Added BGM and paralaxx

This commit is contained in:
Jeremy Smitherman 2026-04-24 22:15:16 -05:00
parent 8ed794569e
commit 7e1e897405
15 changed files with 821 additions and 569 deletions

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"processors": "",
"groups": ";Keyboard&Mouse",
"action": "Interact",
"isComposite": false,
"isPartOfComposite": false
}

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@ -136,7 +136,7 @@ GameObject:
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 0
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Transform:
m_ObjectHideFlags: 0
@ -385,7 +385,7 @@ GameObject:
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 0
m_IsActive: 1
--- !u!114 &1755353617
MonoBehaviour:
m_ObjectHideFlags: 0
@ -409,11 +409,11 @@ AudioSource:
serializedVersion: 4
OutputAudioMixerGroup: {fileID: 8781117415510498633, guid: b8f5fa5f6f2c53443a6d2fc322b400eb, type: 2}
m_audioClip: {fileID: 0}
m_Resource: {fileID: 0}
m_PlayOnAwake: 0
m_Resource: {fileID: 8300000, guid: 2e297bc6383171e488adbaeefe656011, type: 3}
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@ -0,0 +1,24 @@
using System;
using UnityEngine;
public class Parallax : MonoBehaviour
{
[SerializeField] private Transform cameraTransform;
[SerializeField] private Player.Cam playerCam;
[SerializeField] private float parallaxFactor;
private Vector3 _target;
private float _offset;
private void Awake()
{
_offset = transform.position.y - cameraTransform.position.y;
}
// Update is called once per frame
void Update()
{
_target.y = (cameraTransform.position.y + _offset) * parallaxFactor;
transform.position = _target;
}
}

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@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: ec04be547022d844c9e680ad7aba5e29

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@ -0,0 +1,25 @@
using UnityEngine;
namespace Player
{
public class Cam : MonoBehaviour
{
public float YOffset => yOffset;
[SerializeField] private float camSpeed;
[SerializeField] private float yOffset;
private Transform _player;
private Vector3 _target = new Vector3(0f, 0f, -10f);
// Update is called once per frame
void Update()
{
if (_player == null)
{
_player = GameObject.FindWithTag("Player").transform;
return;
}
_target.y = Mathf.Max(_player.position.y + yOffset, 1);
transform.position = Vector3.Lerp(transform.position, _target, camSpeed * Time.deltaTime);
}
}
}

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@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 87d7038c84327c644ad4ac1df99cba55

View File

@ -1,6 +1,7 @@
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
namespace Player
{
@ -11,22 +12,41 @@ namespace Player
[SerializeField] private float springPower;
[SerializeField] private SpriteRenderer spriteRenderer;
[SerializeField] private float turnDelay;
[SerializeField] private InputActionReference interactReference;
private bool _onSpring;
private Rigidbody2D _rb;
private bool _grounded = true;
private bool _facingLeft;
private float _turnDelayTimer;
private bool _interact;
private void Awake()
{
_rb = GetComponent<Rigidbody2D>();
InputSystem.actions.FindActionMap("UI").Disable();
InputSystem.actions.FindActionMap("Player").Enable();
interactReference.action.performed += HandleInteraction;
interactReference.action.canceled += HandleInteraction;
}
private void HandleInteraction(InputAction.CallbackContext obj)
{
_interact = obj.ReadValueAsButton();
}
private void Update()
{
_turnDelayTimer += Time.deltaTime;
spriteRenderer.flipX = !_facingLeft;
Debug.Log($"{_onSpring} {_interact}");
if (_onSpring && _interact)
{
_onSpring = false;
_grounded = false;
_rb.linearVelocityX = 0;
_rb.AddForce(Vector2.up * springPower, ForceMode2D.Impulse);
}
}
private void FixedUpdate()
@ -37,9 +57,24 @@ namespace Player
}
}
private void OnTriggerEnter2D(Collider2D other)
{
if (other.gameObject.layer == LayerMask.NameToLayer("Spring"))
_onSpring = true;
}
private void OnTriggerExit2D(Collider2D other)
{
if (other.gameObject.layer == LayerMask.NameToLayer("Spring"))
{
_onSpring = false;
}
}
private void OnCollisionStay2D(Collision2D other)
{
if (_turnDelayTimer < turnDelay) return;
if (other.gameObject.layer == LayerMask.NameToLayer("Spring")) return;
var contacts = new List<ContactPoint2D>();
other.GetContacts(contacts);
foreach(var c in contacts)

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Assets/Tilemaps/background.png (Stored with Git LFS)

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@ -107,8 +107,8 @@ TextureImporter:
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width: 256
height: 154
alignment: 0
pivot: {x: 0, y: 0}
alignment: 7
pivot: {x: 0.5, y: 0}
border: {x: 0, y: 0, z: 0, w: 0}
customData:
outline: []
@ -125,7 +125,7 @@ TextureImporter:
customData:
physicsShape: []
bones: []
spriteID:
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internalID: 0
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@ -2,13 +2,13 @@
%TAG !u! tag:unity3d.com,2011:
--- !u!78 &1
TagManager:
serializedVersion: 2
serializedVersion: 3
tags: []
layers:
- Default
- TransparentFX
- Ignore Raycast
-
- Spring
- Water
- UI
-
@ -41,3 +41,5 @@ TagManager:
- name: Default
uniqueID: 0
locked: 0
m_RenderingLayers:
- Default