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PhaseJumpPro

Utility classes for making games with Unity.

Documentation

The documentation very limited right now. It is a work in progress here: Link

Modules

The code contains common design patterns for games in C#:

  • Behavior Trees
  • Basic objects for building node graphs/simulation graphs (for city builders, sims, etc.)
  • Weighted randoms (Spawn/Loot Tables + Spawner2D with spawn radius)
  • Common Shaders (Stencil, Desaturate, Invert, Single Color, RGB-Recolor, etc.)
  • 2D Movement paths (straight line, circle)
  • Directional Velocity (2D-Kinematic)
  • Emitters/Auto Emitters (firing bullets with time/count limits, Auto Emitter for shmups)
  • Formations (auto populate template objects into a formation). EXAMPLE: line of hearts to show health
  • Valves (for animated doors, switches, etc.)
  • Interpolation curves
  • Broadcast-Listener
  • Command (for undo-redo)
  • Timers
  • ObservedValue
  • Goals (for game goals (complete N tasks to continue))
  • Signal-Receptor (for tutorials)
  • State Machines
  • Concept-Demo (for tutorials)
  • Bank for Currency (freemium apps)
  • TopDown2D characters and basic steering (Flip, Wander, Wander-to-Target)
  • Input Schemes (Move to Mouse for Cursors, Aim at Mouse for shooters)
  • Grid-Based Games (Bejeweled, Tetris, etc.)

Special Effects

  • SpriteTrail2D shows a trail of fading sprite samples behind a moving sprite (for ghost trail effect): alt text
  • FXFade will fade from startAlpha to endAlpha, and (optionally) cull after fade out is complete
  • CameraShake2D will do a basic camera shake

Editor Scripts

I created some scripts to make life easier for 2D Game developers:

  • Grid Sprite Slicer
  • XML Sprite Slicer
  • Apply Pixel Art settings
  • Generate Animation Clips from Spritesheets

The idea is to make prototyping simple games a bit easier by having some common design patterns in place.

phasejumppro's People

Contributors

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