diff --git a/.github/workflows/ci.yml b/.github/workflows/ci.yml index da3e32b..47c471c 100644 --- a/.github/workflows/ci.yml +++ b/.github/workflows/ci.yml @@ -49,6 +49,7 @@ jobs: with: name: build-windows path: build/ + owerwrite: true build-macos: runs-on: "ubuntu-latest" @@ -81,6 +82,7 @@ jobs: with: name: build-macos path: build/ + owerwrite: true build-linux: runs-on: "ubuntu-latest" @@ -113,6 +115,7 @@ jobs: with: name: build-linux path: build/ + owerwrite: true create-release: needs: [build-windows, build-macos, build-linux] diff --git a/Assets/Resources/Levels/StereoMadness.json b/Assets/Resources/Levels/StereoMadness.json index a67f427..7f0ad66 100644 --- a/Assets/Resources/Levels/StereoMadness.json +++ b/Assets/Resources/Levels/StereoMadness.json @@ -1,2064 +1,2064 @@ { - "name": "StereoMadness", - "musicName": "StereoMadness", - "order": 0, - "difficulty": 1, - "elements": [ - { - "type": "ObstacleBlock", - "x": 112.66999816894531, - "y": 0.5199999809265137, - "scaleX": 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"scaleX": 0.10999999940395355, + "scaleY": 0.10999999940395355, + "rotationZ": 0.0 + }, + { + "type": "Spike", + "x": 242.52000427246095, + "y": -3.0, + "scaleX": 0.10999999940395355, + "scaleY": 0.10999999940395355, + "rotationZ": 0.0 + }, + { + "type": "Spike", + "x": 251.72999572753907, + "y": -3.0, + "scaleX": 0.10999999940395355, + "scaleY": 0.10999999940395355, + "rotationZ": 0.0 + }, + { + "type": "Spike", + "x": 251.0, + "y": 9.989999771118164, + "scaleX": 0.10999999940395355, + "scaleY": 0.10999999940395355, + "rotationZ": 180.0 + }, + { + "type": "Spike", + "x": 119.94999694824219, + "y": 4.860000133514404, + "scaleX": 0.10000000149011612, + "scaleY": 0.07000000029802323, + "rotationZ": 0.0 + }, + { + "type": "Spike", + "x": 241.0, + "y": 9.989999771118164, + "scaleX": 0.10999999940395355, + "scaleY": 0.10999999940395355, + "rotationZ": 180.0 + }, + { + "type": "Spike", + "x": 247.0, + "y": 9.989999771118164, + "scaleX": 0.10999999940395355, + "scaleY": 0.10999999940395355, + "rotationZ": 180.0 + }, + { + "type": "Spike", + "x": 329.8699951171875, + "y": 9.8100004196167, + "scaleX": 0.15000000596046449, + "scaleY": 0.15000000596046449, + "rotationZ": 180.0 + }, + { + "type": "Spike", + "x": 293.70001220703127, + "y": -2.819999933242798, + "scaleX": 0.15000000596046449, + "scaleY": 0.15000000596046449, + "rotationZ": 0.0 + } + ] } diff --git a/Assets/Scripts/GameMode/ShipGameMode.cs b/Assets/Scripts/GameMode/ShipGameMode.cs index 8d3f9c0..54a93e1 100644 --- a/Assets/Scripts/GameMode/ShipGameMode.cs +++ b/Assets/Scripts/GameMode/ShipGameMode.cs @@ -7,9 +7,9 @@ public class ShipGameMode : IGameMode private const float HorizontalSpeed = 8.6f; private const float JumpForce = 26.6581f; private const KeyCode JumpKey = KeyCode.Space; - private const float UpperAngle = 45f; - private const float LowerAngle = -45f; - private const float RotationTransitionDuration = 0.5f; + private const float MaxAscentAngle = 45f; + private const float MaxDescentAngle = -45f; + private const float RotationSpeed = 360f; public void Update(Player player) { @@ -20,26 +20,28 @@ public class ShipGameMode : IGameMode if (jumpPressed) { Jump(player); + } - if (Input.GetKeyDown(JumpKey)) - { - player.Transform.rotation = Quaternion.Euler(0, 0, UpperAngle); - } - else - { - player.Transform.rotation = Quaternion.Euler(0, 