6 Commits
V1.3 ... V1.4

Author SHA1 Message Date
Pasha Bibko
c742b06311 Made menu decorations work on all resolutions 2025-05-12 09:41:46 +01:00
Pasha Bibko
95a2c4b43b Fixed shaders
Removed unused shaders from project
2025-05-12 09:35:02 +01:00
Pasha Bibko
8a89758ae5 Updated README.md 2025-05-09 15:26:41 +01:00
abfc6cd910 ghfghgfhgf 2025-05-02 14:58:30 +01:00
e706d5577a jxckjgx, 2025-05-02 14:58:26 +01:00
b2530ee2b7 Did suff 2025-05-02 14:57:55 +01:00
18 changed files with 1025 additions and 618 deletions

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@@ -66,20 +64,20 @@ Material:
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m_Text: 'Note:
Only works on red walls'
Only works on BLUE walls'
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@@ -8,6 +8,10 @@ public class GravityController
// Constant gravity scale
const float m_GravityScale = -20.0f;
Vector3 m_Up = Vector3.zero;
public static Vector3 up => s_Instance.m_Up;
// Private constructor to stop accidental creation
private GravityController() { }
@@ -27,5 +31,6 @@ public class GravityController
{
// Sets the gravity
Physics.gravity = new Vector3(0, m_GravityScale * scale, 0);
m_Up = Physics.gravity;
}
}

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@@ -0,0 +1,10 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PortalBack : MonoBehaviour
{
[SerializeField] PortalManager m_Manager;
// private void OnCollisionEnter(Collision collision) => m_Manager.ForceTeleport();
}

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@@ -18,7 +18,7 @@ public class PortalManager : MonoBehaviour
// Private variables //
PortalManager m_OtherManager;
PortalCamera m_PortalCamera;
[SerializeField] PortalCamera m_PortalCamera;
// Gets the other end of the portal
public PortalManager Linked() => m_OtherManager;
@@ -52,6 +52,23 @@ public class PortalManager : MonoBehaviour
m_PlayerPoint.position = CameraController.Instance().transform.position;
}
public void ForceTeleport()
{
// Calculates if the player is going towards the portal
Vector3 difference = PlayerMovement.Pos() - transform.position;
// Rotates the player
float rotDif = -Quaternion.Angle(transform.rotation, m_OtherManager.transform.rotation) + m_AngleDif;
CameraController.Instance().RotatePlayerDirection(new Vector2(0f, rotDif));
// Tellss the player it went through a portal
PlayerMovement.Instance().WentThroughPortal(rotDif);
// Teleports the player
Vector3 offset = Quaternion.Euler(0f, rotDif, 0f) * difference;
PlayerMovement.SetPos(m_OtherManager.transform.position + offset - new Vector3(0, 1.0f, 0));
}
// When something enters the portal
private void OnTriggerEnter(Collider other)
{

