diff --git a/Assets/Resources/Games/shootEmUp.prefab b/Assets/Resources/Games/shootEmUp.prefab
index d073a84ed..e1eb74d38 100644
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diff --git a/Assets/Resources/Sprites/Games/ShootEmUp/shoot_main.png.meta b/Assets/Resources/Sprites/Games/ShootEmUp/shoot_main.png.meta
index 094d58706..b2800efec 100644
--- a/Assets/Resources/Sprites/Games/ShootEmUp/shoot_main.png.meta
+++ b/Assets/Resources/Sprites/Games/ShootEmUp/shoot_main.png.meta
@@ -545,6 +545,48 @@ TextureImporter:
indices:
edges: []
weights: []
+ - serializedVersion: 2
+ name: shoot_effect_0
+ rect:
+ serializedVersion: 2
+ x: 522
+ y: 450
+ width: 108
+ height: 100
+ alignment: 0
+ pivot: {x: 0, y: 0}
+ border: {x: 0, y: 0, z: 0, w: 0}
+ outline: []
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+ tessellationDetail: 0
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+ internalID: 433249484
+ vertices: []
+ indices:
+ edges: []
+ weights: []
+ - serializedVersion: 2
+ name: shoot_effect_1
+ rect:
+ serializedVersion: 2
+ x: 522
+ y: 338
+ width: 108
+ height: 108
+ alignment: 0
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physicsShape: []
bones: []
@@ -567,6 +609,8 @@ TextureImporter:
shoot_beam_8: -1120405300
shoot_beam_9: 515187223
shoot_earth: 769114757
+ shoot_effect_0: 433249484
+ shoot_effect_1: 81652156
shoot_enemy_0: -2136356488
shoot_enemy_1: -2032356040
shoot_enemy_2: -2103752361
diff --git a/Assets/Scripts/Games/ShootEmUp/Enemy.cs b/Assets/Scripts/Games/ShootEmUp/Enemy.cs
index dc17a66cb..46c332cc5 100644
--- a/Assets/Scripts/Games/ShootEmUp/Enemy.cs
+++ b/Assets/Scripts/Games/ShootEmUp/Enemy.cs
@@ -10,14 +10,49 @@ namespace HeavenStudio.Games.Scripts_ShootEmUp
{
public class Enemy : MonoBehaviour
{
- public double targetBeat;
+ [NonSerialized] public double createBeat;
public Transform SpawnEffect;
+ public float scaleSpeed;
+ Vector3 scaleRate => new Vector3(scaleSpeed, scaleSpeed, scaleSpeed) / (Conductor.instance.pitchedSecPerBeat * 2f);
+
private ShootEmUp game;
public void Init()
{
game = ShootEmUp.instance;
}
+
+ public void StartInput(double beat, double length)
+ {
+ game = ShootEmUp.instance;
+ game.ScheduleInput(beat, length, ShootEmUp.InputAction_Press, Just, Miss, Empty);
+ }
+ private void Just(PlayerActionEvent caller, float state)
+ {
+ SoundByte.PlayOneShotGame("shootEmUp/shoot");
+ game.shipAnim.Play("shipShoot");
+ Destroy(gameObject);
+ }
+
+ private void Miss(PlayerActionEvent caller)
+ {
+ // this is where perfect challenge breaks
+ game.Damage();
+ Destroy(gameObject);
+ }
+
+ private void Empty(PlayerActionEvent caller) {}
+
+ private void Update()
+ {
+ var cond = Conductor.instance;
+
+ if (cond.isPlaying && !cond.isPaused)
+ {
+ var enemyScale = transform.localScale;
+ transform.localScale = enemyScale + (scaleRate * Time.deltaTime);
+ }
+ }
}
}
\ No newline at end of file
diff --git a/Assets/Scripts/Games/ShootEmUp/ShootEmUp.cs b/Assets/Scripts/Games/ShootEmUp/ShootEmUp.cs
index 66eace0a1..2d8f87454 100644
--- a/Assets/Scripts/Games/ShootEmUp/ShootEmUp.cs
+++ b/Assets/Scripts/Games/ShootEmUp/ShootEmUp.cs
@@ -12,24 +12,6 @@ using Jukebox;
namespace HeavenStudio.Games.Loaders
{
using static Minigames;
- /// Minigame loaders handle the setup of your minigame.
