├── .gitignore ├── .vscode ├── extensions.json ├── launch.json └── settings.json ├── Assets ├── Fonts.meta ├── Fonts │ ├── bit5x3.ttf │ ├── bit5x3.ttf.meta │ ├── upheavtt.ttf │ └── upheavtt.ttf.meta ├── Prefabs.meta ├── Prefabs │ ├── Invader_01.prefab │ ├── Invader_01.prefab.meta │ ├── Invader_02.prefab │ ├── Invader_02.prefab.meta │ ├── Invader_03.prefab │ ├── Invader_03.prefab.meta │ ├── Invader_Base.prefab │ ├── Invader_Base.prefab.meta │ ├── Laser.prefab │ ├── Laser.prefab.meta │ ├── Missile.prefab │ └── Missile.prefab.meta ├── Scenes.meta ├── Scenes │ ├── Space Invaders.unity │ └── Space Invaders.unity.meta ├── Scripts.meta ├── Scripts │ ├── Bunker.cs │ ├── Bunker.cs.meta │ ├── GameManager.cs │ ├── GameManager.cs.meta │ ├── Invader.cs │ ├── Invader.cs.meta │ ├── Invaders.cs │ ├── Invaders.cs.meta │ ├── MysteryShip.cs │ ├── MysteryShip.cs.meta │ ├── Player.cs │ ├── Player.cs.meta │ ├── Projectile.cs │ └── Projectile.cs.meta ├── Sprites.meta └── Sprites │ ├── Bunker.png │ ├── Bunker.png.meta │ ├── Invader_01-1.png │ ├── Invader_01-1.png.meta │ ├── Invader_01-2.png │ ├── Invader_01-2.png.meta │ ├── Invader_02-1.png │ ├── Invader_02-1.png.meta │ ├── Invader_02-2.png │ ├── Invader_02-2.png.meta │ ├── Invader_03-1.png │ ├── Invader_03-1.png.meta │ ├── Invader_03-2.png │ ├── Invader_03-2.png.meta │ ├── Laser.png │ ├── Laser.png.meta │ ├── Missile.png │ ├── Missile.png.meta │ ├── MysteryShip.png │ ├── MysteryShip.png.meta │ ├── Player.png │ ├── Player.png.meta │ ├── Splat.png │ └── Splat.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 └── 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 | # 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 | 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assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scenes/Space Invaders.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: 1ff172a91d74a394a9168cd4eda215c3 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/Bunker.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | [RequireComponent(typeof(SpriteRenderer))] 4 | [RequireComponent(typeof(BoxCollider2D))] 5 | public class Bunker : MonoBehaviour 6 | { 7 | public Texture2D splat; 8 | private Texture2D originalTexture; 9 | private SpriteRenderer spriteRenderer; 10 | private BoxCollider2D boxCollider; 11 | 12 | private void Awake() 13 | { 14 | spriteRenderer = GetComponent(); 15 | boxCollider = GetComponent(); 16 | originalTexture = spriteRenderer.sprite.texture; 17 | 18 | ResetBunker(); 19 | } 20 | 21 | public void ResetBunker() 22 | { 23 | // Each bunker needs a unique instance of the sprite texture since we 24 | // will be modifying it at the source 25 | CopyTexture(originalTexture); 26 | 27 | gameObject.SetActive(true); 28 | } 29 | 30 | private void CopyTexture(Texture2D source) 31 | { 32 | Texture2D copy = new Texture2D(source.width, source.height, source.format, false) 33 | { 34 | filterMode = source.filterMode, 35 | anisoLevel = source.anisoLevel, 36 | wrapMode = source.wrapMode 37 | }; 38 | 39 | copy.SetPixels32(source.GetPixels32()); 40 | copy.Apply(); 41 | 42 | Sprite sprite = Sprite.Create(copy, spriteRenderer.sprite.rect, new Vector2(0.5f, 0.5f), spriteRenderer.sprite.pixelsPerUnit); 43 | spriteRenderer.sprite = sprite; 44 | } 45 | 46 | public bool CheckCollision(BoxCollider2D other, Vector3 hitPoint) 47 | { 48 | Vector2 offset = other.size / 2; 49 | 50 | // Check the hit point and each edge of the colliding object to see if 51 | // it splats with the bunker for more