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DMD2542-Project4-AndrewSides/Final Platformer/Assets/Scripts/PlayerController.cs
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEngine.UI; | |
public class PlayerController : Physicsobject | |
{ | |
public float maxSpeed = 7; | |
public float jumpTakeOffSpeed = 7; | |
private SpriteRenderer spriteRenderer; | |
private Animator animator; | |
public GameObject fly; | |
public Transform jet; | |
public int fuel = 25; | |
public Text fuelText; | |
public bool facingRight = true; | |
// Use this for initialization | |
void Start() | |
{ | |
fuel = 25; | |
SetfuelText(); | |
} | |
void SetfuelText() | |
{ | |
fuelText.text = "JETPAK: " + fuel.ToString(); //sets the coresponding text to the following | |
} | |
void Awake() | |
{ | |
spriteRenderer = GetComponent<SpriteRenderer>(); //gets the sprite renderer | |
animator = GetComponent<Animator>(); //gets the animator | |
} | |
protected override void ComputeVelocity() | |
{ | |
Vector2 move = Vector2.zero; | |
move.x = Input.GetAxis("Horizontal"); //gives the player the velocity needed to jump | |
if (Input.GetKeyDown("w")) //lets the player jump | |
{ | |
if (fuel >= 1)//checks if there is fuel | |
{ | |
velocity.y = jumpTakeOffSpeed; | |
Instantiate(fly, jet.position, jet.rotation); | |
fuel = fuel - 1; | |
fuelText.text = "JETPAK: " + fuel.ToString(); | |
} | |
} | |
else if (Input.GetKeyUp("w")) //lets player cancel jump | |
{ | |
if (velocity.y > 0) | |
{ | |
velocity.y = velocity.y * 0.5f; | |
} | |
} | |
if (Input.GetKeyDown("s") && fuel <= 0)//refills fuel if at 0 | |
{ | |
fuel = fuel + 25; | |
fuelText.text = "JETPAK: " + fuel.ToString(); | |
} | |
if (move.x < 0 && facingRight) Flip(); //flips the player right | |
if (move.x > 0 && !facingRight) Flip();//flips the player left | |
void Flip() | |
{ | |
facingRight = !facingRight; | |
transform.Rotate(Vector2.up * 180); | |
//flips the player | |
} | |
animator.SetBool("grounded", grounded); //plays the jump animation in the animator | |
animator.SetFloat("velocityX", Mathf.Abs(velocity.x) / maxSpeed); //plays the running animation in the animator | |
targetVelocity = move * maxSpeed; //allows the player to move | |
} | |
} |