From 8abb3c30e4acff1c05e7468a98456000da6e68dc Mon Sep 17 00:00:00 2001 From: Adam P Skawinski Date: Thu, 23 Apr 2020 22:40:56 -0400 Subject: [PATCH] HMM hmm :( --- Platformer/Assets/PlatformController.cs | 7 +- Platformer/Assets/Prefabs/Bullet.prefab | 35 +- Platformer/Assets/Prefabs/alienBeige.prefab | 7 +- Platformer/Assets/Prefabs/sign.prefab | 135 + Platformer/Assets/Prefabs/sign.prefab.meta | 7 + .../Scripts/Menus&Camera/Camera_Controller.cs | 118 +- .../Assets/Scripts/Player&Enemy/Bullet.cs | 21 +- .../Assets/Scripts/Player&Enemy/Enemy.cs | 24 +- .../Assets/Scripts/Player&Enemy/Player.cs | 229 + ...ayer_Controller.cs.meta => Player.cs.meta} | 0 .../Scripts/Player&Enemy/PlayerInput.cs | 58 + .../Scripts/Player&Enemy/PlayerInput.cs.meta | 11 + .../Scripts/Player&Enemy/Player_Controller.cs | 166 - .../Assets/Scripts/Player&Enemy/Weapon.cs | 25 +- .../Assets/Scripts/Raycast/Controller2D.cs | 119 +- .../Scripts/Raycast/RaycastController.cs | 21 +- Platformer/Assets/World Build/DialogueBox.png | Bin 0 -> 57733 bytes .../Assets/World Build/DialogueBox.png.meta | 99 + Platformer/Assets/_Scenes/Level1.unity | 4031 ++++++++++++++--- .../ProjectSettings/Physics2DSettings.asset | 2 +- Platformer/ProjectSettings/TagManager.asset | 7 + 21 files changed, 4155 insertions(+), 967 deletions(-) create mode 100644 Platformer/Assets/Prefabs/sign.prefab create mode 100644 Platformer/Assets/Prefabs/sign.prefab.meta create mode 100644 Platformer/Assets/Scripts/Player&Enemy/Player.cs rename Platformer/Assets/Scripts/Player&Enemy/{Player_Controller.cs.meta => Player.cs.meta} (100%) create mode 100644 Platformer/Assets/Scripts/Player&Enemy/PlayerInput.cs create mode 100644 Platformer/Assets/Scripts/Player&Enemy/PlayerInput.cs.meta delete mode 100644 Platformer/Assets/Scripts/Player&Enemy/Player_Controller.cs create mode 100644 Platformer/Assets/World Build/DialogueBox.png create mode 100644 Platformer/Assets/World Build/DialogueBox.png.meta diff --git a/Platformer/Assets/PlatformController.cs b/Platformer/Assets/PlatformController.cs index 637a2a4..091367a 100644 --- a/Platformer/Assets/PlatformController.cs +++ b/Platformer/Assets/PlatformController.cs @@ -125,7 +125,7 @@ void CalculatePassengerMovement(Vector3 velocity) rayOrigin += Vector2.right * (verticalRaySpacing * i); RaycastHit2D hit = Physics2D.Raycast(rayOrigin, Vector2.up * directionY, rayLength, passengerMask); - if (hit) + if (hit && hit.distance !=0) //&& player is not in platform { if (!movedPassengers.Contains(hit.transform)) { @@ -150,7 +150,7 @@ void CalculatePassengerMovement(Vector3 velocity) rayOrigin += Vector2.up * (horizontalRaySpacing * i); RaycastHit2D hit = Physics2D.Raycast(rayOrigin, Vector2.right * directionX, rayLength, passengerMask); - if (hit) + if (hit && hit.distance != 0) { if (!movedPassengers.Contains(hit.transform)) { @@ -174,7 +174,7 @@ void CalculatePassengerMovement(Vector3 velocity) Vector2 rayOrigin = raycastOrigins.topLeft + 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//User - private Vector3 offset; //Camera Offset + public Controller2D target; //player + public float verticalOffset; + public float lookAheadDstX; //how far ahead x + public float lookSmoothTimeX; //smooth + public float verticalSmoothTime; + + public Vector2 focusAreaSize; //size of focus area + + FocusArea focusArea; //focus area variable + + float currentLookAheadX; //current + float targetLookAheadX; //next + float lookAheadDirX; //direction + float smoothLookVelocityX; //smooth look + float smoothVelocityY; //smooth vertical velocity + + bool lookAheadStopped; //dont want to keep setting look ahead void Start() { - offset = transform.position - player.transform.position; //Offset players position + focusArea = new FocusArea(target.collider.bounds, focusAreaSize); } - void LateUpdate() + void LateUpdate() //player movement is done for the frame { - transform.position = player.transform.position + offset; //New position + focusArea.Update(target.collider.bounds); //the bounds + + Vector2 focusPosition = focusArea.centre + Vector2.up * verticalOffset; //in front on z axis + + if (focusArea.velocity.x != 0) //if its not 0 then + { + lookAheadDirX = Mathf.Sign(focusArea.velocity.x); //set look ahead direction + if (Mathf.Sign(target.playerInput.x) == Mathf.Sign(focusArea.velocity.x) && target.playerInput.x != 0) // if this is the case set look ahead as far as possible + { + lookAheadStopped = false; + targetLookAheadX = lookAheadDirX * lookAheadDstX; + } + else + { + if (!lookAheadStopped) + { + lookAheadStopped = true; + targetLookAheadX = currentLookAheadX + (lookAheadDirX * lookAheadDstX - currentLookAheadX) / 4f; //how far to complete look ahead + } + } + } + + + currentLookAheadX = Mathf.SmoothDamp(currentLookAheadX, targetLookAheadX, ref smoothLookVelocityX, lookSmoothTimeX); //current