// Update is called once per frame void Update() { transform.rotation = Quaternion.Euler(lockPos, lockPos, lockPos); grounded = Physics2D.IsTouchingLayers(myCollider, whatIsGround); myRigidbody.velocity = new Vector2(moveSpeed, myRigidbody.velocity.y); if (grounded) { if (Input.GetKeyDown(KeyCode.Space) || Input.GetMouseButtonDown(0)) { myRigidbody.velocity = new Vector2(myRigidbody.velocity.x, jumpForce); } } if (Input.GetKey(KeyCode.Space) || Input.GetMouseButton(0)) { if (jumpTimeCounter > 0) { myRigidbody.velocity = new Vector2(myRigidbody.velocity.x, jumpForce); jumpTimeCounter -= Time.deltaTime; } } if (Input.GetKeyUp(KeyCode.Space) || Input.GetMouseButtonUp(0)) { jumpTimeCounter = 0; } if (grounded) { jumpTimeCounter = jumpTime; } myAnimator.SetFloat("Speed", myRigidbody.velocity.x); myAnimator.SetBool("Grounded", grounded); }
public void PlayerMovement() { float horizontal = Input.GetAxis("Horizontal"); if (Input.GetKeyDown(KeyCode.D) || Input.GetKeyDown(KeyCode.A)) { animator.SetBool("Run", true); } if (Input.GetKeyUp(KeyCode.D) || Input.GetKeyUp(KeyCode.A)) { animator.SetBool("Run", false); } transform.Translate(horizontal * speed * speed * Time.deltaTime, 0f, 0f); bool grounded = Physics2D.IsTouchingLayers(playerCollider, ground); if (Input.GetKeyDown(KeyCode.Space)) { if (grounded) { rigidBody.velocity = new Vector2(rigidBody.velocity.x, _jumpSpeed); } } animator.SetBool("Jump", grounded); }
// Update is called once per frame void Update() { transform.Translate(dir * Time.deltaTime, Space.World); if (Physics2D.IsTouchingLayers(mycol, top)) { dir = new Vector3(-1, -4, 0); // Debug.Log ("top"); transform.rotation = Quaternion.Euler(0, 180.0f, 0.0f); } else if (Physics2D.IsTouchingLayers(mycol, left)) { dir = new Vector3(2, 0, 0); //Debug.Log("left"); transform.rotation = Quaternion.Euler(0, 0.0f, 0.0f); } else if (Physics2D.IsTouchingLayers(mycol, right)) { dir = new Vector3(-2, 3, 0); //Debug.Log("right"); transform.rotation = Quaternion.Euler(0, 180.0f, 0.0f); } else if (Physics2D.IsTouchingLayers(mycol, bottom)) { dir = new Vector3(-2, 4, 0); //Debug.Log("bot"); transform.rotation = Quaternion.Euler(0, 180.0f, 0.0f); } }
// Update is called once per frame void Update() { if (Physics2D.IsTouchingLayers(GetComponent <BoxCollider2D>(), 1 << LayerMask.NameToLayer("Objects"))) { SceneManager.LoadScene(0); } }
// Update is called once per frame void Update() { playerMovement(); ground = Physics2D.IsTouchingLayers(mycollider, matchground); jump = Input.GetKeyDown("space"); if (ground == true) //if we're on the floor { if (jump) { rg.AddForce(Vector2.up * jumpNumber); } } hadooken = Input.GetKeyDown("g"); myanimator.SetBool("hadooken", hadooken); myanimator.SetBool("jump", jump); myanimator.SetBool("ground", ground); myanimator.SetFloat("Speed", Mathf.Abs(h)); }
// Update is called once per frame void Update() { myRigidBody.velocity = new Vector2(moveSpeed, myRigidBody.velocity.y); grounded = Physics2D.IsTouchingLayers(myCollider, whatIsGround); if (Input.GetKeyDown(KeyCode.UpArrow) && grounded) { myRigidBody.velocity = new Vector2(myRigidBody.velocity.x, jumpForce); } if (Input.GetKey(KeyCode.UpArrow)) { if (jumpTimeCounter > 0) { myRigidBody.velocity = new Vector2(myRigidBody.velocity.x, jumpForce); jumpTimeCounter -= Time.deltaTime; } } if (Input.GetKeyUp(KeyCode.UpArrow)) { jumpTimeCounter = 0; } if (grounded) { jumpTimeCounter = jumpTime; } //myAnimator.SetFloat("Speed", myRigidBody.velocity.x); //myAnimator.SetBool("Grounded", grounded); }
