// Update is called once per frame, loop void Update() { lifetext.text = "Life: " + Mathf.Round(life); if (Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.RightArrow)) { myridgedbody.velocity = new Vector2(tempMoveSpeedUp, myridgedbody.velocity.y); // movespeed = tempMoveSpeedUp; } else if (Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.LeftArrow)) { myridgedbody.velocity = new Vector2(tempMoveSpeedDown, myridgedbody.velocity.y); //movespeed = tempMoveSpeedDown; } else { //movespeed = normalMoveSpeed; myridgedbody.velocity = new Vector2(movespeed, myridgedbody.velocity.y); //folyamatosan megy előre a movespeedben megadott érték szerint, felfelé nem mozog magátol } if (transform.position.x > speedMilestoneCounte) { speedMilestoneCounte += speedIncreaseMilestone; //ha eléri hozzáad movespeed = movespeed * speedmulti; // növekedészik a sebeség speedIncreaseMilestone = speedIncreaseMilestone * speedmulti; // egyre messzebb vannak egymástól a növekedési pontok tempMoveSpeedUp = movespeed * speedup; tempMoveSpeedDown = movespeed * speeddown; } grounded = Physics2D.OverlapCircle(groundcheck.position, groundcheckR, whatisground); // ha a player collider-e hozzáér a földhöz akkor igaz if (Input.GetKeyDown(KeyCode.UpArrow) || Input.GetKeyDown(KeyCode.W) || Input.GetMouseButtonDown(0)) // space-re és ball clickre ugrik { if (grounded) // első ugrás { myridgedbody.velocity = new Vector2(myridgedbody.velocity.x, jumpforce); stoppedjumping = false; sound.JumpSound(); } if (!grounded && candoublejump)// második ugrás { myridgedbody.velocity = new Vector2(myridgedbody.velocity.x, jumpforce); jumptimecounter = jumptime; stoppedjumping = false; candoublejump = false; // nem ugorhat többet sound.JumpSound(); } } if ((Input.GetKey(KeyCode.UpArrow) || Input.GetKey(KeyCode.W) || Input.GetMouseButton(0)) && !stoppedjumping) // ha tovább nyomjuk a gombot magasabbra ugrik a karakter { if (jumptimecounter > 0) { myridgedbody.velocity = new Vector2(myridgedbody.velocity.x, jumpforce); jumptimecounter -= Time.deltaTime; } } if (Input.GetKeyUp(KeyCode.UpArrow) || Input.GetKeyUp(KeyCode.W) || Input.GetMouseButtonUp(0)) //amég as levegőben van 0 a számláló, így nem lehet folyamatosan ugrani { jumptimecounter = 0; stoppedjumping = true; } if (grounded) //ha a földön van ujra indul a számlálás, különben a következő frame-ben nem ugrana { jumptimecounter = jumptime; candoublejump = true; } myanimator.SetFloat("speed", myridgedbody.velocity.x); // a sebeséget a ridegbodybd határozza meg, velocity.x-ként myanimator.SetBool("grounded", grounded); // az animátornál tabál lévő értékeket álítja if (Input.GetKeyDown(KeyCode.Space)) { shoot.Fire(); } if (Input.GetKeyDown(KeyCode.P)) // space-re és ball clickre ugrik { pause.Pausegame(); } }
void Update() { lifetext.text = "Life: " + Mathf.Round(life); if (Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.RightArrow)) { myridgedbody.velocity = new Vector2(tempMoveSpeedUp, myridgedbody.velocity.y); } else if (Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.LeftArrow)) { myridgedbody.velocity = new Vector2(tempMoveSpeedDown, myridgedbody.velocity.y); } else { myridgedbody.velocity = new Vector2(movespeed, myridgedbody.velocity.y); } if (transform.position.x > speedMilestoneCounte) { speedMilestoneCounte += speedIncreaseMilestone; movespeed = movespeed * speedmulti; speedIncreaseMilestone = speedIncreaseMilestone * speedmulti; tempMoveSpeedUp = movespeed * speedup; tempMoveSpeedDown = movespeed * speeddown; } grounded = Physics2D.OverlapCircle(groundcheck.position, groundcheckR, whatisground); if (Input.GetKeyDown(KeyCode.UpArrow) || Input.GetKeyDown(KeyCode.W)) { if (grounded) { myridgedbody.velocity = new Vector2(myridgedbody.velocity.x, jumpforce); stoppedjumping = false; sound.JumpSound(); } if (!grounded && candoublejump) { myridgedbody.velocity = new Vector2(myridgedbody.velocity.x, jumpforce); jumptimecounter = jumptime; stoppedjumping = false; candoublejump = false; sound.JumpSound(); } } if ((Input.GetKey(KeyCode.UpArrow) || Input.GetKey(KeyCode.W)) && !stoppedjumping) { if (jumptimecounter > 0) { myridgedbody.velocity = new Vector2(myridgedbody.velocity.x, jumpforce); jumptimecounter -= Time.deltaTime; } } if (Input.GetKeyUp(KeyCode.UpArrow) || Input.GetKeyUp(KeyCode.W)) { jumptimecounter = 0; stoppedjumping = true; } if (grounded) { jumptimecounter = jumptime; candoublejump = true; } myanimator.SetFloat("speed", myridgedbody.velocity.x); myanimator.SetBool("grounded", grounded); if (Input.GetKeyDown(KeyCode.Space)) { shoot.Fire(); } if (Input.GetKeyDown(KeyCode.P)) { pause.Pausegame(); } }