look ahead + + focusPosition.y = Mathf.SmoothDamp(transform.position.y, focusPosition.y, ref smoothVelocityY, verticalSmoothTime); //y position + focusPosition += Vector2.right * currentLookAheadX; //focus position + transform.position = (Vector3)focusPosition + Vector3.forward * -10; // } -} + + //void OnDrawGizmos() + //{ + // Gizmos.color = new Color(1, 0, 0, .5f); + // Gizmos.DrawCube(focusArea.centre, focusAreaSize); + // } + + struct FocusArea //structure for focus area + { + public Vector2 centre; //center of focus area + public Vector2 velocity; //speed of follow + float left, right; //corners + float top, bottom; //corners + + + public FocusArea(Bounds targetBounds, Vector2 size) //Boundind box around player + { + left = targetBounds.center.x - size.x / 2; //left side + right = targetBounds.center.x + size.x / 2; //right side + bottom = targetBounds.min.y; //lowest y aka bottom + top = targetBounds.min.y + size.y; //tbottom + size for top + + velocity = Vector2.zero; + centre = new Vector2((left + right) / 2, (top + bottom) / 2); //everything averaged basically + } + + public void Update(Bounds targetBounds) + { + //Shifting the camera along with the player (x & y) + float shiftX = 0; + if (targetBounds.min.x < left) + { + shiftX = targetBounds.min.x - left; + } + else if (targetBounds.max.x > right) + { + shiftX = targetBounds.max.x - right; + } + left += shiftX; + right += shiftX; + + //y + float shiftY = 0; + if (targetBounds.min.y < bottom) + { + shiftY = targetBounds.min.y - bottom; + } + else if (targetBounds.max.y > top) + { + shiftY = targetBounds.max.y - top; + } + top += shiftY; + bottom += shiftY; + //update center positions + centre = new Vector2((left + right) / 2, (top + bottom) / 2); + velocity = new Vector2(shiftX, shiftY); + } + } + +} \ No newline at end of file diff --git a/Platformer/Assets/Scripts/Player&Enemy/Bullet.cs b/Platformer/Assets/Scripts/Player&Enemy/Bullet.cs index 7292fd5..0572f86 100644 --- a/Platformer/Assets/Scripts/Player&Enemy/Bullet.cs +++ b/Platformer/Assets/Scripts/Player&Enemy/Bullet.cs @@ -6,13 +6,32 @@ public class Bullet : MonoBehaviour { public float speed = 20f; public Rigidbody2D rb; + private static bool facingright; //facing right? reference to playerinput + // Start is called before the first frame update void Start() { - rb.velocity = transform.right * speed; + } + void Update () + { + facingright = PlayerInput.m_FacingRight; + + if (facingright == true) + { + rb.velocity = transform.right * speed; + + } + + if (facingright == false ) + { + rb.velocity = -transform.right * speed; + + } + } + private void OnTriggerEnter2D(Collider2D other) { if( other.gameObject.CompareTag("Enemy")) diff --git a/Platformer/Assets/Scripts/Player&Enemy/Enemy.cs b/Platformer/Assets/Scripts/Player&Enemy/Enemy.cs index c70d585..4f1dec5 100644 --- a/Platformer/Assets/Scripts/Player&Enemy/Enemy.cs +++ b/Platformer/Assets/Scripts/Player&Enemy/Enemy.cs @@ -4,18 +4,36 @@ public class Enemy : MonoBehaviour { - public int health = 100; + public Transform player; + private Vector2 movement; + + public int health = 100; //health public GameObject death; public Rigidbody2D rb; public float speed = 5f; + void Start() + { + rb = this.GetComponent(); + } + void Update() { - + Vector3 direction = player.position - transform.position; + direction.Normalize(); + movement = direction; + } + private void FixedUpdate() + { + moveCharacter(movement); } + void moveCharacter(Vector2 direction) + { + rb.MovePosition((Vector2)transform.position + (direction * speed * Time.deltaTime)); + } - void OnTriggerEnter2D(Collider2D other) + void OnTriggerEnter2D(Collider2D other) { //FireBall if (other.gameObject.CompareTag("Bullet")) diff --git a/Platformer/Assets/Scripts/Player&Enemy/Player.cs b/Platformer/Assets/Scripts/Player&Enemy/Player.cs new file mode 100644 index 0000000..9e863be --- /dev/null +++ b/Platformer/Assets/Scripts/Player&Enemy/Player.cs @@ -0,0 +1,229 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +[RequireComponent(typeof(Controller2D))] +public class Player : MonoBehaviour +{ + + float moveSpeed = 10; //How Fast He moves + float gravity; //Gravity (No Rigid Body) + float maxJumpVelocity; //maxjump velocity + float minJumpVelocity; //min jump velocity + Vector3 velocity; //Velocity (Again since using raycasting need to create alll this) + float velocityXSmoothing; + + //Wall Jumping + public float wallSlideSpeedMax = 4;//speed of sliding + public float wallStickTime = .25f; + float timeToWallUnstick; + + public Vector2 wallJumpClimb; //Keep going up + public Vector2 wallJumpOff;//Jump off + public Vector2 wallLeap; //leap to other side + + //Jumping + public float maxJumpHeight = 4; //height + public float minJumpHeight = 1; + public float timeToJumpApex = .4f; //time to get there + float accelerationTimeAirborne = .2f; //acceleration time + float accelerationTimeGrounded = .15f; //time to + + Controller2D controller; //controller + Vector2 directionalInput; + + public int currentHealth; //health + private int maxHealth = 100; //max health + public HealthBar healthbar; //Healthbar + + bool crouch = false; + + public GameObject door; //Public so I could drag door in + + bool wallSliding;//need access to these in OnJump methods + int wallDirX; + + void Start() + { + controller = GetComponent(); //Get Components controller2d + + gravity = -(2 * maxJumpHeight) / Mathf.Pow(timeToJumpApex, 2); //Derived from equation + maxJumpVelocity = Mathf.Abs(gravity) * timeToJumpApex; //Derived from equation + minJumpVelocity = Mathf.Sqrt(2 * Mathf.Abs(gravity) * minJumpHeight); + currentHealth = maxHealth; //Reset to max health + healthbar.SetMaxHealth(maxHealth); //Health bar to max + } + + + + void Update() + { + ///Call the methods here for neater code + CalculateVelocity(); + HandleWallSliding(); + + //move + controller.Move(velocity * Time.deltaTime, directionalInput); + + //if there is something above or below stop moving + if (controller.collisions.above || controller.collisions.below) + { + velocity.y = 0; + } + } + + + //directional input method + public void SetDirectionalInput(Vector2 input) + { + directionalInput = input; + } + + public void OnJumpInputDown() + { + if (wallSliding) //if you are sliding on a wall + { + if (wallDirX == directionalInput.x) //which direction + { + velocity.x = -wallDirX * wallJumpClimb.x; + velocity.y = wallJumpClimb.y; //jumping up the wall + } + else if (directionalInput.x == 0) + { + velocity.x = -wallDirX * wallJumpOff.x; + velocity.y = wallJumpOff.y; //jumping off the wall + } + else + { + velocity.x = -wallDirX * wallLeap.x; + velocity.y = wallLeap.y; //leaping from one side to other + } + } + + if (controller.collisions.below) //standing + { + velocity.y = maxJumpVelocity; //jump + } + } + + public void OnJumpInputUp() //jump up method + { + if (velocity.y > minJumpVelocity) + { + velocity.y = minJumpVelocity; + } + } + + + void HandleWallSliding() //wall sliding method + { + wallDirX = (controller.collisions.left) ? -1 : 1; //left or right direction + wallSliding = false; //not on a wall + if ((controller.collisions.left || controller.collisions.right) && !controller.collisions.below && velocity.y < 0) //if you are on a wall + { + wallSliding = true; //bool to true + + if (velocity.y < -wallSlideSpeedMax) //if velocity y is negative + { + velocity.y = -wallSlideSpeedMax; //set velocity y to wall slide speed, negative cuz you slide down + } + + if (timeToWallUnstick > 0) + { + velocityXSmoothing = 0;//reset x velocity smoothing + velocity.x = 0;//reset x velocity smoothing + + if (directionalInput.x != wallDirX && directionalInput.x != 0) //subtract time to unstick time cuz on wall + { + timeToWallUnstick -= Time.deltaTime; + } + else //thats how long to stick on wall + { + timeToWallUnstick = wallStickTime; + } + } + else + { + timeToWallUnstick = wallStickTime; + } + + } + + } + + void CalculateVelocity() //calculate velocity method + { + float targetVelocityX = directionalInput.x * moveSpeed; //how fast we want to do + velocity.x = Mathf.SmoothDamp(velocity.x, targetVelocityX, ref velocityXSmoothing, (controller.collisions.below) ? accelerationTimeGrounded : accelerationTimeAirborne); //smoothing + velocity.y += gravity * Time.deltaTime; //velocity y + } + + public GameObject dialogBox;//reference + public Text dialogText; //text + //Ontrigger Enter (AKA TAGS) + void OnTriggerEnter2D(Collider2D other) //Pickups + { + if (other.gameObject.CompareTag("Key")) //If you got the key + { + other.gameObject.SetActive(false); //key is not actice + door.SetActive(false); // Door is accessible + } + + if (other.gameObject.CompareTag("Heart")) + { + other.gameObject.SetActive(false); // heart dissapears + currentHealth = maxHealth; // Full Health + healthbar.SetHealth(currentHealth); //Full HealthBar + } + + if (other.gameObject.CompareTag("Enemy")) //take damage + { + TakeDamage(20); + } + ///Sign tags, they turn off after a certain distance + if (other.gameObject.CompareTag("Sign0")) + { + dialogBox.SetActive(true); + dialogText.text = "Space to Jump\n" + "Arrows or WASD to move\n" + "Esc to pause"; + } + + if (other.gameObject.CompareTag("Sign1")) + { + dialogBox.SetActive(true); + dialogText.text = "Q to throw Shurikens\n" + "Some Objects break..\n" + "Mysterious looking box.."; + } + + if (other.gameObject.CompareTag("Sign2")) + { + dialogBox.SetActive(true); + dialogText.text = "Go down the waterfall..\n" + "You will find all you need\n"; + + } + if (other.gameObject.CompareTag("Sign3")) + { + dialogBox.SetActive(true); + dialogText.text = "Hmmm....