public void MovementUpdate()
    {
        lastOnGround = onGround;
        onGround     = checkIfGrounded();

        if (onGround && velocity.y <= 0)
        {
            velocity.y  = 0;
            velocity.x *= (1 - groundFriction);
        }
        else
        {
            velocity.x *= (1 - airFriction);
        }

        if (velocity.y > 0 && hittingCeiling())
        {
            movementControllerScript.Move(new Vector2(0, velocity.y));
            velocity.y = 0;
        }

        if (!onGround && lastOnGround)
        {
            foreach (GameObject go in movementControllerScript.collisionState.thingsIWasStandingOn)
            {
                MovementControllerScript mcs = go.GetComponent <MovementControllerScript>();
                if (mcs != null)
                {
                    velocity += mcs.amountMovedLastFrame;
                }
            }
        }
        velocity.y -= gravity;
    }
Exemple #2
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    public void MovementUpdate()
    {
        bool    switched = false;
        Vector2 delta    = waypoints[currentWaypointIndex] - (Vector2)transform.position;

        if (delta.magnitude < speed)
        {
            velocity = delta;
            nextWaypoint();
            switched = true;
        }
        else
        {
            velocity = delta.normalized * speed;
        }

        Vector2 amountMoved = movementControllerScript.Move(velocity);

        //this goes to the next waypoint if the platform is stopped by something -- it's not clear that this is the right solution
        if (Mathf.Abs(amountMoved.magnitude) < Mathf.Abs(velocity.magnitude) * .2 && !switched)
        {
            if (!movedLastFrame)
            {
                nextWaypoint();
            }
            movedLastFrame = false;
        }
        else
        {
            movedLastFrame = true;
        }
    }
Exemple #3
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    private void ServerReceiveMessage(NetworkMessage message)
    {
//		CuantasVecesRecibe++;
        StringMessage msg = new StringMessage();

        msg.value = message.ReadMessage <StringMessage> ().value;
        GCS.SetPressedButton(msg.value);
        //SEND MOVEMENT
        MCS.Move();
        //SEND SHOOT
        if (msg.value == "L")
        {
            GCS.isShooting = true;
        }

//		if (GCS.getGameover ()) {
//			if (msg.value == "C") {
//				GCS.isShooting = true;
//			}
//			//RESTART GAME
//		}
//
//		if (GCS.getGameWon ()) {
//			if (msg.value == "Z") {
//				GCS.isShooting = true;
//			}
    }
Exemple #4
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 // Update is called once per frame
 void LateUpdate()
 {
     if (affectedByGravity)
     {
         velocity.y -= gravity;
     }
     movementControllerScript.Move(velocity);
     onGround  = checkIfGrounded();
     onCeiling = checkIfCeilinged();
     touchWall = checkIfWalled();
     if (affectedByFriction)
     {
         if (onGround)
         {
             velocity.y  = 0;
             velocity.x *= (1 - groundFriction);
         }
         else
         {
             velocity.x *= (1 - airFriction);
         }
     }
     if (onCeiling)
     {
         velocity.y = 0;
     }
     if (touchWall)
     {
         velocity.x = 0;
     }
 }
    // Update is called once per frame
    void Update()
    {
        Vector2 delta = waypoints[currentWaypointIndex] - (Vector2)transform.position;

        if (delta.magnitude < speed)
        {
            velocity = delta;
            nextWaypoint();
        }
        else
        {
            velocity = delta.normalized * speed;
        }
        movementControllerScript.FindPassengers();
        movementControllerScript.Move(velocity);
    }
Exemple #6
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 public void MovementUpdate()
 {
     sprite.flipX = (facing == -1);
     physicsScript.MovementUpdate();
     pusherScript.amIPushing = (pushPressed && physicsScript.onGround && Mathf.Abs(physicsScript.velocity.x) > 0);
     pusherScript.pushFacing = facing;
     pusherScript.MovementUpdate();
     if (pusherScript.thingIAmPushing != null)
     {
         pusherScript.thingIAmPushing.GetComponent <MovementControllerScript>().Move(new Vector2(physicsScript.velocity.x, 0));
     }
     movementControllerScript.Move(physicsScript.velocity);
     if (pusherScript.thingIAmPulling != null)
     {
         pusherScript.thingIAmPulling.GetComponent <MovementControllerScript>().Move(new Vector2(physicsScript.velocity.x, 0));
     }
 }
 public void MovementUpdate()
 {
     physicsScript.MovementUpdate();
     movementControllerScript.Move(physicsScript.velocity);
 }
    public Vector2 Move(Vector2 delta, Vector2 sourcePusherLevel, int depthCount)
    {
        depthCount++;
        if (depthCount > 10)
        {
            return(new Vector2(0, 0));
        }
        else
        {
            //Move attempts to move in the x dimension and then the y
            //it only moves us as far as we can move, and returns however far that was

            float   direction        = 0;
            Vector2 amountLeftToMove = delta;
            Vector2 totalAmountMoved = new Vector2();

