Example #1
0
 public void PlayerJump()
 {
     if (PlayerUtility.CanJump(onGround, true))
     {
         PlayerUtility.PlayerAction(body2D, RUNNING_VELOCITY, JUMPING_VELOCITY);
         body2D.AddForce((Vector2.right * RUNNING_VELOCITY) * THRUST);
     }
 }
Example #2
0
    void Update()
    {
        if (onGround)
        {
            PlayerUtility.PlayerAction(body2D, RUNNING_VELOCITY, NO_VELOCITY);
            PlayerUtility.ChangeAnimation(animator, RUNNING_ANIMATION);
        }

        // if (this.gameObject.transform.position.x >= FINISH_LOCATION_X_AXIS) {
        //     PlayerUtility.PlayerAction(body2D, NO_VELOCITY, NO_VELOCITY);
        //     PlayerUtility.ChangeAnimation(animator, IDLE_ANIMATION);
        // }
    }
Example #3
0
    public IEnumerator PlayerAction_Run_No_Jump()
    {
        Rigidbody2D body = playerPrefab.GetComponent <Rigidbody2D>();

        float yBeforePlayerJumps = playerPrefab.transform.position.x;

        yield return(null);

        PlayerUtility.PlayerAction(body, 9f, 0f);

        float yAfterPlayerJumps = playerPrefab.transform.position.x;

        if (yAfterPlayerJumps > yBeforePlayerJumps)
        {
            yield break;
        }

        Assert.Fail();
    }
    public IEnumerator PlayerAction_Jump()
    {
        Rigidbody2D body = playerPrefab.GetComponent <Rigidbody2D>();

        float yBeforePlayerJumps = playerPrefab.transform.position.y;

        yield return(null);

        PlayerUtility.PlayerAction(body, 9f, 22f);

        float yAfterPlayerJumps = playerPrefab.transform.position.y;

        Debug.Log("before: " + yBeforePlayerJumps + " after: " + yAfterPlayerJumps);

        if (yAfterPlayerJumps > yBeforePlayerJumps)
        {
            yield break;
        }

        Assert.Fail();
    }
Example #5
0
    void Update()
    {
        if (onGround)
        {
            PlayerUtility.PlayerAction(body2D, RUNNING_VELOCITY, NO_VELOCITY);
            PlayerUtility.ChangeAnimation(animator, RUNNING_ANIMATION);
        }

        if (PlayerUtility.CanJump(onGround, Input.GetKey(SPACE)))
        {
            PlayerUtility.PlayerAction(body2D, RUNNING_VELOCITY, JUMPING_VELOCITY);
            body2D.AddForce((Vector2.right * RUNNING_VELOCITY) * THRUST);
        }

        if (player.transform.position.x >= FINISH_LOCATION_X_AXIS)
        {
            PlayerUtility.PlayerAction(body2D, NO_VELOCITY, NO_VELOCITY);
            PlayerUtility.ChangeAnimation(animator, IDLE_ANIMATION);
            txt.text = LEVEL_COMPLETE_MESSAGE;
        }
    }