├── .gitignore ├── .vscode ├── extensions.json ├── launch.json └── settings.json ├── Assets ├── Fonts.meta ├── Fonts │ ├── Square.ttf │ └── Square.ttf.meta ├── Physics.meta ├── Physics │ ├── NoFriction.physicsMaterial2D │ └── NoFriction.physicsMaterial2D.meta ├── Prefabs.meta ├── Prefabs │ ├── CentipedeSegment.prefab │ ├── CentipedeSegment.prefab.meta │ ├── Mushroom.prefab │ └── Mushroom.prefab.meta ├── Scenes.meta ├── Scenes │ ├── Centipede.unity │ └── Centipede.unity.meta ├── Scripts.meta ├── Scripts │ ├── Blaster.cs │ ├── Blaster.cs.meta │ ├── Centipede.cs │ ├── Centipede.cs.meta │ ├── CentipedeSegment.cs │ ├── CentipedeSegment.cs.meta │ ├── Dart.cs │ ├── Dart.cs.meta │ ├── GameManager.cs │ ├── GameManager.cs.meta │ ├── Mushroom.cs │ ├── Mushroom.cs.meta │ ├── MushroomField.cs │ └── MushroomField.cs.meta ├── Sprites.meta └── Sprites │ ├── Blaster.png │ ├── Blaster.png.meta │ ├── CentipedeBody.png │ ├── CentipedeBody.png.meta │ ├── CentipedeHead.png │ ├── CentipedeHead.png.meta │ ├── 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.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 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folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/Blaster.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public class Blaster : MonoBehaviour 4 | { 5 | private Rigidbody2D rb; 6 | private Vector2 direction; 7 | private Vector2 spawnPosition; 8 | public float speed = 20f; 9 | 10 | private void Awake() 11 | { 12 | rb = GetComponent(); 13 | spawnPosition = transform.position; 14 | } 15 | 16 | private void Update() 17 | { 18 | direction.x = Input.GetAxis("Horizontal"); 19 | direction.y = Input.GetAxis("Vertical"); 20 | } 21 | 22 | private void FixedUpdate() 23 | { 24 | Vector2 position = rb.position; 25 | position += speed * Time.fixedDeltaTime * direction.normalized; 26 | rb.MovePosition(position); 27 | } 28 | 29 | public void Respawn() 30 | { 31 | transform.position = spawnPosition; 32 | gameObject.SetActive(true); 33 | } 34 | 35 | } 36 | -------------------------------------------------------------------------------- /Assets/Scripts/Blaster.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c31f37b31ed0d6043a7e9b8f7aa07e0b 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/Centipede.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | using UnityEngine; 3 | 4 | public class Centipede : MonoBehaviour 5 | { 6 | private readonly List segments = new List(); 7 | 8 | [Header("Prefabs")] 9 | public CentipedeSegment segmentPrefab; 10 | public Mushroom mushroomPrefab; 11 | 12 | [Header("Sprites")] 13 | public Sprite headSprite; 14 | public Sprite bodySprite; 15 | 16 | [Header("Movement")] 17 | public LayerMask collisionMask = ~0; 18 | public Collider2D homeArea; 19 | public float speed = 20f; 20 | public int size = 12; 21 | 22 | [Header("Scoring")] 23 | public int pointsHead = 100; 24 | public int pointsBody = 10; 25 | 26 | private void OnEnable() 27 | { 28 | foreach (CentipedeSegment segment in segments) { 29 | segment.enabled = true; 30 | } 31 | } 32 | 33 | private void OnDisable() 34 | { 35 | foreach (CentipedeSegment segment in segments) { 36 | segment.enabled = true; 37 | } 38 | } 39 | 40 | public void Remove(CentipedeSegment segment) 41 | { 42 | int points = segment.isHead ? pointsHead : pointsBody; 43 | GameManager.Instance.IncreaseScore(points); 44 | 45 | Vector2 position = GridPosition(segment.transform.position); 46 | Instantiate(mushroomPrefab, position, Quaternion.identity); 47 | 48 | if (segment.ahead != null) { 49 | segment.ahead.behind = null; 50 | } 51 | 52 | if (segment.behind != null) 53 | { 54 | segment.behind.ahead = null; 55 | segment.behind.UpdateHeadSegment(); 56 | } 57 | 58 | segments.Remove(segment); 59 | Destroy(segment.gameObject); 60 | 61 | if (segments.Count == 0) { 62 | GameManager.Instance.NextLevel(); 63 | } 64 | } 65 | 66 | public void Respawn() 67 | { 68 | foreach (CentipedeSegment segment in segments) { 69 | Destroy(segment.gameObject); 70 | } 71 | 72 | segments.Clear(); 73 | 74 | for (int i = 0; i < size; i++) 75 | { 76 | Vector2 position = GridPosition(transform.position) + (Vector2.left * i); 77 | CentipedeSegment segment = Instantiate(segmentPrefab, position, Quaternion.identity, transform); 