├── .gitignore ├── .vscode ├── extensions.json ├── launch.json └── settings.json ├── Assets ├── Fonts.meta ├── Fonts │ ├── bit5x3.ttf │ └── bit5x3.ttf.meta ├── Prefabs.meta ├── Prefabs │ ├── Car1.prefab │ ├── Car1.prefab.meta │ ├── Car2.prefab │ ├── Car2.prefab.meta │ ├── Car3.prefab │ ├── Car3.prefab.meta │ ├── Car4.prefab │ ├── Car4.prefab.meta │ ├── Car5.prefab │ ├── Car5.prefab.meta │ ├── Home.prefab │ ├── Home.prefab.meta │ ├── Log3.prefab │ ├── Log3.prefab.meta │ ├── Log4.prefab │ ├── Log4.prefab.meta │ ├── Log6.prefab │ ├── Log6.prefab.meta │ ├── Turtle.prefab │ ├── Turtle.prefab.meta │ ├── Turtles2.prefab │ ├── Turtles2.prefab.meta │ ├── Turtles3.prefab │ └── Turtles3.prefab.meta ├── Scenes.meta ├── Scenes │ ├── Frogger.unity │ └── Frogger.unity.meta ├── Scripts.meta ├── Scripts │ ├── AnimatedSprite.cs │ ├── AnimatedSprite.cs.meta │ ├── Frogger.cs │ ├── Frogger.cs.meta │ ├── GameManager.cs │ ├── GameManager.cs.meta │ ├── Home.cs │ ├── Home.cs.meta │ ├── MoveCycle.cs │ └── MoveCycle.cs.meta ├── Sprites.meta └── Sprites │ ├── Car1.png │ ├── Car1.png.meta │ ├── Car2.png │ ├── Car2.png.meta │ ├── Car3.png │ ├── Car3.png.meta │ ├── Car4.png │ ├── Car4.png.meta │ ├── Car5.png │ ├── Car5.png.meta │ ├── FroggerDead.png │ ├── FroggerDead.png.meta │ ├── FroggerIdle.png │ ├── FroggerIdle.png.meta │ ├── FroggerLeap.png │ ├── FroggerLeap.png.meta │ ├── Home.png │ ├── Home.png.meta │ ├── HomeFrog.png │ ├── HomeFrog.png.meta │ ├── LogEnd.png │ ├── LogEnd.png.meta │ ├── LogMiddle.png │ ├── LogMiddle.png.meta │ ├── LogStart.png │ ├── LogStart.png.meta │ ├── Median.png │ ├── Median.png.meta │ ├── Road.png │ ├── Road.png.meta │ ├── Turtle_01.png │ ├── Turtle_01.png.meta │ ├── Turtle_02.png │ ├── Turtle_02.png.meta │ ├── Turtle_03.png │ ├── Turtle_03.png.meta │ ├── Water.png │ └── Water.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 └── XRSettings.asset ├── README.md └── Sprites.psd /.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 | # 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-------------------------------------------------------------------------------- /Assets/Prefabs/Turtles3.prefab.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 088dbb03041498a46a439a618913eb48 3 | PrefabImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Scenes.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1f48ef76e45d9f2459941dd640eb7c52 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scenes/Frogger.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: eb6b1d5f154a7ec4a94ade37d08644ae 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/AnimatedSprite.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | [RequireComponent(typeof(SpriteRenderer))] 4 | public class AnimatedSprite : MonoBehaviour 5 | { 6 | public Sprite[] sprites = new Sprite[0]; 7 | public float animationTime = 0.5f; 8 | public bool loop = true; 9 | 10 | private SpriteRenderer spriteRenderer; 11 | private int animationFrame; 12 | 13 | private void Awake() 14 | { 15 | spriteRenderer = GetComponent(); 16 | } 17 | 18 | private void Start() 19 | { 20 | InvokeRepeating(nameof(Advance), animationTime, animationTime); 21 | } 22 | 23 | private void Advance() 24 | { 25 | if (!spriteRenderer.enabled) { 26 | return; 27 | } 28 | 29 | animationFrame++; 30 | 31 | if (animationFrame >= sprites.Length && loop) { 32 | animationFrame = 0; 33 | } 34 | 35 | if (animationFrame >= 0 && animationFrame < sprites.Length) { 36 | spriteRenderer.sprite = sprites[animationFrame]; 37 | } 38 | } 39 | 40 | public void Restart() 41 | { 42 | animationFrame = -1; 43 | 44 | Advance(); 45 | } 46 | 47 | } 48 | -------------------------------------------------------------------------------- /Assets/Scripts/AnimatedSprite.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 09ab3d1a5c48b034488554903e8c0aa3 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/Frogger.