Basic platformer.
Need a dead condition and restart menu. Need a level complete Need enemies Need powerups Need Kenny Art
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using System;
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using UnityEngine;
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using UnityEngine.InputSystem;
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[RequireComponent(typeof(Rigidbody2D), typeof(BoxCollider2D))]
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public class Player : MonoBehaviour
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{
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private Rigidbody2D _rigidbody;
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private bool _wantsJump;
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private bool _isJumping;
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private bool _isGrounded;
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private float _jumpStartTime;
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private float _dir;
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private Vector3 _oldPos;
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public InputAction movement;
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public InputAction jump;
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public float speed = 4;
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[Tooltip("This is the desired height, relative to the initial jump point, in unity units (meters)")]
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public float jumpHeight;
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[Tooltip("This is how long it takes to achieve the `jumpHeight` value")]
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public float jumpDuration;
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private void Start()
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{
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_rigidbody = GetComponent<Rigidbody2D>();
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movement.Enable();
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jump.Enable();
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jump.started += JumpStart;
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jump.canceled += JumpEnd;
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Application.targetFrameRate = 144;
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}
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private void JumpStart(InputAction.CallbackContext callbackContext)
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{
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_wantsJump = true;
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}
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private void JumpEnd(InputAction.CallbackContext callbackContext)
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{
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_wantsJump = false;
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_isJumping = false;
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}
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private void Update()
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{
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_dir = movement.ReadValue<float>();
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_oldPos = _rigidbody.position;
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_oldPos.x += _dir * speed * Time.deltaTime;
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if (_wantsJump && _isGrounded)
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{
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_isJumping = true;
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_isGrounded = false;
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_jumpStartTime = Time.time;
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}
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if (_isJumping && _wantsJump && _jumpStartTime + jumpDuration > Time.time)
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{
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_rigidbody.gravityScale = 0;
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var metersPerSecond = jumpHeight / jumpDuration;
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// This simulates "acceleration" or rather the immediate force of a jump and the falloff due to gravity,
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// without actually using gravity. That sounds odd, and maybe it can be improved, but this was the first
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// solution that gives the designer a maximum height to hit over a duration while allowing the user to
|
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// end the jump early (like most SNES era platformers). All this while still looking good or "correct".
|
||||
// TODO: I think the closer the end value (b in the lerp function) is to 0 the more "correct" it will look.
|
||||
var accelerationCoefficient = Mathf.Lerp(1.5f, 0.5f, (Time.time - _jumpStartTime) / jumpDuration);
|
||||
_oldPos.y += accelerationCoefficient * metersPerSecond * Time.deltaTime;
|
||||
}
|
||||
else
|
||||
{
|
||||
_rigidbody.gravityScale = 1;
|
||||
}
|
||||
|
||||
_rigidbody.position = _oldPos;
|
||||
}
|
||||
|
||||
private void OnCollisionEnter2D(Collision2D other)
|
||||
{
|
||||
foreach (var contacts in other.contacts)
|
||||
{
|
||||
if (contacts.point.y < _rigidbody.position.y)
|
||||
{
|
||||
// we are grounded and can exit!
|
||||
_isGrounded = true;
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f9ab11c194f655f44b082c0f0b9a81e1
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user