\n"; + } + + if (other.gameObject.CompareTag("SignOff")) //Turn off dialogue box + { + dialogBox.SetActive(false); + } + + //Ninja star is in the weapon script (easier that way for some reason ) + } + + //Damage Function + void TakeDamage(int damage) + { + currentHealth -= damage; //take damage + healthbar.SetHealth(currentHealth); //modify health bar + if (currentHealth < 1) + { + Time.timeScale = 0f; //end frame + } + } + + +} diff --git a/Platformer/Assets/Scripts/Player&Enemy/Player_Controller.cs.meta b/Platformer/Assets/Scripts/Player&Enemy/Player.cs.meta similarity index 100% rename from Platformer/Assets/Scripts/Player&Enemy/Player_Controller.cs.meta rename to Platformer/Assets/Scripts/Player&Enemy/Player.cs.meta diff --git a/Platformer/Assets/Scripts/Player&Enemy/PlayerInput.cs b/Platformer/Assets/Scripts/Player&Enemy/PlayerInput.cs new file mode 100644 index 0000000..a4d549f --- /dev/null +++ b/Platformer/Assets/Scripts/Player&Enemy/PlayerInput.cs @@ -0,0 +1,58 @@ +using UnityEngine; +using System.Collections; + +[RequireComponent(typeof(Player))] +public class PlayerInput : MonoBehaviour +{ + + Player player; //reference to player script + private Rigidbody2D m_Rigidbody2D; + public static bool m_FacingRight = true; // For determining which way the player is currently facing. + + private void Awake () + { + m_Rigidbody2D = GetComponent(); + } + + void Start() + { + player = GetComponent(); + } + + void Update() + { + Vector2 directionalInput = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical")); // + player.SetDirectionalInput(directionalInput); //pass in directional input + + if (Input.GetKeyDown(KeyCode.Space)) //space down + { + player.OnJumpInputDown(); //call this method + } + if (Input.GetKeyUp(KeyCode.Space)) //release + { + player.OnJumpInputUp(); //call this method + } + if (Input.GetAxisRaw("Horizontal") > 0 && !m_FacingRight) + { + // ... flip the player. + Flip(); + } + else if (Input.GetAxisRaw("Horizontal") < 0 && m_FacingRight) + { + // ... flip the player. + Flip(); + } + + } + + private void Flip() + { + // Switch the way the player is labelled as facing. + m_FacingRight = !m_FacingRight; + + // Multiply the player's x local scale by -1. + Vector3 theScale = transform.localScale; + theScale.x *= -1; + transform.localScale = theScale; + } +} \ No newline at end of file diff --git a/Platformer/Assets/Scripts/Player&Enemy/PlayerInput.cs.meta b/Platformer/Assets/Scripts/Player&Enemy/PlayerInput.cs.meta new file mode 100644 index 0000000..74f3795 --- /dev/null +++ b/Platformer/Assets/Scripts/Player&Enemy/PlayerInput.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 487e6d61ff817d048ad14415e9f936fc +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Platformer/Assets/Scripts/Player&Enemy/Player_Controller.cs b/Platformer/Assets/Scripts/Player&Enemy/Player_Controller.cs deleted file mode 100644 index 41b4d59..0000000 --- a/Platformer/Assets/Scripts/Player&Enemy/Player_Controller.cs +++ /dev/null @@ -1,166 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; -using UnityEngine.UI; - -[RequireComponent(typeof(Controller2D))] -public class Player_Controller : MonoBehaviour -{ - - - float moveSpeed = 10; //How Fast He moves - float gravity; //Gravity (No Rigid Body) - float jumpVelocity; - Vector3 velocity; //Velocity (Again since using raycasting need to create alll this) - float velocityXSmoothing; - - //Wall Jumping - public float wallSlideSpeedMax = 4;//speed sliding - public float wallStickTime = .25f; - float timeToWallUnstick; - - public Vector2 wallJumpClimb; //Keep going up - public Vector2 wallJumpOff;//Jump off - public Vector2 wallLeap; //leap to other side - //Jumping - public float jumpHeight = 4; //height - public float timeToJumpApex = .4f; //time to get there - float accelerationTimeAirborne = .2f; //acceleration time - float accelerationTimeGrounded = .15f; //time to - - Controller2D controller; //controller - - public int currentHealth; //health - private int maxHealth = 100; //max health - public HealthBar healthbar; //Healthbar - - public GameObject door; //Public so I could drag door in - - void Start() - { - controller = GetComponent(); //Get Components controller2d - - gravity = -(2 * jumpHeight) / Mathf.Pow(timeToJumpApex, 2); //Derived from equation - jumpVelocity = Mathf.Abs(gravity) * timeToJumpApex; //Derived from equation - currentHealth = maxHealth; //Reset to max health - healthbar.SetMaxHealth(maxHealth); //Health bar to max - } - - void Update() - { - Vector2 input = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical")); - int wallDirX = (controller.collisions.left) ? -1 : 1; bool wallSliding = false; //not on a wall - - float targetVelocityX = input.x * moveSpeed; - velocity.x = Mathf.SmoothDamp(velocity.x, targetVelocityX, ref velocityXSmoothing, (controller.collisions.below) ? accelerationTimeGrounded : accelerationTimeAirborne); //Movement