// Update is called once per frame void Update() { isGrounded = Physics2D.IsTouchingLayers(coll, ground); rb.velocity = new Vector2(moveSpeed, rb.velocity.y); animator.SetTrigger("isWalking"); fJumpPressedRemember -= Time.deltaTime; if (Input.GetMouseButtonDown(0)) { fJumpPressedRemember = fJumpPressedRememberTime; } if ((fJumpPressedRemember > 0) && isGrounded) { fJumpPressedRemember = 0; rb.velocity = new Vector2(rb.velocity.x, jumpHeight); animator.SetTrigger("isJumping"); source.PlayOneShot(clip[2]);//call jump sound } if (Input.GetMouseButtonUp(0)) { if (rb.velocity.y > 0) { rb.velocity = new Vector2(rb.velocity.x, rb.velocity.y * newJump); } } if (Input.GetKeyDown("escape")) { SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex - 1); } }
void Update() { grounded = Physics2D.IsTouchingLayers(myCollider, whatIsGround); rigidBody.velocity = new Vector2(0, rigidBody.velocity.y); if (Input.GetKeyDown(KeyCode.Space) && grounded) { rigidBody.velocity = new Vector2(0, jumpSpeed); } if (GetComponent <Rigidbody2D>().velocity.y > 0 && !Input.GetKey(KeyCode.Space)) { GetComponent <Rigidbody2D>().velocity += Physics2D.gravity * (fallMultiplier) * Time.deltaTime; } if (!grounded) { myAnimator.SetInteger("State", 2); } else if (shooting) { myAnimator.SetInteger("State", 1); } else if (shooting) { myAnimator.SetInteger("State", 3); } else { myAnimator.SetInteger("State", 0); } }
// Update is called once per frame void Update() { grounded = Physics2D.IsTouchingLayers(playerCollider, groundMask); dead = Physics2D.IsTouchingLayers(playerCollider, deathMask); playerBody.velocity = new Vector2(speed, playerBody.velocity.y); /*if (dead) { * // Stop game loop * Time.timeScale = 0; * print ("Game Over"); * * // Restarting the game * if (Input.GetKey (KeyCode.Space) || Input.GetMouseButtonDown (0)) { * Application.LoadLevel (0); * Time.timeScale = 1; * } * }*/ if ((Input.GetKey(KeyCode.Space) || Input.GetMouseButtonDown(0)) && grounded) { playerBody.velocity = new Vector2(playerBody.velocity.x, jumpForce); } speed += aceleration; }
void Update() { //Handle oscillation of lava drop Child.position = transform.position + transform.right * oscillator; oscillator += Time.deltaTime * oscDir * 0.5f; if (oscillator > .05f) { oscDir = -1; } if (oscillator < -.05f) { oscDir = 1; } if (Physics2D.IsTouchingLayers(collideCheck, Despawn) && (Mathf.Abs(transform.position.x - transform.parent.position.x) > tileLength || Mathf.Abs(transform.position.y - transform.parent.position.y) > tileLength)) { GameObject SpawnDrop = Instantiate(DespawnPrefab, new Vector3(transform.position.x, transform.position.y, 0), this.transform.rotation); SpawnDrop.transform.parent = this.gameObject.transform.parent; Destroy(this.gameObject); } float setYRotation = -((int)(this.gameObject.transform.rotation.eulerAngles.z / 90) - 1) % 2; float setXRotation = ((int)(this.gameObject.transform.rotation.eulerAngles.z / 90) - 2) % 2; m_Rigidbody2D.velocity = new Vector2(setXRotation * 2.5f, setYRotation * 2.5f); }
