diff --git a/.gitattributes b/.gitattributes new file mode 100644 index 0000000..411d092 --- /dev/null +++ b/.gitattributes @@ -0,0 +1,2 @@ +# ignore TextMesh Pro files from language statistics +Assets/TextMesh[[:space:]]Pro/** linguist-vendored diff --git a/.github/workflows/build.yml b/.github/workflows/build.yml new file mode 100644 index 0000000..9c39166 --- /dev/null +++ b/.github/workflows/build.yml @@ -0,0 +1,72 @@ +name: Build and Upload Artifacts + +on: + # Rebuild on merged pull requests + pull_request: + branches: + - main + + # Allows running this workflow manually from the Actions tab + workflow_dispatch: + +jobs: + build: + name: Build for ${{ matrix.targetPlatform }} + runs-on: ubuntu-latest + environment: build + + # Grant GITHUB_TOKEN the permissions required to make a Pages deployment + permissions: + contents: write # to upload WebGL build to GitHub Pages + pages: write # to deploy to Pages + id-token: write # to verify the deployment originates from an appropriate source + + strategy: + fail-fast: false + matrix: + targetPlatform: + - StandaloneWindows64 # Build for Windows + - StandaloneOSX # Build for macOS (Intel) + - StandaloneLinux64 # Build for Linux + - WebGL # Build for WebGL + + steps: + # Checkout + - name: Checkout repository + uses: actions/checkout@v4 + with: + lfs: false + + # Cache + - name: Cache Unity packages + uses: actions/cache@v3 + with: + path: Library + key: Library-${{ matrix.targetPlatform }} + restore-keys: Library-x + + # Build + - name: Build with Unity Builder + uses: game-ci/unity-builder@v4 + env: + UNITY_EMAIL: ${{ secrets.UNITY_EMAIL }} + UNITY_PASSWORD: ${{ secrets.UNITY_PASSWORD }} + UNITY_SERIAL: ${{ secrets.UNITY_SERIAL }} + with: + targetPlatform: ${{ matrix.targetPlatform }} + + # Output + - name: Upload build artifacts + uses: actions/upload-artifact@v4 + with: + name: Build-${{ matrix.targetPlatform }} + path: build/${{ matrix.targetPlatform }} + + # Deploy (WebGL) + - name: Deploy WebGL build to GitHub Pages + if: ${{ matrix.targetPlatform == 'WebGL' }} + uses: peaceiris/actions-gh-pages@v3 + with: + github_token: ${{ secrets.GITHUB_TOKEN }} + publish_dir: ./build/WebGL/WebGL/ + cname: noctrun.cybar.dev diff --git a/.vscode/settings.json b/.vscode/settings.json index 66fda6f..c2ce009 100644 --- a/.vscode/settings.json +++ b/.vscode/settings.json @@ -13,15 +13,12 @@ "**/*.unityproj": true, "**/*.dll": true, "**/*.exe": true, - "**/*.pdf": true, + "**/*.pdf": false, "**/*.mid": true, "**/*.midi": true, "**/*.wav": true, "**/*.gif": true, "**/*.ico": true, - "**/*.jpg": true, - "**/*.jpeg": true, - "**/*.png": true, "**/*.psd": true, "**/*.tga": true, "**/*.tif": true, @@ -36,13 +33,10 @@ "**/*.MA": true, "**/*.obj": true, "**/*.OBJ": true, - "**/*.asset": true, "**/*.cubemap": true, "**/*.flare": true, "**/*.mat": true, - "**/*.meta": true, "**/*.prefab": true, - "**/*.unity": true, "build/": true, "Build/": true, "Library/": true, @@ -51,10 +45,9 @@ "Obj/": true, "Logs/": true, "logs/": true, - "ProjectSettings/": true, "UserSettings/": true, "temp/": true, "Temp/": true }, "dotnet.defaultSolution": "Noctrun.sln" -} \ No newline at end of file +} diff --git a/Assets/Images/Backgrounds/forest.png b/Assets/Images/Backgrounds/forest.png index 44f636c..1c552fd 100644 Binary files a/Assets/Images/Backgrounds/forest.png and b/Assets/Images/Backgrounds/forest.png differ diff --git a/Assets/Images/Backgrounds/menu-bg.png b/Assets/Images/Backgrounds/menu-bg.png index da171af..799dd1f 100644 Binary files a/Assets/Images/Backgrounds/menu-bg.png and b/Assets/Images/Backgrounds/menu-bg.png differ diff --git a/Assets/Images/Sprites/Player Sprites/Jumping.meta b/Assets/Images/Sprites/Enemies.meta