0, UpperAngle); - } + float targetAngle; + if (player.RigidBody.linearVelocity.y > 0.1f) + { + float velocityLerp = Mathf.Clamp01(player.RigidBody.linearVelocity.y / JumpForce); + targetAngle = Mathf.Lerp(0f, MaxAscentAngle, velocityLerp); + } + else if (player.RigidBody.linearVelocity.y < -0.1f) + { + float velocityLerp = Mathf.Clamp01(Mathf.Abs(player.RigidBody.linearVelocity.y) / 20f); + targetAngle = Mathf.Lerp(0f, MaxDescentAngle, velocityLerp); } else { - float currentAngle = GetCurrentZAngle(player); - - float t = Mathf.Clamp01(Time.deltaTime / RotationTransitionDuration); - float interpolationFactor = Mathf.Sin(t * (Mathf.PI / 2)); - float newAngle = Mathf.Lerp(currentAngle, LowerAngle, interpolationFactor); - player.Transform.rotation = Quaternion.Euler(0, 0, newAngle); + targetAngle = 0f; } + float currentAngle = GetCurrentZAngle(player); + float newAngle = Mathf.MoveTowardsAngle(currentAngle, targetAngle, RotationSpeed * Time.deltaTime); + player.Transform.rotation = Quaternion.Euler(0, 0, newAngle); + if (player.Particle.gameObject.activeSelf) { player.Particle.gameObject.SetActive(false); @@ -58,19 +60,21 @@ public class ShipGameMode : IGameMode public void Jump(Player player) { - player.RigidBody.linearVelocity = new Vector2(player.RigidBody.linearVelocity.x, 0); - player.RigidBody.AddForce(Vector2.up * JumpForce, ForceMode2D.Impulse); - if (player.LevelsLoader != null) + if (player.RigidBody.linearVelocity.y <= 0.1f) { - player.LevelsLoader.IncreaseTotalJumps(); + player.RigidBody.linearVelocity = new Vector2(player.RigidBody.linearVelocity.x, 0); + player.RigidBody.AddForce(Vector2.up * JumpForce, ForceMode2D.Impulse); + if (player.LevelsLoader != null) + { + player.LevelsLoader.IncreaseTotalJumps(); + } } } public void OnCollisionEnter(Player player, Collision2D collision) { - float currentAngle = GetCurrentZAngle(player); - float shortestAngle = Mathf.DeltaAngle(currentAngle, 0); - player.Transform.rotation = Quaternion.RotateTowards(player.Transform.rotation, Quaternion.Euler(0, 0, 0), Mathf.Abs(shortestAngle)); + float snappedAngle = 0f; + player.Transform.rotation = Quaternion.Euler(0, 0, snappedAngle); } public void OnCollisionExit(Player player, Collision2D collision) diff --git a/Assets/Scripts/LevelEditor.cs b/Assets/Scripts/LevelEditor.cs index 006d2ad..4ff5408 100644 --- a/Assets/Scripts/LevelEditor.cs +++ b/Assets/Scripts/LevelEditor.cs @@ -166,7 +166,6 @@ public class LevelEditor : MonoBehaviour { if (!IsPlacementValid()) { - Debug.Log("Placement invalide : collision."); return; } PlaceBlock(); @@ -201,7 +200,6 @@ public class LevelEditor : MonoBehaviour currentBlock = sel; isPlacingBlock = true; currentScale = currentBlock.transform.localScale; - Debug.Log($"Sélection : {sel.name}"); } } void PlaceBlock() @@ -211,7 +209,6 @@ public class LevelEditor : MonoBehaviour if (isSpikeType) { - // 1) Bloquer si on perçoit un spike de même type dans la direction de snap if (IsBlockedBySameTypeInSnapDirection()) { Debug.LogError("❌ Impossible de poser un spike sur un autre spike !"); @@ -219,7 +216,6 @@ public class LevelEditor : MonoBehaviour } else { - // 2) On snap dans la direction (down/left/up/right), et on détruit si aucun support if (!SnapSpikeByRotation()) { Debug.LogError("❌ Impossible de poser un spike dans le vide !"); @@ -227,14 +223,12 @@ public class LevelEditor : MonoBehaviour } else { - // 3) On