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The Scenes

The folder structure

With time you will find that the Assets folder will become a mess, so I suggest to organize it in a way that makes sense to you. I've used the following structure:

Assets
β”œβ”€ Textures
β”‚  └─ πŸ–ΌοΈ
β”œβ”€ Fonts
β”‚  └─ πŸ–ΌοΈ
β”œβ”€ Music
β”‚  └─ 🎹
β”œβ”€ Particles
β”‚  └─ πŸ’₯
β”œβ”€ Prefabs
β”‚  β”œβ”€ Effects
β”‚  β”œβ”€ Enemies
β”‚  β”œβ”€ Particles
β”‚  β”œβ”€ Paths
β”‚  β”œβ”€ Projectiles
β”‚  └─ Waves
β”œβ”€ Scenes
β”‚  └─ 🎬
β”œβ”€ Scripts
β”‚  └─ xxx.ts
└─ Sounds
   └─ πŸ””

TIP

I had a lot of issues with system fonts so I've finally used a bitmap one. I've used bmGlyph, which is a great app that does plenty of things like gradient and other effects.

WARNING

Save your time and just use mp3 files for music and sound effects, ogg files are not supported in some browsers.

The Scenes

First thing first, the game is composed of 4 scenes. The Preload scene is where the game starts it loads immediatly the MainMenu scene that is the first scene that is shown to the player when the game is launched. The Game scene is the main scene, where the game is played. The GameOver scene is shown when the player loses.

Scenes
β”œβ”€ Preload
β”œβ”€ MainMenu
β”œβ”€ Game
└─ GameOver

TIP

You set the game starting scene not in preferences but during the build phase so that you can, for instance, start with a different scene according to the target platform.

The Preload Scene

The Preload scene is used to instantiate two singletons. One is for managing levels and the other to play the game music. Singletons are used to share data between scenes. This tecnique is also used in Unity.

The Singletons

The LevelManager singleton is used to manage the the scenes, the AudioManager singleton is used to play the game music.

The MainMenu Scene

The MainMenu and GameOver scenes are very similar. They both have some Buttons that are used to navigate between the scenes. Buttons have click events connected to LevelManager script that loads the scene. The GameOver scene also has a Label that shows the player's high score.

The Game Scene

The game scene is very simple, there's a Canvas, a Camera, a PlayerΒ node of course, scrolling Background / Foreground nodes and Enemies prefabs that are instantiated that move towards the player. The player can shoot Projectiles that destroy enemies. The game is over when the player's health is over. The UI is composed of a ProgressBar and a Score. There is also a GameManager node that hosts the script that manages the game as the EnemyFactory and the ScoreKeeper. We will see how these work in the next sections. You will also notice a parent node for the Player which is ShipBoundaries. It's used to limit the player's movement inside the canvas and it uses the Widget component to stick to the canvas (even if the game is not responsive).

Game
└─ Canvas
   β”œβ”€ Camera
   β”‚
   β”œβ”€ Background
   β”‚  β”œβ”€ Stars
   β”‚  └─ Clouds
   β”‚
   β”œβ”€ ShipBoundaries
   β”‚  └─ Player
   β”‚     β”œβ”€ Engine
   β”‚     └─ Ship
   β”‚
   β”œβ”€ Foreground
   β”‚  └─ Clouds
   β”‚
   β”œβ”€ UI
   β”‚  β”œβ”€ ProgressBar
   β”‚  β”‚  └─ Bar
   β”‚  └─ Score
   β”‚
   └─ GameManager

The Camera node

The camera node is a child of the Canvas node, it's used to follow the player. The script attached to the camera is CameraShake.ts and it does exactly what it says, it shakes the camera. It's used when the player is hit by an enemy. The script is very simple, it just moves the camera in a random direction for a given amount of time. The camera is moved by changing the position and the rotation property of the node.

Background and Foreground Nodes

These two nodes are placeholder for textures, the Background node has Stars and Clouds textures, those nodes are just sprites with a script attached. The script is Scroller.ts and it does just one thing, it scrolls the texture. How ? It clones the node so that it can scroll infinitely. The two nodes forms a column that begin to scroll at a given speed, when the bottom one reaches the end of the canvas (and it is out of sight) it moves at the top of the other and the process repeats. This is how the scrolling effect is achieved.

The Player Node

The Player node is the most complex node in the game, it has a lot of scripts attached to it, so it deserves a section of its own.