// Update is called once per frame void Update() { ground = Physics2D.IsTouchingLayers(micolision, whatisground); if (velocidadenx < 22) { if (transform.position.x > acumuladordevelocidad) { acumuladordevelocidad += aumentadordevelocidad; velocidadenx = velocidadenx * multiplicadorvelos; } } rb.velocity = new Vector2(velocidadenx, rb.velocity.y); if (Input.touchCount > 0 && salto < 1 && Input.GetTouch(0).phase == TouchPhase.Began) { rb.AddForce(new Vector2(0f, jumpForce), ForceMode2D.Force); salto++; } if (ground == true) { salto = 0; } miAnimacion.SetFloat("vSpeed", rb.velocity.y); miAnimacion.SetFloat("Speed", Mathf.Abs(velocidadenx)); miAnimacion.SetBool("Ground", ground); }
void Update() { // Ground check groundedCheck = Physics2D.IsTouchingLayers(myCollider, Platform); // Jump controls if (Input.GetKeyDown(KeyCode.Space) && groundedCheck == true) { rb.AddForce(new Vector2(0, 1) * jumpForce, ForceMode2D.Impulse); jumpSound.Play(); } // Pause Button if (Input.GetKeyDown("escape")) { thePauseMenu.PauseGame(); } // Check if player is still moving if (((rb.transform.InverseTransformDirection(rb.velocity).x < 0.1f && rb.transform.InverseTransformDirection(rb.velocity).x > -0.1f)) && ((rb.transform.InverseTransformDirection(rb.velocity).y < 0.1f && rb.transform.InverseTransformDirection(rb.velocity).y > -0.1f))) { stoppedMoving = true; StartCoroutine(StoppedRestart()); } else { stoppedMoving = false; } }
// Update is called once per frame void Update() { this.grounded = Physics2D.IsTouchingLayers(GetComponent <BoxCollider2D>(), ground); this.HandleDirection(); this.UpdateAnimatorVariables(); this.framesLeft--; }
// Update is called once per frame void Update() { isgrounded = Physics2D.IsTouchingLayers(myCollider, isGround); // 터치하면 점프 if (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Moved || Input.GetKeyDown(KeyCode.Space)) { if (isgrounded) { anim.SetTrigger("Jump"); transform.Translate(Vector3.up * f_jumpValue * Time.deltaTime, Space.World); //rigidbody.velocity = new Vector2(rigidbody.velocity.x, f_jumpValue); //rigidbody.AddForce(transform.up * f_jumpValue, ForceMode2D.Impulse); } } currentHp -= Time.deltaTime * 3.0f; if (currentHp < 0 && isDie == false) { onDie(); } float perc = currentHp / maxHp; health.value = perc; Debug.Log(perc); }
// Update is called once per frame void Update() { //Only allow 1 jump grounded = Physics2D.IsTouchingLayers(collider2d, whatisGround); if (transform.position.x > speedMilestoneCount) { speedMilestoneCount += speedIncrease; speedIncrease = speedIncrease * speedMultiplier; moveSpeed = moveSpeed * speedMultiplier; } rb2d.velocity = new Vector2(moveSpeed, rb2d.velocity.y); //PC CONTROLS if (Input.GetKeyDown(KeyCode.Space) || Input.GetMouseButtonDown(0)) { if (grounded) { rb2d.velocity = new Vector2(rb2d.velocity.x, jumpForce); } } theAnimator.SetFloat("Speed", rb2d.velocity.x); theAnimator.SetBool("Grounded", grounded); }
void Update() { if (Input.GetAxis("Horizontal") > 0 && !facingRight) { FlipHorizontal(); } else if (Input.GetAxis("Horizontal") < 0 && facingRight) { FlipHorizontal(); } isGrounded = Physics2D.IsTouchingLayers(this.gameObject.GetComponent <Collider2D>(), groundItems); isJumping = !isGrounded; playerAnimator.SetBool("isJumping", isJumping); if (isGrounded) { isDoubleJump = false; } playerVelocity = GetComponent <Rigidbody2D>().velocity; if (Input.GetButtonDown("Jump") && isGrounded) { CharacterJump(); } if (Input.GetButtonDown("Jump") && !isGrounded && !isDoubleJump) { CharacterJump(); isDoubleJump = true; } }
