Commit fc4c13e0 by Philipp Adolf

Improve dashes

parent 3f2a02af
...@@ -12,8 +12,13 @@ public class PlayerControl : MonoBehaviour ...@@ -12,8 +12,13 @@ public class PlayerControl : MonoBehaviour
public float groundDamping = 20f; // how fast do we change direction? higher means faster public float groundDamping = 20f; // how fast do we change direction? higher means faster
public float inAirDamping = 5f; public float inAirDamping = 5f;
public float targetJumpHeight = 2f; public float targetJumpHeight = 2f;
public bool canDash = true; public float lastDashStart = float.NegativeInfinity;
public float dashCoolDown = 0.25f; 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; // public float jumpWaitTime = 2.0;
[HideInInspector] [HideInInspector]
...@@ -93,7 +98,28 @@ public class PlayerControl : MonoBehaviour ...@@ -93,7 +98,28 @@ public class PlayerControl : MonoBehaviour
if (_controller.isGrounded) if (_controller.isGrounded)
velocity.y = 0; velocity.y = 0;
if (Input.GetKey (goRightKeyCode))
{
dashDirection = 1.0f;
}
else if (Input.GetKey (goLeftKeyCode))
{
dashDirection = -1.0f;
}
if (canDash () && Input.GetKey (dashKeyCode))
{
lastDashStart = Time.time;
currentDashDirection = dashDirection;
}
if (isDashing ())
{
velocity.x = Mathf.Lerp(currentDashDirection * dashStartSpeed, currentDashDirection * dashEndSpeed, getDashTime() / dashCompletionTime);
velocity.y = 0;
}
else
{
if (Input.GetKey(goRightKeyCode)) if (Input.GetKey(goRightKeyCode))
{ {
normalizedHorizontalSpeed = 1; normalizedHorizontalSpeed = 1;
...@@ -117,20 +143,6 @@ public class PlayerControl : MonoBehaviour ...@@ -117,20 +143,6 @@ public class PlayerControl : MonoBehaviour
//if (_controller.isGrounded) //if (_controller.isGrounded)
} }
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);
}
if (Input.GetKeyDown(jumpKeyCode)) if (Input.GetKeyDown(jumpKeyCode))
{ {
//to avoid DOUBLE JUMP //to avoid DOUBLE JUMP
...@@ -148,11 +160,6 @@ public class PlayerControl : MonoBehaviour ...@@ -148,11 +160,6 @@ public class PlayerControl : MonoBehaviour
// apply gravity before moving // apply gravity before moving
velocity.y += gravity * Time.deltaTime; velocity.y += gravity * Time.deltaTime;
_controller.move(velocity * Time.deltaTime);
/*==========Power Ups // Bullet management ===*/ /*==========Power Ups // Bullet management ===*/
if (Input.GetKeyDown(shootKeyCode)) if (Input.GetKeyDown(shootKeyCode))
{ {
...@@ -163,12 +170,25 @@ public class PlayerControl : MonoBehaviour ...@@ -163,12 +170,25 @@ public class PlayerControl : MonoBehaviour
coolDown(); 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 ===*/ /*==========Power Ups // Bullet management ===*/
......
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