in the x direction - - wallSliding = false; - if ((controller.collisions.left || controller.collisions.right) && !controller.collisions.below && velocity.y < 0) //if wall to the left or right and not below and moving down - { - wallSliding = true; //then on a wall - - if (velocity.y < -wallSlideSpeedMax) //if its less than that then reset velocity y - { - velocity.y = -wallSlideSpeedMax; - } - - if (timeToWallUnstick > 0) - { - velocityXSmoothing = 0; //reset smoothing - velocity.x = 0; //reset velocity x - - if (input.x != wallDirX && input.x != 0) - { - timeToWallUnstick -= Time.deltaTime; - } - else - { - timeToWallUnstick = wallStickTime; - } - } - - else - { - timeToWallUnstick = wallStickTime; - } - } - - - if (controller.collisions.above || controller.collisions.below) //if true reset y - { - velocity.y = 0; - } - - - if (Input.GetKeyDown(KeyCode.Space)) //Jump - { - if (wallSliding) //if wall sliding - { - if (wallDirX == input.x) //Climb Jump - { - velocity.x = -wallDirX * wallJumpClimb.x; - velocity.y = wallJumpClimb.y; - } - else if (input.x == 0) //Jump off - { - velocity.x = -wallDirX * wallJumpOff.x; - velocity.y = wallJumpOff.y; - } - else //Leap to other wall - { - velocity.x = -wallDirX * wallLeap.x; - velocity.y = wallLeap.y; - } - } - if (controller.collisions.below) - { - velocity.y = jumpVelocity; - } - } - - - velocity.y += gravity * Time.deltaTime; //Movement in the y Direction - controller.Move(velocity * Time.deltaTime); //How to actually move, in controller script - } - - - //Damage Function - void TakeDamage(int damage) - { - currentHealth -= damage; //take damage - healthbar.SetHealth(currentHealth); //modify health bar - if (currentHealth < 1) - { - Time.timeScale = 0f; - } - } - - - - //Ontrigger Enter (AKA TAGS) - void OnTriggerEnter2D(Collider2D other) //Pickups - { - if (other.gameObject.CompareTag("Key")) //If you got the key - { - other.gameObject.SetActive(false); //key is not actice - door.SetActive(false); // Door is accessible - } - - if (other.gameObject.CompareTag("Heart")) - { - other.gameObject.SetActive(false); // heart dissapears - currentHealth = maxHealth; // Full Health - healthbar.SetHealth(currentHealth); //Full HealthBar - } - - if (other.gameObject.CompareTag("Enemy")) - { - TakeDamage(20); - } - - //Ninja star is in the weapon script (easier that way for some reason ) - } - - - -} diff --git a/Platformer/Assets/Scripts/Player&Enemy/Weapon.cs b/Platformer/Assets/Scripts/Player&Enemy/Weapon.cs index 04d4fd2..8205270 100644 --- a/Platformer/Assets/Scripts/Player&Enemy/Weapon.cs +++ b/Platformer/Assets/Scripts/Player&Enemy/Weapon.cs @@ -1,14 +1,17 @@ using System.Collections; using System.Collections.Generic; using UnityEngine; +using UnityEngine.UI; public class Weapon : MonoBehaviour { public Transform firePoint; //where player is shooting from public GameObject bulletPrefab; public int shots; - - void Update() + public float fireRate; + + private static bool facingright; //facing right? reference to player input + void Update() { if (Input.GetKeyDown(KeyCode.Q)) { @@ -18,23 +21,29 @@ void Update() void Shoot() { - if (shots > 0) - { - Instantiate(bulletPrefab, firePoint.position, firePoint.rotation); - shots = shots - 1; - } + Vector3 theScale = transform.localScale; + + if (shots > 0) + { + + Instantiate(bulletPrefab, firePoint.position, firePoint.rotation); + shots = shots - 1; + ShurikenAmount.text = "X: " + shots; + } else { return; } } - void OnTriggerEnter2D(Collider2D other) //Pickups + public Text ShurikenAmount; //text + void OnTriggerEnter2D(Collider2D other) //Pickups { if (other.gameObject.CompareTag("NinjaStar")) //If you got the star { other.gameObject.SetActive(false); //Star Dissapears shots = shots + 1; //increase amount of shots + ShurikenAmount.text = "X" + shots; } } diff --git a/Platformer/Assets/Scripts/Raycast/Controller2D.cs b/Platformer/Assets/Scripts/Raycast/Controller2D.cs index 0011db3..ba12cda 100644 --- a/Platformer/Assets/Scripts/Raycast/Controller2D.cs +++ b/Platformer/Assets/Scripts/Raycast/Controller2D.cs @@ -9,6 +9,8 @@ public class Controller2D : RaycastController float maxDescendAngle = 80; //descend angle public CollisionInfo collisions; //Reference to Collison Info + [HideInInspector] + public Vector2 playerInput; public override void Start() { @@ -16,30 +18,35 @@ public override void Start() collisions.faceDir = 1; } - public void Move(Vector3 velocity, bool standingOnPlatform = false) //Actually Moving + public void Move(Vector2 moveAmount, bool standingOnPlatform) + { + Move(moveAmount, Vector2.zero, standingOnPlatform); + } + public void Move(Vector2 moveAmount, Vector2 input, bool standingOnPlatform = false) //Actually Moving { UpdateRaycastOrigins(); //Everytime we move collisions.Reset(); //Blank Slate - collisions.velocityOld = velocity; // update velocity + collisions.moveAmountOld = moveAmount; // update velocity + playerInput = input; - if(velocity.x != 0) + if(moveAmount.x != 0) { - collisions.faceDir = (int)Mathf.Sign(velocity.x); //cast to an integer + collisions.faceDir = (int)Mathf.Sign(moveAmount.x); //cast to an integer } - if (velocity.y < 0) + if (moveAmount.y < 0) { - DescendSlope(ref velocity); + DescendSlope(ref moveAmount); } - HorizontalCollisions(ref velocity); + HorizontalCollisions(ref moveAmount); - if (velocity.y != 0) //Vertical Axis + if (moveAmount.y != 0) //Vertical Axis { - VerticalCollisions(ref velocity); + VerticalCollisions(ref moveAmount); } - transform.Translate(velocity); //Actually modifies the velocity + transform.Translate(moveAmount); //Actually modifies the velocity if (standingOnPlatform) { collisions.below = true; @@ -47,12 +54,12 @@ public void Move(Vector3 velocity, bool standingOnPlatform = false) //Actually M } - void HorizontalCollisions(ref Vector3 velocity) //reference to velocity vector (dont make a copy) + void HorizontalCollisions(ref Vector2 moveAmount) //reference to velocity vector (dont make a copy) { float directionX = collisions.faceDir; //depending on moving left or right - float rayLength = Mathf.Abs(velocity.x) + skinWidth; //length of the ray (always positve) + float rayLength = Mathf.Abs(moveAmount.x) + skinWidth; //length of the ray (always positve) - if (Mathf.Abs(velocity.x) < skinWidth) + if (Mathf.Abs(moveAmount.x) < skinWidth) { rayLength = 2 * skinWidth; } @@ -63,7 +70,7 @@ void HorizontalCollisions(ref Vector3 velocity) //reference to velocity vector ( rayOrigin += Vector2.up * (horizontalRaySpacing * i);//cast rays from where we will be once moving RaycastHit2D hit = Physics2D.Raycast(rayOrigin, Vector2.right * directionX, rayLength, collisionMask);//raycast from origin and have it go up, length of the ray, layer mask - Debug.DrawRay(rayOrigin, Vector2.right * directionX * rayLength, Color.red);//multiply to maintain direction + Debug.DrawRay(rayOrigin, Vector2.right * directionX , Color.red);//multiply to maintain direction if (hit) { @@ -78,7 +85,7 @@ void HorizontalCollisions(ref Vector3 velocity) //reference to velocity vector ( if (collisions.descendingSlope) { collisions.descendingSlope = false; - velocity = collisions.velocityOld; //velocity is what it was before + moveAmount = collisions.moveAmountOld; //velocity is what it was before } float distanceToSlopeStart = 0; //at the slope @@ -86,20 +93,20 @@ void HorizontalCollisions(ref Vector3 velocity) //reference to velocity vector ( if (slopeAngle != collisions.slopeAngleOld) { distanceToSlopeStart = hit.distance - skinWidth; - velocity.x -= distanceToSlopeStart * directionX; // + moveAmount.x -= distanceToSlopeStart * directionX; // } - ClimbSlope(ref velocity, slopeAngle); - velocity.x += distanceToSlopeStart * directionX; + ClimbSlope(ref moveAmount, slopeAngle); + moveAmount.x += distanceToSlopeStart * directionX; } if (!collisions.climbingSlope || slopeAngle > maxClimbAngle) { - velocity.x = (hit.distance - skinWidth) * directionX; //Multiply to maintain direction + moveAmount.x = (hit.distance - skinWidth) * directionX; //Multiply to maintain direction rayLength = hit.distance; //length of ray is now the distance to hit if (collisions.climbingSlope) { - velocity.y = Mathf.Tan(collisions.slopeAngle * Mathf.Deg2Rad) * Mathf.Abs(velocity.x); + moveAmount.y = Mathf.Tan(collisions.slopeAngle * Mathf.Deg2Rad) * Mathf.Abs(moveAmount.x); } collisions.left = directionX == -1;//if hit and going left, collison left is true @@ -110,27 +117,46 @@ void HorizontalCollisions(ref Vector3 velocity) //reference to velocity vector ( } } - void VerticalCollisions(ref Vector3 velocity) //reference to velocity vector (dont make a copy) + void VerticalCollisions(ref Vector2 moveAmount) //reference to velocity vector (dont make a copy) { - float directionY = Mathf.Sign(velocity.y); //depending on moving up or done - float rayLength = Mathf.Abs(velocity.y) + skinWidth; //length of the ray (always positve) + float directionY = Mathf.Sign(moveAmount.y); //depending on moving up or done + float rayLength = Mathf.Abs(moveAmount.y) + skinWidth; //length of the ray (always positve) for (int i = 0; i < verticalRayCount; i++) { Vector2 rayOrigin = (directionY == -1) ? raycastOrigins.bottomLeft : raycastOrigins.topLeft; // See if moving up or down, then choose corresponding - rayOrigin += Vector2.right * (verticalRaySpacing * i + velocity.x); //cast rays from where we will be once moving + rayOrigin += Vector2.right * (verticalRaySpacing * i + moveAmount.x); //cast rays from where we will be once moving RaycastHit2D hit = Physics2D.Raycast(rayOrigin, Vector2.up * directionY, rayLength, collisionMask); //raycast from origin and have it go up, length of the ray, layer