accurate collision detection 52 | return Splat(hitPoint) || 53 | Splat(hitPoint + (Vector3.down * offset.y)) || 54 | Splat(hitPoint + (Vector3.up * offset.y)) || 55 | Splat(hitPoint + (Vector3.left * offset.x)) || 56 | Splat(hitPoint + (Vector3.right * offset.x)); 57 | } 58 | 59 | private bool Splat(Vector3 hitPoint) 60 | { 61 | // Only proceed if the point maps to a non-empty pixel 62 | if (!CheckPoint(hitPoint, out int px, out int py)) { 63 | return false; 64 | } 65 | 66 | Texture2D texture = spriteRenderer.sprite.texture; 67 | 68 | // Offset the point by half the size of the splat texture so the splat 69 | // is centered around the hit point 70 | px -= splat.width / 2; 71 | py -= splat.height / 2; 72 | 73 | int startX = px; 74 | 75 | // Loop through all of the coordinates in the splat texture so we can 76 | // alpha mask the bunker texture with the splat texture 77 | for (int y = 0; y < splat.height; y++) 78 | { 79 | px = startX; 80 | 81 | for (int x = 0; x < splat.width; x++) 82 | { 83 | // Multiply the alpha of the splat pixel with the alpha of the 84 | // bunker texture to make it look like parts of the bunker are 85 | // being destroyed 86 | Color pixel = texture.GetPixel(px, py); 87 | pixel.a *= splat.GetPixel(x, y).a; 88 | texture.SetPixel(px, py, pixel); 89 | px++; 90 | } 91 | 92 | py++; 93 | } 94 | 95 | texture.Apply(); 96 | 97 | return true; 98 | } 99 | 100 | private bool CheckPoint(Vector3 hitPoint, out int px, out int py) 101 | { 102 | // Transform the point from world space to local space 103 | Vector3 localPoint = transform.InverseTransformPoint(hitPoint); 104 | 105 | // Offset the point to the corner of the object instead of the center so 106 | // we can transform to uv coordinates 107 | localPoint.x += boxCollider.size.x / 2; 108 | localPoint.y += boxCollider.size.y / 2; 109 | 110 | Texture2D texture = spriteRenderer.sprite.texture; 111 | 112 | // Transform the point from local space to uv coordinates 113 | px = (int)(localPoint.x / boxCollider.size.x * texture.width); 114 | py = (int)(localPoint.y / boxCollider.size.y * texture.height); 115 | 116 | // Return true if the pixel is not empty (not transparent) 117 | return texture.GetPixel(px, py).a != 0f; 118 | } 119 | 120 | private void OnTriggerEnter2D(Collider2D other) 121 | { 122 | if (other.gameObject.layer == LayerMask.NameToLayer("Invader")) { 123 | gameObject.SetActive(false); 124 | } 125 | } 126 | 127 | } 128 | -------------------------------------------------------------------------------- /Assets/Scripts/Bunker.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0a0e2aa51f6856346b69542eb2a5f8d4 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 GameObject gameOverUI; 10 | [SerializeField] private Text scoreText; 11 | [SerializeField] private Text livesText; 12 | 13 | private Player player; 14 | private Invaders invaders; 15 | private MysteryShip mysteryShip; 16 | private Bunker[] bunkers; 17 | 18 | public int score { get; private set; } = 0; 19 | public int lives { get; private set; } = 3; 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 | player = FindObjectOfType(); 40 | invaders = FindObjectOfType(); 41 | mysteryShip = FindObjectOfType(); 42 | bunkers = FindObjectsOfType(); 43 | 44 | NewGame(); 45 | } 46 | 47 | private void Update() 48 | { 49 | if (lives <= 0 && Input.GetKeyDown(KeyCode.Return)) { 50 | NewGame(); 51 | } 52 | } 53 | 54 | private void NewGame() 55 | { 56 | gameOverUI.SetActive(false); 57 | 58 | SetScore(0); 59 | SetLives(3); 60 | NewRound(); 