// Update is called once per frame
    void Update()
    {
        // update speed of engine

        float speedX = 0;

        if (Input.GetAxis("Horizontal") > 0)
        {
            speedX = 1;
        }
        else if (Input.GetAxis("Horizontal") < 0)
        {
            speedX = -1;
        }


        float speedY = 0;

        if (Input.GetAxis("Vertical") > 0)
        {
            speedY = 1;
        }
        else if (Input.GetAxis("Vertical") < 0)
        {
            speedY = -1;
        }
        _engine.Speed = new Vector2(speedX, speedY).normalized;
        if (Input.GetAxis("Fire1") > 0)
        {
            _bulletGun.Fire();
        }
    }
Example #2
0
    // Update is called once per frame
    void Update()
    {
        //engines.Speed = new Vector2(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical"));
        if (Input.GetAxis("Horizontal") > 0)
        {
            engines.Speed = new Vector2(1, engines.Speed.y);
        }
        else if (Input.GetAxis("Horizontal") < 0)
        {
            engines.Speed = new Vector2(-1, engines.Speed.y);
        }
        else
        {
            engines.Speed = new Vector2(0, engines.Speed.y);
        }

        if (Input.GetAxis("Vertical") > 0)
        {
            engines.Speed = new Vector2(engines.Speed.x, 1);
        }
        else if (Input.GetAxis("Vertical") < 0)
        {
            engines.Speed = new Vector2(engines.Speed.x, -1);
        }
        else
        {
            engines.Speed = new Vector2(engines.Speed.x, 0);
        }

        if (Input.GetButton("Fire"))
        {
            bulletGun.Fire();
        }
    }
Example #3
0
    // Update is called once per frame
    void Update()
    {
        Vector2 movement      = new Vector2(Input.GetAxis("Horizontal") * playerAvatar.MaxSpeed, Input.GetAxis("Vertical") * playerAvatar.MaxSpeed) * Time.deltaTime;
        Vector2 finalMovement = new Vector2(0, 0);

        if ((transform.position.x + movement.x > marginLeft) && (transform.position.x + movement.x < marginRight))
        {
            finalMovement.x = movement.x;
        }
        if ((transform.position.y + movement.y > marginBottom) && (transform.position.y + movement.y < marginTop))
        {
            finalMovement.y = movement.y;
        }

        engines.Speed = finalMovement;

        timeCount += Time.deltaTime;

        if (Input.GetButton("Fire1") && (timeCount > bulletGun.Cooldown) && (playerAvatar.CurrentStatus == 0))
        {
            bulletGun.Fire();
            timeCount = 0;
        }
        else if (timeCount > 1.0f)
        {
            if (playerAvatar.CurrentEnergy < 1)
            {
                playerAvatar.CurrentEnergy += playerAvatar.CostEnergy / 2;
            }
        }
    }
Example #4
0
 // Update is called once per frame
 void Update()
 {
     transform.position = enemyController.Position;
     if (enemyController.Fire)
     {
         bulletGun.Fire();
         enemyController.Fire = false;
     }
 }
Example #5
0
    // Update is called once per frame
    void Update()
    {
        if (Input.GetKeyDown(KeyCode.Space))
        {
            _bulletGun = GetComponent <BulletGun>();
            _bulletGun.Fire();
        }

        float moveHorizontal = Input.GetAxis("Horizontal");
        float moveVertical   = Input.GetAxis("Vertical");

        _engine.Speed = new Vector2(moveHorizontal, moveVertical);
    }
    public void Fire(string type)
    {
        BulletGun bulletGun = FindBulletGun(type);

        if (bulletGun)
        {
            if (Time.time - lastFire >= rate)
            {
                lastFire = Time.time;
                bulletGun.Fire();
            }
        }
    }
    void Update()
    {
        CheckInput();

        engine.SetDirection(new Vector2(horInput, verInput));

        if (changeInputpressed)
        {
            bulletGun.ChangeBulletType();
        }

        if (fireInput > 0)
        {
            bulletGun.Fire();
        }
        else
        {
            bulletGun.NotFire();
        }
    }
Example #8
0
    void Update()
    {
        float _horizontal = Input.GetAxisRaw("Horizontal");
        float _vertical   = Input.GetAxisRaw("Vertical");

        _player.transform.Translate(_speed * new Vector2(_horizontal, _vertical));
        if (_player.transform.position.y > 3.3f)
        {
            _player.transform.position = new Vector2(_player.transform.position.x, 3.3f); // Remplacer Screen.height par l'equi en world space
        }
        else if (_player.transform.position.y < -4.5)
        {
            _player.transform.position = new Vector2(_player.transform.position.x, -4.5f);
        }


        if (Input.GetKey(KeyCode.Space))
        {
            _bulletGun.Fire();
        }
    }