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/*
███████╗██████╗░░██████╗░███████╗  ██████╗░███████╗████████╗███████╗░█████╗░████████╗██╗░█████╗░███╗░░██╗
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██╔══╝░░██║░░██║██║░░╚██╗██╔══╝░░  ██║░░██║██╔══╝░░░░░██║░░░██╔══╝░░██║░░██╗░░░██║░░░██║██║░░██║██║╚████║
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╚══════╝╚═════╝░░╚═════╝░╚══════╝  ╚═════╝░╚══════╝░░░╚═╝░░░╚══════╝░╚════╝░░░░╚═╝░░░╚═╝░╚════╝░╚═╝░░╚══╝
░██████╗██╗░░██╗░█████╗░██████╗░███████╗██████╗░
██╔════╝██║░░██║██╔══██╗██╔══██╗██╔════╝██╔══██╗
╚█████╗░███████║███████║██║░░██║█████╗░░██████╔╝
░╚═══██╗██╔══██║██╔══██║██║░░██║██╔══╝░░██╔══██╗
██████╔╝██║░░██║██║░░██║██████╔╝███████╗██║░░██║
╚═════╝░╚═╝░░╚═╝╚═╝░░╚═╝╚═════╝░╚══════╝╚═╝░░╚═╝
█▀▀▄ █──█   ▀▀█▀▀ █──█ █▀▀   ░█▀▀▄ █▀▀ ▀█─█▀ █▀▀ █── █▀▀█ █▀▀█ █▀▀ █▀▀█
█▀▀▄ █▄▄█   ─░█── █▀▀█ █▀▀   ░█─░█ █▀▀ ─█▄█─ █▀▀ █── █──█ █──█ █▀▀ █▄▄▀
▀▀▀─ ▄▄▄█   ─░█── ▀──▀ ▀▀▀   ░█▄▄▀ ▀▀▀ ──▀── ▀▀▀ ▀▀▀ ▀▀▀▀ █▀▀▀ ▀▀▀ ▀─▀▀
____________________________________________________________________________________________________________________________________________
▄▀█ █▀ █▀ █▀▀ ▀█▀ ▀   █░█ █░░ ▀█▀ █ █▀▄▀█ ▄▀█ ▀█▀ █▀▀   ▄█ █▀█ ▄█▄   █▀ █░█ ▄▀█ █▀▄ █▀▀ █▀█ █▀
█▀█ ▄█ ▄█ ██▄ ░█░ ▄   █▄█ █▄▄ ░█░ █ █░▀░█ █▀█ ░█░ ██▄   ░█ █▄█ ░▀░   ▄█ █▀█ █▀█ █▄▀ ██▄ █▀▄ ▄█
____________________________________________________________________________________________________________________________________________
License:
The license is ATTRIBUTION 3.0
More license info here:
https://creativecommons.org/licenses/by/3.0/
____________________________________________________________________________________________________________________________________________
This shader has NOT been tested on any other PC configuration except the following:
CPU: Intel Core i5-6400
GPU: NVidia GTX 750Ti
RAM: 16GB
Windows: 10 x64
DirectX: 11
____________________________________________________________________________________________________________________________________________
*/
Shader "Ultimate 10+ Shaders/Edge Detection" /* The edge detection algorithm that is implemented in this shader is named "Sobel Edge Detection" */
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
}
SubShader
{
Tags { "Queue"="Transparent" }
Cull Back
GrabPass { }
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
};
struct v2f
{
float4 position : POSITION;
float4 screenPos : TEXCOORD0;
};
fixed4 _Color;
sampler2D _GrabTexture : register(s0);
v2f vert(appdata input)
{
v2f output;
output.position = UnityObjectToClipPos(input.vertex);
output.screenPos = output.position;
return output;
}
half4 pixel;
half2 uv;
fixed onePixelW, onePixelH;
half4 frag(v2f input) : SV_Target
{
uv = input.screenPos.xy / input.screenPos.w;
uv.x = (uv.x + 1) * .5;
uv.y = 1.0 - (uv.y + 1) * .5;
onePixelW = 1.0 / _ScreenParams.x;
onePixelH = 1.0 / _ScreenParams.y;
pixel = 0;
pixel = abs(
tex2D(_GrabTexture, half2(uv.x - onePixelW, uv.y)) -
tex2D(_GrabTexture, half2(uv.x + onePixelW, uv.y)) +
tex2D(_GrabTexture, half2(uv.x, uv.y + onePixelH)) -
tex2D(_GrabTexture, half2(uv.x, uv.y - onePixelH))
);
return pixel * _Color;
}
ENDCG
}
}
}

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@@ -1,2 +1,7 @@
# TheMobiusLine
# The Mobius Line
This is my FMP (final major project) that I created for my first year of Level 3 Game development. Windows downloads can be found under releases but if you wish to play via your browser you can play [here](https://pashabibko.itch.io/the-mobius-line).
### About
The mobius line is a speedrunning game built around non-Euclidean concepts set in the London Underground. Your goal is to get from one platform (the starting area) to the other (green wall) as fast as possible.