Commit 3f8d4410 by Tim Reiter

fixed "getting stuck in a wall" bug.

parent a8cee5b3
...@@ -90,7 +90,6 @@ public class PlayerControl : MonoBehaviour ...@@ -90,7 +90,6 @@ public class PlayerControl : MonoBehaviour
//Update last position: //Update last position:
lastPos = transform.position; lastPos = transform.position;
if (isGrounded()) if (isGrounded())
velocity.y = 0; velocity.y = 0;
...@@ -142,6 +141,7 @@ public class PlayerControl : MonoBehaviour ...@@ -142,6 +141,7 @@ public class PlayerControl : MonoBehaviour
float verticalSmoothedFactor = isGrounded() ? 0 : inAirDampingVertical; float verticalSmoothedFactor = isGrounded() ? 0 : inAirDampingVertical;
if (velocity.y > 0.0f) velocity.y = Mathf.Lerp(velocity.y, 0, Time.deltaTime * verticalSmoothedFactor); if (velocity.y > 0.0f) velocity.y = Mathf.Lerp(velocity.y, 0, Time.deltaTime * verticalSmoothedFactor);
/*==========Power Ups // Bullet management ===*/ /*==========Power Ups // Bullet management ===*/
if (inputMapping.isShootPressed()) if (inputMapping.isShootPressed())
{ {
...@@ -162,11 +162,11 @@ public class PlayerControl : MonoBehaviour ...@@ -162,11 +162,11 @@ public class PlayerControl : MonoBehaviour
} }
//finally set the velocity: //finally set the velocity:
Debug.Log(velocity.y);
body2D.velocity = velocity + currentPushSpeed; body2D.velocity = velocity + currentPushSpeed;
//update move direction after the currentposition was updated: //update move direction after the currentposition was updated:
moveDirection = (transform.position - lastPos).normalized; moveDirection = (transform.position - lastPos).normalized;
} }
private bool isGrounded() private bool isGrounded()
......
...@@ -82,7 +82,7 @@ public class PlayerInputMapping : MonoBehaviour { ...@@ -82,7 +82,7 @@ public class PlayerInputMapping : MonoBehaviour {
public bool isJumpPressed() public bool isJumpPressed()
{ {
if (usesGamepad) return GamePad.GetButtonDown(GamePad.Button.A, gamepadIndex); if (usesGamepad) return GamePad.GetButton(GamePad.Button.A, gamepadIndex);
else return Input.GetKey(keyCodes[(int)Keys.Jump]); else return Input.GetKey(keyCodes[(int)Keys.Jump]);
} }
...@@ -113,7 +113,7 @@ public class PlayerInputMapping : MonoBehaviour { ...@@ -113,7 +113,7 @@ public class PlayerInputMapping : MonoBehaviour {
if (usesGamepad) if (usesGamepad)
{ {
return (GamePad.GetTrigger(GamePad.Trigger.LeftTrigger, gamepadIndex) > 0.01f) || (GamePad.GetTrigger(GamePad.Trigger.RightTrigger, gamepadIndex) > 0.01f) return (GamePad.GetTrigger(GamePad.Trigger.LeftTrigger, gamepadIndex) > 0.01f) || (GamePad.GetTrigger(GamePad.Trigger.RightTrigger, gamepadIndex) > 0.01f)
|| GamePad.GetButtonDown(GamePad.Button.LeftShoulder, gamepadIndex) || GamePad.GetButtonDown(GamePad.Button.RightShoulder, gamepadIndex); || GamePad.GetButton(GamePad.Button.LeftShoulder, gamepadIndex) || GamePad.GetButton(GamePad.Button.RightShoulder, gamepadIndex);
} }
else return Input.GetKey(keyCodes[(int)Keys.Dash]); else return Input.GetKey(keyCodes[(int)Keys.Dash]);
} }
...@@ -122,7 +122,7 @@ public class PlayerInputMapping : MonoBehaviour { ...@@ -122,7 +122,7 @@ public class PlayerInputMapping : MonoBehaviour {
{ {
if (usesGamepad) if (usesGamepad)
{ {
return GamePad.GetButtonDown(GamePad.Button.X, gamepadIndex) || GamePad.GetButtonDown(GamePad.Button.Y, gamepadIndex); return GamePad.GetButton(GamePad.Button.X, gamepadIndex) || GamePad.GetButton(GamePad.Button.Y, gamepadIndex);
} }
else return Input.GetKey(keyCodes[(int)Keys.Shoot]); else return Input.GetKey(keyCodes[(int)Keys.Shoot]);
} }
......
fileFormatVersion: 2
guid: b47b2bdb189943443b6c59dafedfd2cc
timeCreated: 1433521500
licenseType: Free
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