            List <RaycastHit2D> currentPushHits  = new List <RaycastHit2D>();
            List <RaycastHit2D> currentCarryHits = new List <RaycastHit2D>();

            List <MovementControllerScript> hitThingsXmcs = new List <MovementControllerScript>();
            List <MovementControllerScript> hitThingsYmcs = new List <MovementControllerScript>();

            for (int i = 0; i < numberOfPassengerMovementPasses; i++)
            {
                Vector2 amountMoved = new Vector2(0, 0);

                if (Mathf.Abs(amountLeftToMove.x) > 0)
                {
                    direction       = Mathf.Sign(amountLeftToMove.x);
                    currentPushHits = HorizontalRaycastHits(MIN_DISTANCE * direction);
                    RaycastHit2D closestHit = GetClosestHit(currentPushHits);
                    if (closestHit.transform != null)
                    {
                        MovementControllerScript mcs = closestHit.transform.gameObject.GetComponent <MovementControllerScript>();
                        if (mcs != null)
                        {
                            bool          shouldGetPushed = (mcs.pushableLevel.x < sourcePusherLevel.x);
                            PhysicsScript physicsScript   = mcs.GetComponent <PhysicsScript>();
                            if (physicsScript != null)
                            {
                                if (physicsScript.onGround == false || physicsScript.velocity.y > 0)
                                //this is a convulted way of checking if I'm in the air and therefore should be pushed
                                {
                                    shouldGetPushed = true;
                                }
                            }
                            if (shouldGetPushed)
                            {
                                hitThingsXmcs.Add(mcs);
                                mcs.Move(new Vector2(amountLeftToMove.x, 0), sourcePusherLevel, depthCount);
                            }
                        }
                    }

                    amountMoved.x = CalculateMoveX(amountLeftToMove);
                    List <GameObject> carryObjects = new List <GameObject>();

                    currentCarryHits = VerticalRaycastHits(MIN_DISTANCE);
                    foreach (RaycastHit2D hit in currentCarryHits)
                    {
                        if (hit.transform != null)
                        {
                            if (!carryObjects.Contains(hit.transform.gameObject))
                            {
                                if (hit.transform.gameObject.GetComponent <PhysicsScript>() != null)
                                {
                                    carryObjects.Add(hit.transform.gameObject);
                                }
                            }
                        }
                    }
                    if (carryObjects.Count > 0 && amountMoved.x != 0)
                    {
                        List <GameObject> carryObjectsSorted = SortGameObjectsByPositionX(carryObjects);

                        int iStart;
                        int iDirection;
                        int iEnd;
                        if (amountMoved.x < 0)
                        {
                            iStart     = 0;
                            iDirection = 1;
                            iEnd       = carryObjectsSorted.Count;
                        }
                        else
                        {
                            iStart     = carryObjectsSorted.Count - 1;
                            iDirection = -1;
                            iEnd       = -1;
                        }
                        for (int j = iStart; j != iEnd; j += iDirection)
                        {
                            GameObject carryObject       = carryObjectsSorted[j];
                            MovementControllerScript mcs = carryObject.GetComponent <MovementControllerScript>();
                            if (mcs != null)
                            {
                                if (!mcs.beenCarriedThisFrame)
                                {
                                    mcs.beenCarriedThisFrame = true;
                                    mcs.Move(new Vector2(amountMoved.x, 0));
                                }
                            }
                        }
                    }
                }

                TranslateAndRecord(amountMoved);
                if (Mathf.Abs(amountLeftToMove.y) > 0)
                {
                    direction       = Mathf.Sign(amountLeftToMove.y);
                    currentPushHits = VerticalRaycastHits(MIN_DISTANCE * direction);

                    List <GameObject> hitObjects = new List <GameObject>();
                    foreach (RaycastHit2D hit in currentPushHits)
                    {
                        if (hit.transform != null)
                        {
                            if (!hitObjects.Contains(hit.transform.gameObject))
                            {
                                hitObjects.Add(hit.transform.gameObject);
                            }
                        }
                    }
                    List <GameObject> pushedObjects = new List <GameObject>();
                    foreach (GameObject hitObject in hitObjects)
                    {
                        MovementControllerScript hitMCS = hitObject.GetComponent <MovementControllerScript>();
                        if (hitMCS != null)
                        {
                            if (hitMCS.pushableLevel.y < sourcePusherLevel.y)
                            {
                                if (!pushedObjects.Contains(hitMCS.gameObject))
                                {
                                    pushedObjects.Add(hitMCS.gameObject);
                                }
                            }
                        }
                    }

                    float   minDistanceMoved = Mathf.Infinity;
                    float[] distancesMoved   = new float[pushedObjects.Count];

                    for (int j = 0; j < pushedObjects.Count; j++)
                    {
                        GameObject pushedObject         = pushedObjects[j];
                        MovementControllerScript hitMCS = pushedObject.GetComponent <MovementControllerScript>();
                        distancesMoved[j] = hitMCS.Move(new Vector2(0, amountLeftToMove.y), sourcePusherLevel, depthCount).y;