fait l’ajustement fin (si besoin) TrySnapToNearbyBlock(); } } } else { - // tous les autres blocs TrySnapToNearbyBlock(); // 🔧 Réduction du collider du ObstacleKiller si c’est un ObstacleBlock @@ -266,7 +260,6 @@ public class LevelEditor : MonoBehaviour var col = currentBlock.GetComponent(); var b = col.bounds; - // 1) Détermine direction de snap (0→down,1→left,2→up,3→right) int rot = (Mathf.RoundToInt(currentBlock.transform.eulerAngles.z / 90) % 4 + 4) % 4; Vector2 dir = rot switch { @@ -276,17 +269,15 @@ public class LevelEditor : MonoBehaviour _ => Vector2.down }; - // 2) Origine : on place la « boîte » juste en bordure du sprite float offset = 0.01f; Vector2 origin = rot switch { - 1 => new Vector2(b.min.x - offset, b.center.y), // gauche - 3 => new Vector2(b.max.x + offset, b.center.y), // droite - 2 => new Vector2(b.center.x, b.max.y + offset), // haut - _ => new Vector2(b.center.x, b.min.y - offset) // bas + 1 => new Vector2(b.min.x - offset, b.center.y), // left + 3 => new Vector2(b.max.x + offset, b.center.y), // right + 2 => new Vector2(b.center.x, b.max.y + offset), // top + _ => new Vector2(b.center.x, b.min.y - offset) // bottom }; - // 3) On box‐cast exactement la taille du sprite pour 100 unités RaycastHit2D[] hits = Physics2D.BoxCastAll( origin, b.size, @@ -308,11 +299,9 @@ public class LevelEditor : MonoBehaviour if (meIsSpikeFamily && otherIsSpikeFamily) { - // on bloque absolument tout chevauchement entre ces trois types return true; } - // si on tape autre chose (sol, block, bonus…), on arrête le scan break; } @@ -321,13 +310,11 @@ public class LevelEditor : MonoBehaviour bool SnapSpikeByRotation() { - // Récupère bounds et demi-tailles var col = currentBlock.GetComponent(); var b = col.bounds; float hw = b.extents.x; float hh = b.extents.y; - // 1) Détermine la rotation en quarts de tour : 0→down, 1→left, 2→up, 3→right int rot = ((Mathf.RoundToInt(currentBlock.transform.eulerAngles.z / 90f) % 4) + 4) % 4; Vector2 dir; switch (rot) @@ -338,12 +325,10 @@ public class LevelEditor : MonoBehaviour default: dir = Vector2.down; break; } - // 2) Calcule 3 origines le long de la face « avant » du spike const float eps = 0.01f; List origins = new List(); if (dir == Vector2.down || dir == Vector2.up) { - // face inférieure ou supérieure → balaye l’axe X float y0 = (dir == Vector2.down) ? b.min.y - eps : b.max.y + eps; origins.Add(new Vector2(b.min.x + 0.1f * b.size.x, y0)); origins.Add(new Vector2(b.center.x, y0)); @@ -351,14 +336,12 @@ public class LevelEditor : MonoBehaviour } else { - // face gauche ou droite → balaye l’axe Y float x0 = (dir == Vector2.left) ? b.min.x - eps : b.max.x + eps; origins.Add(new Vector2(x0, b.min.y + 0.1f * b.size.y)); origins.Add(new Vector2(x0, b.center.y)); origins.Add(new Vector2(x0, b.max.y - 0.1f * b.size.y)); } - // 3) Pour chaque origine, on lance un RaycastAll et on garde le hit le plus proche float bestDist = float.PositiveInfinity; RaycastHit2D bestHit = default; foreach (var o in origins) @@ -376,11 +359,9 @@ public class LevelEditor : MonoBehaviour } } - // 4) Aucun support trouvé → échec if (bestHit.collider == null) return false; - // 5) Sinon, colle bord à bord Vector3 p = currentBlock.transform.position; if (dir == Vector2.down) p.y = bestHit.point.y + hh; else if (dir == Vector2.up) p.y = bestHit.point.y - hh; @@ -388,7 +369,6 @@ public class LevelEditor : MonoBehaviour