61 | } 62 | 63 | private void NewRound() 64 | { 65 | invaders.ResetInvaders(); 66 | invaders.gameObject.SetActive(true); 67 | 68 | for (int i = 0; i < bunkers.Length; i++) { 69 | bunkers[i].ResetBunker(); 70 | } 71 | 72 | Respawn(); 73 | } 74 | 75 | private void Respawn() 76 | { 77 | Vector3 position = player.transform.position; 78 | position.x = 0f; 79 | player.transform.position = position; 80 | player.gameObject.SetActive(true); 81 | } 82 | 83 | private void GameOver() 84 | { 85 | gameOverUI.SetActive(true); 86 | invaders.gameObject.SetActive(false); 87 | } 88 | 89 | private void SetScore(int score) 90 | { 91 | this.score = score; 92 | scoreText.text = score.ToString().PadLeft(4, '0'); 93 | } 94 | 95 | private void SetLives(int lives) 96 | { 97 | this.lives = Mathf.Max(lives, 0); 98 | livesText.text = this.lives.ToString(); 99 | } 100 | 101 | public void OnPlayerKilled(Player player) 102 | { 103 | SetLives(lives - 1); 104 | 105 | player.gameObject.SetActive(false); 106 | 107 | if (lives > 0) { 108 | Invoke(nameof(NewRound), 1f); 109 | } else { 110 | GameOver(); 111 | } 112 | } 113 | 114 | public void OnInvaderKilled(Invader invader) 115 | { 116 | invader.gameObject.SetActive(false); 117 | 118 | SetScore(score + invader.score); 119 | 120 | if (invaders.GetAliveCount() == 0) { 121 | NewRound(); 122 | } 123 | } 124 | 125 | public void OnMysteryShipKilled(MysteryShip mysteryShip) 126 | { 127 | SetScore(score + mysteryShip.score); 128 | } 129 | 130 | public void OnBoundaryReached() 131 | { 132 | if (invaders.gameObject.activeSelf) 133 | { 134 | invaders.gameObject.SetActive(false); 135 | OnPlayerKilled(player); 136 | } 137 | } 138 | 139 | } 140 | -------------------------------------------------------------------------------- /Assets/Scripts/GameManager.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 459f605e13eced949a32904be2fa0a25 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/Invader.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | [RequireComponent(typeof(SpriteRenderer))] 4 | [RequireComponent(typeof(Rigidbody2D))] 5 | [RequireComponent(typeof(BoxCollider2D))] 6 | public class Invader : MonoBehaviour 7 | { 8 | public Sprite[] animationSprites = new Sprite[0]; 9 | public float animationTime = 1f; 10 | public int score = 10; 11 | 12 | private SpriteRenderer spriteRenderer; 13 | private int animationFrame; 14 | 15 | private void Awake() 16 | { 17 | spriteRenderer = GetComponent(); 18 | spriteRenderer.sprite = animationSprites[0]; 19 | } 20 | 21 | private void Start() 22 | { 23 | InvokeRepeating(nameof(AnimateSprite), animationTime, animationTime); 24 | } 25 | 26 | private void AnimateSprite() 27 | { 28 | animationFrame++; 29 | 30 | // Loop back to the start if the animation frame exceeds the length 31 | if (animationFrame >= animationSprites.Length) { 32 | animationFrame = 0; 33 | } 34 | 35 | spriteRenderer.sprite = animationSprites[animationFrame]; 36 | } 37 | 38 | private void OnTriggerEnter2D(Collider2D other) 39 | { 40 | if (other.gameObject.layer == LayerMask.NameToLayer("Laser")) { 41 | GameManager.Instance.OnInvaderKilled(this); 42 | } else if (other.gameObject.layer == LayerMask.NameToLayer("Boundary")) { 43 | GameManager.Instance.OnBoundaryReached(); 44 | } 45 | } 46 | 47 | } 48 | -------------------------------------------------------------------------------- /Assets/Scripts/Invader.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: dcf6c5bdb995ddd44a2ffaf3ee961b87 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/Invaders.