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using UnityEngine; 3 | 4 | [RequireComponent(typeof(SpriteRenderer))] 5 | public class Frogger : MonoBehaviour 6 | { 7 | public Sprite idleSprite; 8 | public Sprite leapSprite; 9 | public Sprite deadSprite; 10 | 11 | private SpriteRenderer spriteRenderer; 12 | private Vector3 spawnPosition; 13 | private float farthestRow; 14 | private bool cooldown; 15 | 16 | private void Awake() 17 | { 18 | spriteRenderer = GetComponent(); 19 | spawnPosition = transform.position; 20 | } 21 | 22 | private void Update() 23 | { 24 | if (Input.GetKeyDown(KeyCode.W) || Input.GetKeyDown(KeyCode.UpArrow)) 25 | { 26 | transform.rotation = Quaternion.Euler(0f, 0f, 0f); 27 | Move(Vector3.up); 28 | } 29 | else if (Input.GetKeyDown(KeyCode.A) || Input.GetKeyDown(KeyCode.LeftArrow)) 30 | { 31 | transform.rotation = Quaternion.Euler(0f, 0f, 90f); 32 | Move(Vector3.left); 33 | } 34 | else if (Input.GetKeyDown(KeyCode.D) || Input.GetKeyDown(KeyCode.RightArrow)) 35 | { 36 | transform.rotation = Quaternion.Euler(0f, 0f, -90f); 37 | Move(Vector3.right); 38 | } 39 | else if (Input.GetKeyDown(KeyCode.S) || Input.GetKeyDown(KeyCode.DownArrow)) 40 | { 41 | transform.rotation = Quaternion.Euler(0f, 0f, 180f); 42 | Move(Vector3.down); 43 | } 44 | } 45 | 46 | private void Move(Vector3 direction) 47 | { 48 | if (cooldown) return; 49 | 50 | Vector3 destination = transform.position + direction; 51 | 52 | // Check for collision at the destination 53 | Collider2D platform = Physics2D.OverlapBox(destination, Vector2.zero, 0f, LayerMask.GetMask("Platform")); 54 | Collider2D obstacle = Physics2D.OverlapBox(destination, Vector2.zero, 0f, LayerMask.GetMask("Obstacle")); 55 | Collider2D barrier = Physics2D.OverlapBox(destination, Vector2.zero, 0f, LayerMask.GetMask("Barrier")); 56 | 57 | // Prevent any movement if there is a barrier 58 | if (barrier != null) { 59 | return; 60 | } 61 | 62 | // Attach/detach frogger from the platform 63 | if (platform != null) { 64 | transform.SetParent(platform.transform); 65 | } else { 66 | transform.SetParent(null); 67 | } 68 | 69 | // Frogger dies when it hits an obstacle 70 | if (obstacle != null && platform == null) 71 | { 72 | transform.position = destination; 73 | Death(); 74 | } 75 | // Conditions pass, move to the destination 76 | else 77 | { 78 | // Check if we have advanced to a farther row 79 | if (destination.y > farthestRow) 80 | { 81 | farthestRow = destination.y; 82 | GameManager.Instance.AdvancedRow(); 83 | } 84 | 85 | // Start leap animation 86 | StopAllCoroutines(); 87 | StartCoroutine(Leap(destination)); 88 | } 89 | } 90 | 91 | private IEnumerator Leap(Vector3 destination) 92 | { 93 | Vector3 startPosition = transform.position; 94 | 95 | float elapsed = 0f; 96 | float duration = 0.125f; 97 | 98 | // Set initial state 99 | spriteRenderer.sprite = leapSprite; 100 | cooldown = true; 101 | 102 | while (elapsed < duration) 103 | { 104 | // Move towards the destination over time 105 | float t = elapsed / duration; 106 | transform.position = Vector3.Lerp(startPosition, destination, t); 107 | elapsed += Time.deltaTime; 108 | yield return null; 109 | } 110 | 111 | // Set final state 112 | transform.position = destination; 113 | spriteRenderer.sprite = idleSprite; 114 | cooldown = false; 115 | } 116 | 117 | public void Respawn() 118 | { 119 | // Stop animations 120 | StopAllCoroutines(); 121 | 122 | // Reset transform to spawn 123 | transform.SetPositionAndRotation(spawnPosition, Quaternion.identity); 124 | farthestRow = spawnPosition.y; 125 | 126 | // Reset sprite 127 | spriteRenderer.sprite = idleSprite; 128 | 129 | // Enable control 130 | gameObject.SetActive(true); 131 | enabled = true; 132 | cooldown = false; 133 | } 134 | 135 | public void Death() 136 | { 137 | // Stop animations 138 | StopAllCoroutines(); 139 | 140 | // Disable