Пример #1
0
 public void setFacing(PlayerFacing newPlayerFacing)
 {
     if (newPlayerFacing != currentPlayerFacing)
     {
         currentPlayerFacing = newPlayerFacing;
     }
 }
Пример #2
0
 void PlayerDirection(float x, float y)
 {
     if (x != 0)
     {
         if (x < 0)
         {
             facing = PlayerFacing.LEFT;
         }
         else
         {
             facing = PlayerFacing.RIGHT;
         }
     }
     else if (y != 0)
     {
         if (y < 0)
         {
             facing = PlayerFacing.DOWN;
         }
         else
         {
             facing = PlayerFacing.UP;
         }
     }
 }
Пример #3
0
    void GetOrientation()
    {
        float angle = GetAngle();

        if (angle <= 45 && angle > -45)
        {
            facing = PlayerFacing.Right;
        }

        else if (angle <= 135 && angle >= 45)
        {
            facing = PlayerFacing.Top;
        }

        else if (angle <= -135 && angle > 180 || angle >= -180 && angle < -135)
        {
            facing = PlayerFacing.Left;
        }

        else if (angle <= -45 && angle > -135)
        {
            facing = PlayerFacing.Bottom;
        }

        //print angle;
    }
Пример #4
0
 public void MoveRight()
 {
     action       = PlayerAction.Walking;
     playerFacing = PlayerFacing.Right;
     playerTile.SetFacing(playerFacing);
     playerTile.SetAction(action);
     Translate(new Vector2(Constants.playerMoveAmount, 0));
 }
Пример #5
0
 public void MoveDown()
 {
     action       = PlayerAction.Walking;
     playerFacing = PlayerFacing.Front;
     playerTile.SetFacing(playerFacing);
     playerTile.SetAction(action);
     Translate(new Vector2(0, -Constants.playerMoveAmount));
 }
Пример #6
0
 public void SneakRight()
 {
     action       = PlayerAction.Sneaking;
     playerFacing = PlayerFacing.Right;
     playerTile.SetFacing(playerFacing);
     playerTile.SetAction(action);
     Translate(new Vector2(Constants.playerSneakAmount, 0));
 }
Пример #7
0
 // Start is called before the first frame update
 void Start()
 {
     facing         = PlayerFacing.DOWN;
     playerMoveTrue = false;
     PLAYER_SPEED   = speed;
     WOLF_SPEED     = speed * 1.35f;
     multiplier     = 3;
 }
Пример #8
0
 public void SneakUp()
 {
     action       = PlayerAction.Sneaking;
     playerFacing = PlayerFacing.Back;
     playerTile.SetFacing(playerFacing);
     playerTile.SetAction(action);
     Translate(new Vector2(0, Constants.playerSneakAmount));
 }
Пример #9
0
 void Start()
 {
     playerFacing     = GetComponent <PlayerFacing>();
     playerControls   = GetComponent <PlayerControls>();
     playerMovement   = GetComponent <PlayerMovement>();
     anim             = GetComponent <Animator> ();
     hitboxLength     = hitboxManager.Length;
     stance_timeStamp = Time.time;
 }
Пример #10
0
    void Start()
    {
        playerGraphic = GetComponent <SpriteRenderer>();

        SetSprite("player_standMid");

        playerFacing     = PlayerFacing.MID;
        playerJumping    = false;
        playerCatchFood  = false;
        jumpWalkingPower = 0;
    }
 // Use this for initialization
 void Start()
 {
     playerControls      = GetComponent <PlayerControls>();
     playerFacing        = GetComponent <PlayerFacing>();
     playerBody          = GetComponent <Rigidbody2D>();
     dodgeCoolTimeStamp  = Time.time;
     dodgeLenTimeStamp   = Time.time;
     attackCoolTimeStamp = Time.time;
     attack1LenTimeStamp = Time.time;
     attack2LenTimeStamp = Time.time;
     attack3LenTimeStamp = Time.time;
 }
Пример #12
0
 public void SetPlayerFacing(PlayerFacing playerFacing)
 {
     currentPlayerFacing = playerFacing;
     if (playerFacing == PlayerFacing.UP)
     {
         m_transform.eulerAngles = new Vector3(0, 0, 0);
     }
     else if (playerFacing == PlayerFacing.RIGHT)
     {
         m_transform.eulerAngles = new Vector3(0, 90, 0);
     }
     else if (playerFacing == PlayerFacing.DOWN)
     {
         m_transform.eulerAngles = new Vector3(0, 180, 0);
     }
     else if (playerFacing == PlayerFacing.LEFT)
     {
         m_transform.eulerAngles = new Vector3(0, 270, 0);
     }
 }
Пример #13
0
    //[System.Obsolete]
    void OnCollisionStay2D(Collision2D collision)
    {
        if ("Ground".Equals(collision.gameObject.name))
        {
            playerJumping = false;
        }
        if ("Food(Clone)".Equals(collision.gameObject.name) && !playerCatchFood)
        {
            ScoreManager.Instance.AddToScore(10);
            addScorelLabel.text = "+ 10";
            playerCatchFood     = true;
            rb.isKinematic      = true;
            rb.constraints      = RigidbodyConstraints2D.FreezePosition | RigidbodyConstraints2D.FreezeRotation;
            SetSprite("player_jumpMid");
            collision.gameObject.transform.SetParent(gameObject.transform);
            Destroy(collision.gameObject.GetComponent <Rigidbody2D>());
            playerFacing = PlayerFacing.MID;
            collision.gameObject.transform.position = gameObject.transform.Find("CatchPosition").transform.position;


