Commit c73f6fd0 by Alisa Jung
parents 164aff47 2d3f3dcc
......@@ -12,8 +12,13 @@ public class PlayerControl : MonoBehaviour
public float groundDamping = 20f; // how fast do we change direction? higher means faster
public float inAirDamping = 5f;
public float targetJumpHeight = 2f;
public bool canDash = true;
public float dashCoolDown = 0.25f;
public float lastDashStart = float.NegativeInfinity;
public float currentDashDirection = 0.0f;
public float dashDirection = 1.0f;
public float dashCompletionTime = 0.25f;
public float dashStartSpeed = 20.0f;
public float dashEndSpeed = 8.0f;
public float dashCoolDown = 0.5f;
// public float jumpWaitTime = 2.0;
[HideInInspector]
......@@ -93,82 +98,97 @@ public class PlayerControl : MonoBehaviour
if (_controller.isGrounded)
velocity.y = 0;
if (Input.GetKey(goRightKeyCode))
{
normalizedHorizontalSpeed = 1;
if (transform.localScale.x < 0f)
transform.localScale = new Vector3(-transform.localScale.x, transform.localScale.y, transform.localScale.z);
//if (_controller.isGrounded)
}
else if (Input.GetKey(goLeftKeyCode))
if (Input.GetKey (goRightKeyCode))
{
normalizedHorizontalSpeed = -1;
if (transform.localScale.x > 0f)
transform.localScale = new Vector3(-transform.localScale.x, transform.localScale.y, transform.localScale.z);
//if (_controller.isGrounded)
dashDirection = 1.0f;
}
else
else if (Input.GetKey (goLeftKeyCode))
{
normalizedHorizontalSpeed = 0;
//if (_controller.isGrounded)
dashDirection = -1.0f;
}
if (canDash && Input.GetKey(dashKeyCode))
if (canDash () && Input.GetKey (dashKeyCode))
{
float direction = Mathf.Sign(transform.localScale.x);
if (normalizedHorizontalSpeed != 0)
{
// player pressed a movement button so prefer the new direction
direction = Mathf.Sign(normalizedHorizontalSpeed);
}
normalizedHorizontalSpeed = 5 * direction;
canDash = false;
Invoke("EnableDash", dashCoolDown);
lastDashStart = Time.time;
currentDashDirection = dashDirection;
}
if (Input.GetKeyDown(jumpKeyCode))
if (isDashing ())
{
//to avoid DOUBLE JUMP
if (_controller.isGrounded)
{
velocity.y = Mathf.Sqrt(2f * targetJumpHeight * -gravity);
}
velocity.x = Mathf.Lerp(currentDashDirection * dashStartSpeed, currentDashDirection * dashEndSpeed, getDashTime() / dashCompletionTime);
velocity.y = 0;
}
// apply horizontal speed smoothing it
var smoothedMovementFactor = _controller.isGrounded ? groundDamping : inAirDamping; // how fast do we change direction?
velocity.x = Mathf.Lerp(velocity.x, normalizedHorizontalSpeed * rawMovementDirection * runSpeed, Time.deltaTime * smoothedMovementFactor);
// apply gravity before moving
velocity.y += gravity * Time.deltaTime;
_controller.move(velocity * Time.deltaTime);
/*==========Power Ups // Bullet management ===*/
if (Input.GetKeyDown(shootKeyCode))
else
{
if (Input.GetKey(goRightKeyCode))
{
normalizedHorizontalSpeed = 1;
if (transform.localScale.x < 0f)
transform.localScale = new Vector3(-transform.localScale.x, transform.localScale.y, transform.localScale.z);
//if (_controller.isGrounded)
}
else if (Input.GetKey(goLeftKeyCode))
{
normalizedHorizontalSpeed = -1;
if (transform.localScale.x > 0f)
transform.localScale = new Vector3(-transform.localScale.x, transform.localScale.y, transform.localScale.z);
//if (_controller.isGrounded)
}
else
{
normalizedHorizontalSpeed = 0;
//if (_controller.isGrounded)
}
if (Input.GetKey (jumpKeyCode))
{
//to avoid DOUBLE JUMP
if (_controller.isGrounded)
{
velocity.y = Mathf.Sqrt(2f * targetJumpHeight * -gravity);
}
}
// apply horizontal speed smoothing it
var smoothedMovementFactor = _controller.isGrounded ? groundDamping : inAirDamping; // how fast do we change direction?
velocity.x = Mathf.Lerp(velocity.x, normalizedHorizontalSpeed * rawMovementDirection * runSpeed, Time.deltaTime * smoothedMovementFactor);
// apply gravity before moving
velocity.y += gravity * Time.deltaTime;
/*==========Power Ups // Bullet management ===*/
if (Input.GetKeyDown(shootKeyCode))
{
Debug.Log("Shoot pressed. Can shoot: " + canShoot());
if (canShoot())
{
shoot();
coolDown();
shoot();
coolDown();
}
}
}
_controller.move(velocity * Time.deltaTime);
}
private float getDashTime ()
{
return Time.time - lastDashStart;
}
private bool isDashing ()
{
float dashTime = getDashTime();
return 0 <= dashTime && dashTime < dashCompletionTime;
}
void EnableDash()
private bool canDash ()
{
canDash = true;
return getDashTime() >= dashCompletionTime + dashCoolDown;
}
/*==========Power Ups // Bullet management ===*/
......@@ -229,4 +249,4 @@ public class PlayerControl : MonoBehaviour
return (!coolingDown) && powerUpType != POWERUP_NONE;
}
}
\ No newline at end of file
}
using UnityEngine;
using System.Collections;
public class Spikes : MonoBehaviour {
float damage; //the amount of damage the spikes make.
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
void OnCollisionEnter2D(Collision2D coll)
{
if (coll.gameObject.tag == "Player")
{
//TODO: do damage
}
}
}
fileFormatVersion: 2
guid: 6420b29453e1bf744941e7bec3f7d443
timeCreated: 1433438590
licenseType: Free
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serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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assetBundleVariant:
......@@ -4,18 +4,30 @@ using System.Collections;
public class Trap : MonoBehaviour {
public int damagePoints = 10;
public float respawnTime = 5.0f;
// used to store the position while the trap is deactivated
private Vector2 realPosition;
void OnTriggerEnter2D(Collider2D other)
{
if (other.tag == "Player")
{
other.GetComponent<PlayerHealth>().changeHealthBy(-damagePoints);
transform.position = new Vector2(50, 50);//TODO setze auf 1000 oder so, zur sicherheit.
destroyTrap();
}
}
public void destroyTrap()
{
realPosition = transform.position;
transform.position = new Vector2(100, 100);
Invoke("Activate", respawnTime);
}
void Activate()
{
transform.position = realPosition;
}
}
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