| Splash screen |
Implemented with Unity editor |
| Game icon |
Implemented with Unity editor |
| Sound/Music |
Main soundtrack in Menu, played with SoundManager |
| Controls - KeyBinding |
KeyBinding allowed by the main Menu GameInputManager, ChangeKeyScript |
| Credits Screen |
Static page, reachable by the main Menu |
| Scoreboard - Sorted |
The scoreboard is reachable by the main Menu or when the game is over. HightScoreTable, ScoreManager |
| Tutorial |
3 Static scenes |
| Score |
The score is stored and calculated in static class PlayerStats |
| PowerUPs |
There are three PowerUPs: Attack, Defense, DoubleCoins. PowerUP |
| Time-Base |
TimerCountdown.cs |
| Enemy |
Goblin, Slime, RedBat Enemies |
| Multiple levels |
There are two levels |
| Basic AI |
The enemy follow the player if is near by Enemy - Move, IsNearOther2D |
| PlayerPrefs |
Store the custom controls and score ScoreManager, ChangeKeyScript |
| Singleton |
GameInputManager, GameSingletonUI, TimerCountdown.cs, SoundManager, CameraBoundsManager, SceneController, CoinsManager |
| Coorutines |
UnlockMove, animationState - Player, SpawnCoins, DeactivateDistanceCoins, WaitForKey, AssignKey, DotAnimation, TimerTake |
| Enums |
Direction, PowerUPs |
| Static class |
Extension, PlayerStats, ScoreManager |
| Inheritance |
Enemy > FlyingEnemy > GroundEnemy |
| Extension Methods |
Spawn, Flip2D, IsNearOther2D, ChangeAlpha, Capitalize, RepeatForLoop, SetNameAndScore, SortListByScore |
| Animations |
Hero: Idle, Jump, Hurt, Death. Coins, Enemy: Hurt, Idle |
| Soundtrack |
Main soundtrack played with singleton SoundManager |
| Sounds / FX |
Coins collect, player hurt, enemy hurt, player jump, powerup SoundManager |
| Raycast |
Fireball collision, enemy detect SpecialAttack |
| User interface |
Hero, enemy (Goblin, Slime, RedBat), enemy health bar, tiles, tree, powerUPs (Attack, Defense, DoubleCoins), parallax background, coins, custom ui |
| Particles system |
Glow powerUPs, fireball explosion, player jump dust, tree around light |