diff --git a/Platformer/Assets/Scripts/Controller2D.cs b/Platformer/Assets/Scripts/Controller2D.cs new file mode 100644 index 0000000..f299239 --- /dev/null +++ b/Platformer/Assets/Scripts/Controller2D.cs @@ -0,0 +1,134 @@ +using UnityEngine; +using System.Collections; + +[RequireComponent(typeof(BoxCollider2D))] //Require BoxCollider +public class Controller2D : MonoBehaviour +{ + public LayerMask collisionMask; //Objects we collide with + + const float skinWidth = .25f; //const so you cant change the value, and width + public int horizontalRayCount = 4; //Amount of rays shooting horizontally + public int verticalRayCount = 4;//Amount of rays shooting Vertically + + float horizontalRaySpacing; //Spacing between each horizontal ray + float verticalRaySpacing; //Spacing between each vertical ray + + BoxCollider2D collider; //Reference + RaycastOrigins raycastOrigins; //Reference to raycastorigins + public CollisionInfo collisions; //Reference to Collison Info + + void Start() + { + collider = GetComponent(); + CalculateRaySpacing(); //never changes + } + + public void Move(Vector3 velocity) //Actually Moving + { + UpdateRaycastOrigins(); //Everytime we move + collisions.Reset(); //Blank Slate + + if (velocity.x != 0)//Horizontal Axis + { + HorizontalCollisions(ref velocity); + } + if (velocity.y != 0) //Vertical Axis + { + VerticalCollisions(ref velocity); + } + + transform.Translate(velocity); //Actually modifies the velocity + } + + void HorizontalCollisions(ref Vector3 velocity) //reference to velocity vector (dont make a copy) + { + float directionX = Mathf.Sign(velocity.x); //depending on moving left or right + float rayLength = Mathf.Abs(velocity.x) + skinWidth; //length of the ray (always positve) + + for (int i = 0; i < horizontalRayCount; i++) + { + Vector2 rayOrigin = (directionX == -1) ? raycastOrigins.bottomLeft : raycastOrigins.bottomRight;// See if moving up or down, then choose corresponding + 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 + + if (hit) + { + velocity.x = (hit.distance - skinWidth) * directionX; //Multiply to maintain direction + rayLength = hit.distance; //length of ray is now the distance to hit + + collisions.left = directionX == -1; //if hit and going left, collison left is true + collisions.right = directionX == 1; //if hit and going right, collision right is true + } + } + } + + void VerticalCollisions(ref Vector3 velocity) //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) + + 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 + 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); + + if (hit) //if it hits + { + velocity.y = (hit.distance - skinWidth) * directionY; //multiply to maintain direction + rayLength = hit.distance; //length of ray is now the distance to hit + collisions.below = directionY == -1; //if hit and going down, below is true + collisions.above = directionY == 1; //if hit and going up, above is true + } + } + } + + + + void UpdateRaycastOrigins() //Update raycast origins + { + Bounds bounds = collider.bounds; //Getting bounds from the collider + bounds.Expand(skinWidth * -2); //Shrinks + + raycastOrigins.bottomLeft = new Vector2(bounds.min.x, bounds.min.y); //Bottom Left corner + raycastOrigins.bottomRight = new Vector2(bounds.max.x, bounds.min.y);//Bottom Right corner + raycastOrigins.topLeft = new Vector2(bounds.min.x, bounds.max.y); //Top Left corner + raycastOrigins.topRight = new Vector2(bounds.max.x, bounds.max.y);//Top Right corner + } + + void CalculateRaySpacing() //Calculates space between rays + { + Bounds bounds = collider.bounds; //set bounds + bounds.Expand(skinWidth * -2); //Shrink + + horizontalRayCount = Mathf.Clamp(horizontalRayCount, 2, int.MaxValue); //Need 1 in each corner + verticalRayCount = Mathf.Clamp(verticalRayCount, 2, int.MaxValue); //1 in each corner (vertical) + + horizontalRaySpacing = bounds.size.y / (horizontalRayCount - 1); //The size of bounds / n - 1 + verticalRaySpacing = bounds.size.x / (verticalRayCount - 1);//The size of bounds / n - 1 + } + + struct RaycastOrigins //Holds Vector 2's + { + public Vector2 topLeft, topRight; + public Vector2 bottomLeft, bottomRight; + } + + public struct CollisionInfo + { + public bool above, below; + public bool left, right; + + public void Reset() //Reset the Bools + { + above = below = false; + left = right = false; + } + } + +} + diff --git a/Platformer/Assets/Scripts/Controller2D.cs.meta b/Platformer/Assets/Scripts/Controller2D.cs.meta new file mode 100644 index 0000000..788446b --- /dev/null +++ b/Platformer/Assets/Scripts/Controller2D.