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public class Invaders : MonoBehaviour 4 | { 5 | [Header("Invaders")] 6 | public Invader[] prefabs = new Invader[5]; 7 | public AnimationCurve speed = new AnimationCurve(); 8 | private Vector3 direction = Vector3.right; 9 | private Vector3 initialPosition; 10 | 11 | [Header("Grid")] 12 | public int rows = 5; 13 | public int columns = 11; 14 | 15 | [Header("Missiles")] 16 | public Projectile missilePrefab; 17 | public float missileSpawnRate = 1f; 18 | 19 | private void Awake() 20 | { 21 | initialPosition = transform.position; 22 | 23 | CreateInvaderGrid(); 24 | } 25 | 26 | private void CreateInvaderGrid() 27 | { 28 | for (int i = 0; i < rows; i++) 29 | { 30 | float width = 2f * (columns - 1); 31 | float height = 2f * (rows - 1); 32 | 33 | Vector2 centerOffset = new Vector2(-width * 0.5f, -height * 0.5f); 34 | Vector3 rowPosition = new Vector3(centerOffset.x, (2f * i) + centerOffset.y, 0f); 35 | 36 | for (int j = 0; j < columns; j++) 37 | { 38 | // Create a new invader and parent it to this transform 39 | Invader invader = Instantiate(prefabs[i], transform); 40 | 41 | // Calculate and set the position of the invader in the row 42 | Vector3 position = rowPosition; 43 | position.x += 2f * j; 44 | invader.transform.localPosition = position; 45 | } 46 | } 47 | } 48 | 49 | private void Start() 50 | { 51 | InvokeRepeating(nameof(MissileAttack), missileSpawnRate, missileSpawnRate); 52 | } 53 | 54 | private void MissileAttack() 55 | { 56 | int amountAlive = GetAliveCount(); 57 | 58 | // No missiles should spawn when no invaders are alive 59 | if (amountAlive == 0) { 60 | return; 61 | } 62 | 63 | foreach (Transform invader in transform) 64 | { 65 | // Any invaders that are killed cannot shoot missiles 66 | if (!invader.gameObject.activeInHierarchy) { 67 | continue; 68 | } 69 | 70 | // Random chance to spawn a missile based upon how many invaders are 71 | // alive (the more invaders alive the lower the chance) 72 | if (Random.value < (1f / amountAlive)) 73 | { 74 | Instantiate(missilePrefab, invader.position, Quaternion.identity); 75 | break; 76 | } 77 | } 78 | } 79 | 80 | private void Update() 81 | { 82 | // Calculate the percentage of invaders killed 83 | int totalCount = rows * columns; 84 | int amountAlive = GetAliveCount(); 85 | int amountKilled = totalCount - amountAlive; 86 | float percentKilled = amountKilled / (float)totalCount; 87 | 88 | // Evaluate the speed of the invaders based on how many have been killed 89 | float speed = this.speed.Evaluate(percentKilled); 90 | transform.position += speed * Time.deltaTime * direction; 91 | 92 | // Transform the viewport to world coordinates so we can check when the 93 | // invaders reach the edge of the screen 94 | Vector3 leftEdge = Camera.main.ViewportToWorldPoint(Vector3.zero); 95 | Vector3 rightEdge = Camera.main.ViewportToWorldPoint(Vector3.right); 96 | 97 | // The invaders will advance to the next row after reaching the edge of 98 | // the screen 99 | foreach (Transform invader in transform) 100 | { 101 | // Skip any invaders that have been killed 102 | if (!invader.gameObject.activeInHierarchy) { 103 | continue; 104 | } 105 | 106 | // Check the left edge or right edge based on the current direction 107 | if (direction == Vector3.right && invader.position.x >= (rightEdge.x - 1f)) 108 | { 109 | AdvanceRow(); 110 | break; 111 | } 112 | else if (direction == Vector3.left && invader.position.x <= (leftEdge.x + 1f)) 113 | { 114 | AdvanceRow(); 115 | break; 116 | } 117 | } 118 | } 119 | 120 | private void AdvanceRow() 121 | { 122 | // Flip the direction the invaders are moving 123 | direction = new Vector3(-direction.x, 0f, 0f); 124 | 125 | // Move the entire grid of invaders down a row 126 | Vector3 position = transform.position; 127 | position.y -= 1f; 128 | transform.position = position; 129 | } 130 | 131 | public void ResetInvaders() 132 | { 133 | direction = Vector3.right; 134 | transform.position = initialPosition; 135 | 136 | foreach (Transform invader in transform) { 137 | invader.gameObject.SetActive(true); 138 | } 139 | } 140 | 141 | public int GetAliveCount() 142 | { 143 | int count = 0; 144 | 145 | foreach (Transform invader in transform) 146 | { 147 | if (invader.gameObject.activeSelf) { 148 | count++; 149 | } 150 | } 151 | 152 | return count; 153 | } 154 | 155 | } 156 | -------------------------------------------------------------------------------- /Assets/Scripts/Invaders.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: df26ec918b6dca34dbfb862f22570b9e 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/MysteryShip.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | [RequireComponent(typeof(BoxCollider2D))] 4 | public class MysteryShip : MonoBehaviour 5 | { 6 | public float speed = 5f; 7 | public float cycleTime = 30f; 8 | public int score = 300; 9 | 10 | private Vector2 leftDestination; 11 | private Vector2 rightDestination; 12 | private int direction = -1; 13 | private bool spawned; 14 | 15 | private void Start() 16 | { 17 | // Transform the viewport to world coordinates so we can set the mystery 18 | // ship's destination points 19 | Vector3 leftEdge = Camera.main.ViewportToWorldPoint(Vector3.zero); 20 | Vector3 rightEdge = Camera.main.ViewportToWorldPoint(Vector3.right); 21 | 22 | // Offset each destination by 1 unit so the ship is fully out of sight 23 | leftDestination = new Vector2(leftEdge.x - 1f, transform.position.y); 24 | rightDestination = new Vector2(rightEdge.x + 1f, transform.position.y); 25 | 26 | Despawn(); 27 | } 28 | 29 | private void Update() 30 | { 31 | if (!spawned) return; 32 | 33 | if (direction == 1) { 34 | MoveRight(); 35 | } else { 36 | MoveLeft(); 37 | } 38 | } 39 | 40 | private void MoveRight() 41 | { 42 | transform.position += speed * Time.deltaTime * Vector3.right; 43 | 44 | if (transform.position.x >= rightDestination.x) { 45 | Despawn(); 46 | } 47 | } 48 | 49 | private void MoveLeft() 50 | { 51 | transform.position += speed * Time.deltaTime * Vector3.left; 52 | 53 | if (transform.position.x <= leftDestination.x) { 54 | Despawn(); 55 | } 56 | } 57 | 58 | private void Spawn() 59 | { 60 | direction *= -1; 61 | 62 | if (direction == 1) { 63 | transform.position = leftDestination; 64 | } else { 65 | transform.position = rightDestination; 66 | } 67 | 68 | spawned = true; 69 | } 70 | 71 | private void Despawn() 72 | { 73 | spawned = false; 74 | 75 | if (direction == 1) { 76 | transform.position = rightDestination; 77 | } else { 78 | transform.position = leftDestination; 79 | } 80 | 81 | Invoke(nameof(Spawn), cycleTime); 82 | } 83 | 84 | private void OnTriggerEnter2D(Collider2D other) 85 | { 86 | if (other.gameObject.layer == LayerMask.NameToLayer("Laser")) 87 | { 88 | Despawn(); 89 | GameManager.Instance.OnMysteryShipKilled(this); 90 | } 91 | } 92 | 93 | } 94 | -------------------------------------------------------------------------------- /Assets/Scripts/MysteryShip.