// Update is called once per frame // All input detection and anything not directly related to physics here. void Update() { grounded = Physics2D.IsTouchingLayers(myCollider, ground); if (Physics2D.IsTouchingLayers(myCollider, bound)) { if (Input.GetKeyDown(KeyCode.R)) { RespawnPlayerDebug(); } } if (grounded) { jumpTimeCounter = JUMP_TIME; } if (grounded && (Input.GetKeyDown(KeyCode.Space) || Input.GetMouseButtonDown(0))) { initialJump = true; } jumpButtonHeld = Input.GetKey(KeyCode.Space) || Input.GetMouseButton(0); if (Input.GetKeyUp(KeyCode.Space) || Input.GetMouseButtonUp(0)) { jumpButtonReleased = true; } myAnimator.SetBool("Grounded", grounded); }
private void move(bool jump, bool crouch) { grounded = Physics2D.IsTouchingLayers(myBoxCollider, WhatIsGround); if (grounded && (Input.GetKey(KeyCode.LeftControl) || crouch)) { myBoxCollider.size = new Vector2((float)0.875, (float)0.9); myBoxCollider.offset = new Vector2((float)0, (float)0.459); moveSpeed = (float)0.5 * baseMoveSpeed; } else { myBoxCollider.size = new Vector2((float)0.828125, (float)1.148438); myBoxCollider.offset = new Vector2((float)0, (float)0.5742188); moveSpeed = baseMoveSpeed; } myRigidbody.velocity = new Vector2(moveSpeed, myRigidbody.velocity.y); if (grounded && (Input.GetKeyDown(KeyCode.Space) || jump)) { myRigidbody.velocity = new Vector2(myRigidbody.velocity.x, jumpForce); } myAnimator.SetFloat("moveSpeed", moveSpeed); myAnimator.SetBool("grounded", grounded); myAnimator.SetBool("crouch", crouch); }
// Update is called once per frame void Update() { onGround = Physics2D.IsTouchingLayers(playerCollid, whatGround); playerRb.velocity = new Vector2(moveSpeed, playerRb.velocity.y); /*for (int i = 0; i < Input.touchCount; ++i) * { * if(Input.GetTouch(i).phase == TouchPhase.Began) * { * playerRb.velocity = new Vector2(playerRb.velocity.x, jumpForce); * } * }*/ if (Input.GetKeyDown(KeyCode.Space)) { if (onGround) { playerRb.velocity = new Vector2(playerRb.velocity.x, jumpForce); } } /*playerAnim.SetFloat("Speed", playerRb.velocity.x); * playerAnim.SetBool("OnGround", onGround);*/ }
void Update() { ground = Physics2D.IsTouchingLayers(myColider, isGround); if (Good) { Debug.Log("Good"); gcount += 1; Good = false; } if (Bad) { Debug.Log("bad"); bcount += 1; Bad = false; } player.velocity = new Vector2(movespeed, player.velocity.y); if (CrossPlatformInputManager.GetButtonDown("Jump")) { if (ground) { player.velocity = new Vector2(player.velocity.x, jumpForce); } } animator.SetFloat("speed", player.velocity.x); animator.SetBool("jump", ground); }
void Update() { isGrounded = Physics2D.IsTouchingLayers(collider, 1 << LayerMask.NameToLayer("Ground")); if (isGrounded) { coyoteeCounter = coyoteeTime; } else { coyoteeCounter -= Time.deltaTime; } jumpBufferCount -= Time.deltaTime; if (jumpBufferCount >= 0 && coyoteeCounter > 0f) { rb.AddForce(Vector2.up * jumpForce, ForceMode2D.Impulse); jumpBufferCount = 0; } if (Time.time >= nextAttack) { if (controls.Player.Attack.triggered) { Attack(); nextAttack = Time.time + 1f / attackRate; } } HesDeadJim(); }
