Ejemplo n.º 1
0
    /// <summary>
    /// Shows the cornors of the platform
    /// </summary>
    public void OnDrawGizmos()
    {
        Gizmos.color = Color.blue;
        Gizmos2D.DrawCircle(new Vector2(Physics2DExtra.Left(gCollider), Physics2DExtra.Top(gCollider)), 0.1f);

        Gizmos.color = Color.red;
        Gizmos2D.DrawCircle(new Vector2(Physics2DExtra.Right(gCollider), Physics2DExtra.Top(gCollider)), 0.1f);

        Gizmos.color = Color.green;
        Gizmos2D.DrawCircle(new Vector2(Physics2DExtra.Left(gCollider), Physics2DExtra.Bottom(gCollider)), 0.1f);

        Gizmos.color = Color.yellow;
        Gizmos2D.DrawCircle(new Vector2(Physics2DExtra.Right(gCollider), Physics2DExtra.Bottom(gCollider)), 0.1f);
    }
Ejemplo n.º 2
0
    /// <summary>
    /// Causes the player to jump and set some helper bools
    /// </summary>
    public void Jump()
    {
        entity.Velocity = new Vector2(entity.Velocity.x, JumpSpeed);
        coyoteTimer     = 0;
        jumpBufferTimer = 0;
        isJumping       = true;
        // audioSource.PlayOneShot(jumpSound);

        int amount = Random.Range(1, 3);

        for (int i = 0; i < amount; i++)
        {
            //Set positions and velocity.
            ParticleSystem.EmitParams ep = new ParticleSystem.EmitParams();
            ep.position = new Vector3(transform.position.x + (Random.Range(-4, 4) * Physics2DExtra.PIXEL_UNIT),
                                      Physics2DExtra.Bottom(bCollider), transform.position.z);

            //Set velcoyty to be fairly random
            ep.velocity = (entity.Velocity * -Random.Range(0.25f, 0.5f));

            //Particle emit
            dustSystem.Emit(ep, 1);
        }
    }
Ejemplo n.º 3
0
    /// <summary>
    /// Moves the platform, pushes entities
    /// </summary>
    /// <param name="xAmount"></param>
    /// <param name="yAmount"></param>
    private void Move(float xAmount, float yAmount)
    {
        subPixelVelocity.x += xAmount;
        subPixelVelocity.y += yAmount;

        float moveX = Mathf.Round(subPixelVelocity.x * Physics2DExtra.PIXEL_SIZE) / Physics2DExtra.PIXEL_SIZE; // In Units
        float moveY = Mathf.Round(subPixelVelocity.y * Physics2DExtra.PIXEL_SIZE) / Physics2DExtra.PIXEL_SIZE; // In Units

        if (moveX != 0 || moveY != 0)
        {
            List <Entity2D> riding      = GetAllRidingEntities();
            Entity2D[]      AllEntities = FindObjectsOfType <Entity2D>();

            //May need to change
            gCollider.isTrigger = true;

            //X
            if (moveX != 0)
            {
                //Moveplatform
                subPixelVelocity.x -= moveX;
                transform.position += new Vector3(moveX, 0, 0);
                Physics2D.SyncTransforms();

                if (moveX > 0)
                {
                    foreach (Entity2D ent in AllEntities)
                    {
                        if (Physics2DExtra.PlaceMeeting(gCollider, Vector2.zero, entitiyLayer, ent.bCollider, true))
                        {
                            ent.MoveX(Physics2DExtra.Right(gCollider) - Physics2DExtra.Left(ent.bCollider));
                        }
                        else if (riding.Contains(ent))
                        {
                            ent.MoveX(moveX);
                        }
                    }
                }
                else if (moveX < 0)
                {
                    foreach (Entity2D ent in AllEntities)
                    {
                        if (Physics2DExtra.PlaceMeeting(gCollider, Vector2.zero, entitiyLayer, ent.bCollider, true))
                        {
                            ent.MoveX(Physics2DExtra.Left(gCollider) - Physics2DExtra.Right(ent.bCollider));
                        }
                        else if (riding.Contains(ent))
                        {
                            ent.MoveX(moveX);
                        }
                    }
                }
            }

            //Y
            if (moveY != 0)
            {
                //Moveplatform
                subPixelVelocity.y -= moveY;
                transform.position += new Vector3(0, moveY, 0);
                Physics2D.SyncTransforms();

                if (moveY > 0)
                {
                    foreach (Entity2D ent in AllEntities)
                    {
                        if (Physics2DExtra.PlaceMeeting(gCollider, Vector2.zero, entitiyLayer, ent.bCollider, true))
                        {
                            ent.MoveY(Physics2DExtra.Top(gCollider) - Physics2DExtra.Bottom(ent.bCollider));
                        }
                        else if (riding.Contains(ent))
                        {
                            ent.MoveY(moveY);
                        }
                    }
                }
                else
                {
                    foreach (Entity2D ent in AllEntities)
                    {
                        if (Physics2DExtra.PlaceMeeting(gCollider, Vector2.zero, entitiyLayer, ent.bCollider, true))
                        {
                            ent.MoveY(Physics2DExtra.Bottom(gCollider) - Physics2DExtra.Top(ent.bCollider));
                        }
                        else if (riding.Contains(ent))
                        {
                            ent.MoveY(moveY);
                        }
                    }
                }
            }
            //May need to change
            gCollider.isTrigger = false;
        }
    }
Ejemplo n.º 4
0
    /// <summary>
    /// Movement code, jumping, gravity,
    /// </summary>
    void GameplayState()
    {
        float fricc = groundFriction;

        if (!entity.onGround)
        {
            fricc = airFirction;
        }

        float grav = 0.2f;