78 | segment.spriteRenderer.sprite = i == 0 ? headSprite : bodySprite; 79 | segment.centipede = this; 80 | segment.enabled = enabled; 81 | segments.Add(segment); 82 | } 83 | 84 | for (int i = 0; i < segments.Count; i++) 85 | { 86 | CentipedeSegment segment = segments[i]; 87 | segment.ahead = GetSegmentAt(i-1); 88 | segment.behind = GetSegmentAt(i+1); 89 | } 90 | 91 | enabled = true; 92 | } 93 | 94 | private CentipedeSegment GetSegmentAt(int index) 95 | { 96 | if (index >= 0 && index < segments.Count) { 97 | return segments[index]; 98 | } else { 99 | return null; 100 | } 101 | } 102 | 103 | private Vector2 GridPosition(Vector2 position) 104 | { 105 | position.x = Mathf.Round(position.x); 106 | position.y = Mathf.Round(position.y); 107 | return position; 108 | } 109 | 110 | } 111 | -------------------------------------------------------------------------------- /Assets/Scripts/Centipede.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1f2a8b089b14d8442b263d090e69de03 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/CentipedeSegment.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public class CentipedeSegment : MonoBehaviour 4 | { 5 | public SpriteRenderer spriteRenderer { get; private set; } 6 | public BoxCollider2D boxCollider { get; private set; } 7 | 8 | public Centipede centipede { get; set; } 9 | public CentipedeSegment ahead { get; set; } 10 | public CentipedeSegment behind { get; set; } 11 | public bool isHead => ahead == null; 12 | 13 | private Vector2 direction = Vector2.right + Vector2.down; 14 | private Vector2 targetPosition; 15 | 16 | private void Awake() 17 | { 18 | spriteRenderer = GetComponent(); 19 | boxCollider = GetComponent(); 20 | targetPosition = transform.position; 21 | } 22 | 23 | private void OnEnable() 24 | { 25 | boxCollider.enabled = true; 26 | } 27 | 28 | private void OnDisable() 29 | { 30 | boxCollider.enabled = false; 31 | } 32 | 33 | private void Update() 34 | { 35 | // Set the next target position if the segment has reached its target 36 | if (isHead && Vector2.Distance(transform.position, targetPosition) < 0.1f) { 37 | UpdateHeadSegment(); 38 | } 39 | 40 | // Move towards the target position 41 | Vector2 currentPosition = transform.position; 42 | float speed = centipede.speed * Time.deltaTime; 43 | transform.position = Vector2.MoveTowards(currentPosition, targetPosition, speed); 44 | 45 | // Rotate the segment to face the direction it is moving 46 | Vector2 movementDirection = (targetPosition - currentPosition).normalized; 47 | float angle = Mathf.Atan2(movementDirection.y, movementDirection.x); 48 | transform.rotation = Quaternion.AngleAxis(angle * Mathf.Rad2Deg, Vector3.forward); 49 | 50 | // Set the corresponding sprite 51 | spriteRenderer.sprite = isHead ? centipede.headSprite : centipede.bodySprite; 52 | } 53 | 54 | public void UpdateHeadSegment() 55 | { 56 | Vector2 gridPosition = GridPosition(transform.position); 57 | 58 | // Calculate the next grid position 59 | targetPosition = gridPosition; 60 | targetPosition.x += direction.x; 61 | 62 | // Check if the segment will collide with an object 63 | if (Physics2D.OverlapBox(targetPosition, Vector2.zero, 0f, centipede.collisionMask)) 64 | { 65 | // Reverse horizontal direction 66 | direction.x = -direction.x; 67 | 68 | // Advance to the next row 69 | targetPosition.x = gridPosition.x; 70 | targetPosition.y = gridPosition.y + direction.y; 71 | 72 | Bounds homeBounds = centipede.homeArea.bounds; 73 | 74 | // Reverse vertical direction if the segment leaves the home area 75 | if ((direction.y == 1f && targetPosition.y > homeBounds.max.y) || 76 | (direction.y == -1f && targetPosition.y < homeBounds.min.y)) 77 | { 78 | direction.y = -direction.y; 79 | targetPosition.y = gridPosition.y + direction.y; 80 | } 81 | } 82 | 83 | // Update the body segments 84 | if (behind != null) { 85 | behind.UpdateBodySegment(); 86 | } 87 | } 88 | 89 | private void UpdateBodySegment() 90 | { 91 | // Follow the segment ahead 92 | targetPosition = GridPosition(ahead.transform.position); 93 | direction = ahead.direction; 94 | 95 | // Update the next body segment 96 | if (behind != null) { 97 | behind.UpdateBodySegment(); 98 | } 99 | } 100 | 101 | private Vector2 GridPosition(Vector2 