                        if (distancesMoved[j] < minDistanceMoved)
                        {
                            minDistanceMoved = distancesMoved[j];
                        }
                    }

                    for (int j = 0; j < pushedObjects.Count; j++)
                    {
                        GameObject pushedObject = pushedObjects[j];
                        if (distancesMoved[j] > minDistanceMoved)
                        {
                            MovementControllerScript mcs = pushedObject.GetComponent <MovementControllerScript>();
                            if (mcs != null)
                            {
                                float diff = distancesMoved[j] - minDistanceMoved;
                                mcs.Move(new Vector2(0, diff * direction * -1));
                            }
                        }
                    }

                    List <GameObject> carryObjects = new List <GameObject>();

                    if (direction < 0)
                    {
                        currentCarryHits = VerticalRaycastHits(MIN_DISTANCE);
                        foreach (RaycastHit2D hit in currentCarryHits)
                        {
                            if (hit.transform != null)
                            {
                                if (!carryObjects.Contains(hit.transform.gameObject))
                                {
                                    carryObjects.Add(hit.transform.gameObject);
                                }
                            }
                        }
                    }

                    amountMoved.y = CalculateMoveY(amountLeftToMove);
                    TranslateAndRecord(new Vector2(0, amountMoved.y));
                    if (direction < 0)
                    {
                        foreach (GameObject carryObject in carryObjects)
                        {
                            MovementControllerScript mcs           = carryObject.GetComponent <MovementControllerScript>();
                            PhysicsScript            physicsScript = carryObject.GetComponent <PhysicsScript>();
                            //TODO: this is not the right way to prevent things from simultaneously pulling objects down and being pushed by them
                            if (physicsScript != null)
                            {
                                if (mcs.pushableLevel.y <= pusherLevel.y)
                                {
                                    mcs.Move(new Vector2(0, amountMoved.y));
                                }
                            }
                        }
                    }
                }
                amountLeftToMove -= amountMoved;
                totalAmountMoved += amountMoved;
            }
            return(totalAmountMoved);
        }
    }
Exemple #9
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    public Vector2 Move(Vector2 delta)
    {
        Vector2 amountMoved;

        if (attachedObjects.Count > 0)
        {
            amountMoved = MoveWithGameObjects(delta, attachedObjects);
        }
        else
        {
            //Move attempts to move in the x dimension and then the y
            //it only moves us as far as we can move, and returns however far that was

            Vector2 newDelta = new Vector2(delta.x, delta.y);
            if (delta.x != 0)
            {
                float slopeAngle = getSlopeUpAngle(Mathf.Sign(delta.x));
                if (slopeAngle < maxAscentAngle)
                {
                    float slopeY = Mathf.Sin(slopeAngle * Mathf.Deg2Rad) * Mathf.Abs(delta.x);
                    Move(new Vector2(0, slopeY));
                    Debug.Log("up is" + slopeAngle);
                    ascendingSlope = true;
                }

                else
                {
                    ascendingSlope = false;
                }


                UpdateCollisionState();
                newDelta.x = CalculateMoveX(delta);
            }
            transform.Translate(new Vector2(newDelta.x, 0));
            if (delta.y != 0)
            {
                float slopeAngle = getSlopeDownAngle(Mathf.Tan(delta.y));
                if (delta.y != 0)
                {
                    float slopeX = Mathf.Sin(slopeAngle * Mathf.Deg2Rad) * (delta.y);
                    Move(new Vector2(-slopeX, 0));
                    Debug.Log("down is" + slopeAngle);
                    decendingSlope = true;
                }
                else
                {
                    decendingSlope = false;
                }
                UpdateCollisionState();
                newDelta.y = CalculateMoveY(delta);
            }
            amountMoved = newDelta;
            transform.Translate(new Vector2(0, newDelta.y));
        }

        foreach (GameObject passenger in passengers)
        {
            MovementControllerScript mcs = passenger.GetComponent <MovementControllerScript>();
            if (mcs != null)
            {
                mcs.Move(amountMoved);
            }
        }
        return(amountMoved);
    }