        //Lock it to this frame
        if (doFireJump)
        {
            entity.Velocity = new Vector2(entity.Velocity.x, fireJumpAmount);
            coyoteTimer     = 0;
            jumpBufferTimer = 0;
            isJumping       = false;
            doFireJump      = false;

            if (gameObject.transform.childCount > 0)
            {
                Destroy(gameObject.transform.GetChild(0).gameObject);
            }

            GameObject obj = GameObject.Instantiate(burnJumpParticle, transform);
        }

        //Mvoement
        if (KeyRight)
        {
            entity.Velocity = new Vector2(Numbers.Approach(entity.Velocity.x, MoveSpeed, fricc), entity.Velocity.y);
        }
        else if (KeyLeft)
        {
            entity.Velocity = new Vector2(Numbers.Approach(entity.Velocity.x, -MoveSpeed, fricc), entity.Velocity.y);
        }
        else
        {
            entity.Velocity = new Vector2(Numbers.Approach(entity.Velocity.x, 0.0f, fricc), entity.Velocity.y);
        }

        //Landed Dust
        if (entity.landed)
        {
            int amount = Random.Range(1, 3);

            for (int i = 0; i < amount; i++)
            {
                //Set positions and velocity.
                ParticleSystem.EmitParams ep = new ParticleSystem.EmitParams();
                ep.position = new Vector3(transform.position.x + (Random.Range(-4, 4) * Physics2DExtra.PIXEL_UNIT),
                                          Physics2DExtra.Bottom(bCollider), transform.position.z);

                //Set velcoyty to be fairly random
                ep.velocity = new Vector3(Random.Range(-1, 1), Random.Range(0.5f, 1f), ep.velocity.z);

                //Particle emit
                dustSystem.Emit(ep, 1);
            }
        }

        if (entity.onGround)
        {
            //Set this so it can count down when not on ground
            coyoteTimer = coyoteTimeThreshhold;
            isJumping   = false;

            if (KeyJump || jumpBufferTimer > 0)
            {
                Jump();
            }

            //create dust if moving
            if (entity.Velocity.x != 0)
            {
                if (Random.Range(0, 20) >= 19)
                {
                    //Set positions and velocity.
                    ParticleSystem.EmitParams ep = new ParticleSystem.EmitParams();
                    ep.position = new Vector3(transform.position.x + (Random.Range(-4, 4) * Physics2DExtra.PIXEL_UNIT),
                                              Physics2DExtra.Bottom(bCollider), transform.position.z);

                    //Set velcoyty to be fairly random
                    ep.velocity = (entity.Velocity * -Random.Range(0.5f, 1));
                    ep.velocity = new Vector3(ep.velocity.x, Random.Range(0.5f, 1f), ep.velocity.z);

                    //Particle emit
                    dustSystem.Emit(ep, 1);
                }
            }
        }
        else // Not on ground
        {
            if (KeyJump)
            {
                if (coyoteTimer > 0)
                {
                    Jump();
                }
                else // Set jump buffer
                {
                    jumpBufferTimer = jumpBufferThreshhold;
                }
            }

            if (KeyJumpHeld && Mathf.Abs(entity.Velocity.y) <= halfGravBuffer)
            {
                grav *= 0.5f;
            }

            //Variable jump height
            if (KeyJumpRel && isJumping)
            {
                if (entity.Velocity.y > 0)
                {
                    if (entity.Velocity.y >= JumpSpeed / 4.0f)
                    {
                        entity.Velocity = new Vector2(entity.Velocity.x, JumpSpeed / 4.0f);
                    }
                }
                isJumping = false;
            }

            coyoteTimer = Numbers.Approach(coyoteTimer, 0, 1);
        }
        jumpBufferTimer = Numbers.Approach(jumpBufferTimer, 0, 1);

        //Gravity
        if (entity.Velocity.y > -10)
        {
            entity.Velocity = new Vector2(entity.Velocity.x, entity.Velocity.y - grav);
        }

        //Debug.Log(entity.Velocity.ToString() + " : " + overFlowVelocity.ToString()); ;

        if (recentlyHurt)
        {
            hurtTimer -= 1;

            if (hurtTimer % 5 == 0)
            {
                sRenderer.enabled = true;
            }
            else
            {
                sRenderer.enabled = false;
            }

            if (hurtTimer <= 0)
            {
                sRenderer.enabled = true;
                recentlyHurt      = false;
            }
        }

        Animation();

        //These should only be active one frame
        KeyJump    = false;
        KeyJumpRel = false;
    }