control 141 | enabled = false; 142 | 143 | // Display death sprite 144 | transform.rotation = Quaternion.identity; 145 | spriteRenderer.sprite = deadSprite; 146 | 147 | // Update game state 148 | GameManager.Instance.Died(); 149 | } 150 | 151 | private void OnTriggerEnter2D(Collider2D other) 152 | { 153 | bool hitObstacle = other.gameObject.layer == LayerMask.NameToLayer("Obstacle"); 154 | bool onPlatform = transform.parent != null; 155 | 156 | if (enabled && hitObstacle && !onPlatform) { 157 | Death(); 158 | } 159 | } 160 | 161 | } 162 | -------------------------------------------------------------------------------- /Assets/Scripts/Frogger.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d712708dee8d433429f5823c46568267 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 System.Collections; 2 | using UnityEngine; 3 | using UnityEngine.UI; 4 | 5 | [DefaultExecutionOrder(-1)] 6 | public class GameManager : MonoBehaviour 7 | { 8 | public static GameManager Instance { get; private set; } 9 | 10 | [SerializeField] private Home[] homes; 11 | [SerializeField] private Frogger frogger; 12 | [SerializeField] private GameObject gameOverMenu; 13 | [SerializeField] private Text timeText; 14 | [SerializeField] private Text livesText; 15 | [SerializeField] private Text scoreText; 16 | 17 | public int lives { get; private set; } = 3; 18 | public int score { get; private set; } = 0; 19 | public int time { get; private set; } = 30; 20 | 21 | private void Awake() 22 | { 23 | if (Instance != null) { 24 | DestroyImmediate(gameObject); 25 | } else { 26 | Instance = this; 27 | } 28 | } 29 | 30 | private void OnDestroy() 31 | { 32 | if (Instance == this) { 33 | Instance = null; 34 | } 35 | } 36 | 37 | private void Start() 38 | { 39 | NewGame(); 40 | } 41 | 42 | private void NewGame() 43 | { 44 | gameOverMenu.SetActive(false); 45 | 46 | SetScore(0); 47 | SetLives(3); 48 | NewLevel(); 49 | } 50 | 51 | private void NewLevel() 52 | { 53 | for (int i = 0; i < homes.Length; i++) { 54 | homes[i].enabled = false; 55 | } 56 | 57 | Respawn(); 58 | } 59 | 60 | private void Respawn() 61 | { 62 | frogger.Respawn(); 63 | 64 | StopAllCoroutines(); 65 | StartCoroutine(Timer(30)); 66 | } 67 | 68 | private IEnumerator Timer(int duration) 69 | { 70 | time = duration; 71 | timeText.text = time.ToString(); 72 | 73 | while (time > 0) 74 | { 75 | yield return new WaitForSeconds(1); 76 | 77 | time--; 78 | timeText.text = time.ToString(); 79 | } 80 | 81 | frogger.Death(); 82 | } 83 | 84 | public void Died() 85 | { 86 | SetLives(lives - 1); 87 | 88 | if (lives > 0) { 89 | Invoke(nameof(Respawn), 1f); 90 | } else { 91 | Invoke(nameof(GameOver), 1f); 92 | } 93 | } 94 | 95 | private void GameOver() 96 | { 97 | frogger.gameObject.SetActive(false); 98 | gameOverMenu.SetActive(true); 99 | 100 | StopAllCoroutines(); 101 | StartCoroutine(CheckForPlayAgain()); 102 | } 103 | 104 | private IEnumerator CheckForPlayAgain() 105 | { 106 | bool playAgain = false; 107 | 108 | while (!playAgain) 109 | { 110 | if (Input.GetKeyDown(KeyCode.Return)) { 111 | playAgain = true; 112 | } 113 | 114 | yield return null; 115 | } 116 | 117 | NewGame(); 118 | } 119 | 120 | public void AdvancedRow() 121 | { 122 | SetScore(score + 10); 123 | } 124 | 125 | public void HomeOccupied() 126 | { 127 | frogger.gameObject.SetActive(false); 128 | 129 | int bonusPoints = time * 20; 130 | SetScore(score + bonusPoints + 50); 131 | 132 | if (Cleared()) 133 | { 134 | SetLives(lives + 1); 135 | SetScore(score + 1000); 136 | Invoke(nameof(NewLevel), 1f); 137 | } 138 | else 139 | { 140 | Invoke(nameof(Respawn), 1f); 141 | } 142 | } 143 | 144 | private bool Cleared() 145 | { 146 | for (int i = 0; i < homes.Length; i++) 147 | { 148 | if (!homes[i].enabled) { 149 | return false; 150 | } 151 | } 152 | 153 | return true; 154 | } 155 | 156 | private void SetScore(int score) 157 | { 158 | this.score = score; 159 | scoreText.text = score.ToString(); 160 | } 161 | 162 | private void SetLives(int lives) 163 | { 164 | this.lives = lives; 165 | livesText.text = lives.ToString(); 166 | } 167 | 168 | } 169 | -------------------------------------------------------------------------------- /Assets/Scripts/GameManager.