Пример #1
0
    void Update()
    {
        // If the two speed vars can't be used to calc the lulled position, then exit
        if (horizLaxSpeed <= 0 || vertLaxSpeed <= 0)
        {
            return;
        }

        try {
            // If the player is in the level, then follow the camera with a lag
            // If not, the reset the sprite to where it was before
            if (Camera.main.GetComponent <CamHandler> ().currentLevelSprite.name == parentLevelName + "-foreground")
            {
                desiredPos    = new Vector3((Camera.main.transform.position.x / horizLaxSpeed), (Camera.main.transform.position.y / vertLaxSpeed), transform.position.z);               // Find the camera, translate to position & divide by parallax speed
                desiredPos.x += xOffset;
                desiredPos.y += yOffset;

                transform.position = desiredPos;

                PixelSnapper.SnapToNearestPixel(this.gameObject);
            }
            else
            {
                desiredPos         = new Vector3(0, 0, 0);
                transform.position = startPos;
            }
        } catch {
        }
    }
Пример #2
0
    // FixedUpdate is called once per frame
    // This function plays nicer with RigidBody2D
    private void FixedUpdate()
    {
        if (GameManager.gameIsPaused)
        {
            return;
        }

        // See if the player is touching the ground
        CheckGrounded();
        // See if the player is touching a wall & if so, which side?
        CheckTouchingWall();

        if (grounded || wallSlidingL || wallSlidingR || climbingLadder || climbingRope)
        {
            canJump = true;

            if (playerCostume == Costume.AGILE)
            {
                canJumpAgain = true;
            }
        }
        else
        {
            canJump = false;
        }

        // ** PHYSICS **
        // Ground Movement

        // Applying the velocity + drag to the RigidBody2D
        if (movementSpeed > 0 && grounded)
        {
            movementSpeed         += -groundDrag;
            myRigidBody2D.velocity = PixelSnapper.SnapToNearestPixel(new Vector2(movementSpeed, myRigidBody2D.velocity.y));
        }
        else if (movementSpeed > 0 && !grounded)
        {
            movementSpeed         += -airDrag;
            myRigidBody2D.velocity = PixelSnapper.SnapToNearestPixel(new Vector2(movementSpeed, myRigidBody2D.velocity.y));
        }
        else if (movementSpeed < 0 && grounded)
        {
            movementSpeed         += groundDrag;
            myRigidBody2D.velocity = PixelSnapper.SnapToNearestPixel(new Vector2(movementSpeed, myRigidBody2D.velocity.y));
        }
        else if (movementSpeed < 0 && !grounded)
        {
            movementSpeed         += airDrag;
            myRigidBody2D.velocity = PixelSnapper.SnapToNearestPixel(new Vector2(movementSpeed, myRigidBody2D.velocity.y));
        }
        else if (movementSpeed == 0 && grounded)
        {
            myRigidBody2D.velocity = PixelSnapper.SnapToNearestPixel(new Vector2(0, myRigidBody2D.velocity.y));
        }

        // Equalizing the player movement to 0 if they are standing still
        // Fixes the 'sub-increment' problem with the calculation of movementSpeed
        if ((Mathf.Abs(movementSpeed) > 0 && Mathf.Abs(movementSpeed) < 0.5))
        {
            movementSpeed = 0;
        }

        // Jumping
        // Raise the player while they hold the jump button
        if (jumpPress)
        {
            if (!wallSlidingL && !wallSlidingR)               // Normal jump
            {
                myRigidBody2D.velocity = PixelSnapper.SnapToNearestPixel(new Vector2(myRigidBody2D.velocity.x, maxJump));
                jumpPress = false;
            }
            else if (wallSlidingL)                 // Wall jumps
            //StartCoroutine(BlockInput(.05f));
            {
                faceDir                = Face.RIGHT;
                touchingWallL          = false;
                movementSpeed         += walljumpForce;
                myRigidBody2D.velocity = PixelSnapper.SnapToNearestPixel(new Vector2(movementSpeed, maxJump));
                //myRigidBody2D.AddForce(new Vector2(walljumpForce * 1.25f, walljumpForce * 2.5f));
                jumpPress = false;
            }
            else if (wallSlidingR)
            {
                //StartCoroutine(BlockInput(.05f));
                faceDir                = Face.LEFT;
                touchingWallR          = false;
                movementSpeed         += -walljumpForce;
                myRigidBody2D.velocity = PixelSnapper.SnapToNearestPixel(new Vector2(movementSpeed, maxJump));
                //myRigidBody2D.AddForce(new Vector2(-walljumpForce * 1.25f, walljumpForce * 2.5f));
                jumpPress = false;
            }
        }
        // Drop the player if they let go of the jump button
        if (jumpCancel)
        {
            if (myRigidBody2D.velocity.y > minJump)
            {
                myRigidBody2D.velocity = PixelSnapper.SnapToNearestPixel(new Vector2(myRigidBody2D.velocity.x, minJump));
            }
            jumpCancel = false;
        }

        // Climbing
        if (climbingUpward)
        {
            transform.position = PixelSnapper.SnapToNearestPixel(new Vector3(transform.position.x, transform.position.y + climbSpeed, transform.position.z));
        }
        if (climbingDownward)
        {
            transform.position = PixelSnapper.SnapToNearestPixel(new Vector3(transform.position.x, transform.position.y - climbSpeed, transform.position.z));
        }

        // Flip the sprite to change the direction the player is facing
        FlipPlayer(faceDir);

        // Check if the player's horizontal velocity is other than 0 & they're pressing the movement buttons
        // to see if they are deliberately moving
        if ((Mathf.Abs(myRigidBody2D.velocity.x) > 0) && (InputManager.LeftButton() || InputManager.RightButton()))
        {
            moving = true;
        }
        else
        {
            moving = false;
        }

        if ((climbingRope || climbingLadder) && climbableObj != null)
        {
            transform.position         = PixelSnapper.SnapToNearestPixel(new Vector3(climbableObj.transform.position.x, transform.position.y, transform.position.z));
            myRigidBody2D.gravityScale = 0f;
            myRigidBody2D.velocity     = new Vector2(0, 0);
            movementSpeed = 0;
            return;
        }

        // Change the player's RigidBody2D gravity scale while sliding down wall
        if ((wallSlidingL || wallSlidingR) && !grounded)
        {
            myRigidBody2D.gravityScale = regularGravityScale * slidingGravityMultiplier;
            if (touchingWallL)
            {
                faceDir = Face.RIGHT;
            }
            else if (touchingWallR)
            {
                faceDir = Face.LEFT;
            }
        }
        else
        {
            myRigidBody2D.gravityScale = regularGravityScale;
        }

        // Lower gravity while they are rising in the air
        if (rising && !(climbingRope || climbingLadder))
        {
            myRigidBody2D.gravityScale = regularGravityScale * risingJumpMultiplier;
        }

        if (touchingWallL || touchingWallR)
        {
            movementSpeed = 0f;
        }
    }