            CountDownTimer.GetInstance().CountDown("addScorelLabel_timer", 1f, () =>
            {
                addScorelLabel.text = "";
            });

            CountDownTimer.GetInstance().CountDown("playerFall_timer", 0.3f, () =>
            {
                rb.isKinematic = false;
                rb.constraints = RigidbodyConstraints2D.None | RigidbodyConstraints2D.FreezeRotation;
                SetSprite("player_StandMid");
                collision.gameObject.transform.position = gameObject.transform.Find("FoodPosition").transform.position;
                eatAudio.PlayDelayed(0.8f);
            });


            CountDownTimer.GetInstance().CountDown("eatingFood_Timer", 3.2f, () => {
                playerCatchFood = false;
                Destroy(gameObject.transform.Find("Food(Clone)").gameObject);
            });
        }
    }
 // Use this for initialization
 void Start()
 {
     playerFacing = GameObject.Find("Player").GetComponent <PlayerFacing>();
 }
Пример #15
0
    private void handleWalkAndJump(bool jump, bool left, bool right)
    {
        if (jump && !playerJumping && !playerCatchFood)
        {
            playerJumping = true;
            if (left)
            {
                rb.velocity = Vector2.up * (jumpVelocity + jumpWalkingPower);
                SetSprite("player_jumpL01");
                playerFacing = PlayerFacing.LEFT;
            }
            else if (right)
            {
                rb.velocity = Vector2.up * (jumpVelocity + jumpWalkingPower);
                SetSprite("player_jumpR01");
                playerFacing = PlayerFacing.RIGHT;
            }
            else
            {
                rb.velocity = Vector2.up * (jumpVelocity + jumpWalkingPower);
                SetSprite("player_jumpMid");
                playerFacing = PlayerFacing.MID;
            }
            jumpAudio.Play();
        }
        else
        {
            if (left && !playerCatchFood)
            {
                rb.velocity = new Vector2(-1 * speed, rb.velocity.y);
                if (!playerJumping)
                {
                    SetSprite("player_walkL01");
                    jumpWalkingPower += 0.02f;
                }
                playerFacing = PlayerFacing.LEFT;
            }
            else if (right && !playerCatchFood)
            {
                rb.velocity = new Vector2(1 * speed, rb.velocity.y);
                if (!playerJumping)
                {
                    SetSprite("player_walkR01");
                    jumpWalkingPower += 0.02f;
                }
                playerFacing = PlayerFacing.RIGHT;
            }
            else
            {
                jumpWalkingPower = 0;
                switch (playerFacing)
                {
                case PlayerFacing.LEFT:
                    if (!playerJumping)
                    {
                        SetSprite("player_standL");
                    }
                    break;

                case PlayerFacing.RIGHT:
                    if (!playerJumping)
                    {
                        SetSprite("player_standR");
                    }
                    break;

                case PlayerFacing.MID:
                    if (!playerJumping)
                    {
                        SetSprite("player_standMid");
                    }
                    break;
                }
            }
        }
    }
Пример #16
0
    //Movement
    //For the time being there will be keyboard controls, ultimately aiming for 4 Controllers
    void Move()
    {
        if (m_playerState != PlayerState.ATTACK)
        {
            m_playerState = PlayerState.IDLE;
        }