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 781ae0c3a0b307247992aded40e5228d 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/Home.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | [RequireComponent(typeof(BoxCollider2D))] 4 | public class Home : MonoBehaviour 5 | { 6 | public GameObject frog; 7 | 8 | private BoxCollider2D boxCollider; 9 | 10 | private void Awake() 11 | { 12 | boxCollider = GetComponent(); 13 | } 14 | 15 | private void OnEnable() 16 | { 17 | frog.SetActive(true); 18 | boxCollider.enabled = false; 19 | } 20 | 21 | private void OnDisable() 22 | { 23 | frog.SetActive(false); 24 | boxCollider.enabled = true; 25 | } 26 | 27 | private void OnTriggerEnter2D(Collider2D other) 28 | { 29 | if (!enabled && other.gameObject.CompareTag("Player")) 30 | { 31 | enabled = true; 32 | GameManager.Instance.HomeOccupied(); 33 | } 34 | } 35 | 36 | } 37 | -------------------------------------------------------------------------------- /Assets/Scripts/Home.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ac36190dc3116524da7d93ae342e3e5e 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/MoveCycle.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public class MoveCycle : MonoBehaviour 4 | { 5 | public Vector2 direction = Vector2.right; 6 | public float speed = 1f; 7 | public int size = 1; 8 | 9 | private Vector3 leftEdge; 10 | private Vector3 rightEdge; 11 | 12 | private void Start() 13 | { 14 | leftEdge = Camera.main.ViewportToWorldPoint(Vector3.zero); 15 | rightEdge = Camera.main.ViewportToWorldPoint(Vector3.right); 16 | } 17 | 18 | private void Update() 19 | { 20 | // Check if the object is past the right edge of the screen 21 | if (direction.x > 0 && (transform.position.x - size) > rightEdge.x) { 22 | transform.position = new Vector3(leftEdge.x - size, transform.position.y, transform.position.z); 23 | } 24 | // Check if the object is past the left edge of the screen 25 | else if (direction.x < 0 && (transform.position.x + size) < leftEdge.x) { 26 | transform.position = new Vector3(rightEdge.x + size, transform.position.y, transform.position.z); 27 | } 28 | // Move the object 29 | else { 30 | transform.Translate(speed * Time.deltaTime * direction); 31 | } 32 | } 33 | 34 | } 35 | -------------------------------------------------------------------------------- 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{fileID: 0} 7 | m_CopyBufferShader: {fileID: 0} 8 | m_SortShader: {fileID: 0} 9 | m_StripUpdateShader: {fileID: 0} 10 | m_RenderPipeSettingsPath: 11 | m_FixedTimeStep: 0.016666668 12 | m_MaxDeltaTime: 0.05 13 | -------------------------------------------------------------------------------- /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 | # Frogger (2D) 2 | 3 | > Frogger is an action game developed by Konami and manufactured by Sega as an arcade game in 1981. The player directs each frog to its home by crossing a busy road and navigating a hazardous river, scoring points along the way. 4 | 5 | - **Topics**: Sprites, Collision, Coroutines 6 | - **Version**: Unity 2019.4 (LTS) 7 | - [**Download**](https://github.com/zigurous/unity-frogger-tutorial/archive/refs/heads/main.zip) 8 | - [**Watch Video**](https://youtu.be/GxlxZ5q__Tc) 9 | -------------------------------------------------------------------------------- /Sprites.psd: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/zigurous/unity-frogger-tutorial/bdcb6afc1ffce7a3ffbb0a54289d1b659ec38972/Sprites.psd --------------------------------------------------------------------------------