position) 102 | { 103 | position.x = Mathf.Round(position.x); 104 | position.y = Mathf.Round(position.y); 105 | return position; 106 | } 107 | 108 | private void OnCollisionEnter2D(Collision2D collision) 109 | { 110 | if (collision.gameObject.layer == LayerMask.NameToLayer("Player") && centipede.enabled) 111 | { 112 | centipede.enabled = false; 113 | GameManager.Instance.ResetRound(); 114 | } 115 | 116 | if (collision.gameObject.layer == LayerMask.NameToLayer("Dart") && collision.collider.enabled) 117 | { 118 | collision.collider.enabled = false; 119 | centipede.Remove(this); 120 | } 121 | } 122 | 123 | private void OnDrawGizmos() 124 | { 125 | Gizmos.color = Color.red; 126 | Gizmos.DrawWireCube(targetPosition, Vector3.one); 127 | } 128 | 129 | } 130 | -------------------------------------------------------------------------------- /Assets/Scripts/CentipedeSegment.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 977085b3646881046ba9c63d2c0c6869 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/Dart.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public class Dart : MonoBehaviour 4 | { 5 | private Rigidbody2D rb; 6 | private BoxCollider2D boxCollider; 7 | private Transform parent; 8 | 9 | public float speed = 50f; 10 | 11 | private void Awake() 12 | { 13 | rb = GetComponent(); 14 | rb.bodyType = RigidbodyType2D.Kinematic; 15 | 16 | boxCollider = GetComponent(); 17 | boxCollider.enabled = false; 18 | 19 | parent = transform.parent; 20 | } 21 | 22 | private void Update() 23 | { 24 | if (rb.isKinematic && Input.GetButton("Fire1")) 25 | { 26 | transform.SetParent(null); 27 | rb.bodyType = RigidbodyType2D.Dynamic; 28 | boxCollider.enabled = true; 29 | } 30 | } 31 | 32 | private void FixedUpdate() 33 | { 34 | if (rb.isKinematic) return; 35 | 36 | Vector2 position = rb.position; 37 | position += speed * Time.fixedDeltaTime * Vector2.up; 38 | rb.MovePosition(position); 39 | } 40 | 41 | private void OnCollisionEnter2D(Collision2D collision) 42 | { 43 | transform.SetParent(parent); 44 | transform.localPosition = new Vector3(0f, 0.5f, 0f); 45 | rb.bodyType = RigidbodyType2D.Kinematic; 46 | boxCollider.enabled = false; 47 | } 48 | 49 | } 50 | -------------------------------------------------------------------------------- /Assets/Scripts/Dart.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9783f17f4fab4a649b14ebdd48c6f426 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 | private Blaster blaster; 10 | private Centipede centipede; 11 | private MushroomField mushroomField; 12 | 13 | public GameObject gameOver; 14 | public Text scoreText; 15 | public Text livesText; 16 | 17 | public int score { get; private set; } = 0; 18 | public int lives { get; private set; } = 3; 19 | 20 | private void Awake() 21 | { 22 | if (Instance != null) { 23 | DestroyImmediate(gameObject); 24 | } else { 25 | Instance = this; 26 | } 27 | } 28 | 29 | private void OnDestroy() 30 | { 31 | if (Instance == this) { 32 | Instance = null; 33 | } 34 | } 35 | 36 | private void Start() 37 | { 38 | blaster = FindObjectOfType(); 39 | centipede = FindObjectOfType(); 40 | mushroomField = FindObjectOfType(); 41 | 42 | NewGame(); 43 | } 44 | 45 | private void Update() 46 | { 47 | if (lives <= 0 && Input.anyKeyDown) { 48 | NewGame(); 49 | } 50 | } 51 | 52 | private void NewGame() 53 | { 54 | SetScore(0); 55 | SetLives(3); 56 | 57 | blaster.Respawn(); 58 | centipede.Respawn(); 59 | mushroomField.Clear(); 60 | mushroomField.Generate(); 61 | gameOver.SetActive(false); 62 | } 63 | 64 | public void ResetRound() 65 | { 66 | SetLives(lives - 1); 67 | 68 | if (lives <= 0) 69 | { 70 | GameOver(); 71 | return; 72 | } 73 | 74 | mushroomField.Heal(); 75 | centipede.Respawn(); 76 | blaster.Respawn(); 77 | } 78 | 79 | private void GameOver() 80 | { 81 | gameOver.SetActive(true); 82 | blaster.gameObject.SetActive(false); 83 | } 84 | 85 | public void IncreaseScore(int amount) 86 | { 87 | SetScore(score + amount); 88 | } 89 | 90 | public void NextLevel() 91 | { 92 | centipede.speed *= 1.1f; 93 | centipede.Respawn(); 94 | } 95 | 96 | private void SetScore(int value) 97 | { 98 | score = value; 99 | scoreText.text = score.ToString(); 100 | } 101 | 102 | private void SetLives(int value) 103 | { 104 | lives = Mathf.Max(value, 0); 105 | livesText.text = lives.ToString(); 106 | } 107 | 108 | } 109 | -------------------------------------------------------------------------------- /Assets/Scripts/GameManager.