mask - Debug.DrawRay(rayOrigin, Vector2.up * directionY * rayLength, Color.red); + Debug.DrawRay(rayOrigin, Vector2.up * directionY, Color.red); if (hit) //if it hits { - velocity.y = (hit.distance - skinWidth) * directionY; //multiply to maintain direction + if (hit.collider.tag == "Through") + { + if (directionY == 1 || hit.distance == 0) //moving up + { + continue; + } + + if (collisions.fallingThroughPlatform) //continue because falling + { + continue; + } + + if (playerInput.y == -1) //falling through + { + collisions.fallingThroughPlatform = true; //falling through + Invoke("ResetFallingThroughPlatform", .5f); + continue; + } + } + moveAmount.y = (hit.distance - skinWidth) * directionY; //multiply to maintain direction rayLength = hit.distance; //length of ray is now the distance to hit if (collisions.climbingSlope) //if climbing the slope { - velocity.x = velocity.y / Mathf.Tan(collisions.slopeAngle * Mathf.Deg2Rad) * Mathf.Sign(velocity.x); + moveAmount.x = moveAmount.y / Mathf.Tan(collisions.slopeAngle * Mathf.Deg2Rad) * Mathf.Sign(moveAmount.x); } collisions.below = directionY == -1; //if hit and going down, below is true collisions.above = directionY == 1; //if hit and going up, above is true @@ -139,9 +165,9 @@ void VerticalCollisions(ref Vector3 velocity) //reference to velocity vector (do //here fir curved slopes if (collisions.climbingSlope) { - float directionX = Mathf.Sign(velocity.x); - rayLength = Mathf.Abs(velocity.x) + skinWidth; //length of ray - Vector2 rayOrigin = ((directionX == -1) ? raycastOrigins.bottomLeft : raycastOrigins.bottomRight) + Vector2.up * velocity.y; //casting from new height + float directionX = Mathf.Sign(moveAmount.x); + rayLength = Mathf.Abs(moveAmount.x) + skinWidth; //length of ray + Vector2 rayOrigin = ((directionX == -1) ? raycastOrigins.bottomLeft : raycastOrigins.bottomRight) + Vector2.up * moveAmount.y; //casting from new height RaycastHit2D hit = Physics2D.Raycast(rayOrigin, Vector2.right * directionX, rayLength, collisionMask); //hit if (hit) @@ -149,31 +175,31 @@ void VerticalCollisions(ref Vector3 velocity) //reference to velocity vector (do float slopeAngle = Vector2.Angle(hit.normal, Vector2.up); //get angle if (slopeAngle != collisions.slopeAngle) //collided with new slope { - velocity.x = (hit.distance - skinWidth) * directionX; + moveAmount.x = (hit.distance - skinWidth) * directionX; collisions.slopeAngle = slopeAngle; } } } } - void ClimbSlope(ref Vector3 velocity, float slopeAngle) //Climb that slope + void ClimbSlope(ref Vector2 moveAmount, float slopeAngle) //Climb that slope { - float moveDistance = Mathf.Abs(velocity.x); //new values + float moveDistance = Mathf.Abs(moveAmount.x); //new values float climbVelocityY = Mathf.Sin(slopeAngle * Mathf.Deg2Rad) * moveDistance; //new values (trig) - if (velocity.y <= climbVelocityY) + if (moveAmount.y <= climbVelocityY) { - velocity.y = climbVelocityY; //up - velocity.x = Mathf.Cos(slopeAngle * Mathf.Deg2Rad) * moveDistance * Mathf.Sign(velocity.x); //side + moveAmount.y = climbVelocityY; //up + moveAmount.x = Mathf.Cos(slopeAngle * Mathf.Deg2Rad) * moveDistance * Mathf.Sign(moveAmount.x); //side collisions.below = true; //on a slope collisions.climbingSlope = true; //true collisions.slopeAngle = slopeAngle; // } } - void DescendSlope(ref Vector3 velocity) + void DescendSlope(ref Vector2 moveAmount) { - float directionX = Mathf.Sign(velocity.x); + float directionX = Mathf.Sign(moveAmount.x); Vector2 rayOrigin = (directionX == -1) ? raycastOrigins.bottomRight : raycastOrigins.bottomLeft; //cast downwards RaycastHit2D hit = Physics2D.Raycast(rayOrigin, -Vector2.up, Mathf.Infinity, collisionMask); //hit, infinty because we dint know distance @@ -184,12 +210,12 @@ void DescendSlope(ref Vector3 velocity) { if (Mathf.Sign(hit.normal.x) == directionX) //going down the slope { - if (hit.distance - skinWidth <= Mathf.Tan(slopeAngle * Mathf.Deg2Rad) * Mathf.Abs(velocity.x)) //how far we have to move based on velocity x + if (hit.distance - skinWidth <= Mathf.Tan(slopeAngle * Mathf.Deg2Rad) * Mathf.Abs(moveAmount.x)) //how far we have to move based on velocity x { - float moveDistance = Mathf.Abs(velocity.x); //distance to move + float moveDistance = Mathf.Abs(moveAmount.x); //distance to move float descendVelocityY = Mathf.Sin(slopeAngle * Mathf.Deg2Rad) * moveDistance; - velocity.x = Mathf.Cos(slopeAngle * Mathf.Deg2Rad) * moveDistance * Mathf.Sign(velocity.x); - velocity.y -= descendVelocityY; + moveAmount.x = Mathf.Cos(slopeAngle * Mathf.Deg2Rad) * moveDistance * Mathf.Sign(moveAmount.x); + moveAmount.y -= descendVelocityY; collisions.slopeAngle = slopeAngle; collisions.descendingSlope = true; //descending the slope @@ -201,7 +227,10 @@ void DescendSlope(ref Vector3 velocity) } - + void ResetFallingThroughPlatform() + { + collisions.fallingThroughPlatform = false; + } public struct CollisionInfo { public bool above, below; //aboce and below bools @@ -210,9 +239,11 @@ public struct CollisionInfo public bool climbingSlope; //are you climbing public bool descendingSlope; public float slopeAngle, slopeAngleOld; //angle and old angle - public Vector3 velocityOld; + public Vector2 moveAmountOld; public int faceDir; //1 is right, -1 is left + public bool fallingThroughPlatform; + public void Reset() //Reset the Bools { above = below = false; diff --git a/Platformer/Assets/Scripts/Raycast/RaycastController.cs b/Platformer/Assets/Scripts/Raycast/RaycastController.cs index 35ba521..a281912 100644 --- a/Platformer/Assets/Scripts/Raycast/RaycastController.cs +++ b/Platformer/Assets/Scripts/Raycast/RaycastController.cs @@ -8,8 +8,11 @@ public class RaycastController : MonoBehaviour public LayerMask collisionMask; //collison mask public const float skinWidth = .015f; //width - public int horizontalRayCount = 4; //how many rays horizontally - public int verticalRayCount = 4; //how many rays vertically + const float dstBetweenRays = .15f; + [HideInInspector] + public int horizontalRayCount; //how many rays horizontally + [HideInInspector] + public int verticalRayCount; //how many rays vertically [HideInInspector] public float horizontalRaySpacing; //spacing horizontally @@ -20,10 +23,15 @@ public class RaycastController : MonoBehaviour public BoxCollider2D collider; //reference public RaycastOrigins raycastOrigins; //reference - public virtual void Start() + public virtual void Awake() //change from start so camera works { collider = GetComponent(); //get component + } + + public virtual void Start() + { CalculateRaySpacing(); //never changes + } public void UpdateRaycastOrigins() @@ -42,8 +50,11 @@ public void CalculateRaySpacing() //calculate space between rays Bounds bounds = collider.bounds; //bounds bounds.Expand(skinWidth * -2); //shrink - horizontalRayCount = Mathf.Clamp(horizontalRayCount, 2, int.MaxValue); //horizontal count - verticalRayCount = Mathf.Clamp(verticalRayCount, 2, int.MaxValue); //vertical # + float boundsWidth = bounds.size.x; //width of boundaries + float boundsHeight = bounds.size.y; //height of boundaries + + horizontalRayCount = Mathf.RoundToInt(boundsHeight / dstBetweenRays);//horizontal count + verticalRayCount = Mathf.RoundToInt(boundsWidth / dstBetweenRays);//vertical count horizontalRaySpacing = bounds.size.y / (horizontalRayCount - 1); //spacing verticalRaySpacing = bounds.size.x / (verticalRayCount - 1);//spacing diff --git a/Platformer/Assets/World Build/DialogueBox.png b/Platformer/Assets/World Build/DialogueBox.png new file mode 100644 index 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Tilemap: m_ColliderType: 1 - first: {x: -45, y: 9, z: 0} second: - m_TileIndex: 10 - m_TileSpriteIndex: 10 + m_TileIndex: 1 + m_TileSpriteIndex: 1 m_TileMatrixIndex: 0 m_TileColorIndex: 0 m_ObjectToInstantiate: {fileID: 0} @@ -20446,8 +20740,8 @@ Tilemap: m_ColliderType: 1 - first: {x: -44, y: 9, z: 0} second: - m_TileIndex: 10 - m_TileSpriteIndex: 10 + m_TileIndex: 1 + m_TileSpriteIndex: 1 m_TileMatrixIndex: 0 m_TileColorIndex: 0 m_ObjectToInstantiate: {fileID: 0} @@ -20455,8 +20749,8 @@ Tilemap: m_ColliderType: 1 - first: {x: -43, y: 9, z: 0} second: - m_TileIndex: 10 - m_TileSpriteIndex: 10 + m_TileIndex: 1 + m_TileSpriteIndex: 1 m_TileMatrixIndex: 0 m_TileColorIndex: 0 m_ObjectToInstantiate: {fileID: 0} @@ -20464,8 +20758,8 @@ Tilemap: m_ColliderType: 1 - first: {x: -42, y: 9, z: 0} second: - m_TileIndex: 10 - m_TileSpriteIndex: 10 + m_TileIndex: 1 + m_TileSpriteIndex: 1 m_TileMatrixIndex: 0 m_TileColorIndex: 0 m_ObjectToInstantiate: {fileID: 0} @@ -20473,8 +20767,8 @@ Tilemap: 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m_ColliderType: 1 - first: {x: -53, y: 11, z: 0} second: - m_TileIndex: 12 - m_TileSpriteIndex: 12 + m_TileIndex: 1 + m_TileSpriteIndex: 1 m_TileMatrixIndex: 0 m_TileColorIndex: 0 m_ObjectToInstantiate: {fileID: 0} @@ -21166,8 +21460,8 @@ Tilemap: m_ColliderType: 1 - first: {x: -52, y: 11, z: 0} second: - m_TileIndex: 12 - m_TileSpriteIndex: 12 + m_TileIndex: 1 + m_TileSpriteIndex: 1 m_TileMatrixIndex: 0 m_TileColorIndex: 0 m_ObjectToInstantiate: {fileID: 0} @@ -21175,8 +21469,8 @@ Tilemap: m_ColliderType: 1 - first: {x: -51, y: 11, z: 0} second: - m_TileIndex: 12 - m_TileSpriteIndex: 12 + m_TileIndex: 1 + m_TileSpriteIndex: 1 m_TileMatrixIndex: 0 m_TileColorIndex: 0 m_ObjectToInstantiate: {fileID: 0} @@ -21184,8 +21478,8 @@ Tilemap: m_ColliderType: 1 - first: {x: -50, y: 11, z: 0} second: - m_TileIndex: 12 - m_TileSpriteIndex: 12 + m_TileIndex: 1 + m_TileSpriteIndex: 1 m_TileMatrixIndex: 0 m_TileColorIndex: 0 m_ObjectToInstantiate: {fileID: 0} @@ -21193,8 +21487,8 @@ Tilemap: 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