        //Up
        if (Input.GetKey(KeyCode.W))
        {
            position.y += 0.1f;
        }
        //Down
        if (Input.GetKey(KeyCode.S))
        {
            position.y -= 0.1f;
        }
        //Left
        if (Input.GetKey(KeyCode.A))
        {
            position.x -= 0.1f;
        }
        //Right
        if (Input.GetKey(KeyCode.D))
        {
            position.x += 0.1f;
        }


        //Gamepad Input
        float horizontalInput = Input.GetAxis(controller + "Horizontal");
        float verticalInput   = Input.GetAxis(controller + "Vertical");

        if (horizontalInput >= 0.1 || horizontalInput <= -0.1)
        {
            m_playerState = PlayerState.WALK;

            position.x += horizontalInput / 10;

            if (!isSword)
            {
                input.x = horizontalInput / 10;
            }

            if (horizontalInput <= -0.15)
            {
                m_facing = PlayerFacing.LEFT;
            }
            if (horizontalInput >= 0.15)
            {
                m_facing = PlayerFacing.RIGHT;
            }

            forward = new Vector3(Mathf.Cos(forward.x), Mathf.Sin(forward.x), 0.0f);
        }
        if (verticalInput >= 0.1 || verticalInput <= -0.1)
        {
            m_playerState = PlayerState.WALK;

            position.y += -verticalInput / 10;

            if (!isSword)
            {
                input.y = -verticalInput / 10;
            }

            if (-verticalInput <= -0.15)
            {
                m_facing = PlayerFacing.DOWN;
            }
            if (-verticalInput >= 0.15)
            {
                m_facing = PlayerFacing.UP;
            }
        }


        input.Normalize();

        StayOnScreen();

        this.transform.position  = position;
        Sword.transform.position = new Vector3(transform.position.x + (input.x * swordDistance), transform.position.y + (input.y * swordDistance), 0.0f);

        Sword.transform.rotation = transform.rotation * Quaternion.Euler(new Vector3(0, 0, 90.0f));
    }
Пример #17
0
 public void SetFacing(PlayerFacing facing)
 {
     playerFacing = facing;
 }
Пример #18
0
 void Start()
 {
     playerControls = GetComponent <PlayerControls>();
     playerFacing   = GetComponent <PlayerFacing>();
     playerBody     = GetComponent <Rigidbody2D>();
 }
    // Update is called once per frame
    void Update()
    {
        if (frozen)
        {
            return;
        }
        if (Input.GetKey(KeyCode.W))
        {
            direction = PlayerFacing.Up;
            if (!isMoving)
            {
                direction = PlayerFacing.Up;
                StartCoroutine(MoveToTile((Vector2)transform.position + new Vector2(0, 1)));
            }
        }
        if (Input.GetKey(KeyCode.A))
        {
            if (!isMoving)
            {
                direction = PlayerFacing.Left;
                StartCoroutine(MoveToTile((Vector2)transform.position + new Vector2(-1, 0)));
            }
        }
        if (Input.GetKey(KeyCode.S))
        {
            if (!isMoving)
            {
                direction = PlayerFacing.Down;
                StartCoroutine(MoveToTile((Vector2)transform.position + new Vector2(0, -1)));
            }
        }
        if (Input.GetKey(KeyCode.D))
        {
            if (!isMoving)
            {
                direction = PlayerFacing.Right;
                StartCoroutine(MoveToTile((Vector2)transform.position + new Vector2(1, 0)));
            }
        }
        if (isMoving)
        {
            ChangeAnimationState("walk_" + direction.ToString().ToLower());
        }
        else
        {
            ChangeAnimationState("stand_" + direction.ToString().ToLower());
        }

        //check for interactions
        if (Input.GetKeyDown(KeyCode.Z) && !isMoving)
        {
            Debug.Log("Checking");
            Vector2 location = transform.position;

            switch (direction)
            {
            case PlayerFacing.Up:
                location += Vector2.up;
                break;

            case PlayerFacing.Down:
                location += Vector2.down;
                break;

            case PlayerFacing.Left:
                location += Vector2.left;
                break;

            case PlayerFacing.Right:
                location += Vector2.right;
                break;
            }

            OverworldObject[] overworldObjects = GameObject.FindObjectsOfType <OverworldObject>();
            foreach (OverworldObject oObject in overworldObjects)
            {
                if (location == (Vector2)oObject.transform.position)
                {
                    oObject.OnInteract();
                }
            }
        }
    }