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d2b74d42302b17a448de7d951e4015fa 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/Mushroom.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public class Mushroom : MonoBehaviour 4 | { 5 | public Sprite[] states; 6 | private SpriteRenderer spriteRenderer; 7 | public int points = 1; 8 | private int health; 9 | 10 | private void Awake() 11 | { 12 | spriteRenderer = GetComponent(); 13 | health = states.Length; 14 | } 15 | 16 | public void Damage(int amount) 17 | { 18 | health -= amount; 19 | 20 | if (health > 0) 21 | { 22 | spriteRenderer.sprite = states[states.Length - health]; 23 | } 24 | else 25 | { 26 | GameManager.Instance.IncreaseScore(points); 27 | Destroy(gameObject); 28 | } 29 | } 30 | 31 | public void Heal() 32 | { 33 | health = states.Length; 34 | spriteRenderer.sprite = states[0]; 35 | } 36 | 37 | private void OnCollisionEnter2D(Collision2D collision) 38 | { 39 | if (collision.gameObject.layer == LayerMask.NameToLayer("Dart")) { 40 | Damage(1); 41 | } 42 | } 43 | 44 | } 45 | -------------------------------------------------------------------------------- /Assets/Scripts/Mushroom.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ab92a5ceb91531b40aa88383a3cda15e 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/MushroomField.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public class MushroomField : MonoBehaviour 4 | { 5 | private BoxCollider2D area; 6 | public Mushroom prefab; 7 | public int amount = 50; 8 | 9 | private void Awake() 10 | { 11 | area = GetComponent(); 12 | } 13 | 14 | public void Generate() 15 | { 16 | Bounds bounds = area.bounds; 17 | 18 | for (int i = 0; i < amount; i++) 19 | { 20 | Vector2 position = Vector2.zero; 21 | 22 | position.x = Mathf.Round(Random.Range(bounds.min.x, bounds.max.x)); 23 | position.y = Mathf.Round(Random.Range(bounds.min.y, bounds.max.y)); 24 | 25 | Instantiate(prefab, position, Quaternion.identity, transform); 26 | } 27 | } 28 | 29 | public void Clear() 30 | { 31 | Mushroom[] mushrooms = FindObjectsOfType(); 32 | 33 | for (int i = 0; i < mushrooms.Length; i++) { 34 | Destroy(mushrooms[i].gameObject); 35 | } 36 | } 37 | 38 | public void Heal() 39 | { 40 | Mushroom[] mushrooms = FindObjectsOfType(); 41 | 42 | for (int i = 0; i < mushrooms.Length; i++) { 43 | mushrooms[i].Heal(); 44 | } 45 | } 46 | 47 | } 48 | -------------------------------------------------------------------------------- /Assets/Scripts/MushroomField.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: df30228ad4bfd3042a38e44e0774b37f 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Sprites.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 989dc89f93824af4996743c4e05e0467 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | 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| %TAG !u! tag:unity3d.com,2011: 3 | --- !u!890905787 &1 4 | VersionControlSettings: 5 | m_ObjectHideFlags: 0 6 | m_Mode: Visible Meta Files 7 | m_CollabEditorSettings: 8 | inProgressEnabled: 1 9 | -------------------------------------------------------------------------------- /ProjectSettings/XRSettings.asset: -------------------------------------------------------------------------------- 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 | # Centipede (2D) 2 | 3 | > Centipede is a 1981 fixed shooter arcade game developed and published by Atari. The primary objective is to shoot all the segments of a centipede that winds down the playing field. 4 | 5 | - **Topics**: Shooting, Movement, Generation 6 | - **Version**: Unity 2020.3 (LTS) 7 | - [**Download**](https://github.com/zigurous/unity-centipede-tutorial/archive/refs/heads/main.zip) 8 | - [**Watch Video**](https://youtu.be/QvdEBjqw0a8) 9 | -------------------------------------------------------------------------------- /Sprites.psd: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/zigurous/unity-centipede-tutorial/39ed97fbb7e71d36a5c8738fabeae1c0f246b3ee/Sprites.psd --------------------------------------------------------------------------------