similarity index 77% rename from Assets/Images/Sprites/Player Sprites/Jumping.meta rename to Assets/Images/Sprites/Enemies.meta index df282ba..fd681cf 100644 --- a/Assets/Images/Sprites/Player Sprites/Jumping.meta +++ b/Assets/Images/Sprites/Enemies.meta @@ -1,5 +1,5 @@ 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b01ed79..05d5efb 100644 --- a/Assets/Scripts/MainMenu.cs +++ b/Assets/Scripts/MainMenu.cs @@ -3,11 +3,13 @@ public class MainMenu : MonoBehaviour { - public void PlayCallback() { + public void PlayCallback() + { SceneManager.LoadScene("World"); - } + } - public void MainMenuCallback() { + public void MainMenuCallback() + { SceneManager.LoadScene("Menu"); } diff --git a/Assets/Scripts/Player/PlayerMovement.cs b/Assets/Scripts/Player/PlayerMovement.cs index e9d5a69..d044125 100644 --- a/Assets/Scripts/Player/PlayerMovement.cs +++ b/Assets/Scripts/Player/PlayerMovement.cs @@ -19,7 +19,7 @@ public class PlayerMovement : MonoBehaviour [SerializeField] private Sprite[] sprites; [SerializeField] private float timePerFrame = 0.2f; - private bool isGrounded = false; + private bool isGrounded = true; private bool isJumping = false; private bool isSliding = false; private float jumpTimer; @@ -99,7 +99,8 @@ void Update() #endregion } - #region Animation + + #region ANIMATIONS IEnumerator AlternateSprites() { diff --git a/Assets/Scripts/World/ScrollBG.cs b/Assets/Scripts/World/ScrollBG.cs index 81c0e44..3bf631b 100644 --- a/Assets/Scripts/World/ScrollBG.cs +++ b/Assets/Scripts/World/ScrollBG.cs @@ -2,8 +2,8 @@ public class ScrollBG : MonoBehaviour { - [Range(-5f, 5f)] - [SerializeField] private float speed = 2.5f; + [Range(0f, 10f)] + [SerializeField] private float speed = 4f; private readonly float speedMultiplier = 0.1f; private float offset; diff --git a/Assets/Scripts/World/Spawner.cs b/Assets/Scripts/World/Spawner.cs index 94f90d0..fc2b1db 100644 --- a/Assets/Scripts/World/Spawner.cs +++ b/Assets/Scripts/World/Spawner.cs @@ -2,11 +2,11 @@ public class Spawner : MonoBehaviour { - [SerializeField] private GameObject[] obstaclePrefabs; - public float obstacleSpawnTime = 2f; - public float obstacleSpeed = 1f; + [SerializeField] private GameObject[] enemyPrefabs; + public float enemySpawnTime = 2f; + public float enemySpeed = 8f; - private float timeUntilObstacleSpawn; + private float timeUntilEnemySpawn; private void Start() { @@ -16,22 +16,22 @@ private void Start() private void Update() { - timeUntilObstacleSpawn += Time.deltaTime; + timeUntilEnemySpawn += Time.deltaTime; - if (timeUntilObstacleSpawn >= obstacleSpawnTime) + if (timeUntilEnemySpawn >= enemySpawnTime) { Spawn(); - timeUntilObstacleSpawn = 0f; + timeUntilEnemySpawn = 0f; } } private void Spawn() { - GameObject obstacleToSpawn = obstaclePrefabs[Random.Range(0, obstaclePrefabs.Length)]; + GameObject enemyToSpawn = enemyPrefabs[Random.Range(0, enemyPrefabs.Length)]; - GameObject spawnedObstacle = Instantiate(obstacleToSpawn, transform.position, Quaternion.identity); + GameObject spawnedEnemy = Instantiate(enemyToSpawn, transform.position, Quaternion.identity); - Rigidbody2D obstacleRB = spawnedObstacle.GetComponent(); - obstacleRB.velocity = Vector2.left * obstacleSpeed; + Rigidbody2D enemyRB = spawnedEnemy.GetComponent(); + enemyRB.velocity = Vector2.left * enemySpeed; } } diff --git a/LICENSE b/LICENSE new file mode 100644 index 0000000..f288702 --- /dev/null +++ b/LICENSE @@ -0,0 +1,674 @@ + GNU GENERAL PUBLIC LICENSE + Version 3, 29 June 2007 + + Copyright (C) 2007 Free Software Foundation, Inc. + Everyone is permitted to copy and distribute verbatim copies + of this license document, but changing it is not allowed. + + Preamble + + The GNU General Public License is a free, copyleft license for +software and other kinds of works. + + The licenses for most software and other practical works are designed +to take away your freedom to share and change the works. 