- /// Here, you designate the game prefab, define entities, and mark what AssetBundle to load
-
- /// Names of minigame loaders follow a specific naming convention of `PlatformcodeNameLoader`, where:
- /// `Platformcode` is a three-leter platform code with the minigame's origin
- /// `Name` is a short internal name
- /// `Loader` is the string "Loader"
-
- /// Platform codes are as follows:
- /// Agb: Gameboy Advance ("Advance Gameboy")
- /// Ntr: Nintendo DS ("Nitro")
- /// Rvl: Nintendo Wii ("Revolution")
- /// Ctr: Nintendo 3DS ("Centrair")
- /// Mob: Mobile
- /// Pco: PC / Other
-
- /// Fill in the loader class label, "*prefab name*", and "*Display Name*" with the relevant information
- /// For help, feel free to reach out to us on our discord, in the #development channel.
public static class NtrShootEmUpLoader
{
public static Minigame AddGame(EventCaller eventCaller)
@@ -38,18 +20,21 @@ namespace HeavenStudio.Games.Loaders
{
new GameAction("start interval", "Start Interval")
{
- preFunction = delegate { RhythmTweezers.PreInterval(eventCaller.currentEntity.beat, eventCaller.currentEntity.length); },
+ preFunction = delegate { var e = eventCaller.currentEntity; ShootEmUp.PreInterval(e.beat, e.length, e["placement"]); },
defaultLength = 4f,
resizable = true,
+ parameters = new List()
+ {
+ new Param("placement", ShootEmUp.PlacementType.PatternA, "Placement Pattern")
+ },
},
new GameAction("spawn enemy", "Spawn Enemy")
{
defaultLength = 0.5f,
- function = delegate {var e = eventCaller.currentEntity; ShootEmUp.instance.SpawnEnemy(e.beat, e["x"], e["y"]); },
parameters = new List()
{
- new Param("x", new EntityTypes.Integer(-3, 3, 0), "X"),
- new Param("y", new EntityTypes.Integer(-3, 3, 0), "Y"),
+ new Param("x", new EntityTypes.Float(-4, 4, 0), "X"),
+ new Param("y", new EntityTypes.Float(-3, 3, 0), "Y"),
},
},
},
@@ -66,13 +51,31 @@ namespace HeavenStudio.Games
{
public GameObject baseEnemy;
public Transform enemyHolder;
+ public Animator shipAnim;
- private struct QueuedInterval
+ private List spawnedEnemies = new List();
+
+ public enum PlacementType
{
- public double beat;
- public float interval;
+ PatternA = 0,
+ PatternB,
+ PatternC,
+ Manual,
}
- private static List queuedIntervals = new List();
+
+ [System.Serializable]
+ public struct PatternItem
+ {
+ public PosPatternItem[] posPattern;
+
+ [System.Serializable]
+ public struct PosPatternItem
+ {
+ public Vector2[] posData;
+ }
+ }
+
+ [SerializeField] PatternItem[] PlacementPattern;
protected static bool IA_PadAnyDown(out double dt)
{
@@ -83,10 +86,11 @@ namespace HeavenStudio.Games
|| PlayerInput.GetPadDown(InputController.ActionsPad.Right, out dt);
}
public static PlayerInput.InputAction InputAction_Press =
- new("AgbShootPress", new int[] { IAPressCat, IAPressCat, IAPressCat },
+ new("NtrShootPress", new int[] { IAPressCat, IAPressCat, IAPressCat },
IA_PadAnyDown, IA_TouchBasicPress, IA_BatonBasicPress);
public static ShootEmUp instance;
+ private static CallAndResponseHandler crHandlerInstance;
// Start is called before the first frame update
void Awake()
@@ -94,12 +98,49 @@ namespace HeavenStudio.Games
instance = this;
}
- public void SpawnEnemy(double beat, int x, int y)
+ public override void OnGameSwitch(double beat)
+ {
+ if (Conductor.instance.isPlaying && !Conductor.instance.isPaused)
+ {
+ if (queuedIntervals.Count > 0)
+ {
+ foreach (var interval in queuedIntervals)
+ {
+ SetIntervalStart(interval.beat, beat, interval.interval, interval.placement);
+ }
+ queuedIntervals.Clear();
+ }
+ }
+ }
+
+ public override void OnPlay(double beat)
+ {
+ crHandlerInstance = null;
+ foreach (var evt in scheduledInputs)
+ {
+ evt.Disable();
+ }
+ queuedIntervals.Clear();
+ }
+
+ private void OnDestroy()
+ {
+ if (!Conductor.instance.isPlaying)
+ {
+ crHandlerInstance = null;
+ }
+ foreach (var evt in scheduledInputs)
+ {
+ evt.Disable();
+ }
+ }
+
+ public void SpawnEnemy(double beat, float x, float y, bool active = true)
{