else if (dir == Vector2.right) p.x = bestHit.point.x - hw; currentBlock.transform.position = new Vector3(p.x, p.y, -1f); - Debug.Log($"Spike snapé {dir} sur « {bestHit.collider.name} » à {currentBlock.transform.position}"); return true; } @@ -421,7 +401,6 @@ public class LevelEditor : MonoBehaviour ? ResizeAxis.Horizontal : ResizeAxis.Vertical; isResizing = true; - Debug.Log($"Début redim {tgt.name} (axe {currentResizeAxis})"); } void PerformResizing() @@ -437,14 +416,12 @@ public class LevelEditor : MonoBehaviour if (IsOverlapping(resizingTarget)) { resizingTarget.transform.localScale = originalScale; - Debug.Log("Redim annulé : collision"); } if (Input.GetMouseButtonUp(0)) { isResizing = false; resizingTarget = null; currentResizeAxis = ResizeAxis.None; - Debug.Log("Fin redim"); } } @@ -470,7 +447,6 @@ public class LevelEditor : MonoBehaviour toD = toD.transform.parent.gameObject; if (toD == currentBlock) { currentBlock = null; isPlacingBlock = false; } Destroy(toD); - Debug.Log($"Supprimé {toD.name}"); } } @@ -499,7 +475,6 @@ public class LevelEditor : MonoBehaviour if (IsInvalidSnapTarget(h)) continue; float newX = h.bounds.min.x - b.extents.x; currentBlock.transform.position = new Vector3(newX, currentBlock.transform.position.y, -1f); - Debug.Log($"Snap horizontal à droite contre {h.name}"); return; } @@ -511,7 +486,6 @@ public class LevelEditor : MonoBehaviour if (IsInvalidSnapTarget(h)) continue; float newX = h.bounds.max.x + b.extents.x; currentBlock.transform.position = new Vector3(newX, currentBlock.transform.position.y, -1f); - Debug.Log($"Snap horizontal à gauche contre {h.name}"); return; } @@ -524,7 +498,6 @@ public class LevelEditor : MonoBehaviour if (IsInvalidSnapTarget(h)) continue; float newY = h.bounds.max.y + b.extents.y; currentBlock.transform.position = new Vector3(currentBlock.transform.position.x, newY, -1f); - Debug.Log($"Snap vertical (bas) contre {h.name}"); return; } @@ -536,7 +509,6 @@ public class LevelEditor : MonoBehaviour if (IsInvalidSnapTarget(h)) continue; float newY = h.bounds.min.y - b.extents.y; currentBlock.transform.position = new Vector3(currentBlock.transform.position.x, newY, -1f); - Debug.Log($"Snap vertical (haut) contre {h.name}"); return; } } @@ -569,7 +541,6 @@ public class LevelEditor : MonoBehaviour void HandleBlockRotation() { currentBlock.transform.Rotate(0, 0, -90f); - Debug.Log("Rotation 90°!"); } void InstantiateAndPrepare(GameObject prefab, Vector3? scaleOverride = null) @@ -597,8 +568,6 @@ public class LevelEditor : MonoBehaviour Destroy(child.gameObject); } - Debug.Log("Éditeur vidé."); - currentBlock = null; isPlacingBlock = false; currentPage = 0; diff --git a/Assets/Scripts/TestManager.cs b/Assets/Scripts/TestManager.cs index f2b7686..a6a8b08 100644 --- a/Assets/Scripts/TestManager.cs +++ b/Assets/Scripts/TestManager.cs @@ -80,7 +80,6 @@ public class TestManager : MonoBehaviour currentPlayer.RigidBody.freezeRotation = true; currentPlayer.RigidBody.linearVelocity = Vector2.zero; currentPlayer.SpeedMultiplier = 1f; - // currentPlayer.SpriteRenderer.sprite = Resources.Load("Shapes/BaseSquare"); currentPlayer.ChangeGameMode(gameMode); isTesting = true; @@ -95,9 +94,7 @@ public class TestManager : MonoBehaviour currentPlayer.SpriteRenderer.enabled = true; if (currentPlayer.Particle != null) - currentPlayer.Particle.Play(); // Démarrer la particule - - Debug.Log("[TestManager] Test