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Interpretation of Sections 15 and 16. + + If the disclaimer of warranty and limitation of liability provided +above cannot be given local legal effect according to their terms, +reviewing courts shall apply local law that most closely approximates +an absolute waiver of all civil liability in connection with the +Program, unless a warranty or assumption of liability accompanies a +copy of the Program in return for a fee. + + END OF TERMS AND CONDITIONS + + How to Apply These Terms to Your New Programs + + If you develop a new program, and you want it to be of the greatest +possible use to the public, the best way to achieve this is to make it +free software which everyone can redistribute and change under these terms. + + To do so, attach the following notices to the program. It is safest +to attach them to the start of each source file to most effectively +state the exclusion of warranty; and each file should have at least +the "copyright" line and a pointer to where the full notice is found. + + + Copyright (C) + + This program is free software: you can redistribute it and/or modify + it under the terms of the GNU General Public License as published by + the Free Software Foundation, either version 3 of the License, or + (at your option) any later version. + + This program is distributed in the hope that it will be useful, + but WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + GNU General Public License for more details. + + You should have received a copy of the GNU General Public License + along with this program. If not, see . + +Also add information on how to contact you by electronic and paper mail. + + If the program does terminal interaction, make it output a short +notice like this when it starts in an interactive mode: + + Copyright (C) + This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'. + This is free software, and you are welcome to redistribute it + under certain conditions; type `show c' for details. + +The hypothetical commands `show w' and `show c' should show the appropriate +parts of the General Public License. Of course, your program's commands +might be different; for a GUI interface, you would use an "about box". + + You should also get your employer (if you work as a programmer) or school, +if any, to sign a "copyright disclaimer" for the program, if necessary. +For more information on this, and how to apply and follow the GNU GPL, see +. + + The GNU General Public License does not permit incorporating your program +into proprietary programs. If your program is a subroutine library, you +may consider it more useful to permit linking proprietary applications with +the library. If this is what you want to do, use the GNU Lesser General +Public License instead of this License. But first, please read +. diff --git a/ProjectSettings/ProjectSettings.asset b/ProjectSettings/ProjectSettings.asset index 3b3bce9..71a342a 100644 --- a/ProjectSettings/ProjectSettings.asset +++ b/ProjectSettings/ProjectSettings.asset @@ -12,13 +12,13 @@ PlayerSettings: targetDevice: 2 useOnDemandResources: 0 accelerometerFrequency: 60 - companyName: DefaultCompany - productName: FinalProject + companyName: Naziya, Romina, Sheikh + productName: Noctrun defaultCursor: {fileID: 0} cursorHotspot: {x: 0, y: 0} - m_SplashScreenBackgroundColor: {r: 0.13725491, g: 0.12156863, b: 0.1254902, a: 1} + m_SplashScreenBackgroundColor: {r: 0.043137256, g: 0.098039225, b: 