the number of asteroids increases. 4 | 5 | - **Topics**: Multi-directional Shooting, Random Generation, Physics 6 | - **Version**: Unity 2019.4 (LTS) 7 | - [**Download**](https://github.com/zigurous/unity-asteroids-tutorial/archive/refs/heads/main.zip) 8 | - [**Watch Video**](https://youtu.be/cIeWhztKyAg) 9 | --------------------------------------------------------------------------------