// Update is called once per frame void Update() { //if (Input.GetKeyDown(KeyCode.D)) //{ // rb.velocity = transform.right * speed; //} //if (Input.GetKeyDown(KeyCode.A)) //{ // rb.velocity = transform.right * -speed; //} Vector3 horizontal = new Vector3(Input.GetAxis("Horizontal"), 0.0f, 0.0f); transform.position = transform.position + horizontal * 0.25f; Vector3 pos = Camera.main.WorldToViewportPoint(transform.position); pos.x = Mathf.Clamp01(pos.x); pos.y = Mathf.Clamp01(pos.y); transform.position = Camera.main.ViewportToWorldPoint(pos); grounded = Physics2D.IsTouchingLayers(col, groundsource); if (Input.GetKeyDown(KeyCode.Space)) { if (grounded) { rb.velocity = new Vector2(rb.velocity.x, forceAmount); } } }
public void PlayerMovement() { isGrounded = Physics2D.IsTouchingLayers(hitbox, whatIsGround); anim.SetBool(groundedHash, isGrounded); // Jump movement rb.velocity = new Vector2(moveSpeed, rb.velocity.y); // Jump movement inputs if (Input.GetKey(KeyCode.Space) || Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.UpArrow)) { // Jump limitations if (isGrounded) { rb.velocity = new Vector2(rb.velocity.x, jumpForce); anim.SetTrigger(jumpHash); FindObjectOfType <AudioManager>().Play("Jump"); return; } } // Crouch if (Input.GetKeyDown(KeyCode.LeftControl) || Input.GetKeyDown(KeyCode.S) || Input.GetKeyDown(KeyCode.DownArrow)) { anim.SetBool(crouchHash, true); } // Leaving crouched state if (Input.GetKeyUp(KeyCode.LeftControl) || Input.GetKeyUp(KeyCode.S) || Input.GetKeyUp(KeyCode.DownArrow) || anim.GetCurrentAnimatorStateInfo(0).IsName("PlayerHurt")) { anim.SetBool(crouchHash, false); } }
void FixedUpdate() { grounded = Physics2D.IsTouchingLayers(myCollider, isGround); //make the player able to jump if (Input.GetKey(KeyCode.Space) && grounded) { myRigidbody.AddForce(Vector3.up * (jumpPower * myRigidbody.mass * myRigidbody.gravityScale * 15.0f)); } myAnimator.SetFloat("Speed", myRigidbody.velocity.x); myAnimator.SetBool("Grounded", grounded); //start of crouch function if (Input.GetKey(KeyCode.G) && grounded) { playerObject.GetComponent <BoxCollider2D>().enabled = false; playerObject.GetComponent <CircleCollider2D>().enabled = true; myAnimator.SetBool("Crouch", true); Debug.Log("works"); } if (Input.GetKey(KeyCode.F)) { playerObject.GetComponent <CircleCollider2D>().enabled = false; playerObject.GetComponent <BoxCollider2D>().enabled = true; myAnimator.SetBool("Crouch", false); } }
// Update is called once per frame void Update() { _isGrounded = Physics2D.IsTouchingLayers(myCollider, whatIsGround); myRigidBody.velocity = new Vector2((moveSpeed + speedIncreamentFactor * Time.deltaTime), myRigidBody.velocity.y); if (Input.GetKeyDown(KeyCode.Space) && _isGrounded) { soundManager.playJumpSound(); _isJumping = true; myRigidBody.velocity = new Vector2(moveSpeed, jumpForce); } if (Input.GetKey(KeyCode.Space) && _isJumping) { if (jumpForce < maxJumpForce) { jumpForce += 0.2f; myRigidBody.velocity = new Vector2(moveSpeed, jumpForce); } else { _isJumping = false; jumpForce = 12.0f; } } if (Input.GetKeyUp(KeyCode.Space) && _isJumping) { jumpForce = 12.0f; _isJumping = false; } myAnimator.SetFloat("Speed", myRigidBody.velocity.x); myAnimator.SetBool("Grounded", _isGrounded); }
