in progress bug movement

This commit is contained in:
2020-01-31 23:03:38 -05:00
parent 5f521efcd3
commit 111bb5e27e
16 changed files with 530 additions and 599 deletions

View File

@@ -4,22 +4,56 @@ using UnityEngine;
public class BugMovement : MonoBehaviour
{
public LayerMask layerMask;
public float speed;
private bool movingRight = true;
Rigidbody2D bugBody;
private Transform groundDetection;
[SerializeField] private int secondsGoingLeft = 1;
[SerializeField] private int secondsGoingRight = 1;
[SerializeField] private float movementSpeed = 10;
// Update is called once per frame
void Update()
private int leftAccumalator = 0;
private int rightAccumalator = 0;
private Rigidbody2D rigidBody;
private int framesPerSecond => 60;
private void Start()
{
transform.Translate(Vector2.right * speed * Time.deltaTime);
// Physics2D.IgnoreLayerCollision(LayerMask.GetMask())
rigidBody = GetComponent<Rigidbody2D>();
}
void FixedUpdate()
// Update is called once per frame
private void Update()
{
var totalFramesGoingLeft = framesPerSecond * secondsGoingLeft;
var totalFramesGoingRight = framesPerSecond * secondsGoingRight;
if (leftAccumalator <= totalFramesGoingLeft)
{
MoveLeft();
leftAccumalator++;
if (leftAccumalator == totalFramesGoingLeft)
rightAccumalator = 0;
}
else if (rightAccumalator <= totalFramesGoingRight)
{
MoveRight();
rightAccumalator++;
if (rightAccumalator == totalFramesGoingRight)
leftAccumalator = 0;
}
}
private void MoveLeft()
{
var actualSpeed = movementSpeed * -1;
rigidBody.velocity += new Vector2(actualSpeed, 0);
}
private void MoveRight()
{
var actualSpeed = movementSpeed;
rigidBody.velocity += new Vector2(actualSpeed, 0);
}
}

147
Assets/Prefabs/Bug.prefab Normal file
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public static class LayerNames
{
}

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[SerializeField] private float runSpeed = 10f;
[SerializeField] private float jumpSpeed = 10f;
[SerializeField] private float runFasterFactor = 1.5f;
[SerializeField] GameObject ground;
Rigidbody2D rigidbody;
private Rigidbody2D rigidbody;
private string enemiesLayerName => "Enemies";
private string groundLayerName => "Ground";
private void Start()
{
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private void Update()
{
Debug.Log(HasEncounteredEnemy());
MovePlayer();
}
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private void Jump()
{
var playerOnGround = rigidbody.IsTouching(ground.GetComponent<CompositeCollider2D>());
var playerOnGround = rigidbody.IsTouchingLayers(LayerMask.GetMask(groundLayerName));
// Jump
if (Input.GetKey(KeyCode.Space) && playerOnGround)
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{
rigidbody.velocity = new Vector2(actualRunSpeed * -1, rigidbody.velocity.y);
}
}
private bool HasEncounteredEnemy()
{
return rigidbody.IsTouchingLayers(LayerMask.GetMask(enemiesLayerName));
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