du niveau démarré !"); + currentPlayer.Particle.Play(); } public void StopTest() @@ -112,7 +109,7 @@ public class TestManager : MonoBehaviour currentPlayer.SpeedMultiplier = 0f; if (currentPlayer.Particle != null) - currentPlayer.Particle.Stop(true, ParticleSystemStopBehavior.StopEmittingAndClear); // Arrêter proprement + currentPlayer.Particle.Stop(true, ParticleSystemStopBehavior.StopEmittingAndClear); if (currentPlayer.SpriteRenderer != null) currentPlayer.SpriteRenderer.enabled = false; @@ -128,7 +125,5 @@ public class TestManager : MonoBehaviour } isTesting = false; - - Debug.Log("[TestManager] Test du niveau arrêté, joueur reset et caméra recentrée !"); } } diff --git a/Documentation/Screenshots/edit-level.png b/Documentation/Screenshots/edit-level.png new file mode 100644 index 0000000..466d061 Binary files /dev/null and b/Documentation/Screenshots/edit-level.png differ diff --git a/ProjectSettings/ProjectSettings.asset b/ProjectSettings/ProjectSettings.asset index d6d31f8..0409f12 100644 --- a/ProjectSettings/ProjectSettings.asset +++ b/ProjectSettings/ProjectSettings.asset @@ -92,7 +92,7 @@ PlayerSettings: usePlayerLog: 1 dedicatedServerOptimizations: 1 bakeCollisionMeshes: 0 - forceSingleInstance: 0 + forceSingleInstance: 1 useFlipModelSwapchain: 1 resizableWindow: 0 useMacAppStoreValidation: 0 @@ -105,7 +105,7 @@ PlayerSettings: xboxEnableKinectAutoTracking: 0 xboxEnableFitness: 0 visibleInBackground: 1 - allowFullscreenSwitch: 1 + allowFullscreenSwitch: 0 fullscreenMode: 3 xboxSpeechDB: 0 xboxEnableHeadOrientation: 0 @@ -140,7 +140,7 @@ PlayerSettings: loadStoreDebugModeEnabled: 0 visionOSBundleVersion: 1.0 tvOSBundleVersion: 1.0 - bundleVersion: v1.0.0-staging.4 + bundleVersion: v1.0.0 preloadedAssets: [] metroInputSource: 0 wsaTransparentSwapchain: 0 @@ -673,7 +673,8 @@ PlayerSettings: webGLWebAssemblyBigInt: 0 webGLCloseOnQuit: 0 webWasm2023: 0 - scriptingDefineSymbols: {} + scriptingDefineSymbols: + Server: -306 additionalCompilerArguments: {} platformArchitecture: {} scriptingBackend: diff --git a/README.md b/README.md index 108a573..a8062f0 100644 --- a/README.md +++ b/README.md @@ -6,9 +6,9 @@ Développement d'une reproduction du jeu [Geometry Dash](https://fr.wikipedia.or Afin de tester le jeu, plusieurs `.zip` avec l'exécutable sont disponibles, généré automatiquement grâce au déploiement continu de [GameCI](https://game.ci/), en fonction du système d'exploitation: -- [Windows (x64)](https://github.com/boudji-ludwig-pett/cnam-geometry-dash/releases/download/v1.0.0-staging.4/windows.zip) -- [GNU/Linux (x64)](https://github.com/boudji-ludwig-pett/cnam-geometry-dash/releases/download/v1.0.0-staging.4/linux.zip) -- [macOS (x64)](https://github.com/boudji-ludwig-pett/cnam-geometry-dash/releases/download/v1.0.0-staging.4/macOS.zip) +- [Windows (x64)](https://github.com/boudji-ludwig-pett/cnam-geometry-dash/releases/download/v1.0.0/windows.zip) +- [GNU/Linux (x64)](https://github.com/boudji-ludwig-pett/cnam-geometry-dash/releases/download/v1.0.0/linux.zip) +- [macOS (x64)](https://github.com/boudji-ludwig-pett/cnam-geometry-dash/releases/download/v1.0.0/macOS.zip) ### Membres du groupe @@ -49,3 +49,5 @@ cd cnam-geometry-dash ![Gameplay](./Documentation/Screenshots/gameplay.png) ![Levels selection](./Documentation/Screenshots/levels-selection.png) + +![Edit Level](./Documentation/Screenshots/edit-level.png)