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: cc4508da8755a834b85393bfa1b44963 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 | [RequireComponent(typeof(BoxCollider2D))] 5 | public class Player : MonoBehaviour 6 | { 7 | public float speed = 5f; 8 | public Projectile laserPrefab; 9 | private Projectile laser; 10 | 11 | private void Update() 12 | { 13 | Vector3 position = transform.position; 14 | 15 | // Update the position of the player based on the input 16 | if (Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.LeftArrow)) { 17 | position.x -= speed * Time.deltaTime; 18 | } else if (Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.RightArrow)) { 19 | position.x += speed * Time.deltaTime; 20 | } 21 | 22 | // Clamp the position of the character so they do not go out of bounds 23 | Vector3 leftEdge = Camera.main.ViewportToWorldPoint(Vector3.zero); 24 | Vector3 rightEdge = Camera.main.ViewportToWorldPoint(Vector3.right); 25 | position.x = Mathf.Clamp(position.x, leftEdge.x, rightEdge.x); 26 | 27 | // Set the new position 28 | transform.position = position; 29 | 30 | // Only one laser can be active at a given time so first check that 31 | // there is not already an active laser 32 | if (laser == null && (Input.GetKeyDown(KeyCode.Space) || Input.GetMouseButtonDown(0))) { 33 | laser = Instantiate(laserPrefab, transform.position, Quaternion.identity); 34 | } 35 | } 36 | 37 | private void OnTriggerEnter2D(Collider2D other) 38 | { 39 | if (other.gameObject.layer == LayerMask.NameToLayer("Missile") || 40 | other.gameObject.layer == LayerMask.NameToLayer("Invader")) { 41 | GameManager.Instance.OnPlayerKilled(this); 42 | } 43 | } 44 | 45 | } 46 | -------------------------------------------------------------------------------- /Assets/Scripts/Player.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 57279fa70d552234492ebb5dade22177 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/Projectile.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | [RequireComponent(typeof(Rigidbody2D))] 4 | [RequireComponent(typeof(BoxCollider2D))] 5 | public class Projectile : MonoBehaviour 6 | { 7 | private BoxCollider2D boxCollider; 8 | public Vector3 direction = Vector3.up; 9 | public float speed = 20f; 10 | 11 | private void Awake() 12 | { 13 | boxCollider = GetComponent(); 14 | } 15 | 16 | private void Update() 17 | { 18 | transform.position += speed * Time.deltaTime * direction; 19 | } 20 | 21 | private void OnTriggerEnter2D(Collider2D other) 22 | { 23 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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 | # Space Invaders (2D) 2 | 3 | > Space Invaders is a 1978 shoot 'em up arcade game developed by Tomohiro Nishikado. Within the shooter game genre, Space Invaders was the first fixed shooter and set the template for the shoot 'em up genre. The goal is to defeat wave after wave of descending aliens with a horizontally moving laser to earn as many points as possible. 4 | 5 | - **Topics**: Shooting, Destruction, Sprites 6 | - **Version**: Unity 2019.4 (LTS) 7 | - [**Download**](https://github.com/zigurous/unity-space-invaders-tutorial/archive/refs/heads/main.zip) 8 | - [**Watch Video**](https://youtu.be/qWDQgmdUzWI) 9 | -------------------------------------------------------------------------------- /Sprites.psd: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/zigurous/unity-space-invaders-tutorial/131770d22a0e4a5c9a8065a25a34c7db0c42f5a6/Sprites.psd --------------------------------------------------------------------------------