repoverse / assets /snapkitty /SOURCE_README.md
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SNAPKITTY: Bifrost Runner β€” 2D game

Play it live: https://ahmadaliparr.github.io/snapkitty-2d/

Built from your four art pieces: the hoodie kitten (player), the suited Architect (NPC), the SNAP-OS dashboard (HUD language), and the Snapkitty civilization poster (world backdrop).

Play it now β€” index.html

A playable 2D platformer prototype of the full game design. Open in any browser, no build step.

  • Move: A/D or arrows Β· Jump: Space/W (coyote time included)
  • E: talk to the Architect at checkpoints Β· R: restart after winning
  • Seal all 8 Bifrost event cubes, then reach the Bifrost terminal
  • Gaps respawn you; HUD tracks sealed events + ledger integrity

Verified: node --check clean, headless DOM-stubbed run of the full game loop (boot, run, jump, all 8 pickups, NPC dialogue open/close, win banner, reset) β€” all OK. Layout composited against the real art and visually inspected.

Build it for real β€” UnrealProject/ (C# / UnrealSharp)

Unreal Engine 5.5+ project using C# via UnrealSharp + Paper2D:

  • Snapkitty2D.uproject β€” module Snapkitty2D, depends on Paper2D, EnhancedInput, UnrealSharpCore
  • Source/Snapkitty2D/:
    • SnapkittyPlayer.cs β€” plane-locked 2D character controller, run/jump, flipbook animation states (idle/run/jump)
    • ArchitectNPC.cs β€” dialogue NPC, talk radius, briefing lines
    • BifrostPickup.cs β€” bobbing/spinning collectible event cube
    • SnapkittyGameMode.cs β€” sealed-event counter, win condition, Blueprint events for UI/fanfare
    • SnapkittyHUD.cs β€” SNAP-OS styled HUD bindings (event counter, integrity bar, timed dialogue box)
  • Config/DefaultEngine.ini β€” 2D-oriented defaults

Open the .uproject in UE5, import art/ as Paper2D sprites, subclass the C# classes in Blueprints, build L_BifrostRunner.

Art β€” art/

file role
kitten.png player sprite (background-removed cutout)
suited-man.png Architect NPC sprite (background-removed cutout)
civilization.jpg parallax world backdrop
snap-os.jpg HUD/title-screen reference
*.jpg originals kept as fallback sources

(Cutouts produced with rembg; the web prototype auto-falls back to the .jpg originals if a .png is missing.)