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 36a1c430d51a93146afc47044561b487 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Platformer/Assets/Scripts/Level 1/Player_Controller.cs b/Platformer/Assets/Scripts/Level 1/Player_Controller.cs index 43d1d96..f9b8923 100644 --- a/Platformer/Assets/Scripts/Level 1/Player_Controller.cs +++ b/Platformer/Assets/Scripts/Level 1/Player_Controller.cs @@ -3,119 +3,78 @@ using UnityEngine; using UnityEngine.UI; - +[RequireComponent(typeof(Controller2D))] public class Player_Controller : MonoBehaviour { - public float speed = 7.5f; //speed - public Rigidbody2D rb; //Rigidbody - public int currentHealth; //health - private int maxHealth = 100; //max health - - public HealthBar healthbar; //Healthbar + Controller2D controller; //controller + + float moveSpeed = 10; //How Fast He moves - public int cash; //Cash - int jumps; //Amount of jumps available - int maxjumps = 2; //Max amount of Jumps (Double Jump) - float jumpforce = 7.75f; //Force going up (Y axis) - bool grounded = true; //Start Grounded + float gravity; //Gravity (No Rigid Body) + float jumpVelocity; + Vector3 velocity; //Velocity (Again since using raycasting need to create alll this) + float velocityXSmoothing; - private bool FacingRight = true; // Which way is player facing + //Jumping + public float jumpHeight = 4; + public float timeToJumpApex = .4f; + float accelerationTimeAirborne = .2f; + float accelerationTimeGrounded = .1f; - public GameObject door; //Public so I could drag door in, not sure I need to find with tag but leaving as it works + + 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() { - rb = GetComponent(); //Get rigidbody component from player - door.SetActive(false); // Turn off the door - currentHealth = maxHealth; - healthbar.SetMaxHealth(maxHealth); - } + controller = GetComponent(); //Get Components controller2d - void Update() - { - //Movement - float moveHorizontal = Input.GetAxis("Horizontal"); // Horizontal Movement - Vector3 movement = new Vector3(moveHorizontal, 0.0f, 0.0f); //No movement in the Y or Z Axies - transform.position += movement * Time.deltaTime * speed; //Transform the position in accordance to movement, times speed, times time passed - - if (Input.GetKeyDown(KeyCode.UpArrow) || Input.GetKeyDown(KeyCode.W)) //Player wants to Jump - { - Jump(); //Go to Jump - } - - // moving the player right and the player is facing left... - if (moveHorizontal > 0 && !FacingRight) - { - // flip player. - Flip(); - } - // moving the player left and the player is facing right... - else if (moveHorizontal < 0 && FacingRight) - { - // ... flip the player. - Flip(); - } + gravity = -(2 * jumpHeight) / Mathf.Pow(timeToJumpApex, 2); //Derived from equation + jumpVelocity = Mathf.Abs(gravity) * timeToJumpApex; //Derived from equation + print("Gravity: " + gravity + " Jump Velocity: " + jumpVelocity); + + door.SetActive(false); // Turn off the door + currentHealth = maxHealth; //Reset to max health + healthbar.SetMaxHealth(maxHealth); //Health bar to max } - void Jump() + void Update() { - if (jumps > 0) //if there are jumps available + if (controller.collisions.above || controller.collisions.below) //if true reset y { - rb.AddForce(new Vector2(0, jumpforce), ForceMode2D.Impulse); //then jump - grounded = false; //off the ground - jumps = jumps - 1; //used a jump + velocity.y = 0; } - if (jumps == 0) //there are no jumps + + Vector2 input = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical")); + + if (Input.GetKeyDown(KeyCode.Space) && controller.collisions.below) //Jumping (and on something) { - return; // do nothing + velocity.y = jumpVelocity; } + + float targetVelocityX = input.x * moveSpeed; + + velocity.x = Mathf.SmoothDamp(velocity.x, targetVelocityX, ref velocityXSmoothing, (controller.collisions.below) ? accelerationTimeGrounded : accelerationTimeAirborne); //Movement in the x direction + velocity.y += gravity * Time.deltaTime; //Movement in the y Direction + controller.Move(velocity * Time.deltaTime); //How to actually move, in controller script } - - void TakeDamage(int damage) //Take Damage Function + + //Damage Function + void TakeDamage(int damage) { currentHealth -= damage; //take damage healthbar.SetHealth(currentHealth); //modify health bar } - - void OnCollisionEnter2D(Collision2D collide) // Collisions - { - if (collide.gameObject.tag == "Box") //if you land on box then you have your jumps back - { - jumps = maxjumps; //2 - grounded = true; //on ground - } - - if (collide.gameObject.tag == "Bouncer") //if you land on box then you have your jumps back - { - if (FacingRight == true) //Rebound - { - rb.velocity = (new Vector2(-1.5f, 1f)); - } - - if (FacingRight == false) //Rebound - { - rb.velocity = (new Vector2(1.5f, 1f)); - } - } - - if (collide.gameObject.CompareTag("Enemy")) - { - TakeDamage(15); //Go to take damage function and pass in the integer 20 - - if ( currentHealth < 1) //Death - { - Time.timeScale = 0; - } - } - - - } + //Ontrigger Enter (AKA TAGS) void OnTriggerEnter2D(Collider2D other) //Pickups { if (other.gameObject.CompareTag("Key")) //If you got the key @@ -124,27 +83,16 @@ void OnTriggerEnter2D(Collider2D other) //Pickups door.SetActive(true); // Door is accessible } - if (other.gameObject.CompareTag("Cash")) - { - other.gameObject.SetActive(false); // cash dissapears - 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