0.11764707, a: 1} m_ShowUnitySplashScreen: 1 - m_ShowUnitySplashLogo: 1 + m_ShowUnitySplashLogo: 0 m_SplashScreenOverlayOpacity: 1 m_SplashScreenAnimation: 1 m_SplashScreenLogoStyle: 1 @@ -39,7 +39,9 @@ PlayerSettings: y: 0 width: 1 height: 1 - m_SplashScreenLogos: [] + m_SplashScreenLogos: + - logo: {fileID: 21300000, guid: a6262f5125292487d90ef7b7d72ec10e, type: 3} + duration: 2 m_VirtualRealitySplashScreen: {fileID: 0} m_HolographicTrackingLossScreen: {fileID: 0} defaultScreenWidth: 1920 @@ -279,7 +281,14 @@ PlayerSettings: AndroidMinifyDebug: 0 AndroidValidateAppBundleSize: 1 AndroidAppBundleSizeToValidate: 150 - m_BuildTargetIcons: [] + m_BuildTargetIcons: + - m_BuildTarget: + m_Icons: + - serializedVersion: 2 + m_Icon: {fileID: 2800000, guid: a6262f5125292487d90ef7b7d72ec10e, type: 3} + m_Width: 128 + m_Height: 128 + m_Kind: 0 m_BuildTargetPlatformIcons: [] m_BuildTargetBatching: [] m_BuildTargetShaderSettings: [] @@ -292,7 +301,8 @@ PlayerSettings: openGLRequireES31: 0 openGLRequireES31AEP: 0 openGLRequireES32: 0 - m_TemplateCustomTags: {} + m_TemplateCustomTags: + PRODUCT_DESCRIPTION: Noctrun mobileMTRendering: Android: 1 iPhone: 1 @@ -533,8 +543,8 @@ PlayerSettings: ps4IncludedModules: [] ps4attribVROutputEnabled: 0 monoEnv: - splashScreenBackgroundSourceLandscape: {fileID: 0} - splashScreenBackgroundSourcePortrait: {fileID: 0} + splashScreenBackgroundSourceLandscape: {fileID: 21300000, guid: 4336ecd4a54d34f5aa456730b9f93bed, type: 3} + splashScreenBackgroundSourcePortrait: {fileID: 21300000, guid: 4336ecd4a54d34f5aa456730b9f93bed, type: 3} blurSplashScreenBackground: 1 spritePackerPolicy: webGLMemorySize: 32 @@ -548,7 +558,7 @@ PlayerSettings: webGLTemplate: APPLICATION:Default webGLAnalyzeBuildSize: 0 webGLUseEmbeddedResources: 0 - webGLCompressionFormat: 0 + webGLCompressionFormat: 2 webGLWasmArithmeticExceptions: 0 webGLLinkerTarget: 1 webGLThreadsSupport: 0 diff --git a/README.md b/README.md index 2d8932d..666865b 100644 --- a/README.md +++ b/README.md @@ -1,5 +1,41 @@ # Noctrun -## Can you escape the horrors of the night? +**Can you escape the horrors of the night?** > Made as a group project for CSCI-3827 Game Design and Development course at Saint Mary's University + +- Artist and Designer: [Naziya Tasnim](https://github.com/nazy00) +- Lead Programmer: [Romina Rahman](https://github.com/Romina03) +- Project Manager: [Sheikh Saad Abdullah](https://github.com/cybardev) + +## Gameplay + +Control the player and avoid incoming ghosts and ghouls. Player dies instantly if caught by any ghost. + +## Controls + +- **Mouse Click**: To navigate menus +- **Up Arrow**: Jump (hold to jump higher and further) +- **Down Arrow**: Slide (hold to slide further) + +## Known Bugs + +- Jumping while Sliding causes unintended behaviour + +## Credits + +- Professor Fatemeh Bayeh +- Saint Mary's University +- Git, GitHub +- Unity, Visual Studio Code +- Sketchbook, GNU Image Manipulation Program (GIMP) +- TextMeshPro (Unity Package) +- [2D Endless Runner - Unity Tutorial by Muddy Wolf on YouTube](https://www.youtube.com/playlist?list=PLfX6C2dxVyLylMufxTi7DM9Vjlw5bff1c) +- [How to Make Looping Backgrounds [Unity Tutorial] by Comp-3 Interactive on YouTube](https://youtu.be/A5YSbgqr3sc) +- Player animations were inspired by Prince of Persia (1989) + +> **PS**: no external images or audio were used directly; may have various inspirations + +## License + +The source code of the Unity scripts are under [GPLv3](LICENSE). The images in [Assets/Images](Assets/Images) are the copyrighted intellectual property of [Naziya Tasnim](https://github.com/nazy00), _except_ [icon.png](Assets/Images/icon.png), which is the IP of [Sheikh](https://github.com/cybardev).