private void OnFloor() { isGrounded = Physics2D.IsTouchingLayers(checkGround, whatsIsGround); //se inactiva el detector de piso cuando se salta y se activa nuevamente cuando va cayendo el jugador if (rb.velocity.y > 0 && hitA.collider == null && hitB.collider == null) { checkGround.enabled = false; } else if (hitA || hitB) { checkGround.enabled = true; } if (!isGrounded || rb.velocity.x != 0) { myColl.sharedMaterial = slide; } else { myColl.sharedMaterial = sticky; } if (!isGrounded && rb.velocity.y < 0 || !isGrounded && rb.velocity.y > 0) { StartCoroutine(SoundLand()); } }
void Update() { sliderTemp = GameObject.FindGameObjectWithTag("PlayerHealth"); scoreTemp = GameObject.FindGameObjectWithTag("Score"); if (sliderTemp != null) { slider = sliderTemp.GetComponent <Slider> (); } if (scoreTemp != null) { score = scoreTemp.GetComponent <ScoreManager> (); } if (Physics2D.IsTouchingLayers(healthCollider, playerLayerMask)) { if (playerHealth == null) { playerHealth = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerHealth>(); } slider = sliderTemp.GetComponent <Slider> (); if (slider.value >= 100) { score.IncreaseScore(1500); } playerHealth.IncreaseHealth(healthIncrease); Destroy(gameObject); } Physics2D.IgnoreLayerCollision(extrasLayerMask, enemyLayerMask); Physics2D.IgnoreLayerCollision(extrasLayerMask, extrasLayerMask); }
// Update is called once per frame void FixedUpdate() { IsGrounded = Physics2D.IsTouchingLayers(BoxCollider, Ground); if (transform.position.x > SpeedMileStoneCount) { SpeedMileStoneCount += SpeedIncreaceMileStone; SpeedIncreaceMileStone = SpeedIncreaceMileStone * SpeedMultiPlier; MoveSpeed = MoveSpeed * SpeedMultiPlier; ChangeBackgroundColor(); } if ((Input.GetButton("Jump") || Input.GetMouseButton(0)) && IsGrounded) { mybody.velocity = new Vector3(mybody.velocity.x, JumpSpeed, 0f); } else if (IsGrounded == false) { //transform.Rotate (JumpRotate * -140 * Time.deltaTime); mybody.AddTorque(Tourge); } mybody.velocity = new Vector3(MoveSpeed, mybody.velocity.y, 0f); }
void Update() { bool dead = Physics2D.IsTouchingLayers(playerCollider, deathGround); if (dead) { GameOver(); } if (transform.position.x > mileStoneCount) { mileStoneCount += mileStone; speed = speed * speedMultipier; mileStone += mileStone * speedMultipier; Debug.Log("M" + mileStone + ", MC" + mileStoneCount + ", MS" + speed); } rigidBody.velocity = new Vector2(speed, rigidBody.velocity.y); bool grounded = Physics2D.IsTouchingLayers(playerCollider, ground); if (Input.GetMouseButtonDown(0) || Input.GetKeyDown(KeyCode.Space)) { if (grounded) { jumpSound.Play(); rigidBody.velocity = new Vector2(rigidBody.velocity.x, jump); } } animator.SetBool("Grounded", grounded); }
// Update is called once per frame void FixedUpdate() { if (HealthManager.health > 0) { enemyTouched = Physics2D.IsTouchingLayers(this.GetComponent <Collider2D>(), whoIsTheEnemy); if (enemyTouched && !invicible) { HealthManager.health -= 1; invincebilityCounter = invicibilityTime; invicible = true; } if (invicible && invincebilityCounter > 0) { StartCoroutine(PlayerBlink()); invincebilityCounter -= Time.deltaTime; } else if (invincebilityCounter < 0) { invicible = false; if (playerSprite.enabled == false) { playerSprite.enabled = true; } } } else { HealthManager.lifeCounter -= 1; dead = true; } }