- SoundByte.PlayOneShotGame("shootEmUp/spawn", beat);
var newEnemy = Instantiate(baseEnemy, enemyHolder).GetComponent();
- newEnemy.targetBeat = beat;
- newEnemy.gameObject.transform.localPosition = new Vector3(5.05f*x/3, 2.5f*y/3 + 1.25f, 0);
+ spawnedEnemies.Add(newEnemy);
+ newEnemy.createBeat = beat;
+ newEnemy.gameObject.transform.localPosition = new Vector3(5.05f/3*x, 2.5f/3*y + 1.25f, 0);
Vector3 angle = new Vector3(0, 0, 0);
if (x > 0 && y > 0) {
@@ -113,21 +154,77 @@ namespace HeavenStudio.Games
}
newEnemy.SpawnEffect.eulerAngles = angle;
- BeatAction.New(instance, new List()
+ if (active)
{
- new BeatAction.Action(beat, delegate
+ SoundByte.PlayOneShotGame("shootEmUp/spawn", beat);
+ BeatAction.New(instance, new List()
{
- newEnemy.gameObject.SetActive(true);
- newEnemy.GetComponent().Play("enemySpawn", 0, 0);
- })
- });
+ new BeatAction.Action(beat, delegate
+ {
+ newEnemy.gameObject.SetActive(true);
+ newEnemy.GetComponent().Play("enemySpawn", 0, 0);
+ })
+ });
+ }
+ else
+ {
+ newEnemy.gameObject.SetActive(true);
+ }
}
- public static void PreInterval(double beat, float interval = 4f, bool autoPassTurn = true)
+ private struct QueuedInterval
+ {
+ public double beat;
+ public float interval;
+ public int placement;
+ }
+ private static List queuedIntervals = new List();
+
+ private void SetIntervalStart(double beat, double gameSwitchBeat, float interval = 4f, int placement = -1)
+ {
+ CallAndResponseHandler newHandler = new();
+ crHandlerInstance = newHandler;
+ crHandlerInstance.StartInterval(beat, interval);
+ var relevantInputs = GetAllInputsBetweenBeat(beat, beat + interval);
+ relevantInputs.Sort((x, y) => x.beat.CompareTo(y.beat));
+
+ if (placement >= 0 && placement < (int)PlacementType.Manual)
+ {
+ PatternItem plcPattern = PlacementPattern[Math.Min(placement, PlacementPattern.Length - 1)];
+
+ int relevantInputsCount = relevantInputs.Count;
+ int posPatternLength = plcPattern.posPattern.Length;
+ for (int i = 0; i < relevantInputsCount; i++)
+ {
+ var evt = relevantInputs[i];
+ crHandlerInstance.AddEvent(evt.beat);
+
+ int relevantIndex = Math.Min(relevantInputsCount - 1, posPatternLength - 1);
+ var posData = plcPattern.posPattern[relevantIndex].posData;
+ int posDataIndex = Math.Min(posData.Length - 1, i);
+ var pos = posData[posDataIndex];
+
+ SpawnEnemy(evt.beat, pos.x, pos.y, evt.beat >= gameSwitchBeat);
+ }
+ }
+ else
+ {
+ foreach (var evt in relevantInputs)
+ {
+ crHandlerInstance.AddEvent(evt.beat);
+ SpawnEnemy(evt.beat, evt["x"], evt["y"], evt.beat >= gameSwitchBeat);
+ }
+ }
+
+
+ PassTurn(beat + interval, interval, newHandler);
+ }
+
+ public static void PreInterval(double beat, float interval = 4f, int placement = -1)
{
if (GameManager.instance.currentGame == "shootEmUp")
{
- // instance.SetIntervalStart(beat, beat, interval, autoPassTurn);
+ instance.SetIntervalStart(beat, beat, interval, placement);
}
else
{
@@ -135,8 +232,44 @@ namespace HeavenStudio.Games
{
beat = beat,
interval = interval,
+ placement = placement,
});
}
}
+
+ private List GetAllInputsBetweenBeat(double beat, double endBeat)
+ {
+ return EventCaller.GetAllInGameManagerList("shootEmUp", new string[] { "spawn enemy" }).FindAll(x => x.beat >= beat && x.beat < endBeat);
+ }
+
+ private void PassTurnStandalone(double beat)
+ {
+ if (crHandlerInstance != null) PassTurn(beat, crHandlerInstance.intervalLength, crHandlerInstance);
+ }
+
+ private void PassTurn(double beat, double length, CallAndResponseHandler crHandler)
+ {
+ BeatAction.New(instance, new List()
+ {
+ new BeatAction.Action(beat - 0.25, delegate
+ {
+ if (crHandler.queuedEvents.Count > 0)
+ {
+ foreach (var crEvent in crHandler.queuedEvents)
+ {
+ var enemyToInput = spawnedEnemies.Find(x => x.createBeat == crEvent.beat);
+ enemyToInput.StartInput(beat, crEvent.relativeBeat);
+ }
+ crHandler.queuedEvents.Clear();
+ }
+
+ }),
+ });
+ }
+
+ public void Damage()
+ {
+ shipAnim.Play("shipDamage");
+ }
}
}
\ No newline at end of file